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Posts
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N-N-N-N-NECRO'D (*echoes* -RO'D, Ro-d, ro-d...)
Doc, I hope you used the search feature to find this, in which case, kudos for using the search feature to find an existing topic, except that this topic is over 2 months old.
All that said, SG re-names are something that have been requested previously. At best, we can probably hope for a purchasable rename token (much like a character rename token) at some point. But if that will ever happen and when is impossible to tell. -
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The Devs said that they hope to expand the amount of powers per each Incarnate slot. But I'm betting that won't happen until we have all ten slots unlocked, which will probably be (at least) couple issues from now. For now, since all of the Incarnate content is Praetorian-based, so are the pets.
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I'm betting the Devs would not set that stuff to go live until they were at work and settled in. Considering it is still only 8:15am Pacific time (as I'm writing this, of course), we probably still have a couple hours.
It doesn't currently matter to me since I'll be at work for the next 6 hours, so as long as it is up by the time I get home, I'll be happy! -
Quote:Yeah, sure, but I assume you've seen the female model while using the 'Walk' power... C'mon, if their hips swayed any more, they would dislocate a joint! I'm not complaining, but is overly noticeable. Then again, as has been said, that is commonplace for most comic-book characters.Actually for me it's the walking animation. Male characters walk as if they.... um... have been playing pool facing the wrong direction. For lack of a better description. Almost all my male character have capes to cover this animation.
*wrangles in his post and whips it back on topic*
All signature characters have something: Statesman has a Detail 1, Back Alley Brawler has Gloves, and Mother Mayhem just happens to have a rather unique Chest Detail... -
Quote:It is far from the worst culprit out there, I completely agree. I just thought it was worth pointing out.I think it's WAI that the two VG pieces mesh together, and it looks fine to me personally. It makes it look more like a part of the whole helmet, rather than the seperate detail that the non-heavy armorued VG troops have.
And, really, it's not the worst culprit out there. A whole swathe of costume pieces clip, some of them much, much worse than others sadly.
In my opinion the visor should be fully visible, since it seems as though they would function like Ironman's mask, rotating upward above the forehead when not in combat (hinging on the circular part of the hat that goes over the ear). Though, I definitely see what you are saying about it making it look like a full helmet. Plus, I'm not a huge fan of the visor's design anyway, so I don't use that much, and therefore this is more of a nit-picking argument than anything
Though, having said that, I do wish more of the other "Detail 1" options fit better with the hat. -
I just noticed this recently while fiddling around with costume ideas, and with the full costume becoming available at character inception (for most) in a matter of hours, I thought I would bring this up.
Has anyone else noticed that the Vanguard "eye shield" (for lack of a better word, you can't exactly call it "goggles") and the chin guard clip each other? Usually you don't see pieces from the same set doing that, but sure enough, there it is. Here is a pic of the NPC models, but the headgear is the same. You can see that the bottom of the eye piece cuts into the chin guard. Is this working as intended?
Something else I noticed was that VERY few "Detail 1" options work with the Vanguard hat. Most clip in some way (sides, top, etc.). Now, I don't expect some to work (for example, the Science Super Booster options, which technically go over the whole head), but things like the Praetorian Police visor or the Scanner, both of which cover a relatively small area, clip with the angles of the hat. I think these could use a fix up. Up until now, they were options that were only obtainable if someone put the time in to get the Vanguard merits. But now that it will be available to people account-wide from level 1, it warrants an examination. -
Maelstrom's DP/MA combo is nothing new among signature NPC characters. They get their own costume pieces and power set combos for exactly that reason: to make them signature. Granted, I would be OVERLY ECSTATIC if some kind of natural-based secondary involving martial arts (obviously different from Devices) was released for blasters. But because this is a signature character we are talking about, and they are notorious for having unattainable-by-players power set combos, I refuse to up my hopes.
However, this lack-of-redraw thing intrigues me, and is something I have overlooked. Considering we already have access to gear from Resistance NPCs, I find it to be more plausible that this could be a functionality test, before actually being tested for player models. -
Quote:My guess would be that a gorilla/ape head would have been easy enough to make, but it's the rest of the body that was problematic. When you consider most of the beasts we now have access to (big cats, wolves, and bulls/bovines) they are all four-legged creatures, whose limbs all end up about the same in terms of mass and length. To believably adapt them to the humanoid skeletons we have in-game, you simply lengthen the hind legs.This astonishing ommission is the reason I've yet to purchase this pack. Why did CoH overlook the rich tradition of comicbook apes, e.g. Gorilla Grodd, Detective Chimp, Congorilla, Don Uggie Apelino, Gorilla-Man, Monsieur Mallah, the Red Ghost's Super-Apes, Titano, and the ape incarnation of the Ultra-Humanite, to name only a few?
The bird model was a bit more of a stretch, considering we can't make our arms the actual wings. But again, adapting it to the in-game models was probably relatively easy, considering it was plugging a pair of bird legs on to the bottom of the "Monstrous" leg skeleton, and designing a realistic looking bird-of-prey head.
