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Final art style?

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Diakos
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Final art style?

Has the visual style been announced?

The Original KS and concept art had a very nice stylized Art Deco comic book look, but the video seem to be almost Photo-realistic super high-res 3d look textures, almost like pasted photos.

Must say that kinda turned me off, but that might just be me.

[Edited for less morning/old person grumpiness]

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As long as it doesn't look

As long as it doesn't look like Champions I would be fine with it. An art thread in the forums would be good for us artists to help contribute art for the game. Maybe a series of contests for the various pieces promo art for the developers to use. Maybe starting with a logo contest.

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I can guarantee it won't be

I can guarantee it won't be cel shaded nor plasticky and waxy shiny. The Unreal Engine can do amazing things. And the KS will be getting us the 3D design tools to make that happen.

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Personally, I'd like the

Personally, I'd like the milieu to look as photorealistic as possible. Of course, that would add to the workload of the Art Dept. and ramp-up the technical specifications of the computer required to run what is very likely to be the #1 hit of 2016! By then, we'll have quantum computers (like are currently in the Katt-kave), so what am I worried for?

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Amerikatt wrote:
Amerikatt wrote:

Personally, I'd like the milieu to look as photorealistic as possible. Of course, that would add to the workload of the Art Dept. and ramp-up the technical specifications of the computer required to run what is very likely to be the #1 hit of 2016! By then, we'll have quantum computers (like are currently in the Katt-kave), so what am I worried for?

Hey, since when are we making an Americat Statue?

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See AK? All the more reason

See AK? All the more reason to pledge up to Key To Titan City!

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I really like the realism I

I really like the realism I see in the environment art (I was expecting something more cartoon-like [See Wildstar]). The realism is a greatly acclaimed art style but I do see issues with it being compatible with tights wearing heroes and heroines. Also with such a realistic world we would hope to see our characters given the same level of realism detail (which for a custom appearance creator can be a LOT of data between the global server and user PC). The Unreal Engine is a great tool for creation, but it was discussed over at Marvel Heroes that some character models had to be simplified to accommodate the sheer number of people sharing a space (And they don't even use a custom costume generator). As an MMO the ability for the level of static detail can be much greater than the variable details because the environment details will not be changing.

The environment style I have seen so far looks amazing.. I am just whether the character creator options will be able to follow suit.

P. S. - I love Rift (uses a modded game engine) because of its visuals, and it'd be interesting to see that kind of "realism" translate to Golden Age, Silver Age, Bronze Age, 90s and Modern Age superheroes.

P. P. S. - I also think the "blocky" engine that CoX used was showing its age so I'm looking forward to seeing how human models will look.. It really was something that bothered me in that game. More realism in heroes is something I fully can support!

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Haven't any of you watched

Haven't any of you watched the trailer? Look at the city scape and you'll understand the feel is very City of Heroes with more technology, development, and better art.

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I didn't get a feel of CoX

I didn't get a feel of CoX from the trailer to be fair.

Maybe it was just me, but it was *very* hard for me to tell the difference between that and say Saints Row 4, just going by the Cityscape. Maybe its just me.

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Please no to the photo

Please no to the photo realism. Want to feel like we're in a comic book full of superheroes.

Vitality
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Brand X wrote:
Brand X wrote:

Please no to the photo realism. Want to feel like we're in a comic book full of superheroes.

I want realism.

I want it to be a game that you can immerse yourself in.

In my opinion...CoH had that feel.

I was never a fan of the cartoon, comicbook like feel of CO.

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Vitality wrote:
Vitality wrote:

Brand X wrote:
Please no to the photo realism. Want to feel like we're in a comic book full of superheroes.

I want realism.
I want it to be a game that you can immerse yourself in.
In my opinion...CoH had that feel.
I was never a fan of the cartoon, comicbook like feel of CO.

I never saw CoH as realism o.O

Vitality
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Brand X wrote:
Brand X wrote:

Vitality wrote:
Brand X wrote:
Please no to the photo realism. Want to feel like we're in a comic book full of superheroes.

I want realism.
I want it to be a game that you can immerse yourself in.
In my opinion...CoH had that feel.
I was never a fan of the cartoon, comicbook like feel of CO.

I never saw CoH as realism o.O

When compared to CO...I definitely saw CoH as the more realistic portrayal of the people and the world. Granted, you can say that some of the graphics were dated (ie. "glove" hands)...but I think the overall atmosphere of the game had a real world feel.

It's like CoH was the video game of a live action movie.

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Vitality wrote:
Vitality wrote:

When compared to CO...I definitely saw CoH as the more realistic portrayal of the people and the world. Granted, you can say that some of the graphics were dated (ie. "glove" hands)...but I think the overall atmosphere of the game had a real world feel.
It's like CoH was the video game of a live action movie.

Oh, well yeah, when comparing CoH vs CO, CoH was more comicbook superhero and CO is more cartoon superhero (though with a lot of tweaking of sliders since CoH's shutdown, I've finally got a look I feel is less cartoony and more comicbook).

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I personally want to see

I personally want to see something akin to X-Men Destiny. The graphics aren't too strong as to overload a MMO system but it still "feels" realistic. To me the tights and the environment are perfect and the powers shown here (displaying the lighting etc) are impressive.

It's not as beautiful as say, Tera but it still feels authentic and a step up from the old CoX model without being cartoony

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JayBezz wrote:
JayBezz wrote:

I personally want to see something akin to X-Men Destiny. The graphics aren't too strong as to overload a MMO system but it still "feels" realistic. To me the tights and the environment are perfect and the powers shown here (displaying the lighting etc) are impressive.
It's not as beautiful as say, Tera but it still feels authentic and a step up from the old CoX model without being cartoony

I'd rather see the character models akin to TERA, with more slider options! :) Love TERA's aesthetics.

Looked at images of X-Men Destiny, I think they went a bit to far in the "lets make costumes realistic" but I like comic books skintight outfits.

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I have to tell you … the game

I have to tell you … the game looks much better in action than it does in images. Go find some video of a play-through .. Also the main characters had to unlock "tights" but when they did I generally think they looked nice because they had many different textures.

Edit:
I mean just look at THESE.. so realistic and still have he different textures in each piece to make comic books come alive.

http://www.deadpoolgame.com/#!/characters

EDIT #2:
And check out the "Light" costume pieces on Black Cat.. these are trackable polygons with effects.. Makes me hope I can get hologram insignia's like what the Green Lanterns have for my Supergroup!

http://www.youtube.com/watch?v=HnCnNW0j1UI

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JayBezz wrote:
JayBezz wrote:

I have to tell you … the game looks much better in action than it does in images. Go find some video of a play-through .. Also the main characters had to unlock "tights" but when they did I generally think they looked nice because they had many different textures.
Edit: I mean just look at THESE.. so realistic and still have he different textures in each piece to make comic books come alive.
http://www.deadpoolgame.com/#!/characters

If they can improve the faces, I could possibly get on board with that look. Would still prefer the aesthetics of TERA, but in a modern setting.

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Brand X wrote:
Brand X wrote:

I'd rather see the character models akin to TERA, with more slider options! :) Love TERA's aesthetics.

True, but their fashion... ugh. They were absolutely crazy about asymmetry and form over function.

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Lin Chiao Feng wrote:
Lin Chiao Feng wrote:

Brand X wrote:
I'd rather see the character models akin to TERA, with more slider options! :) Love TERA's aesthetics.

True, but their fashion... ugh. They were absolutely crazy about asymmetry and form over function.

That'd be taken from CoT's different costume styles. :) Though, I did like some of those crazy asymmetrical outfits!

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Have you guys checked out

Have you guys checked out some 3d Renders of other artists who've worked with City of Heroes players for commissions.

My fav it Douglass Shuler

http://douglasshuler.deviantart.com/gallery

He does the simple, smooth, textured style that I think fits ANY superhero genre. He'd be a GREAT get for the character creator!

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JayBezz wrote:
JayBezz wrote:

Have you guys checked out some 3d Renders of other artists who've worked with City of Heroes players for commissions.
My fav it Douglass Shuler
http://douglasshuler.deviantart.com/gallery
He does the simple, smooth, textured style that I think fits ANY superhero genre. He'd be a GREAT get for the character creator!

