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a couple ?s to the devs

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DesViper
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Happy birthday Avel!

Happy birthday Avel!

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Happy Birthday AWC

Happy Birthday AWC

Also, it is unreasonable to ask this, but I'd be impressed if the in game clock used an analog display.

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Wolfgang8565 wrote:
Wolfgang8565 wrote:

Are most of you in the same boat in regards to needing/wanting a time displayed? It would be good feedback.

No, but if it's already been programmed I suppose what could be seen by some as a waste of time & resources is already a fait accompli. As long as it takes into account the local time with appropriate time zone and Summer or Real time. If it doesn't read the local display settings from the PC it could be worse than not having it at all. Also, please give us an option to remove it from the UI.

But in general, I still wonder this:

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avelworldcreator wrote:
avelworldcreator wrote:

A clock and connection quality indicator has already been planned. I'm also hoping to add calendar functionality to the time as well as warnings after you've played a certain amount of time if you want it. Hell, I made up a clock and ping widget more than a year ago! Seemed to have lost my original files sadly but I've easily found a way to reproduce them (they were out of date anyways).

Speaking of time - today's my birthday! (I'm 52 ). It's amusing when I tell people that. Apparently I look like I'm still in my mid-30s. :D

Happy Birthday, you young whippersnapper. :-)

Spurn all ye kindle.

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Wolfgang8565 wrote:
Wolfgang8565 wrote:

Are most of you in the same boat in regards to needing/wanting a time displayed? It would be good feedback.

If it's as out-of-the-way like it is on, say, Champions or STO's UI, then I think it would be a good addition (bonus points if optional).

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Happy Birthday Avel.

Happy Birthday Avel.

Having a clock would be great, a timer or alarm would be even greater. Although I have a small clock beside my PC, I can get carried away. 5 hours of gameplay later . . . 😮

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An optional clock and alarm

An optional clock and alarm system would be welcome. I typically just use my phone's alarm, but an in game widget would be nice to have.

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avelworldcreator wrote:
avelworldcreator wrote:

Speaking of time - today's my birthday!

Well in that case, Happy Birthday.

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Wolfgang8565 wrote:
Wolfgang8565 wrote:

Are most of you in the same boat in regards to needing/wanting a time displayed? It would be good feedback.

One vote for, with a request to be able to toggle it to "game world time". Can't count the number of times over the years I've gotten the "Kill ten bats" quest at 9AM game time, and bats are nocturnal. Also the game world clock usually ends up a better tool for coordinating team activities than the RL one.

Which brings up a completely tangential question: how fast does the game world clock run compared to RL? 24x (CO)? 8x (LOTRO)? 25x in FFXI had the advantage that if your play time was at the same time every day, you weren't stuck at the same part of the day/night cycle every session.

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Seschat wrote:
Seschat wrote:

Which brings up a completely tangential question: how fast does the game world clock run compared to RL? 24x (CO)? 8x (LOTRO)? 25x in FFXI had the advantage that if your play time was at the same time every day, you weren't stuck at the same part of the day/night cycle every session.

I'm not sure MWM has specifically mentioned what their plans are for CoT in this regard. I'd assume the day/night cycle in CoT will be similar to what it was in games like CoH and CO which I guess would make it roughly 24x. I don't see any obvious reason why CoT would be much different from those previous games.

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It would be nice to have a

It would be nice to have a shorter day/night cycle, IMO.

Compulsively clicking the refresh button until the next update.

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I liked GTAs 60x for because

I liked GTAs 60x for because it turned hh:mm clocks into mm:ss clocks :p


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Yes, in the 'old days', when

Yes, in the 'old days', when I was so much younger, I kept a clock in front of my monitor to let me keep track of 'reality'. A half-dozen moves later, I have no idea where my clock is. I have to alt-tab to see what my computer-clock says about 'reality'.

