Freedom Reborn Archive

City of Heroes/Villains Forums => CoH/CoV General Discussion => Topic started by: Midnight on October 09, 2007, 04:23:36 PM

Title: i11 in Closed Beta
Post by: Midnight on October 09, 2007, 04:23:36 PM
Shovels for everyone. (http://boards.cityofheroes.com/showflat.php?Cat=0&Number=9358483&Main=9358483#Post9358483)


[meow edit]Fixed the link[/meow]
Title: Re: i11 in Closed Beta
Post by: RTTingle on October 09, 2007, 06:15:28 PM
Bless Bass_ackwards...  got pics of most of the new weapon looks.

Quotehttp://boards.cityofheroes.com/showflat.php?Cat=0&Board=shibboleth&Number=9359332&page=0&fpart=1

Wow... this is a lot better than I imagined.

RTT
Title: Re: i11 in Closed Beta
Post by: Uncle Yuan on October 09, 2007, 10:00:58 PM
The mace options alone will revitalize the power set.  I'm really looking forward to the sword options - the colorizable option itself is pretty cool!  Not to mention the tech and fantasy swords!
Title: Re: i11 in Closed Beta
Post by: Tortuga on October 09, 2007, 10:36:29 PM
Too many choices!  I've tried making mace and axe tankers before, but with the limited weapons, it never really clicked character wise.  But now...seriously, it's too much!
Title: Re: i11 in Closed Beta
Post by: El Condor on October 10, 2007, 05:15:14 AM
Oh, the concepts we'll see...

:thumbup:

EC
Title: Re: i11 in Closed Beta
Post by: Viking on October 10, 2007, 09:19:45 AM
Yeah, with Stone and Pickaxe we could have... Stinky Pete, the prospector!
Title: Re: i11 in Closed Beta
Post by: Tortuga on October 10, 2007, 10:33:58 AM
If only they'd make the Lost's plaid costumes available to players.  Lumberjacks! Tradesmen! Etc!
Title: Re: i11 in Closed Beta
Post by: Uncle Yuan on October 10, 2007, 11:33:59 AM
Quick!  Roll a Paul Bunyan while you can to hold the name!!
Title: Re: i11 in Closed Beta
Post by: MJB on October 10, 2007, 11:57:08 AM
Awesome! The closed beta happened much sooner that I thought it would. :)

-MJB
Title: Re: i11 in Closed Beta
Post by: Stopman on October 10, 2007, 12:04:23 PM
Quote from: Uncle Yuan on October 10, 2007, 11:33:59 AM
Quick!  Roll a Paul Bunyan while you can to hold the name!!

I'm gonna make a Scrapyarder hero!
Title: Re: i11 in Closed Beta
Post by: Midnight on October 10, 2007, 04:41:46 PM
Quote from: Stopman on October 10, 2007, 12:04:23 PM
Quote from: Uncle Yuan on October 10, 2007, 11:33:59 AM
Quick!  Roll a Paul Bunyan while you can to hold the name!!

I'm gonna make a Scrapyarder hero!

I already have Civil Engineer reserved. :P

For what it's worth, you can go into character creator and futz with the weapons, you just can't get onto the server.
Title: Re: i11 in Closed Beta
Post by: RTTingle on October 11, 2007, 06:53:34 AM
Interesting article over at MMORPG.com

QuoteCity of Heroes, Issue 11 - Standing Apart in a Crowd: Weapon CustomizationLast week, we brought you an interview with Matt "Positron" Miller about the upcoming Issue 11 update from City of Heroes / Villains. Today, the folks behind the game have provided us with the story behind the new weapon customization that will make an appearance in Issue 11.
One of the most often requested features for the "City Of" games is power customization. We already offer some of the most extensive costume customization of any MMO on the market, but that's just the tip of the iceberg for what our players desire. They want the ability to customize every single bit of their character, including how their powers look.

Unfortunately, the animation and effects system that City of Heroes was built on didn't lend itself well to customizing power blasts or altering the color of the fire attacks. Numerous powers have baked-in elements that would require a nearly insurmountable effort to get power customization to work at the level our players have come to expect. When faced with this fact, we decided that we would much rather devote the animation and effects time into new powers and new effects than going back over older powers and giving them a purely cosmetic facelift.