For an ape, the problem is that they are already semi-bipedal (we evolved from them, after all). But they have longer (and in the case of gorillas, more muscular) arms, and their legs are comparatively shorter. If you put an ape's upper body on our human or monstrous lower body, it would look disproportionate.
Who knows, maybe we will see a version of this in the future, but my guess is that they skipped it this time around because they wanted to get the pack out and trying to figure out how to make Simian features work would have pushed back the release. -
Quote:This.The key here seems to be the freedom to make and play your character how you want to, make it look and act exactly as you want, and to play with whoever you want to, at any time. CoH/V gives me this, and is quite unique in doing so. Please keep it up, devs! Thanks for 7 years and here's to hopefully 7 more.
I know power customization, story flexibility/rigidity, and costume design can sometimes be thought of as QoL, and therefore get pushed down the priority list in favor of content-based stuff. But all of the aforementioned stuff is content to a lot of players. And like Ellis said, it is what has kept me interested in this game for so long, while other games have lost their shine: If I didn't like a story arc for a certain character, I could move on to a choice of three others. If I don't like my current costume, odds are there's an existing option that will fix that. If I want green ice powers, than I can have my green ice powers! (No, I've actually never wanted green ice powers.)
Point is, it has been a great 7 year run thus far, which is a very impressive number for an MMO, and especially to be able to still be king of its genre with existing shiny new competitors. I can only hope that the Paragon Studios team knows all of this, and will continue on the same path. Good on ya, mates. -
I'm banking on this. From a business standpoint, they were wise to first release the content that would involve the most people at any one time. I can be patient as long as that patience will pay off in the end. As with many others, I simply don't want to be left in the dust. I don't mind if most of my characters are not Sons of Krypton, in fact, I prefer them to have certain flaws. I just hope that when the day comes that Tyrant gives himself to the Well (or some similar event involving Rularuu, the Rikti, etc.), that my characters will be able to provide more help than "civilian crowd control."
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Quote:Forbin beat me to it, but that's the exact quote.Originally Posted by Paragon WikiIf the two in the pact do not have the same experience, as can be the case at the creation of a leveling pact when, for example, a level 4 character gets leveling pacted with a level 1 character, then the higher level character will receive no experience and the lower level character receive all the experience until they catch up to the same level.
So unfortunately, this would be the ultimate power-leveling tool, since the lower level character would be gaining all the xp even when not online, with no hindrance to the lvl 50 character since they can't gain any xp anyway. If they made it so 2 level 50s could pact together, and maybe share incarnate xp at some cost (reduced inf gains or something), that could be something worth looking into.
As for expanding the number of pact members...
I am all for encouraging groups of people to play together on a regular basis. But the more people you add to a pact, the more places the xp has to be distributed. Experience returns could get excruciating small, and make leveling quite a chore. You would also have to input a system to allow yourself to unpact with a certain member of the group, but not everyone, to allow for situations where one person of the group becomes inactive.
It looks incredibly complicated, and does not seem to be a feature the devs nor the player base are particularly concerned with at the moment. I like the feature, don't get me wrong, I just don't think we will expansion on it for a long while. -
I am all for more realistic reactions to environment, as well as more detail added to travel powers. I don't think this landing would work for Super Jump, since doing that, then immediately jumping again would look strange. But again, something to make it look like you just landed from a huge leap would be great!
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Nice, I see whatcha did there.
This pure awesomeness. A Preatorian killed with a rock. Can we please get this in the game somewhere? Even as a comment from an NPC civilian walking around Nova Praetoria?
"I hear Colonel Duray was killed by a Primal hero throwing a rock! The Emperor might be in over his head... -
Thanks for the help all. I ended up binding GATE-keeper's idea to 'v' and it works well since I just have to tap the same key twice. Whenever I want to stop, s or w will do it, so it all works out well.
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GATE-keeper: I think I understand what you mean. In other words, there seems to be no way to make autorun and a flypose activate with a single keystroke while maintaining the ability to toggle off autorun with another stroke of the same key. I'll give it a shot, thanks!
And if anyone else has any alternate solutions, I'd love to hear 'em. -
Hey there, this is a keybind question.
After spending an hour fiddling in-game and searching the forums, I haven't seen/come up with a solution. What I'd like to do is change the autorun bind on "r" to also execute a flypose. The closest I have come is this:
/bind r "emote flypose3 $$ ++forward"
I'll have Fly active, tap r, and start moving forward, but with no flypose. When I tap r again, I stop moving forward, but I do a stationary flypose for a second, then return to the idle position.
If this is possible, would anyone mind posting a bind solution? I'm sure I'll be doing a nice big "/e facepalm" when I see what it is. -
Quote:I knew the formation of the weapon was part of the animation, but I didn't know if it would transition seamlessly between powers. I wondered if this was the case, but I've never actually tested it, so that's good to know, thanks for pointing it out.That's not really the problem. I have a Fire brute who only uses the sword powers. Technically, there *is no* redraw. Once you click the power, the animation begins while, at the same time, the weapon appears in the hand. If you decided to pick the same sword/color, you won't even tell it's ever put away/redrawn.