Seen his work, his faces are so hit and miss, and mostly miss imo. Though, might be able to get some higher cut leotard options for my main with that artist if it's just about the outfits.

If it's just about the textures, well, more is always good.

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I tend to actually like the

I tend to actually like the faces. Don't seem too cartoony.. But I was mostly talking about the skill to cut digital sculpture then render it with textures. The spandex texture he used feels the right thickness and sheen and style to fit into a "realer" world if people don't want to wear kevlar and leather.

http://douglasshuler.deviantart.com/art/PlasmaStream-50818715 - buckles
http://douglasshuler.deviantart.com/art/Rowr-50819919 - fur
http://douglasshuler.deviantart.com/art/Chief-Justice-50818879 - Tights
http://douglasshuler.deviantart.com/art/Fire-Lily-50817389 - More tights

I just really dig that style of rendering. Add light physics to it and you've got a game winner that keeps with the style of the original CoX. There are some other 3d renders I've found but his have been my favorite for the type of game we're talking about (unless people are ok with all buckles and leather characters like in the Deadpool game.. which I can get with too!)

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JayBezz wrote:
JayBezz wrote:

I tend to actually like the faces. Don't seem too cartoony.. But I was mostly talking about the skill to cut digital sculpture then render it with textures. The spandex texture he used feels the right thickness and sheen and style to fit into a "realer" world if people don't want to wear kevlar and leather.
http://douglasshuler.deviantart.com/art/PlasmaStream-50818715 - buckleshttp://douglasshuler.deviantart.com/art/Rowr-50819919 - furhttp://douglasshuler.deviantart.com/art/Chief-Justice-50818879 - Tightshttp://douglasshuler.deviantart.com/art/Fire-Lily-50817389 - More tights
I just really dig that style of rendering. Add light physics to it and you've got a game winner that keeps with the style of the original CoX. There are some other 3d renders I've found but his have been my favorite for the type of game we're talking about (unless people are ok with all buckles and leather characters like in the Deadpool game.. which I can get with too!)

Not sure I care for the fur pattern myself, maybe that because, the fur one looked fur all over except for the furry chest/stomach, but I did love that the tights had a wrinkled and non-wrinkled example.

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I prefer EVE style graphics.

I prefer [url=http://calmdowntom.com/wp-content/uploads/2011/01/Ealiom-Character-Creation.jpg]EVE[/url] style graphics. Those are not yet super real but they are good enough and represent heroic potential well. Caveat that I also want to create looks that put Hulk in steroids to shame as well as inhuman creatures.

However if it has to be more stylized and lower detail then [url=http://images-cdn.perfectworld.com/www/7c/75/7c75dd24421ae6e76a2fb35c70e2e00e1345576166.jpg]STO[/url] does decent job.

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Meh. To realistic.

Meh. To realistic.

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Brand X wrote:
Brand X wrote:

Meh. To realistic.

I pretty much view EVE as the standard for high end graphics. It's realistic enough even if there are things that are off but it's a lot better than the cartoony ones. If it has to be more cartoony then the minimum for me is STO. If it's comic or cell shaded or soft-celled then the game needs to have super amazing gameplay for me to even consider playing it. There are already games like that on market and I personally don't like the graphics style.

However naturally this is just my opinion. YMMV and all.

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Quote:
Quote:

The Original KS and concept art had a very nice stylized Art Deco comic book look,

Aesthetics.

Quote:

but the video seem to be almost Photo-realistic super high-res 3d look textures, almost like pasted photos.

Graphics.

Personally I've never been a fan of the photorealistic aesthetic. I'd prefer it if that remained closer to what we're accustomed to from comic books. Graphics can be whatever so long as, in case of doubt, my computer can handle them. :P

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I just wanted to put my $0.02

I just wanted to put my $0.02 in here. Currently I am really liking the style of the Characters in Everquest Next. It's not as photo-realistic as TESO is trying for, nor is it cartoony like you may find in, say, WoW. To my eye it feels rather "Pixar-ish", if you will. I think they've hit on the right balance with their character models.

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Well it's entirely possible

Well it's entirely possible to make a game still look unreal, but also look HD, without being too goofy looking. So, think of it look like animated, super articulated dolls, or action figures if you will. Another term I guess you could use, bigger than real. It doesn't have to purposely be outdated to maintain that sort of style and look.

http://geeklygaming.files.wordpress.com/2013/01/tera-online.jpg
http://media.pcgamer.com/files/2010/07/guild-wars-2-charr.jpg

Essentially, the best way to do this, imo, is to use similar coloring and shading styles to coh, but with updated lighting modules, high poly counts on models, more up to date physics engine with unreal, better particles, and apply things like deferred rendering (which unreal can do quite while), to make things pop without actually adding to a models poly count, you see it in lots of games today, such as Skyrim.

To put it simply for those that have no clue what I'm yammering on about.

Look back to how hands were modeled in COX, pretty simple, no finger movement, all one clumped up object with textures and they looked kinda blocky and jagged, look up screen caps on google if you're having trouble remembering. well have that same art style, but with more detail in the actual shape! Lips have shape, faces are smoother, fingers can do things like move and move apart from each other, capes flow better, real time lighting for shadows and shadows that can fall on your character, hair that doesn't look so jagged and overly simple.

In short, outdated isn't the same as style, you can maintain old styles with improved techniques. :)

I wouldn't be against realistic look though, just look at the arkham games, look at injustice. Realistic looking, but still bigger than life, very super hero feel. It's all about how things are pulled off.

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FalconStriker wrote:
FalconStriker wrote:

Essentially, the best way to do this, imo, is to use similar coloring and shading styles to coh, but with updated lighting modules, high poly counts on models, more up to date physics engine with unreal, better particles, and apply things like deferred rendering (which unreal can do quite while), to make things pop without actually adding to a models poly count, you see it in lots of games today, such as Skyrim.

Erm. High poly counts on models without actually adding to a models poly count? I kind of want to see how that works. :)

I like GW2's art style okay but it's notable that the image you linked to is high resolution screenshot. The textures in game are of lower quality even in full settings. Dunno about Tera screenie but it's most likely ingame.

Edit: I'm pretty sure CoT will use at least mipmaps and better culling algorithms than CoH did. I suspect shader based culling will be also seen. I actually have no idea what all they can do with the engine so there might be more advanced methods in use too. Anyhow. Even without upgrading the system modern engines can provide much better results with same resources. Assuming the system can exploit these.

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First, increase the polygon

First, increase the polygon count. Then, improve the appearance of the figure further without increasing the polygon count a second time.

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Personal opinion?

Personal opinion?

I'd say try and match CoH's art style, but bump up the quality. Just so long as the quality doesn't go up so high only the higher end PCs can display it

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[IMG]http://i.imgur.com/KfX9VsK.jpg[/IMG]

[IMG]http://i.imgur.com/eJUwymR.jpg[/IMG]

Screenshots from in game. Would love for this style for our avatars!

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Since I am far more familiar

Since I am far more familiar with Marvel's life action adaptions of modern time then with the comics and as a simulationist, I am supportive of going for a (at least relatively) realistic style then going for "Comic Book" (what comic books, by the way?) stylisation. Indeed, these probably are far more prominent in the public awareness than comic books.

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I don't feel that there is

I don't feel that there is any harm in a relatively realistic look (Tera or what little I've seen of GW2 are good example). My primary concern with the photorealistic approach - not to get hung up on system requirements - is the uncanny valley. There are obviously going to be some crazy and awesome things in CoT. The more realistic the depiction of the people and the surroundings, the more difficult it becomes to seamlessly fit in anything that is clearly not normal or, if you will, 'realistic'. Sometimes this can be used to advantage (such as the stop motion effect of the character climbing out of the TV in [i]Ring[/i]), though I do not believe that CoT is a game which can do this.

