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Discuss: What You Know: The Rooks (visuals included)

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Foradain
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Discuss: What You Know: The Rooks (visuals included)

[ Insert clever Warcabbit remark here ]

Discuss!

Link to what we're discussing: http://cityoftitans.com/forum/what-you-know-rooks-visuals-included

Foradain, Mage of Phoenix Rising.
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So, a Rook's "edge" could be

So, a Rook's "edge" could be nearly anything: a clever ultratech gadget, basic magic spells, the latest martial arts craze. This means we shouldn't take them for granted; there's no telling what one of them might come up with. I expect to find them entertaining, at the very least.

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Clever visuals appear

Clever visuals appear invisible. (11/16)

Yeah, it seems one should never take an individual Rook, or a group of them, completely for granted. They may have a surprise in their pocket.

Be Well!
Fireheart

doctor tyche
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Fireheart wrote:
Fireheart wrote:

Clever visuals appear invisible. (11/16)
Yeah, it seems one should never take an individual Rook, or a group of them, completely for granted. They may have a surprise in their pocket.
Be Well!
Fireheart

*kicks it*
Try now.

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Dunno if I'm digging the

Dunno if I'm digging the rubberman aesthetic the visuals are tending towards. Are these preliminary?

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While I'm genuinely clueless

While I'm genuinely clueless what 'rubberman aesthetic' is even supposed to mean here, I do know that we still have not cooked up the shader settings that will make our game render into a specific feel and style that will be unique to us. So I suppose it is preliminary in some ways. We're at last able to focus on quality of appearance, but not on the ultimate visual style of the game.

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I kinda like the wee animated

I kinda like the wee animated dude. I'm assuming this is just a prototype, but I like the fact that he feels kinda familiar, as if he escaped our old city and made his way to a more hi-res neighbourhood.

Spurn all ye kindle.

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desviper wrote:
desviper wrote:

Dunno if I'm digging the rubberman aesthetic the visuals are tending towards. Are these preliminary?

That's all in the shader and subsurface setup, which are going to be one of the last things we set down. (as that is polish)

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Doctor Tyche wrote:
Doctor Tyche wrote:

desviper wrote:
Dunno if I'm digging the rubberman aesthetic the visuals are tending towards. Are these preliminary?
That's all in the shader and subsurface setup, which are going to be one of the last things we set down. (as that is polish)

Okay, good. Suppose I do remember gathering feedback on skin textures a bit ago. I do like the animation though :) Has a very wild and untrained feel to it, which it should for a punk with a bat.

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Good question. I assumed

Good question. I assumed still kind of preliminary, but it's good to hear it from devs.

I am still very stoked to get into this game whenever we get it. Thanks guys

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Has the final 'specific feel

Has the final 'specific feel and style that will be unique to us' been determined yet? Not just for character or npc models but the world itself? The final art style is one of the more important aspects to me and would like to see it as soon as you can show it.

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I really loved fighting the

I really loved fighting the low-level gangs in CoH. There was nothing quite like heading out with a new toon to kill skuls. I'll probably always miss that, but ever since we got our first hint of the Rooks, I was excited to see them filling that little niche for a new hero looking to break into crime-fighting scene and clean up the streets.

As others have mentioned, I like that their members are basically ordinary punks looking to make the leap to being more powerful, and the possibility that some of them might pull some small-scale surprises now and again. I can really see that opening up the story possibilities for them in missions.

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It may help to make clear -

It may help to make clear - that character is standing on some very large flagstones in a warehouse whose shelves are, well, about the size of the CoH warehouse ones. He ain't small.

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Looks great! The animations

Looks great! The animations seem pretty smooth too. Can't wait to see the character model with all the textures/shaders turned on!

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Another awesome up date with

Another awesome up date with a bit of animation as well.
Reading about a bag guy is one thing,,,SEEING the bad guy is a whole lot more!

Thanks!

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Oooh, I didn't have the

Oooh, I didn't have the animation show up on my Fire, just the still. It looks good!

Is the flash of the impact standard with the Louisville Slugger animation set, or would that be evidence of this Rook's edge?

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Just something thrown in for

Just something thrown in for fun.

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I like the update. I don't

I like the update. I don't know what the shader/subsurface effects will do, when they're there, but I would ask you to take a look at the faces that Guild Wars 2 has. They did those pretty well. The eyes look good, at least on the humans I made, for example. But that's a finished product, I get that this is preliminary.