When it came to adding new powers to the game, Jack Emmert, the Creative Director at Cryptic Studios, suggested that we poll the players to find out what they wanted in the way of powers. We knew we wanted to do a melee set and a defensive set so that the melee archetypes (Tankers, Scrappers, Brutes, and Stalkers) could get some much needed love. When we reviewed the results of the polls, the defensive set that the players wanted the most was Shields.

The players wanted it, but we were pretty sure that the players all had different ideas of how it would be implemented. We did a straw poll within the dev team, and everyone had a different idea of what the "shield" should look like. It was so varied in responses that we didn't think we could make a shield that would satisfy even a quarter of the people who wanted the set. That's when the animation team did some investigation on the way our weapon powersets were rigged up.

The team came back with very promising results: they were able to swap weapon geometry fairly easily and still keep the animations intact. With this hurdle cleared we just needed the UI time to get the costume creator working with the new weapon altering abilities and we would be able to let players choose their own shield graphic when they were working on the costume for their character!


Alas, the actual animation time involved in getting the Shield set done was too much for Issue 11's schedule, so the powerset itself was shelved for a later issue. However, we decided to use this functionality with any and all weapons that were currently available in powers, and with Dual Blades as the new melee powerset in Issue 11, it was only logical that players could alter the left and right weapons for powersets that used both hands.

The initial tests were very promising; using models ripped from the game, our development team was rediscovering existing powersets with new graphics. Although it was strictly a cosmetic change, no alteration of damage type or the like, new weapon models really made some of the older sets feel different and breathed new life into them! Choosing a Warhammer for the War Mace powerset doesn't alter any of the powers, but does give your character a lot more distinction. And since these are chosen on a per-costume basis, characters can have different weapons for their different outfits, if they so desire!

The goal was that every weapon power would get their default weapon, an archaic or mystical version of the weapon, and a high-tech or more modern take on the weapon. We succeeded in this area with many powersets, and even were able to add a bunch of weapons that we had in the game already so the players could further customize their characters.

We then decided that certain weapons should be "unlocked" as rewards for achieving milestones. These would be the weapons that were closely identified with enemies in the game; the Thorn sword from the Circle of Thorns, the Red Cap's daggers, Rikti swords, etc. These "prestige" weapons are earned through normal play so that archetypes that use them could further customize their character. Additionally, players who obtain these exclusive weapons could be seen, at a glance, as having overcome these opponents.

All in all we are very pleased with the implementation of Weapon Customization. We are always happy when we can give players something they have been asking for. Players can expect to see more and more weapons added to the costume creator as the game moves forward!

Following is a list of powersets and their respective weapons that are currently planned for testing in Issue 11. This list may well change during the testing process.

Assault Rifle


Assault Rifle
Merc. Assault Weapon
M-14/M-380
Tactical Assault Weapon
Tommy Gun
Council Assault Weapon
Council Sub-Machine Gun
Nemesis Rifle
Vanguard 'Redding' Rifle
Axes

Battle Axe
Pickaxe
Hatchet
Shovel
Rikti Axe
Dual Blades

Scimitar
Longsword
Falcata
Khopesh
Gladius

Redcap Dagger
Faer Dagger
Dragon Dagger
Katana
Wakazashi
Ninja Blade
Tanto
Sai
Rapier (Right Hand Only)
Main Gauche (Left Hand Only)
Bows

Recurved Bow
Arcane Bow
Compound Bow
Claws

Hero Claws
Villain Claws
Fury Claws
Talsorian Blades
Shadow Blades

Katanas

Katana
Ninja Blade
Fantasy Blade
Maces

War Mace
War Mace 2
Flanged Mace
Studded Mace
Warhammer
Sledge Hammer
Baseball Bat
Club
Shillelagh
Skull Club
Bone
Carnival Mallet
Shovel
Tech Mace
Fantasy Mace
Pistols


Semi-Auto
Revolver
Magnum Revolver
Revolver w/Laser Sight
Match Compensator
Tactical Sidearm
Flintlock
Mini-Uzi
Pulse Rifles

Pulse Rifle
Crey Pulse Blaster
Rikti Blaster
Rikti Rifle
Retro Rifle
Broadswords

Broadsword
Flamberge
Shadow Bane
Cutlass
Thorn Blade
Tsoo 'Katana'
Rikti Sword


     I find it incredible ironic, how shields was so much work (obviously for the animations alone)... yet still, from it, the devs managed to deliver us this HUGE boon of weapon custimization. 