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I doubt I'm in the mainstream

I doubt I'm in the mainstream with today's abundance of balloon-faced manga heads, but I'd like to be able to handle [url=http://milandare.deviantart.com/art/Airhead-thinks-up-a-cloud-415606468]craggy faces[/url]. The ability to pull the cheek bones out, up and down, jowls in, brow low. I can't seem to make this face even in [i]makehuman[/i], but that might be due to a degree of cartoonish exaggeration. Not looking at his hair, which could be a polygon nightmare. STO is sort of getting there but still... [url=http://img10.imageshack.us/img10/9295/zkb5.jpg]creepy[/url].

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Xnarl wrote:
Xnarl wrote:

Since I am far more familiar with Marvel's life action adaptions of modern time then with the comics and as a simulationist, I am supportive of going for a (at least relatively) realistic style then going for "Comic Book" (what comic books, by the way?) stylisation. Indeed, these probably are far more prominent in the public awareness than comic books.

Look up Tony Daniel, Michael Turner, Jay Scott Cambell or even Nebezial for what might be considered more realistic, but looks good.

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Tiger wrote:
Tiger wrote:

As long as it doesn't look like Champions I would be fine with it. An art thread in the forums would be good for us artists to help contribute art for the game. Maybe a series of contests for the various pieces promo art for the developers to use. Maybe starting with a logo contest.

Agreed >

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Brand X wrote:
Brand X wrote:

Screenshots from in game. Would love for this style for our avatars!

oh god, you make me die a little inside...

The graphical [i] quality[/i] (subtlety anime'd realism, sort of like but erring on the realism side) I can live with... but the STYLE? god no.. no no no...

costume designs in Tera turned me WAY off that game, to the point that I still have not yet played it.
The amount of fantasy tropism was bad enough in COX and Champions..... please don't encourage MORE....

yes there's fantasy, sci-fi, horror, etc in the Superhero Genere... but it is a subsection, and it should remain that way, as much as possible :-/

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GhostHack wrote:
GhostHack wrote:

Brand X wrote:
Screenshots from in game. Would love for this style for our avatars!
oh god, you make me die a little inside...
The graphical quality (subtlety anime'd realism, sort of like but erring on the realism side) I can live with... but the STYLE? god no.. no no no...

Sword's not big enough.

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Pengy wrote:
Pengy wrote:

Sword's not big enough.

When it comes to [b]BIG SWORDS[/b] ... TERA just don't have the [url=http://static3.wikia.nocookie.net/__cb20121224151807/berserk/images/7/76/DragonslayerWield.jpg]Guts[/url].

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No man can wield a sword

No man can wield a sword capable of slaying dragons. It's perfect for you.

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GhostHack wrote:
GhostHack wrote:

Brand X wrote:
Screenshots from in game. Would love for this style for our avatars!
oh god, you make me die a little inside...
The graphical quality (subtlety anime'd realism, sort of like but erring on the realism side) I can live with... but the STYLE? god no.. no no no...
costume designs in Tera turned me WAY off that game, to the point that I still have not yet played it.
The amount of fantasy tropism was bad enough in COX and Champions..... please don't encourage MORE....
yes there's fantasy, sci-fi, horror, etc in the Superhero Genere... but it is a subsection, and it should remain that way, as much as possible :-/

I meant art style. That doesn't mean it needs to be all fantasy.

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While I don't love the the

While I don't love the the shapes of their models. I love the textures in Valiance Online.

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WestCoaster wrote:
WestCoaster wrote:

Personal opinion?
I'd say try and match CoH's art style, but bump up the quality. Just so long as the quality doesn't go up so high only the higher end PCs can display it

Agreed.

For me, the fact that CoX looked mostly realistic (for its time) made my characters' powers feel more super. I always thought the same powers in the more fantastic setting of another MMO wouldn't have seemed so awesome.

Spurn all ye kindle.

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I'll toss out that I love the

I'll toss out that I love the aesthetics they have in Borderlands 2. Makes me regret that there's no way (at least without going into the config files) to get a third person view.

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Support [url=http://cityoftitans.com/comment/52149#comment-52149]trap clowns[/url] for CoT!

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I'm not a fan of

I'm not a fan of "photorealistic" personally, and hope they don't go too far in that direction. CO, though... it wasn't that they went too far toward the "comic book" style, but that in some ways, they didn't commit to it. Some aspects were very "comic book" and some deliveries were so antithetical to the comic book aesthetic that it made for a very uneven experience.

I've largely tuned out "modern" a-list games that aim for photorealism because its fallen so far into the uncanny valley that it's become painful to watch. Once you reach a certain level of realism, the animations that looked so "realistic" before seem plastic and lifeless. (A good example of this: look at the movies "the incredibles" vs "polar express". Both made around the same time, the incredibles' level of detail is less, and their animations don't reach a fraction of the level of detail tracked in the MOCAP-driven polar express, but where "the incredibles" was seen as immersive and entertaining, many critics lamented the lifeless polar express.

(for those unfamilar with the "uncanny valley" phenomenon)The human mind has a way of accepting in abstracts and filling in the gaps. That's why even old 8-bit games were able to offer some degree of emptional attachment and why we can become emotionally involved in characters that we only "see" as animations, sequences of pictires, and text.

However, as roboticists have known for some time, there reaches a point in detail where we stop "filling in" these abstracts-- our mind starts to perceive them as real actors, and then suddenly the same animations that seemed so smooth and effective before start seeming more rigid, unbalanced, or unbelievable. Instead of pulling together the abstratcts to make a believable vision, we start pulling apart the vision, focusing on what doesn't fit.

So:
--
The city of titans: yes, it can be well-detailed, and I'd prefer more "grounded in reality" and MUCH less of CO's "City of the Future," but go for a healthy balance in the character art style:

1) the greater the level of detail, the more higher-end the PCs will require, and thus the smaller your potential market.

2) Unlike single-player games, a dev can't always predict how many actors may be available in visible range at one time, and too many high-detail actors hinders scalability in that way. A failure to set a good target LOD is likely not to be detected until late in testing, when you get the mass concentrations on screen at one time, and can be costly to reverse at that point.

2) the greater the level of detail, the more time and effort needed in production of these assets, and thus the fewer art assets you can make with the same number of developers. CoH lived on the variety that the game provided.

3) The higher the level of detail, the more costly additional post-launch "costume packs" can be, so higher detail packs need to offer less, cost more, or reach a broader audience (hard to do when you ramp up system requirements.

4) The more investment you spend on art assets, the more you're going to have to spend to refine your animations as well. Otherwise you may just base jump into the aforementioned "uncanny valley" without a parachute.

5) Players in CoH (and other early MMO's) were able to improvise with lesser art assets in believable ways- using a rebreather as a critter muzzle, for example- that would be impossible had that art asset be more detailed.

6) Similarly, many of the "comic book" style characters (like many of the critter-humans/werewolves) have never translated well to the movies, in part because what looks believable in pen-n-ink starts to fall apart when you deal with real-life models. Much of this can start to manifest as you ramp up the detail in-game.

---------------
I'm not saying to go 8-bit here, of course. I'm saying that we need to find the balance that best meets our goals of variety, believability, and self-expression. I believe that hyperrealistm would stifle that.

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The unreal 3 (and to a

The unreal 3 (and to a greater extent Unreal 4) engine has taken many of your performance concerns and made them moot.

As far as production costs I am always a fan of "measure Thrice, Cut Once". This game is being made by volunteers. This means I am putting alot of faith in production managers not to release everything just because it "looks" done. That same system makes "production costs" kind of moot

I want the cost/value system to be as efficient as possible but this is a recurring sales model (make the product once and re-sell it to infinity). The idea that more work costs more money is moot in a resale model as the cost is more greatly defined by the demand than the supply.

Your love of CoH is greatly noted but.. come on.. Glove Hands? No thank you.

Comic books are all shapes and styles. I'd love if Chris Bachalo was the inspiration for ALL the art.. but I bet I can find 100,000 internet posts to flame me just by mentioning his name (personal friend so don't start flaming here). "Realism" is an art style that many in the gaming market find appealing and thus why so many games are using it and game enines support it (better dynamic lighting, better texture detail, etc). I think asking for 2003's (high end at the time) graphics settings is just plain out of touch.