Edit: the animation also makes the guy look like he's out of breath, because he's apparently breathing very hard, and is he wearing a checkered curchief, or is is scalp painted like that? And is the mohawk his real hair, or part of the `chiff?

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The mohawk is work in

The mohawk is work in progress - hair is awaiting physics to be operational - it's meant to be short hair dyed checkerboard.

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I really like the concept of

I really like the concept of the Rooks. It makes sense that at some point people would start trying to achieve superpowers of their own to some degree, and I imagine many of them even succeed.

Cinnder wrote:

I kinda like the wee animated dude. I'm assuming this is just a prototype, but I like the fact that he feels kinda familiar, as if he escaped our old city and made his way to a more hi-res neighbourhood.

I don't know why, but this comment made me laugh. Thank you for brightening my day a little. :)

An infinite number of tries doesn't mean that any one of those tries will succeed. I could flip an infinite number of pennies an infinite number of times and, barring genuine randomness, they will never come up "Waffles".

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It's really starting to feel

It's really starting to feel like MWM is beginning to turn the corner in their development process. And it's starting to feel more and more certain that City of Titans is going to be well worth the wait.

It doesn't take much imagination to look at the modular pieces of development that have been shown and put them together in your mind and polish them a bit. And the potential that emerges is just damned exciting.

Brainbot wrote:

Has the final 'specific feel and style that will be unique to us' been determined yet? Not just for character or npc models but the world itself? The final art style is one of the more important aspects to me and would like to see it as soon as you can show it.

I'm chomping at the bit to see this too. Art and movement/action style are HUGE for me in a game. But I think they have said that will probably be one of the last things we'll see because it is just about the last "layer" of the development process.

FIGHT EVIL! (or go cause trouble so the Heroes have something to do.)

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Empyrean wrote:
Empyrean wrote:

I'm chomping at the bit to see this too. Art and movement/action style are HUGE for me in a game. But I think they have said that will probably be one of the last things we'll see because it is just about the last "layer" of the development process.

I really hope that is not the case because final art style can have a HUGE impact on a lot of other aspects in the development. Particle effects, lighting, textures, costumes, animations, locations, ect all are affected by the final art style. Even the tone of the game itself is largely influenced by the art style.

I can understand perfectly not releasing information on the final art style until the game nears completion (though I would really hate it if they did) but if they didn't have at least a pretty good idea at this point what it would be then I would be surprised and disappointed.

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Doctor Tyche wrote:
Doctor Tyche wrote:
Fireheart wrote:

Clever visuals appear invisible. (11/16)

*kicks it*
Try now.

Oh! There we go!

Hmm, the lad has the 'Tanker Torso' going, there. He seems slightly short-limbed, but that may just be a combination of stance and camera-angle. This ready-stance isn't bad at all, but he's blowing like a racehorse at the end of a long dash. At least he's not a mouth-breather, like many MMO models I've seen, lately.

I suggest some meditation, to help him slow his breathing a bit, and a bit of posture training, so he stands upright and doesn't... oscillate so much. Um, and tighten his grip on the weapon?

Otherwise, I definitely like this look! Now we just need his neurasthenic buddy, with the knife and his girlfriend, with the handgun and heavy hand-bag.

Be Well!
Fireheart

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Brainbot wrote:
Brainbot wrote:

I really hope that is not the case because final art style can have a HUGE impact on a lot of other aspects in the development. Particle effects, lighting, textures, costumes, animations, locations, ect all are affected by the final art style. Even the tone of the game itself is largely influenced by the art style.
I can understand perfectly not releasing information on the final art style until the game nears completion (though I would really hate it if they did) but if they didn't have at least a pretty good idea at this point what it would be then I would be surprised and disappointed.

I'm not the best person to explain this, and Doctor Tyche may need to correct me on this. We know what sort of style we're aiming towards, for certain, but it's an on paper thing. Now yes, animations and FX designs will follow that direction we figured out. We know how we want the game to feel.

What is the last layer, is basically a bunch of rendering settings. The right rendering settings can make the same set of assets and characters look very different - we can literally make the difference between gritty Gotham and shiny Metropolis this way, and that example is quite deliberate: Gotham of DCUO, without its render settings, looks like Sim City. Bright flat colors. That's how powerful these are. It can't change the shape but it can and will affect the texture and appearance of clothes. Once everything is there, so we can see the whole results, we start working on a set of render settings that get the result we want.