QuoteAlas, the actual animation time involved in getting the Shield set done was too much for Issue 11's schedule, so the powerset itself was shelved for a later issue.

     The question now is, how much longer?  A fair trade indeed.  I'll gladly wait on shields another issue or two in hindsight considering weapon customization is what they did instead.

QuoteAlthough it was strictly a cosmetic change, no alteration of damage type or the like, new weapon models really made some of the older sets feel different and breathed new life into them!

     As silly as it sounds, they're right and in doing so I think they've created a great way for people to enjoy the game longer and dangled one hell of a carrot for others to comeback.  Before... I played a few of the other ATS and simple didn't care for them at all.

     Now???

     Just looking over the new options, I want to; Have a Native American hero that swings a hatchet.  Make a mysterious gravedigger who swings a shovel.  Create a Captain Caveman tribute who swings a bone (Yeah, I know it was a wooden club... but the bones close enough for me).  Have my own version of a legend with Casey and his trusty baseball bat.

    Several characters --- all tanks.  An AT I had ZERO interest in playing before.

    Not only that, but considering all the new options for pistols, finding me on the COV side may not be such a rare sight.  I'm definately wanting to play my soldier and his army for hire, re-roll Black-Bullet up again with him slinging double uzi's.  And flintlocks???  Wow.  Which way do I got with that?  New pirate, swashbuckler, or Solomon Kane-esque fighter of evil?

QuoteAnd since these are chosen on a per-costume basis, characters can have different weapons for their different outfits, if they so desire!

     I tried to give each seperate costume Emerald Cloak had a distinct purpose.  He had his regular costume, a battle torn costume, a hazmat costume, etc.  This just makes it sweeter.  Different costume and weapons for distinct purposes.  So while that night stalker costume EC had with night vision goggles was damn spiffy... just imagine it with a sniper rifle and scope now.  Nice!

QuoteThe goal was that every weapon power would get their default weapon, an archaic or mystical version of the weapon, and a high-tech or more modern take on the weapon.

     Great idea and sound thinking.  Players can have characters who are time-tossed now and not feel out of place anymore or use certain weapons and not feel dated.  Players with axes, bows, & maces don't have to feel awkward being all high tech in costume, but fighting with a musuem peice.

QuoteWe then decided that certain weapons should be "unlocked" as rewards for achieving milestones.

Heres an assumed list, pulled from whats listed above...

* Carnival Mallet
* Council Assault Weapon
* Council Sub-Machine Gun
* Crey Pulse Blaster
* Family Tommy Gun
* Nemesis Rifle
* Redcap Dagger
* Rikti Axe
* Rikti Blaster
* Rikti Rifle
* Rikti Sword
* Thorn Blade
* Tsoo 'Katana'
* Vanguard 'Redding' Rifle

Nice!

QuoteAll in all we are very pleased with the implementation of Weapon Customization.

You think you're pleased?!?!  I'm just waiting for this to go live to jump on with my CC and give it a whirl for a month.

QuotePlayers can expect to see more and more weapons added to the costume creator as the game moves forward!

One can only hope!  Considering all this --- I can't wait to see all the different shield types they came up with.

RTT
Title: Re: i11 in Closed Beta
Post by: ow_tiobe_sb on October 11, 2007, 07:06:07 AM
Two words: shillelagh.  :twisted:

*rubs his hands in anticipation of several trips to the tailor*

ow_tiobe_sb
Phantom Bunburyist and The Prat in the Hat
Title: Re: i11 in Closed Beta
Post by: RTTingle on October 11, 2007, 07:12:42 AM
Quote from: ow_tiobe_sb on October 11, 2007, 07:06:07 AM
Two words: shillelagh.  :twisted:

I foresee several dozen people running around in all green suits, hats and red goatees in Atlas all saying, "Where are my Lucky Charms?"