The other points in your post reiterate what I was saying: In order to have different elemental weapons, it would have to be another wave of animations due to the way the elemental weapon powers are set up, even if the character model motions were the same throughout. -
I don't have a shot, but I suggest not running around so much. Usually, if you just park yourself around Atlas Plaza or another place that has a good amount of pedestrians, NPC comments will come. I tend to only see them about myself if I've been standing in the same spot for a couple minutes.
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This combo is about as straight forward as it gets, so there's not much advice that need be given. You get 3 ST blasts, a snipe, a cone, and a Targeted AoE, so you have plenty of ranged attacks to keep you busy. If the enemies get close, you get Irradiate and Atomic Blast, and Energy Manipulation's array of very good melee attacks. I'll say this: watch out in the early levels, since you'll lack a ST immobilization that comes with the other sets, and use and abuse Cosmic Burst's Stun. It is a great secondary effect that can save your life.
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Quote:I could be wrong, but I think it is a little more complicated than that. In a weapon power set, the character model performs a certain action, which causes NPCs to react in a certain way (depending on the attack). So the weapon that you plug into the player's hand has little-to-no impact on the execution of the move. At the basic design level, the model is programmed to swing it's arm(s) in a certain way, with the hand closed in a fist around the cylindrical handle of *insert weapon here*. This is why weapons are so customizable: the weapon is, in fact, a costume piece. It does not matter if the character model is holding a mace, war hammer, or club, any certain move is still going to be executed the same way, and have the same effect on an enemy.The beautiful part is that they could just use the same animations from the weapon sets, but with the current elemental swords they have for most of these sets.
Thus, you run into a problem when trying to incorporate elemental weapons into every move of an elemental set: The existing elemental weapons in that set are part of the power animation, as opposed to a separate costume piece incorporated into the power animation (which is why there is no re-draw pause when you, for example, click Ice Sword immediately following Frozen Fists). In order to give an elemental power set customizable weapons, the devs would have to make the sets weapon sets, with a unified group of animations, where you could just plug in whatever type of ice sword / fire sword / stone hammer / etc. that you wanted.
The only other option (as far as I can tell) would be to do what I mentioned in my earlier post: make the weapon part of every animation, thus removing redraw, at least according to our current definition. The problem with that suggestion (I think) is that the weapon would in fact redraw with every click of a power, it would just be part of the animation, which would break continuity and fluidity in the attacks.
Now, if you are talking about simply giving elemental weapons as options in sets like Broad Sword, Dual Blades, War Mace, Battle Axe, etc., that seems entirely plausible. The only reason I can think of as to why the devs haven't done that yet is that it would be hard to justify an Ice Sword (which you would expect to do Cold damage) in a set like Broad Sword that is exclusively Lethal damage.
As a disclaimer, I do not know much about programming or how the system works. I am using deductive reasoning based on simple in-game observations. -
Quote:I would not be at all surprised if this happens in the not-too-distant future. Sure, many forum residents have requested this, but I don't think that will be the main reason. The fact is that, currently, the trials are the "new toy" and there is a surplus of 50s out there that have yet to become Incarnates or are in the process of becoming so. Naturally, the powers-that-be want to encourage the playing of the new content, so they have limited the acquisition of Threads nearly exclusively to the two trials. But within a few months, players will have most likely filled out their 50s to whatever levels of Incarnate power they choose, thus depleting the number of normal 50s interested in becoming Incarnates. Once that happens, it will become more difficult for players to find a large enough group of people who (a) happen to have a new 50, yet to be an Incarnate, (b) actually want to make that 50 an Incarnate, and (c) have the time/energy/desire to run the necessary amount of trials to get the powers they want. At that point, I bet the Devs will make Threads available as random drops (at a decent rate) from most/all level 50 content, rather than listen to the slew of complaints from people on lower population servers that they cannot find enough players to form a Trial league.I say up the drop rate for shards to be inline with other Random drop items(like Vanguard Merits) Or add incarnate stuff to drop from all Level 50 content. That way those that like the Raids can raid and those who dont, do not get penalized for their playstyle, or those who get burned out on the raids can still get a reasonable way to progress in their incarnates.
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From what I can see in game, there's one way to do this. They could make the weapon a part of the animation, which would eliminate redraw issues. Moves like Ice Sword, Stone Mallet and Fire Sword form the weapon as the attack is being executed. As far as I can tell, there's no pause to form the weapon between clicking the power and the power animation. However, that would mean the weapon would re-form with each attack, which again probably wouldn't add any time to the animation, but would suck in terms of continuity.
I also don't know how power customization would work within that, considering it seems like it was relatively easy to add the feature where you can switch between the Ice Sword and Greater Ice Sword for both animations, but I don't know how that would work when redoing every animation in a power set to work with a weapon. -
Thanks for the confirmation Obsidian, as I have just run into the same problem. Auto-complete, I choose you!
Edit: Just kidding... no auto-complete option. Street sweeping 'til 20, it would seem...