The easiest comparison to think of might be Photoshop filters. Ever tried applying a few of those to an image? Startling how powerful those can be and what kinds of changes they can create. They can literally turn a picture into a painting. And our render settings can do this in 3D.

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Also - I'm new to imgur, and

Also - I'm new to imgur, and didn't realize the gif had not been set to be available to the public. Now it is. That probably caused many of the viewing issues.

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*scratches head* I'm not sure

*scratches head* I'm not sure how important it being liked will actually be, but if you have an imgur account and liked the gif, it would probably be helpful to hit the upvote button. I'm not sure why it's getting *downvotes* since I made it public. Maybe people downvote more casually there than on youtube.

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I was most excited by the

I was most excited by the background, I can just imagine doing a mission in that warehouse.
I love the rolling stairs to get to the upper shelves.

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Shadow Elusive wrote:
Shadow Elusive wrote:

I'm not the best person to explain this, and Doctor Tyche may need to correct me on this. We know what sort of style we're aiming towards, for certain, but it's an on paper thing. Now yes, animations and FX designs will follow that direction we figured out. We know how we want the game to feel.

Thanks for replying.
And I am glad you know what you want the game to look like when it is done. Is there any chance we will get to know in the near future?

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Geveo wrote:
Geveo wrote:

I really loved fighting the low-level gangs in CoH. There was nothing quite like heading out with a new toon to kill skuls. I'll probably always miss that, but ever since we got our first hint of the Rooks, I was excited to see them filling that little niche for a new hero looking to break into crime-fighting scene and clean up the streets.
As others have mentioned, I like that their members are basically ordinary punks looking to make the leap to being more powerful, and the possibility that some of them might pull some small-scale surprises now and again. I can really see that opening up the story possibilities for them in missions.

I couldn't have said it better myself. This is really getting me excited.

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Very nice! Excellent to see

Very nice! Excellent to see some fleshed out looking characters even if they are just common mooks. Speaking of which I love how your using old titles/ranks for enemy mobs, makes it feel more nostalgic and CoH like. IE Skull Slammer and whatnot.

Puny Heroes.

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Brainbot wrote:
Brainbot wrote:
Shadow Elusive wrote:

I'm not the best person to explain this, and Doctor Tyche may need to correct me on this. We know what sort of style we're aiming towards, for certain, but it's an on paper thing. Now yes, animations and FX designs will follow that direction we figured out. We know how we want the game to feel.

Thanks for replying.
And I am glad you know what you want the game to look like when it is done. Is there any chance we will get to know in the near future?

The problem is, you ask a dozen people who work on a large scale project what the "Style" is, and you will get 10 very different answers. They all describe the exact same thing, mind you, but conveying it becomes very individual.

I could give metrics, dimensions, ratios till the cows come home. I could discuss color palettes, model sizing and proportions. I could even detail out the emotional targets being aimed for. But, even then, until it is all together, it would not properly convey the style in a complete manner.

That is why concept art is so critical, because it gives something to compare the finished product against. You can describe until the cows come home, but it cannot really get across what is needed.

So, perhaps, if you explain what you are looking for, what would help explain the style, someone can better help point you to what you are seeking.

We've given out example concept pieces multiple times over development, including in our Kickstarter. The Rooks here were one of the earliest group concept artwork to be released in fact:

Technical Director

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In CoX, the spawns were

In CoX, the spawns were identifiable at a glance. For example, in the group The Lost, all the scrounger brawlers had red spiky hair, all the Scrounger Gunners had a trashcan lid on their chest, and all the Mutate Slammers had TVs on their heads. Will you be mixing things up a bit between different NPC models and sexes, or do you intend to follow through with the same 1:1 ratio of model to powerset?

[hr]I like to take your ideas and supersize them. This isn't criticism, it is flattery. I come with nothing but good will and a spirit of team-building. If you take what I write any other way, that is probably just because I wasn't very clear.

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Huckleberry wrote:
Huckleberry wrote:

In CoX, the spawns were identifiable at a glance. For example, in the group The Lost, all the scrounger brawlers had red spiky hair, all the Scrounger Gunners had a trashcan lid on their chest, and all the Mutate Slammers had TVs on their heads. Will you be mixing things up a bit between different NPC models and sexes, or do you intend to follow through with the same 1:1 ratio of model to powerset?

Depends on the group. Some groups are more rigid than others.

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There's a lot to be said for

There's a lot to be said for knowing what you're getting into

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I hope they have the same low

I hope they have the same low resistance to KB as Skulls and Hellions in COH had. Cracking one with energy punch and sending it flying 100 yards was quite delightful.