I do agree with the part of your post where you express the desire of self expression.. that's the core of why customization is such a design goal expressed by MWM for City of Titans. I don't see why that expression can't be done with 2014 Graphics technology.

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oooh, if we're going for

oooh, if we're going for comic artist styles...... I'd love it if the whole game was inspired by Humberto Ramos's aesthetic :D

actually, Ramos and Bachalo have pretty complementary styles, to my eye... and something that captured that essence, with the polish of the models from Tera, and costume design from the bronze and modern ages.....

....I think i'd be 100% kitten-shirt happy:

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JayBezz wrote:
JayBezz wrote:

The unreal 3 (and to a greater extent Unreal 4) engine has taken many of your performance concerns and made them moot.

The unreal 3 and 4 engines are capable of delivering resources efficiently, but those resources are still very capable of being made in ways that greatly impact performance. You develop for the hyperealistic, you limit the platforms that you can deliver to. Granted, with a 2015 launch date, odds are that if you're going for something on par with an older "realistic" title, like Skyrim (on a quite-aging gamebryo engine), then most PC's should be able to handle it.

Using skyrim as an example (not Unreal, I know, but I've modded for skyrim), the devs limited the actor assets to reduce impact on the servers. Many fan-made mods added higher resolution assets, more actors in the cities, etc. Anyone familiar with modding should be quite familiar with this: the more detailed assets and the MORE of these assets that there are, the better the PC you require. With A single player game like Skyrim, the devs reduced actors and assets to meet the demands of the target. You rarely see more than a dozen characters at once, so they could have the detail they needed per actor

MMO's complicate the challenge a bit, though. If 50 players can cluster in one area at once, you have to make sure that each model doesn't exceed a certain threshold so that the 50 can be reliably supported, or you need to raise your sstem requirements to the baseline that can support it.

More realism = more resources. More resources = increased system requirements. Increased system requirements = smaller potential target market.

When EQ2 and WoW came out, EQ2 looked like shit unless you had a pretty high-end PC (for that time). WoW would run off the PC that someone dumped in the backroom and forgot about. That made WoW's target audience much larger than eq2's limited one. (obviously not the only reason for wow's success, but it did give them a considerably broader base)

Quote:

As far as production costs I am always a fan of "measure Thrice, Cut Once". This game is being made by volunteers. This means I am putting alot of faith in production managers not to release everything just because it "looks" done. That same system makes "production costs" kind of moot

Not sure where that logic comes from. If you have 200 volunteers, all offering x amount of time, then you have a limited production "budget" of 200 * x. If it takes 3x longer to create assets because of the level of detail necessary for "realistic" rendering, then you can only complete 1/3 as many with the volunteers and time that you're given.

Quote:

I want the cost/value system to be as efficient as possible but this is a recurring sales model (make the product once and re-sell it to infinity). The idea that more work costs more money is moot in a resale model as the cost is more greatly defined by the demand than the supply.

It can be argued that this is more of a service model than a product model... or a service model that is sustained by continued product allocation.

My data is old, but about 5 years ago, the estimate was that a $15 sub, you needed ~$5 for server, bandwidth, noc fees, etc for that user. You need to treat ~$3-5 as a loss due to administrative costs, processing fees, and cc fraud reimbursements. Those costs scale (not entirely proportionally) with each user- the more they play, the more bandwidth they consume, the more players connecting concurrently, the more servers you need, the more people playing, the more staff you need to manage the players AND the codebase.

Because of this, you can't be too focused on the growth you expect from product sales. That product only has value to the users when its associated with the service you're providing, and that service costs money.

(Note: the F2P model is even more dicy. F2P requires very VERY lean code to minimize bandwidth and resource costs- you don't want the freeloader that isn't buying a thing to be using $5/month in hardware costs. One of the reasons that the Supergroup bases were not available to CoH F2P'ers was because the devs identified them as extremely resource-laden.

Many of the fans here are clamoring for things that are often extremely resource-laden- tracking damage (and communicating the battle damage assets to all users) is much more bandwidth than just tracking actors (and putting actors, like civilians, on "rails" to minimize the frequency you need to send updates).

Quote:

Your love of CoH is greatly noted but.. come on.. Glove Hands? No thank you.

God, I hated that. Almost as much as I hated the expressionless faces. There's only so much I could conceal by erratic camera placement in the fancomics.

Granted, there were games that predated CoH that had articulated hands but even less level of detail per character. It was a (bad) design choice. Back before they realized that customization and self expression was going to be such a big part of their appeal, it kinda made sense. If most of your time is going to be spent in 3rd person view, surrounded by combat effects and zoomed out so your own characters' hands are only a few dozen pixels, let alone your foe's... does it make sense to track that level of detail?

Now, for roleplayers, socializers, comic creators and people that are going to be up-front close with their characters during less action-packed moments, that omission is rather glaring.

Quote:

Comic books are all shapes and styles. I'd love if Chris Bachalo was the inspiration for ALL the art.. but I bet I can find 100,000 internet posts to flame me just by mentioning his name (personal friend so don't start flaming here). "Realism" is an art style that many in the gaming market find appealing and thus why so many games are using it and game enines support it (better dynamic lighting, better texture detail, etc). I think asking for 2003's (high end at the time) graphics settings is just plain out of touch.

2014 graphics technology doesn't have to be "realism" but I get your point, but some of your argument betrays your own prejudices here. You equate non-realistic with "older" technology. If its modern, it must be realistic. Yes, there are many A-list games out there that are really realistic. Look at their production budgets. Count the dwindling number of these releases every year. Now look at the explosion in steam greenlight games, xbox arcade games, and browser-based MMO's. Many of these are artistic and expressive, using modern technology on a shoestring budget.

Don't delude yourself on voluneerism solving this world's budget issues. Just trying to wrangle a consistent team for 3 years and constantly filling voids as talented artists get jobs with noncompete agreements, graduate college, etc, will be a monumental undertaking. City of heroes was made for roughly $16 million. Everquest 2 for $32 million and from SOE's own admission, used a LOT of code from previous games to make that threshold, WoW Was supposedly for the mid 60 million (and another 60 million in advertising the first year). Some estimate SWG at well into 9 digits. Our kickstarter got an amazing amount for an unproven team with an unconventional business model, but that's a monumental difference for our volunteers to make up. I'm here because I believe in them, but I'd also like to set expectations that make it EASIER for them, rather than set goals that are overwhelming.

True "comic-based" art assets can be so stylized as to be as difficult to create as hyperrealistic. I don't want that either. There are resources like "speedtree" to produce trees and libraries of art assets for buildings and structures that would be worthless to something like that.

I want intelligent use of modern graphics technology for an art style that is expressive, modest, and PRACTICAL.

Quote:

I do agree with the part of your post where you express the desire of self expression.. that's the core of why customization is such a design goal expressed by MWM for City of Titans. I don't see why that expression can't be done with 2014 Graphics technology.

In general, the more "realistic" you get, the more likely that you'll hit the uncanny valley. suddenly, the tiny imperfections your mind was willing to gloss over and perpetuate the illusion become the very glaring things that pull you from immersion and make you confront the fact that things seem fake.

Ok, take for example the "gas mask" I mentioned earlier. It was a cone shaped thing that, because of its sheer lack of detail, a player was able to use to make a rather convincing critter snout. That was possible because of the realtively lower detail of everything. Had that been a realistic display, that asset would have had more polygons, more textures, and more details, and probably wouldn't have been as useful for a snout and in fact the same character concept may have appeared foolish.

In CoH, there were several different styles of armor, and with some creative coloring and mix-and-matching you could make a fairly good "Steampunk" character out of pieces meant for high-tech. Had the pieces been designed in greater detail, for "realism" it could very well be that the new detail would make them unsuitable for the steampunk look.

Heck, when the steampunk costume set came out, it was a perfect example of the problem. "Brass" chest pieces there didn't color match well against the assets we'd used previously. Assets with meticulous detail were limited in hteir use because some of that detail was so out-of-place. The steampunk skirt was tinted and textured in a way that no prior skirt had previously. While I could use the "with skin" tops with a non-pleated skirt to make a fine-lookint seamless tunic, I couldn't even color-match the two, and if I did, the seams they put on the steampunk dress would break the illusion.