RTT
Title: Re: i11 in Closed Beta
Post by: Funeral-Pyre on October 11, 2007, 07:26:57 AM
Quote from: RTTingle on October 11, 2007, 07:12:42 AM
Quote from: ow_tiobe_sb on October 11, 2007, 07:06:07 AM
Two words: shillelagh.  :twisted:

I foresee several dozen people running around in all green suits, hats and red goatees in Atlas all saying, "Where are my Lucky Charms?"

RTT

Curses! That idea was mine!  Mine, I say!
Title: Re: i11 in Closed Beta
Post by: Funeral-Pyre on October 11, 2007, 07:29:36 AM
I must admit i11 is shaping up to be one of my favorite issues in awhile.  For someone with altitis, all these options will be great!
Title: Re: i11 in Closed Beta
Post by: Tortuga on October 11, 2007, 08:18:32 AM
If only Rick O'Shea could get that shillelagh.
Title: Re: i11 in Closed Beta
Post by: GhostMachine on October 11, 2007, 06:29:26 PM
Can anyone confirm if the Munitions Mastery power gets access to the Assault Rifle re-designs? I am gonna be beyond ticked if they don't.....
Title: Re: i11 in Closed Beta
Post by: MJB on October 11, 2007, 08:07:00 PM
No idea but there is a new Dev Diary talking about custom weapons. Plus I imagine that we will all get more info as the weeks go by.

-MJB
Title: Re: i11 in Closed Beta
Post by: Midnight on October 12, 2007, 06:27:24 AM
Quote from: GhostMachine on October 11, 2007, 06:29:26 PM
Can anyone confirm if the Munitions Mastery power gets access to the Assault Rifle re-designs? I am gonna be beyond ticked if they don't.....

Hasn't been implemented yet.
Title: Re: i11 in Closed Beta
Post by: Marmeille on October 13, 2007, 02:17:15 AM
There's a new patch on I11 closed beta and they added new weapons that we can see on the character creation screen :cool:

I saw an Arabian Scimitar in Broadsword that looks really good, the Gladius is now visible but kinda meh.
Claws now has a 2 bladed claw version of both hero and villain claw and also something weird called Widow Blades.
The Pipewrench in War Mace is gone  :mellow: probably untill they fix the texture mapping on it.
The best for last, Battle Axe now has a Fireman's and a Lumberjack's Axe  :lol:

Can't wait for this to go live, with possibly even more weapons  :P
Title: Re: i11 in Closed Beta
Post by: Silverlion on October 18, 2007, 05:12:15 AM
Widow Blades are identical to the thorny fist things that Blood Widows have (which is really cool..)

Title: Re: i11 in Closed Beta
Post by: BlueBard on October 18, 2007, 07:39:03 AM
QuoteThe best for last, Battle Axe now has a Fireman's and a Lumberjack's Axe

And yet, curiously, we lack a plaid flannel texture with suspenders for shirts.  How on earth am I supposed to create Paul Bunyan in CoH without those?

Maybe they're waiting for the Growth powerset to add them...
Title: Don't touch the hair...
Post by: RTTingle on October 19, 2007, 07:14:55 PM
Wow...

... lotsa new styles! 

http://boards.cityofheroes.com/showflat.php?Cat=0&Board=shibboleth&Number=9439084&page=0&fpart=1 (http://boards.cityofheroes.com/showflat.php?Cat=0&Board=shibboleth&Number=9439084&page=0&fpart=1)
Title: Re: i11 in Closed Beta
Post by: Carravaggio on October 19, 2007, 08:11:33 PM
oh hell yes!
TBH this has gotten me even more interested than all the weapon mods, its hard to make a character when you have only about three usable male hairstyles.
Title: Re: i11 in Closed Beta
Post by: MJB on October 20, 2007, 01:11:17 AM
I've always been disappointed in the face and hair options in CoX but at least the latter has been taken care of.