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avelworldcreator wrote:
avelworldcreator wrote:

A clock and connection quality indicator has already been planned. I'm also hoping to add calendar functionality to the time as well as warnings after you've played a certain amount of time if you want it. Hell, I made up a clock and ping widget more than a year ago! Seemed to have lost my original files sadly but I've easily found a way to reproduce them (they were out of date anyways).

Speaking of time - today's my birthday! (I'm 52 ). It's amusing when I tell people that. Apparently I look like I'm still in my mid-30s. :D

Happy belated birthday!

As for the clock, there's usually at least five devices which display the time that I can see from my computer but having one on screen might be nice!

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I think an argument can be

I think an argument can be made for a 12x clock for in game as well. 1hr day and 1hr night.

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StellarAgent wrote:
StellarAgent wrote:

I think an argument can be made for a 12x clock for in game as well. 1hr day and 1hr night.

Well that depends on if there are any day/night cycle dependent activities in the game. In CoV we had the Giant Monster Caleb whose summoning was dependent on killing all the Nerva Spectral Demons in the area at night (20 mins) and if you did, Caleb would come out during the following day (20 mins). If CoT has activities like this, then there is a balancing act between making the event available often enough and also last long enough.

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I had already figured on game

I had already figured on game/real world clocks.I'm coordinating with the UI team (I even used to be it's lead!).

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And you arrived on....? ;p

And you arrived on....? ;p


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I actually really appreciated

I actually really appreciated the clock/alarm feature in Wow. I always set an alarm for 'hey, get ready for work!'. Set early enough to finish what I was doing but not late enough to begin another activity.

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OK, now, a clock that tells

OK, now, a clock that tells the time in the game world is the first part of this request that makes any sense to me, since we won't have myriad other methods of obtaining that information.

Spurn all ye kindle.

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It's up to the artist but the

It's up to the artist but the suggestion of a possible analog clock has been brought up internally as well. I actually did an implementation of a switchable analog/digital clock when I did my original widget. Clock/ping aren't a priority UI item I suspect but they are so easy to implement that I don't see any strong reason to put them off for very long if we don't have to. I'm moving this weekend so I've been putting a lot of work on hold until the move is completed but I hope to get busy again once I settle in.
Yes, my moving is delaying a lot of other stuff right now unfortunately because of my role but it will all get going again soon enough.

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Good luck with the move, Avel

Good luck with the move, Avel! That can be stressful enough without having to worry about a second, unpaid job, so my recommendation is to take a few days off from CoT development to recover.

Spurn all ye kindle.

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I enjoy working on CoT. It's

I enjoy working on CoT. It's the least stressful thing I do. Getting paid would be a bonus of course.

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Hopefully as soon as we get

Hopefully as soon as we get the second chance funding happening, you all will be able to do this on an official paid basis.

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i certainly would like a

i certainly would like a clock in the game.
i find it very useful in those that have it and it's certainly annoying to alt-tab or check your phone each time to see what time it is.
also if there is a clock i think it would be best if it will have 2 modes:

1 - showing the time on the server - this can be useful if you want to arrange meets with people on different time zones, gives you a common time reference
2 - showing the local time per your location

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Impulse King wrote:
Impulse King wrote:
StellarAgent wrote:

I think an argument can be made for a 12x clock for in game as well. 1hr day and 1hr night.

Well that depends on if there are any day/night cycle dependent activities in the game. In CoV we had the Giant Monster Caleb whose summoning was dependent on killing all the Nerva Spectral Demons in the area at night (20 mins) and if you did, Caleb would come out during the following day (20 mins). If CoT has activities like this, then there is a balancing act between making the event available often enough and also last long enough.

This was my consideration as well. If there were day/night dependent content, I would suggest 30 minutes for day, 30 minutes for night.
Additionally, as queried earlier, my preference is for a 24 hour clock.

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So:

So:
12/24 hour clock modes
Analog/Digital modes
Game Time
Server Time
Local Time
Timers
Calendar (no definite suggestions on this one yet).

Have I missed anything?