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That's absolutely true. I

That's absolutely true. I would love to see a bit of variation within the models though if possible. Even if it's just to denote Danger, Will Robinson. A TV-head-guy with a bat and a TV-head-guy with a chain that drips fire are two different antagonists, and probably something I wouldn't want to mess up - but getting to look for that difference and remember getting my ass beat by jumping in on a flaming chain situation without proper forethought is always a nice touch.

You guys have a LOT of antagonists to fill out, though. It's understandable if everyone can't be a unique snowflake.

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Suppose a rook minion has a

Suppose a rook minion has a bat and wear's a t-shirt and a hat. Would it be that hard to vary the style of hat between two or three appropriate styles, and maybe have aluminum bats and wooden ones, and have different t-shirts?

Also, just as a side though, if there are t-shirts in the game, can we make the same or similar ones in the merch store? So like if there's a particular black and white rook shirt, that some Rooks wear, maybe we can buy them too.

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Doctor Tyche wrote:
Doctor Tyche wrote:

So, perhaps, if you explain what you are looking for, what would help explain the style, someone can better help point you to what you are seeking.

We've given out example concept pieces multiple times over development, including in our Kickstarter. The Rooks here were one of the earliest group concept artwork to be released in fact:

That's just it. The concept pieces you have released vary quite a bit, even in the same update.

What I am looking for is to see an actual representation of the finished art style that you point at and say 'this is what we are going for'. This could be a snapshot of a character model in a location with all the available textures, full lighting, estimates of shaders and render settings. Or it can be a painting or a drawing that features a level of expected detail that represents the factors a computer generated image would provide.

But I know you are not ready to release that. So I would just be happy knowing if the game is going for hyper realistic textures and models or if we are going to see a more distinct art style like I said here:
http://cityoftitans.com/comment/110003#comment-110003

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Brainbot wrote:
Brainbot wrote:

What I am looking for is to see an actual representation of the finished art style that you point at and say 'this is what we are going for'. This could be a snapshot of a character model in a location with all the available textures, full lighting, estimates of shaders and render settings. Or it can be a painting or a drawing that features a level of expected detail that represents the factors a computer generated image would provide.

Personally, I would be tickled pink if in response MWM posted a screenshot from City of Heroes that they pointed at and said "this is what we are going for--but updated to take advantage of Unreal 4 and some of the look of the Marvel & DC Cinematic Universes!" And, unless I'm wrong or just wishfully thinking, I think that's kind of what I'm seeing from what they've shown already.

BTW, as I've posted elsewhere, City of Heroes' art style--and even movement and action--perfectly fulfilled the principles of "Stan Lee's How to Draw Comics the Marvel Way":

(https://www.google.com/search?q=how+to+draw+comics+the+marvel+way&rlz=1C1CHFX_enUS478US478&biw=1440&bih=782&tbm=isch&tbo=u&source=univ&sa=X&sqi=2&ved=0ahUKEwi_06Og_7DQAhVINSYKHU8TCiMQsAQIIA)

FIGHT EVIL! (or go cause trouble so the Heroes have something to do.)

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I understand that there is a

I understand that there is a lot of work still to be done under the hood, but I have to say I like the look and style of character art you are going for. Like a cross between CoH and MCU, just enough realism to be engaging, while still having that old CoH feel to it.

I'd like to say that just based on that clip alone, I would/will play this game. But I've been in these forums from day one and I know what you have accomplished and are still working to, uh, perfect. Keep that look, that style, it falls in just the right place for me.

And I like the combination of checkerboard haircut and mohawk. Very distinctive!

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Shadow Elusive wrote:
Shadow Elusive wrote:

*scratches head* I'm not sure how important it being liked will actually be, but if you have an imgur account and liked the gif, it would probably be helpful to hit the upvote button. I'm not sure why it's getting *downvotes* since I made it public. Maybe people downvote more casually there than on youtube.