I can see myself hitting the tailor on a couple of characters. Nice work Cryptic, now get us some new faces!

-MJB
Title: Re: i11 in Closed Beta
Post by: El Condor on October 20, 2007, 05:18:14 AM
I want eye colors!
Title: Re: i11 in Closed Beta
Post by: Carravaggio on October 20, 2007, 05:21:15 AM
Quote from: MJB on October 20, 2007, 01:11:17 AM
I've always been disappointed in the face and hair options in CoX but at least the latter has been taken care of.

I can see myself hitting the tailor on a couple of characters. Nice work Cryptic, now get us some new faces!

-MJB
knowing nothing about how they 'skin' their character models in COX, seeing as how the facial features dont change, you would think that new faces would be one of the easiest additions to the game, if its anything like FF then its just the addition of extra face image files. A half decent digital artist could knock a half dozen or more of these out in a day. Again, its anothe limitation that SEEMS like it could be easily overcome, but hasn't. There are only four or five male faces i consider worth using. I would like more...
Title: Re: i11 in Closed Beta
Post by: GhostMachine on October 20, 2007, 06:36:54 AM
I like most of the new hairstyles. However, I wish there had been at least one more long hair style for men.
Title: Re: i11 in Closed Beta
Post by: El Condor on October 20, 2007, 08:36:52 AM
Quote from: Carravaggio on October 20, 2007, 05:21:15 AM
knowing nothing about how they 'skin' their character models in COX, seeing as how the facial features dont change, you would think that new faces would be one of the easiest additions to the game, if its anything like FF then its just the addition of extra face image files. A half decent digital artist could knock a half dozen or more of these out in a day. Again, its anothe limitation that SEEMS like it could be easily overcome, but hasn't. There are only four or five male faces i consider worth using. I would like more...

Carravaggio, you do know that you can adjust many of the facial dimensions with the "scales" (I think that's what they're called) sliders, don't you?  You can't transform things too much, but noticeable changes are possible.

EC
Title: Re: i11 in Closed Beta
Post by: Adamence on October 20, 2007, 08:48:40 AM
Quote from: MJB on October 20, 2007, 01:11:17 AM
Nice work Cryptic, now get us some new faces!

-MJB

You realize those new faces would be in-game only right? :P

ZING!
Title: Re: i11 in Closed Beta
Post by: Carravaggio on October 20, 2007, 09:01:02 AM
Oh yeah, what i meant was that the features of the face don't change during the game(eyes don't blink, mouth doesn't open during speech or during an attack, face doesn't contort in pain when attacked). Using the scale sliders changes the proportions of the head's mesh (or model) but doesn't affect the rendered face image.
So as there is no change in the skin of the face, they only need to make individual, static image files to increase the number of face options allowed to us. And like i said, i'm sure any half talented digital artist could throw a bunch of them together in no time, heck the skinners right here at FR do it on a regular basis. If i can do it, im sure they could manage it.  :P As such it must be easier for anyone to make a bunch of new faces than to make a slew of new hairstyles.
While the hairstyles are much needed and well recieved (by me at least) i feel the same way as MJB; i would like more faces to choose from :) I guess i have been spoiled by FF, it allows me to add anything i want to the game, and sometimes COX feels like its missing parts that i would consider essential...but thats my selfishness showing. COX is the most in depth character creator i have seen, surpassing oblivion or any other game. I am appreciative of the extras that NC puts out for us...and yet i have six characters all using the same face skin...
Title: Re: i11 in Closed Beta
Post by: BlueBard on October 20, 2007, 10:05:22 PM
The new hairstyles rock... will definitely be changing some stuff out.

The ParagonWiki for Issue 11 notes one possible (unconfirmed) feature is an archnemesis system.  If such a thing is even under serious development, I'd be excited whether or not it appears in issue 11!
Title: Re: i11 in Closed Beta
Post by: DMenacer on October 20, 2007, 11:03:31 PM
I would love it if they would just complete all of the textures that they have where they could go on all the parts of the costume, not just on some parts of it.