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avelworldcreator wrote:
avelworldcreator wrote:

So:
12/24 hour clock modes
Analog/Digital modes
Game Time
Server Time
Local Time
Timers
Calendar (no definite suggestions on this one yet).

Have I missed anything?

This is a suggestion I'd like other people's opinion on: If an 'alarm' can go off at a certain time/after a specified period, should it have an option to 'wait until my character isn't in combat' before going off?

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avelworldcreator wrote:
avelworldcreator wrote:

So:
12/24 hour clock modes
Analog/Digital modes
Game Time
Server Time
Local Time
Timers
Calendar (no definite suggestions on this one yet).

Have I missed anything?

This looks awesome. It would be great if an SG can put calendar items on a calendar to remind people of when events would show up. I remember having stuff like that in other MMOs when I was in a very well-organized guild (though admittedly we also used a calendar on our own web site as well). If you can set calendar items it can also send reminders in SG chat.

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Calendar loaded with in-game

Calendar loaded with in-game events plus setting up SG events, yeah, that's good too.

Having a toggle to "wait" for combat to end is a good option. So is a "snooze".

This thing just keeps growing, eh?

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Beamrider wrote:
Beamrider wrote:

This is a suggestion I'd like other people's opinion on: If an 'alarm' can go off at a certain time/after a specified period, should it have an option to 'wait until my character isn't in combat' before going off?

Oh, if easy to implement, Yas!


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Local time can be pulled from

Local time can be pulled from the client-system, usually.

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avelworldcreator wrote:
avelworldcreator wrote:

So:
12/24 hour clock modes
Analog/Digital modes
Game Time
Server Time
Local Time
Timers
Calendar (no definite suggestions on this one yet).

Have I missed anything?

Not sure if this is already implied, but an option to remove all this from the UI.

Spurn all ye kindle.

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Beamrider wrote:
Beamrider wrote:
avelworldcreator wrote:

So:
12/24 hour clock modes
Analog/Digital modes
Game Time
Server Time
Local Time
Timers
Calendar (no definite suggestions on this one yet).

Have I missed anything?

This is a suggestion I'd like other people's opinion on: If an 'alarm' can go off at a certain time/after a specified period, should it have an option to 'wait until my character isn't in combat' before going off?

All of AWC's suggestions sound good and I can envision a use for them in the client.
For my purposes, my bare minimum would be Server Time, Local Time and the Calendar. The other features would be nice (and I would totally use some of them), but as has been pointed out, I could just use my space-aged computer phone for those needs.
As for the alarm, I could see how some people could/would use it, but I would never use it.

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Beamrider wrote:
Beamrider wrote:
avelworldcreator wrote:

So:
12/24 hour clock modes
Analog/Digital modes
Game Time
Server Time
Local Time
Timers
Calendar (no definite suggestions on this one yet).

Have I missed anything?

This is a suggestion I'd like other people's opinion on: If an 'alarm' can go off at a certain time/after a specified period, should it have an option to 'wait until my character isn't in combat' before going off?

If I set an alarm, I generally want to have it go off at the specified time no matter what. But options are always good.

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Am I a sillyface or is Server

Am I a sillyface or is Server time the same as Game Time or is it PST (where the servers are located).


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I have a question to the

I have my own question to the developers actually...

We are going to have the ability to create costumes in Issue 0, and the chance to run around and chat, but no powers and thus no actual "game".

We will also have the ability to save/load costume sets. Presumably, players will be creating costumes that they hope to load later when the actual game is released.

Of course some costume items will be available from the beginning (so we don't run around as the City of Naked Titans). Other costume items can be earned in-game and/or purchased from a store with RL cash.

Will the costume options and other aesthetic character options in Issue 0 be limited to those free options available to all characters? Or will they include every option that is currently available?