Heck, the female "with skin" top options were filled with examples. near the end there was a debate about what to do with some of the older assets- replace them with better-detailed ones or remove them from the game. The original "with skin" options were often just the original costume "patterns" with one color being given the skin-tone color. Their sheer lack of detail contributed to their flexibility and made them widely mixable. The "wedding pack" lacey outfits, on the other hand, had more limited applications. I also recall a 'with skin" muscle shirt, IIRC, and then they added a newer one that had a bit more definition- the seams could be seen and a wrinkle here and there. It did look great, but there were many places where it couldn't be swapped for its lower-detailed counterpart.

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The unreal engine has light

The unreal engine has light/texture tracking built into the engine. Even in stylized games like the upcoming "Wildstar" you will have a sense of what you may call "realism". I am all for a stylized game to a point as well.. but I think your concern about client-side performance really is made moot by the fact that they've already chosen to purchase the Unreal Engine License. I am just saying this to prepare you.

Also Unreal has alot of backend tech that will automatically render things differently on the client side for ease of use (without ever going to the "options" menu for FPS rate).

- -

The portion about the Volunteer Virtual Studio is not to say the work is "free" but to say that this model has built into it much more oversight that doesn't always exist in a physical studio (I can't tell you how many times i've seen bugs come through production because developers and managers begin to "trust" programming because of interpersonal relationships. This issue is greatly lessened when the product is on display not the person who worked on it. THIS is one of the greatest benefits of this kind of studio structure). The comment is not to the budget but to the structure.

- -

While I can support pay to play as the studio's decision, I will not continue to pay a subscription for a game's administrative cost. This includes server space (much cheaper than you think.. I know because I used to sell it and that was years ago). I want this game to exist into the ages but I've already done the "pay for access to a game that's not being developed" thing. Its just unreasonable for the studio to think in todays gaming market that a subscription model is a good idea.

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JayBezz wrote:
JayBezz wrote:

The unreal engine has light/texture tracking built into the engine. Even in stylized games like the upcoming "Wildstar" you will have a sense of what you may call "realism". I am all for a stylized game to a point as well.. but I think your concern about client-side performance really is made moot by the fact that they've already chosen to purchase the Unreal Engine License. I am just saying this to prepare you.
Also Unreal has alot of backend tech that will automatically render things differently on the client side for ease of use (without ever going to the "options" menue for FPS rate).
- -
The portion about the Volunteer Virtual Studio is not to say the work is "free" but to say that this model has built into it much more oversight that doesn't always exist in a physical studio (I can't tell you how many times i've seen bugs come through production because developers and managers begin to "trust" programming because of interpersonal relationships. This issue is greatly lessened when the product is on display not the person who worked on it. THIS is one of the greatest benefits of this kind of studio structure). The comment is not to the budget but to the structure.

lighting, textures, ect- those to me aren't part of "realism"-- theyire part of a good toolset. "Realism" is a specific level, adherence to real-world models, and a focus toward toward photorealism, ultra-detailed mocap, and high levels of asset animation (it isn't enough for a soldier to have the right combat webbing on, it has to move, shake, and sway like real webbing. These aren't necessarily bad but

1) at current A-list-game-production, they usually land you right into the uncanny valley, where the level of detail makes things less immersive and distracting, rather than contribute to things.
2) it costs considerably more to produce. I actually found my old info from a trade show back when unreal 3 was coming out. Comparing your typical "2" character with what was capable in "3," the Unreal presenter noted that the level of effort to develop that typical "3" model was an order of magnitude greater than the "2" lower-poly counterpart. They had encontered considerable concern that this level of detail would prove too expensive for traditional development studios' art houses and were thus offering parterning with art development departments in developing regions (asia, mostly) where concept art could be shipped and developed for less per hour.

That was over a half decade ago, so things change, but from what I've picked up in trade circles, the development costs high-resolution "realistic" assets remains a recurring pain point for the a-list games that still purse them.

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While I'm NOT advocating this

While I'm NOT advocating this style of art, compare to "Star Wars: the old republic." the developers called their art style "stylized realism" -- distinctly star wars, but not tied down to photorealism.

You have articulated hands and faces and animation, a moderate level of detail, and despite some rather odd character proportions in some places, would be a step up from CoH, but compared to the "realistic" modeling in something like "Dead Rising 3", "Battlefield 4", "Thief 4" or similar launch titles for the next-gen consoles, it is far FAR from "realism" level of detail.

When I hear advocates for "realism" I think more toward those later titles.
When I advocate for less realistic, I'm leaning more toward the swtor direction
Using these as our two extremes, where would your expectations fall for this new game?

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chase wrote:
chase wrote:

Quote:
Your love of CoH is greatly noted but.. come on.. Glove Hands? No thank you.

God, I hated that. Almost as much as I hated the expressionless faces. There's only so much I could conceal by erratic camera placement in the fancomics.

I still remember the first time I fired up Tabula Rasa, went into the character creator ... and nearly fell out of my chair when I realized the character model had FINGERS(!) and they were all articulating and animating independently in "hand-like" ways! After the City of Heroes "glove hands" experience, it felt like an order of magnitude more advanced.

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GhostHack wrote:
GhostHack wrote:

oooh, if we're going for comic artist styles...... I'd love it if the whole game was inspired by Humberto Ramos's aesthetic :D
actually, Ramos and Bachalo have pretty complementary styles, to my eye... and something that captured that essence, with the polish of the models from Tera, and costume design from the bronze and modern ages.....
....I think i'd be 100% kitten-shirt happy:

I love Ramos' style!

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chase wrote:
chase wrote:

While I'm NOT advocating this style of art, compare to "Star Wars: the old republic." the developers called their art style "stylized realism" -- distinctly star wars, but not tied down to photorealism.
You have articulated hands and faces and animation, a moderate level of detail, and despite some rather odd character proportions in some places, would be a step up from CoH, but compared to the "realistic" modeling in something like "Dead Rising 3", "Battlefield 4", "Thief 4" or similar launch titles for the next-gen consoles, it is far FAR from "realism" level of detail.
When I hear advocates for "realism" I think more toward those later titles.
When I advocate for less realistic, I'm leaning more toward the swtor direction
Using these as our two extremes, where would your expectations fall for this new game?

So a lot like TERA, yet different style. >_> With TERA having the better style *totally not biased*

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I loved Ramos' run on rogue's

I loved Ramos' run on rogue's team with lady mastermind, cannonball, omega prim.....and whoever else saber tooth and mystique, i think

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While Everquest 2 is not in

While Everquest 2 is not in Unreal, their "art style" is much like anime where they make the eyes and mouth much larger so that game emotions will be more easily seen at range. But many people still cry "too realistic"..

What I've found they really mean is "ugh shadows follow the textures and there are too many moving polygons" and I am simply trying to prepare people for the eventuality that Unreal specifically uses these as as selling points. So if you're saying you want art that "looks more cartoon like" you should prepare yourself. Even if the shapes change the way those shapes interact with the lighting, FX, and environment will not.

I am personally extremely happy about this .. but can understand there may be those of you who are not. I just welcome you to go search for other Unreal Engine games released in the last 5 years.

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JayBezz wrote:
JayBezz wrote:

While Everquest 2 is not in Unreal, their "art style" is much like anime where they make the eyes and mouth much larger so that game emotions will be more easily seen at range. But many people still cry "too realistic"..
What I've found they really mean is "ugh shadows follow the textures and there are too many moving polygons" and I am simply trying to prepare people for the eventuality that Unreal specifically uses these as as selling points. So if you're saying you want art that "looks more cartoon like" you should prepare yourself. Even if the shapes change the way those shapes interact with the lighting, FX, and environment will not.
I am personally extremely happy about this .. but can understand there may be those of you who are not. I just welcome you to go search for other Unreal Engine games released in the last 5 years.

I've looked at Blade & Soul! I wouldn't call that style realistic, and I love the style.

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And TERA I believe is on

And TERA I believe is on Unreal Engine, and love it as well.