Basically. If there's no description on their side it just looks like someone posted a random 3D rendering, and since they might'n't've found it terrible impressive, they downvote. Given a proper title and description...it could go either way :p

Edit after figuring out how to see the imgur post: ehhh, maybe the description wasn't enough? Idk, the community is fickle. I upvoted it ;)

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As has been mentioned, this

As has been mentioned, this was not the finished product, which will likely look better, hopefully have less huffing and puffing, and maybe have a better, more realistic face and haircut. I take that vid clip to be akin to the "live, guitar not really tuned, drummer still hung over, no bass at all, lyrics still subject to change, jam session" version of a song. When it's the ALBUM version, it'll get thumbs up, in it's present state, you can tell people "this is a preliminary look" and they'll still act like it's supposed to be the finished product, and thus down vote it. Personally, I don't even like live music as much as the polished album version of the song. This is why I don't by CDs of live shows, and I generally tune people out who try to tell you the live version is "way better" because that's a very subjective thing, and they're usually just trying to make you think they know more about music than you do. To the general public, the album version is always the best version, and that's what we expect when we see anything.

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Well it got most of the

Well it got most of the downvotes before I added a description, I had the same thoughts you did and edited accordingly.

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I really like the idea of the

I really like the idea of the Rooks. I really hope that in a clip before a Rook boss fight, there is a top ranked Rook guy in the room playing chess :D

(Maybe a callout to the movie Fresh, have like 4 boards set up all him playing against himself)

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Is it just me, or are the

[url=http://i.imgur.com/t55fGkq.mp4]Rook Slammer[/url] animation

[url=https://s-media-cache-ak0.pinimg.com/564x/66/2b/9b/662b9be8d3e8d0f3502ed2d9635cb4ba.jpg]Human proportions[/url] reference

Is it just me, or are the legs of that Rook guy too short for the size of the rest of him? I look at the animation and think he'd be swinging that bat at hip height versus a regular/normal human. Definitely has the "orc" look to him though (all torso, no legs).

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Redlynne wrote:
Redlynne wrote:

Rook Slammer animation
Human proportions reference
Is it just me, or are the legs of that Rook guy too short for the size of the rest of him? I look at the animation and think he'd be swinging that bat at hip height versus a regular/normal human. Definitely has the "orc" look to him though (all torso, no legs).

They did comment that he was of "huge" stature, maybe he's meant to be one of those naturally ogre-looking builds (I'm looking at you, Brock Lesnar), OR, maybe he's one of the Rooks who "found his edge" in some type of physical augmentation and he's so big he has to swing low to hit a normal human?

Either way, I can't wait to take my brand new, shiny noob baby hero out to tangle with some Rooks!!!

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Could be a matter of

Could be a matter of perspective - he is a little hunched over after all. He could also be wearing saggy pants as well - I hear the kids sport 'em like that these days.

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Even in the "How to draw the

Even in the "How to draw the marvel way" thing, Stan Lee mentions that they do deviate from that formula (7.5 heads tall) from time to time based on the character. The Kingpin is mentioned as only being 5 heads tall, for example. That said, when they do that, they do it for a reason. 7.5 heads is still the rule of thumb, and I would expect more generic run-of-the-mill minions to be very "rule of thumb" unless there's a specific reason they're not for specific ones.

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Radiac wrote:
Radiac wrote:

Even in the "How to draw the marvel way" thing, Stan Lee mentions that they do deviate from that formula (7.5 heads tall) from time to time based on the character. The Kingpin is mentioned as only being 5 heads tall, for example. That said, when they do that, they do it for a reason. 7.5 heads is still the rule of thumb, and I would expect more generic run-of-the-mill minions to be very "rule of thumb" unless there's a specific reason they're not for specific ones.

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*inserts "Aliens" guy*

*inserts "Aliens" guy*

Sliders...

No but really, is there a Huge frame or just a bunch of sliders to get you from average to huge? Seems like that would be the ideal. There certainly are a LOT of sliders.

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Grimfox wrote:
Grimfox wrote:

*inserts "Aliens" guy*
Sliders...
No but really, is there a Huge frame or just a bunch of sliders to get you from average to huge? Seems like that would be the ideal. There certainly are a LOT of sliders.

Hopefully both, in a manner of speaking.

I hope we will have a few presets, like small medium large huge or some such while still having sliders that can take us from the smallest possible to the biggest possible as a whole without having to re-choose one of those presets. MWM has at least alluded to having a basic and advanced "mode" when customizing body shape so maybe that could be one of the biggest difference between those modes.

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blacke4dawn wrote:
blacke4dawn wrote:

Hopefully both, in a manner of speaking.

I hope we will have a few presets, like small medium large huge or some such while still having sliders that can take us from the smallest possible to the biggest possible as a whole without having to re-choose one of those presets. MWM has at least alluded to having a basic and advanced "mode" when customizing body shape so maybe that could be one of the biggest difference between those modes.