I can see the benefits and drawbacks of either situation. If we are limited to only the items available for free, then you can be confident that when we have a real game to play that your saved costumes can be uploaded to the characters you will be making in the full release. If not, then you might come up with some amazing costume to go with a character concept and be disappointed that you can't actually use that costume when making your character in the released game. On the other hand, if you limit what is in Issue 0 then you're probably holding back the most amazing costume items and not showing the full potential of the game. That would be bad if you're also releasing the "second chance" crowd funding event at the same time (which we've been told is the plan). You'll want that character creator to look as amazing as you can to draw in more financial support.

As a compromise, I'd suggest opening up all costume pieces and other options, but make it clear which options are available at the start and which ones are restricted in some way. That way we know the costume sets we're saving will be available but we can still see what amazing stuff we're capable of getting. As an added bonus, it may be an incentive for some customers to set aside money for later to unlock those costume items they are interested in paying for later.

I don't recall seeing this information if it was shared in any other updates or discussions. If it has already been discussed I apologize.

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DesViper wrote:
DesViper wrote:

Am I a sillyface or is Server time the same as Game Time or is it PST (where the servers are located).

Server Time is the actual real world time for wherever the server hardware lives. It isn't really important where it lives, it just gives a fixed point of reference so people don't have to do "hard" math to figure out time zones and get all confused.

Game Time is whatever the accelerated time is in game. So if the day/night cycle changes every (lets say) 60 real world minutes, it would give the approximate time of the "day" in what we would normally understand. So under that 24 hours (1440 minutes) of in-world time == 60 minutes of our real life time, time would pass at an accelerated rate.

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Atama wrote:
Atama wrote:

I have my own question to the developers actually...

We are going to have the ability to create costumes in Issue 0, and the chance to run around and chat, but no powers and thus no actual "game".

We will also have the ability to save/load costume sets. Presumably, players will be creating costumes that they hope to load later when the actual game is released.

[...]

I don't recall seeing this information if it was shared in any other updates or discussions. If it has already been discussed I apologize.

I'm not sure anything "official" has come from MWM yet concerning what you've mentioned here. But I have made the point on other threads that Issue 0 pretty much needs the costume save/load features working as a (forgive the pun) bare minimum. To me there would be very little point to being able to "tinker around" with creating costumes if I couldn't save my work and/or share my initial creations with others. I consider the save/load features to be fundamental to the costume creator.

As far as the rest of it goes I think the Devs have mentioned that they want to be able to mark items as being "locked" or "unlocked" in the costume creator so that you can see what items might look like on your characters in the creator even if you can't officially select those items yet. This would mean that even as early as Issue 0 there might be a subset of items that can be "looked at" but not selected because we won't have access to unlock them via the in-game store yet. Having a few locked items like that would be a good test for how that system might work in general.

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Beamrider wrote:
Beamrider wrote:
avelworldcreator wrote:

So:
12/24 hour clock modes
Analog/Digital modes
Game Time
Server Time
Local Time
Timers
Calendar (no definite suggestions on this one yet).

Have I missed anything?

This is a suggestion I'd like other people's opinion on: If an 'alarm' can go off at a certain time/after a specified period, should it have an option to 'wait until my character isn't in combat' before going off?

If the alarm results in a visual pop-up notification in the middle of the screen then, yes, and option to wait till I'm out of combat would be nice!

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Riptide wrote:
Riptide wrote:
Beamrider wrote:
avelworldcreator wrote:

So:
12/24 hour clock modes
Analog/Digital modes
Game Time
Server Time
Local Time
Timers
Calendar (no definite suggestions on this one yet).

Have I missed anything?

This is a suggestion I'd like other people's opinion on: If an 'alarm' can go off at a certain time/after a specified period, should it have an option to 'wait until my character isn't in combat' before going off?

If the alarm results in a visual pop-up notification in the middle of the screen then, yes, and option to wait till I'm out of combat would be nice!

I thought about having it flash slowly as an option - as well as wait until combat is over.

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Lothic wrote:
Lothic wrote:
Atama wrote:

I have my own question to the developers actually...