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TERA world style, I can

TERA world style, I can appreciate. TERA characters and costumes, notsomuch. Blade and soul, about the same.Blade and soul, about the same. The fan vids demonstrating these assets did a good job of keeping me from ever looking into either game.

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JayBezz wrote:
JayBezz wrote:

While Everquest 2 is not in Unreal, their "art style" is much like anime where they make the eyes and mouth much larger so that game emotions will be more easily seen at range. But many people still cry "too realistic"..
What I've found they really mean is "ugh shadows follow the textures and there are too many moving polygons" and I am simply trying to prepare people for the eventuality that Unreal specifically uses these as as selling points. So if you're saying you want art that "looks more cartoon like" you should prepare yourself. Even if the shapes change the way those shapes interact with the lighting, FX, and environment will not.
I am personally extremely happy about this .. but can understand there may be those of you who are not. I just welcome you to go search for other Unreal Engine games released in the last 5 years.

As, see the shadows and textures don't mean "realistic" to me at all. You're right that the use of shadows and contrasts is a common element within unreal. It just never would occur to me to associate it with the players seeking "realistic" or "photorealism" in games.

Some other less-conventional Unreal Engine art:

Yaiba: Ninja Gaiden Z http://www.youtube.com/watch?v=q6UmSV6GfbM has the shadowing, but the hard shadows, extreme colors, and sharp contrasts make for something that nobody woulc consider "realistic"

Alice: Madness Returns ( http://www.youtube.com/watch?v=krc0dvJ9rvY ) is all about distinctive artstyles

Deadlight ( http://www.youtube.com/watch?v=nJwbKX4JulU ) uses the engine to power what's essentially could be a side-scrolling 2d game.
XCOM: Enemy Unknown uses it for isometric tactical

Unmechanical (http://www.youtube.com/watch?v=YnTxtox-Aic) used it for a puzzle game.

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*shrugs* IF the game engine

*shrugs* IF the game engine automatically scaled back details (without having to set an option), so that no matter what I would always hit 60fps (or even 30fps), then I guess I would be happy. And I am not talking about Vsync here....

Although I believe that it *isnt* an automatic thing for Unreal Engine 3, and that for each game that does something for that effect (ie the automatic detail scaling), it has always been custom set by the developers (as in what to cut back in each case, and order of preference), essentially as a coded in extra.

Single player games have an advantage though... they are relatively easy to predict and fix in terms of "how much stuff will be shown on screen". MMO's though are a totally different beast.

What if you had 50 Masterminds (no pets out), suddenly brought ALL of theirs out (and maybe fire off a couple of Gang Warfares...). How fast and *easily* could the game suddenly drop the details down to maintain a steady and playable framerate.

Sure, that is an extreme case, but if you are going to leave it up to the game to do it, and it has already pulled everything back to the minimum... the performance would still drop to a crawl.

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2) Not to be used when upset... will void warranty
3) Stoke me a clipper i will be back for dinner
4) I have seen more intelligence from an NPC AI in TR beta, than from most MMO players.

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Here's a list of MMORPGs

Here's a list of MMORPGs using Unreal: http://massively.joystiq.com/tag/unreal-engine-3/

While the sculpting and modeling is very different for each game (the polygon shapes) the lighting and texture details are MUCH more consistent. This consistency is what I'm talking about.. I may be wrong but this is what many people "call" realism. Character sculpting can do many different things for style (tho I expect them to make them look less stylized and more humanoid) but the lighting and textures will come by defualt with a "realistic" tone. I am not saying this to advocate for my aforementioned bias for realism.. but as a statement of inference based on the engine used. Just trying to prepare people who want something like Cryptic Studios cartoony feel

Notably missing from this list is Marvel Heroes (tho the client server has fewer options to render because of how they handle costuming)

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JayBezz wrote:
JayBezz wrote:

Here's a list of MMORPGs using Unreal: http://massively.joystiq.com/tag/unreal-engine-3/
While the sculpting and modeling is very different for each game (the polygon shapes) the lighting and texture details are MUCH more consistent. This consistency is what I'm talking about.. I may be wrong but this is what many people "call" realism. Character sculpting can do many different things for style (tho I expect them to make them look less stylized and more humanoid) but the lighting and textures will come by defualt with a "realistic" tone. I am not saying this to advocate for my aforementioned bias for realism.. but as a statement of inference based on the engine used. Just trying to prepare people who want something like Cryptic Studios cartoony feel
Notably missing from this list is Marvel Heroes (tho the client server has fewer options to render because of how they handle costuming)

I always took realism to be talk of how one's avatar looked. Where people looked at Elder Scrolls characters as realistic (UGLY) and Wildstar as unrealistic (PRETTY).

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JayBezz wrote:
JayBezz wrote:

Here's a list of MMORPGs using Unreal: http://massively.joystiq.com/tag/unreal-engine-3/
While the sculpting and modeling is very different for each game (the polygon shapes) the lighting and texture details are MUCH more consistent. This consistency is what I'm talking about.. I may be wrong but this is what many people "call" realism. Character sculpting can do many different things for style (tho I expect them to make them look less stylized and more humanoid) but the lighting and textures will come by defualt with a "realistic" tone. I am not saying this to advocate for my aforementioned bias for realism.. but as a statement of inference based on the engine used. Just trying to prepare people who want something like Cryptic Studios cartoony feel
Notably missing from this list is Marvel Heroes (tho the client server has fewer options to render because of how they handle costuming)

Surprised you went for that list (which as you stated does miss out on Marvel Heroes)

[url=http://en.wikipedia.org/wiki/List_of_Unreal_Engine_games#Unreal_Engine_3]Games using Unreal Engine 3[/url] I would have thought would have been a better choice...

I would also like to say that with Unreal 3, it is *just as easy* to make a game look "realistic" as it is to make it look "unrealistic"...

Actually, having a look at the *variety* of games that have been done with the game engine, I think it shows that a lot more options are out there (ie Borderlands/Borderlands 2 are both Unreal 3 powered).

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2) Not to be used when upset... will void warranty
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To me, realism is nothing

To me, realism is nothing more or less than an attempt to accurately represent reality. Whether that is addressed in the character/world modeling, or in the physics....it's all realism.

the counterpoint is 'authenticity', to me. Many games tout 'authenticity' as 'realism', where characters or worlds 'feel' 'real', but actually do not rely on 'realism' to accomplish that goal.

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Gangrel wrote:
Gangrel wrote:

Surprised you went for that list (which as you stated does miss out on Marvel Heroes)
Games using Unreal Engine 3 I would have thought would have been a better choice...

A lot of games on that list are single player. The question of rendering a random players character rather instantly on your client is a large part of the issue at hand (from Chase anyhow)

Brand X wrote:

I always took realism to be talk of how one's avatar looked. Where people looked at Elder Scrolls characters as realistic (UGLY) and Wildstar as unrealistic (PRETTY).

Ok I just watched the "Elder Scrolls" character creation video and loved the way they did sliders Physique, Weight, length and width .. too bad it's not Unreal! Never really followed the game but the char creator looks boss. Just not superhero.

I would like SOME styles I would like but going in a direction like that without making others upset. Unless we're not playing as humanoids and/or Titan City (btw is that the official name of the city because I think Heroes and Villains is trying to use the same) .. I think people will expect a more realistic version of the character models and environments

https://s3.amazonaws.com/ksr/assets/001/256/465/f008af7fefbe1676fd949ae981bbe924_large.png?1383104714

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fyi, yes, Titan City is the

fyi, yes, Titan City is the current official name of the city, based on a speech by "Oswald Lawrence", that united northern and southern townships into one major city.

now, if someone copyrights it beforehand, it could just become a "townie" nickname... but for the moment, it's official

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GhostHack wrote:
GhostHack wrote:

fyi, yes, Titan City is the current official name of the city, based on a speech by "Oswald Lawrence", that united northern and southern townships into one major city.
now, if someone copyrights it beforehand, it could just become a "townie" nickname... but for the moment, it's official

Well hopefully that's something they can both agree to share! I hold no ill will towards H&V and hope it succeeds myself! Just like I hope CoT succeeds!