I'll likely just do what I did back in CoH; get a few "base" bodies and presets set up with the character creator, save them, and then use them as templates for future projects.

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I did not search-fu this, but

I did not search-fu this, but I believe MWM said that they were currently planning on having the equivalent of a "huge" build.

Anyway, if there are plenty of sliders, then build options on top of that is gravy (mmmm... gravy).

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Hmm... am I right in assuming

Hmm... am I right in assuming the reason "...the Black Rose and the Five Dragons, major forces in Titan City’s underworld, [are] mysteriously tolerating their rise" is because when a rook develops a good enough edge they're scouting by other groups? As in, the Rooks are really just a recruitment block for the rest of the city's more dangerous criminal organizations, but are made to appear as something more innocuous. I could be overthinking this, but that would definitely explain why the big boys are leaving them be.

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Sounds about right to me

Sounds about right to me BiotopeZ

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Empyrean wrote:
Empyrean wrote:

I did not search-fu this, but I believe MWM said that they were currently planning on having the equivalent of a "huge" build.
Anyway, if there are plenty of sliders, then build options on top of that is gravy (mmmm... gravy).

I think the goal in CoT was to make the base male and female body models be "flexible" enough (via sliders) to effectively allow us to create the "huge" versions for ourselves without having to have any completely specialized body models (like CoH did for the "huge male" model). If they can achieve this then not only will they not have to waste time and effort supporting two unique male models (with all the extra time it took to make two sets of costume items that fit both models) but we'll also by default have the ability to make "huge females" which basically didn't exist in CoH. Two birds... one stone.

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I think there will be presets

I think there will be presets which will give you different body types that you can then tweak.

Basically player side it will operate similar to CoH and have various body types but behind the curtain the models are all built from the same base to allow the devs to be able to make costumes more universal

(oops, should have hit save before i went and made food, lothic beat me to it)

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What I really want to know is

What I really want to know is whether the Rooks will be able to move only in straight lines. And will their lesser minions be able to move forward only, but attack diagonally? Until they reach the other side of the map, of course...

Spurn all ye kindle.

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Cinnder wrote:
Cinnder wrote:

What I really want to know is whether the Rooks will be able to move only in straight lines. And will their lesser minions be able to move forward only, but attack diagonally? Until they reach the other side of the map, of course...

The queen is a ranged that has free range of attack and the king is a PBAoE melee and can only attack those close to him xD

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Kiyori Anoyui wrote:
Kiyori Anoyui wrote:

Cinnder wrote:
What I really want to know is whether the Rooks will be able to move only in straight lines. And will their lesser minions be able to move forward only, but attack diagonally? Until they reach the other side of the map, of course...
The queen is a ranged that has free range of attack and the king is a PBAoE melee and can only attack those close to him xD

All joking aside it might be cool if the Devs could figure out a scenario where in order to succeed in a mission you'd need to have a team of players that used specific powers to act like pieces on a chessboard. I don't know if you'd have two players actually play chess with all the other "player pieces" or how all that would exactly work - I'm just spit-balling here. Wasn't there a point in one of the early Harry Potter books where the kids had to pretend to be chess pieces in order to solve some kind of puzzle or something?

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They could have a map with a

They could have a map with a life-sized chessboard floor done in black and white squares, then have it light up like a disco floor and do "avoid the green stuff" damage to you with different squares lighting up and turning off in different sequences. GW2 has that. It's called the Aetherblade Fractal. They also have one where you run around this floor suspended high in the air made of hexagons and the hexes fall out from under your feet at different times, so you have to keep moving.

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I hope im not too late to

I hope im not too late to this topic! I freaking love this update and all the information it brings this enemy group could of easily fit in CoH! And there "Edge" seems like the thing you will see more and more as you level like the Lost slowly mutating into Rikti! Or Freakshow more teched out! The model is an awesome concept too very theme fitting. My only thing is isnt the slammer a sledgehammer user? Hehehe :) more hero and villain group break down like this i could read and reread to hype myself. Awesome stuff :D!

Have a nice day!

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I like the feel I am getting

I like the feel I am getting from these guys. Definitely reminds me of the early enemy groups like the Skulls, the Hellions, the Lost, and the Outcasts.

The description of them being encouraged to have an ''edge'' also sounds interesting. I am assuming that this grand master is pushing to a point to get powers? Or are they rewarded them once they reach a certain point? It's pretty interesting.

Also that is the first time we have ever heard of Operation Anvil which isn't explicitly elaborated on.

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