We are going to have the ability to create costumes in Issue 0, and the chance to run around and chat, but no powers and thus no actual "game".

We will also have the ability to save/load costume sets. Presumably, players will be creating costumes that they hope to load later when the actual game is released.

[...]

I don't recall seeing this information if it was shared in any other updates or discussions. If it has already been discussed I apologize.

I'm not sure anything "official" has come from MWM yet concerning what you've mentioned here. But I have made the point on other threads that Issue 0 pretty much needs the costume save/load features working as a (forgive the pun) bare minimum. To me there would be very little point to being able to "tinker around" with creating costumes if I couldn't save my work and/or share my initial creations with others. I consider the save/load features to be fundamental to the costume creator.

As far as the rest of it goes I think the Devs have mentioned that they want to be able to mark items as being "locked" or "unlocked" in the costume creator so that you can see what items might look like on your characters in the creator even if you can't officially select those items yet. This would mean that even as early as Issue 0 there might be a subset of items that can be "looked at" but not selected because we won't have access to unlock them via the in-game store yet. Having a few locked items like that would be a good test for how that system might work in general.

It's been communicated that a costume is acutally just a string of info, so you could easily save that string.


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DesViper wrote:
DesViper wrote:
Lothic wrote:
Atama wrote:

I have my own question to the developers actually...

We are going to have the ability to create costumes in Issue 0, and the chance to run around and chat, but no powers and thus no actual "game".

We will also have the ability to save/load costume sets. Presumably, players will be creating costumes that they hope to load later when the actual game is released.

[...]

I don't recall seeing this information if it was shared in any other updates or discussions. If it has already been discussed I apologize.

I'm not sure anything "official" has come from MWM yet concerning what you've mentioned here. But I have made the point on other threads that Issue 0 pretty much needs the costume save/load features working as a (forgive the pun) bare minimum. To me there would be very little point to being able to "tinker around" with creating costumes if I couldn't save my work and/or share my initial creations with others. I consider the save/load features to be fundamental to the costume creator.

As far as the rest of it goes I think the Devs have mentioned that they want to be able to mark items as being "locked" or "unlocked" in the costume creator so that you can see what items might look like on your characters in the creator even if you can't officially select those items yet. This would mean that even as early as Issue 0 there might be a subset of items that can be "looked at" but not selected because we won't have access to unlock them via the in-game store yet. Having a few locked items like that would be a good test for how that system might work in general.

It's been communicated that a costume is acutally just a string of info, so you could easily save that string.

I'm in no position to guarantee it'll absolutely be working at Issue 0 release, but I know we got it working already in our internal builds, so that's promising.

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Lothic
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DesViper wrote:
DesViper wrote:

It's been communicated that a costume is acutally just a string of info, so you could easily save that string.

The saving of the costume data strings would be the relatively easy part. But remember these costume strings must also be verified by the system when they are loaded back into the game which is not quite so trivial.

Recall that when CoH first offered its save/load functions they apparently didn't count on how sneaky the players could be. People almost instantly figured out that they could manually edit the save files so they could hack the game into displaying any RGB colors for their costume items instead of being locked to the hundred or so colors artificially hardwired into the costume creator. Basically the CoH Devs didn't initially bother to do any color verification on costume data being loaded back into the game.

Needless to say they had to quickly hotfix that "loophole" within just a few days after the save/load feature had been officially added to CoH. The extra funny bit is that the loophole had been discovered/reported during beta testing but for "some reason" the CoH Devs decided to launch that update -without- fixing the problem first. It's almost like they didn't believe that the average player would easily figure that trick out. ;)

warlocc wrote:

I'm in no position to guarantee it'll absolutely be working at Issue 0 release, but I know we got it working already in our internal builds, so that's promising.

That is promising news. Even if the save/load features for costumes and body model sliders aren't working by the time Issue 0 is first released those things pretty much MUST be working long before the game officially launches.

CoH player from April 25, 2004 to November 30, 2012

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