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JayBezz wrote:
JayBezz wrote:

Gangrel wrote:
Surprised you went for that list (which as you stated does miss out on Marvel Heroes)
Games using Unreal Engine 3 I would have thought would have been a better choice...

A lot of games on that list are single player. The question of rendering a random players character rather instantly on your client is a large part of the issue at hand (from Chase anyhow)

The reason why I brought up that list, is because it showed the *wide* range of games that it was used for, and how they look overall.

I felt that the way you were going was that you were effectively dismissing what he was saying as worries, because you felt that Unreal would handle it safely.

For me, what I took away from it (from his point of view), was more of a *performance* issue when "large number of players" start getting involved, and how the game would perform under THOSE conditions.

I just threw that list up, because it just goes to show that CoT WILL be fairly unique in terms of what it offers... although APB shows that Unreal 3 should be able to handle a wide variety of costumes (and unique modelling on a per character basis) fairly well.

But then again, in APB, you dont have flying (as far as I am aware that is), so that is another potential problem semi solved.

Quote:

1) I reject your reality.... and substitute my own
2) Not to be used when upset... will void warranty
3) Stoke me a clipper i will be back for dinner
4) I have seen more intelligence from an NPC AI in TR beta, than from most MMO players.

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Brand X wrote:
Brand X wrote:

GhostHack wrote:
fyi, yes, Titan City is the current official name of the city, based on a speech by "Oswald Lawrence", that united northern and southern townships into one major city.
now, if someone copyrights it beforehand, it could just become a "townie" nickname... but for the moment, it's official

Well hopefully that's something they can both agree to share! I hold no ill will towards H&V and hope it succeeds myself! Just like I hope CoT succeeds!

I tend to hop from game to game but usually one of each genre type. I was previously working on a producing a DIFFERENT superhero project. But because of the vacuum in the market I've since put the project on hold. I put some big $ behind my Kickstarter Donation.

While I'm not going to wish H&V ill I know I will likely only play one game. And with that I put my money toward the one I most believed in. I am backing City of Titans and Valiance Online because I believe in them. But with CoT I feel its got the best chance of success.

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I just like Charleston/

I just like Charleston/ clarkstown (and the promise that i could be a hometown hero, keeping my neighborhood safe) :(
I guess we each got our own reasons to be here...

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JayBezz wrote:
JayBezz wrote:

Brand X wrote:
GhostHack wrote:
fyi, yes, Titan City is the current official name of the city, based on a speech by "Oswald Lawrence", that united northern and southern townships into one major city.
now, if someone copyrights it beforehand, it could just become a "townie" nickname... but for the moment, it's official

Well hopefully that's something they can both agree to share! I hold no ill will towards H&V and hope it succeeds myself! Just like I hope CoT succeeds!

I tend to hop from game to game but usually one of each genre type. I was previously working on a producing a DIFFERENT superhero project. But because of the vacuum in the market I've since put the project on hold. I put some big $ behind my Kickstarter Donation.
While I'm not going to wish H&V ill I know I will likely only play one game. And with that I put my money toward the one I most believed in. I am backing City of Titans and Valiance Online because I believe in them. But with CoT I feel its got the best chance of success.

Well, I'm not sure if I'll game hop myself, but that was more on the idea of both having a Titan City.

Personally I would've preferred one of the games to just go New York. But I'll just save the idea of making multiple real life cities into huge zones with different concept/themes for when I win the lotto :p

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hah.. there's always the Crew

hah.. there's always the Crew...

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Brand X wrote:
Brand X wrote:

I always took realism to be talk of how one's avatar looked. Where people looked at Elder Scrolls characters as realistic (UGLY) and Wildstar as unrealistic (PRETTY).

Since when Widlstar characters have been considered pretty? They are cartoony and blocky. I don't personally get how anyone can call those pretty or even call them good. They look like something you see in computer animated cartoons. Except lack the polished quality.

If they actually looked more like what was seen in their [url=http://www.youtube.com/watch?v=mvY8dnaYcz4]CGI trailer[/url] then I would agree but the ingame representation *and* the world both lack the detail and proportions. Compare the ingame model and the trailer model and they are off and not just because of texture and shader quality.

Edit: Also if you are talking about ESO characters they are sort of ugly. It's because they suffer from the standard "we need to make things obvious by exaggerating size" effect that MMOs seem to be fond of because of third person view. If you are looking into good graphics look into Skyrim. Especially enhanced by ENB (but that would of course kill the framerate in MMOs).

I personally like enhanced realism. I like things to be a bit sharper and more closer to very well made art than what you can actually see in the real life. Colors more pronounced without being cartoony. More... intense I guess. Anyhow. Like I said. EVE level is good enough for me (but again might not be feasible in a MMO).

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Brand X wrote:
Brand X wrote:

Personally I would've preferred one of the games to just go New York. But I'll just save the idea of making multiple real life cities into huge zones with different concept/themes for when I win the lotto :p

Personally I hope we will see some areas that are outside of NA and even SA. I'm from northern Europe myself and you never see any of our locations represented in games. Either that or we are doomed to have "eternal winter" which is just silly since we have four very different seasons. :)

Also I prefer fictional cities. They don't have the added package of real world cities. I mean for example how realistically I could play a New York based hero when I've never been to NY or any real city in the states? I honestly know nothing about the "real American way of life".

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Northie wrote:
Northie wrote:

Brand X wrote:
I always took realism to be talk of how one's avatar looked. Where people looked at Elder Scrolls characters as realistic (UGLY) and Wildstar as unrealistic (PRETTY).

Since when Widlstar characters have been considered pretty? They are cartoony and blocky. I don't personally get how anyone can call those pretty or even call them good. They look like something you see in computer animated cartoons. Except lack the polished quality.
If they actually looked more like what was seen in their CGI trailer then I would agree but the ingame representation *and* the world both lack the detail and proportions. Compare the ingame model and the trailer model and they are off and not just because of texture and shader quality.
Edit: Also if you are talking about ESO characters they are sort of ugly. It's because they suffer from the standard "we need to make things obvious by exaggerating size" effect that MMOs seem to be fond of because of third person view. If you are looking into good graphics look into Skyrim. Especially enhanced by ENB (but that would of course kill the framerate in MMOs).
I personally like enhanced realism. I like things to be a bit sharper and more closer to very well made art than what you can actually see in the real life. Colors more pronounced without being cartoony. More... intense I guess. Anyhow. Like I said. EVE level is good enough for me (but again might not be feasible in a MMO).

Beauty is in the eye of the beholder.

And if you are going to make lumber the complaint towards Wildstar for their CGI trailer and how it looks, the same can be thrown towards CoX for *exactly* the same thing.

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1) I reject your reality.... and substitute my own
2) Not to be used when upset... will void warranty
3) Stoke me a clipper i will be back for dinner
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Preeety sure X would ;P

Preeety sure X would ;P

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Anyway, as a slight aside, it

Anyway, as a slight aside, it is *NOT* unusual to see a trailer (especially one labelled as CGI) to look better than the ingame one.

Have a look at the other wildstar videos though, they have been made using the in game engine...

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1) I reject your reality.... and substitute my own
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Gangrel wrote:
Gangrel wrote:

Anyway, as a slight aside, it is *NOT* unusual to see a trailer (especially one labelled as CGI) to look better than the ingame one.

You are correct. That's normal and to be expected but that's not what I meant. There's a huge difference between out of game and in-game models as far as I can tell which goes beyond mere texture and shaders (as I said). I don't really like CGI trailers because they are borderline false advertising. They are always much more exciting and better looking than the game itself because they utilize cinematic elements and mechanics that are not part of the real game. Their only purpose is to grab attention by being showy. The point is that the CGI trailer model type and proportions looked good while the ingame ones represent the blocky cartoony type.

There are samples of very good ingame graphics. Google up gameplay and character creation for BLESS and Black Desert. The former uses UE3 while the latter uses inhouse engine. Especially Black Desert looks very good (and seems to have very good GFX design too from what I've seen).

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I saw them, and then the 1st

I saw them, and then the 1st thought I had was "What does it look like on a *low* end PC".

Quote:

1) I reject your reality.... and substitute my own
2) Not to be used when upset... will void warranty
3) Stoke me a clipper i will be back for dinner
4) I have seen more intelligence from an NPC AI in TR beta, than from most MMO players.

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Northie wrote:
Northie wrote:

Brand X wrote:
I always took realism to be talk of how one's avatar looked. Where people looked at Elder Scrolls characters as realistic (UGLY) and Wildstar as unrealistic (PRETTY).

Since when Widlstar characters have been considered pretty? They are cartoony and blocky. I don't personally get how anyone can call those pretty or even call them good. They look like something you see in computer animated cartoons. Except lack the polished quality.
If they actually looked more like what was seen in their CGI trailer then I would agree but the ingame representation *and* the world both lack the detail and proportions. Compare the ingame model and the trailer model and they are off and not just because of texture and shader quality.
Edit: Also if you are talking about ESO characters they are sort of ugly. It's because they suffer from the standard "we need to make things obvious by exaggerating size" effect that MMOs seem to be fond of because of third person view. If you are looking into good graphics look into Skyrim. Especially enhanced by ENB (but that would of course kill the framerate in MMOs).
I personally like enhanced realism. I like things to be a bit sharper and more closer to very well made art than what you can actually see in the real life. Colors more pronounced without being cartoony. More... intense I guess. Anyhow. Like I said. EVE level is good enough for me (but again might not be feasible in a MMO).

Would love the look that they use in the WS CGI trailer.

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all i would ask is that no

all i would ask is that no matter what style is picked... can we please get an option to down or get rid of some of the pointless things for the slower computers out there... i dont have the money to buy a new computer just for a game... i just wnat to be able to get rid of things like, shadows, grass, flowers ect... things that dont afect the game play at all. and maybe even have a lower seting to use for the slower computers for things like effects (like a low rez or simpler seting) you can lower so as not to bog down the slower computers. im all for realisum.... but when i cant runt he game cuz i didnt spend 3k+ on a new computer... then all the graphics in the world are not going to matter since i cant run the dang thing. my bigest beef is with the new games is that they only let you drop the graphics slightly and then it stops and if you have a older computer then it just lags and sometimes drops to about 10-20 frames per sec and the awsome graphics just look like crap cuz you cant play it. would be nice to be able to have that high seting for people with uber machines to play with... but have a much much lower seting for that machine that is older, but not look like crap. (a good example of this is on CO you have the option for "half rez" it runs a lot better and faster but when you turn it on it looks so distorted and crapy that you feel like you need glass's cuz everythingi s blury and your toon and all others are just blobs moving around. it looks horable and gives you a head ache after just a short time)

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Hellbender91 wrote:
Hellbender91 wrote:

all i would ask is that no matter what style is picked... can we please get an option to down or get rid of some of the pointless things for the slower computers out there... i dont have the money to buy a new computer just for a game... i just wnat to be able to get rid of things like, shadows, grass, flowers ect... things that dont afect the game play at all. and maybe even have a lower seting to use for the slower computers for things like effects (like a low rez or simpler seting) you can lower so as not to bog down the slower computers. im all for realisum.... but when i cant runt he game cuz i didnt spend 3k+ on a new computer... then all the graphics in the world are not going to matter since i cant run the dang thing. my bigest beef is with the new games is that they only let you drop the graphics slightly and then it stops and if you have a older computer then it just lags and sometimes drops to about 10-20 frames per sec and the awsome graphics just look like crap cuz you cant play it. would be nice to be able to have that high seting for people with uber machines to play with... but have a much much lower seting for that machine that is older, but not look like crap. (a good example of this is on CO you have the option for "half rez" it runs a lot better and faster but when you turn it on it looks so distorted and crapy that you feel like you need glass's cuz everythingi s blury and your toon and all others are just blobs moving around. it looks horable and gives you a head ache after just a short time)

Now this makes me curious. Is there an MMO out there that even needs a 3k computer? Maybe I just haven't run a MMO like this, but I only use a 2 year old, Gateway system w/ non standard video card (bought at the same time) that cost 1k-1,200 total two years ago, and I have never run into this problem where I'm thinking, I need a new $3k computer.

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Cinnder wrote:
Cinnder wrote:

WestCoaster wrote:
Personal opinion?
I'd say try and match CoH's art style, but bump up the quality. Just so long as the quality doesn't go up so high only the higher end PCs can display it

Agreed.
For me, the fact that CoX looked mostly realistic (for its time) made my characters' powers feel more super. I always thought the same powers in the more fantastic setting of another MMO wouldn't have seemed so awesome.

Agreed with WestCoaster and Cinnder.

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well i was exaggerating a bit

well i was exaggerating a bit but what i mean is that i have a custome built computer and it may be a bit older it only has a daul core amd processor and i just recently updated it from win xp to win7 and upgraded its gfx card to a 1 gig nvidia.. but even then with those simple upgrades i still have to have CO and a lot of the newer games (MMOS like Never winter... or Tera...) it runs but with the lowest setings posable so and games like Firefall i love the concept and game... but my FPS drop so low i cant play it even at the lowest setings. i just wish all these big fancy new games that are coming out would make a lower rez seting for computers that are slow like mine can run with out droping our FPS and also with out losing all the gfx... just a seting that still looks good even if it turns it into a cartoony style if that is easyer to run. sadly i just dont have the money to buy brand new parts for my computer to upgrade it and then spend money on a game, ya im not your hard core gamer but ever since COH died then i have missed playing my stone tank. (usely i dont ugprade my computer but every 5-6 years at that time i go all out and buy the best i can at the time if posable)

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Here is a trick that use for

Here is a trick that use for those games that are too "punishing" for games at my monitors native resolution...

I run the game full screened (as in proper full screened) but at a lower resolution.

This means that there is less work on both the graphics side AND the cpu side. I also don't need to use Anti-Aliasing, because my LCD display "fudges" it anyway when it has to display something at a lower resolution compared to running at a native resolution. Anti aliasing is a frame rate killer as well.

Oh, and City of Heroes had the "render scale" option as well, where it could render at lower resolution (you chose what screen resolution), and then just blow it up to full screen. And agreed, it didn't look nice on that side either if you did this, but if it allowed you to play the game, it could be a godsend.

Quote:

1) I reject your reality.... and substitute my own
2) Not to be used when upset... will void warranty
3) Stoke me a clipper i will be back for dinner
4) I have seen more intelligence from an NPC AI in TR beta, than from most MMO players.

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Hellbender91 wrote:
Hellbender91 wrote:

well i was exaggerating a bit but what i mean is that i have a custome built computer and it may be a bit older it only has a daul core amd processor and i just recently updated it from win xp to win7 and upgraded its gfx card to a 1 gig nvidia.. but even then with those simple upgrades i still have to have CO and a lot of the newer games (MMOS like Never winter... or Tera...) it runs but with the lowest setings posable so and games like Firefall i love the concept and game... but my FPS drop so low i cant play it even at the lowest setings. i just wish all these big fancy new games that are coming out would make a lower rez seting for computers that are slow like mine can run with out droping our FPS and also with out losing all the gfx... just a seting that still looks good even if it turns it into a cartoony style if that is easyer to run. sadly i just dont have the money to buy brand new parts for my computer to upgrade it and then spend money on a game, ya im not your hard core gamer but ever since COH died then i have missed playing my stone tank. (usely i dont ugprade my computer but every 5-6 years at that time i go all out and buy the best i can at the time if posable)

Hmmm...I always play at full screen and at max graphic settings.

Are you playing in windowed mode? Not sure if that's an issue either, because I only played one MMO in windowed mode with no problems, and that was TOR, because if it wasn't in window mode, everytime I alt tabbed out (I do it often when I play MMOs) I got a loading screen.

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I should probably say, this

I should probably say, this is me just wondering if it's an internet connection problem, rather than the need for top of the line computer. While I know internet connection availability will vary between the players and thusly always be an issue. I remember when I switched from cable to satellite, not only did my game performance drop, but just browsing the internet wasn't as smooth. I switched back to cable pretty quickly.

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