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Discuss: Holidays, Brotherhood, and… oh, yeah, Gameplay. (Tech, Video)

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dvirbl
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loved, loved , loved the

loved, loved , loved the video. this is easily one of the best updated in my eyes. it's very exciting for me to see it starting to come together.
great work and my deepest thanks and appreciation to everyone who's working or worked on this game.thank you for releasing this, it was a joy to watch.

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Darth Fez wrote:
islandtrevor72 wrote:

I would much prefer MwM took a few weeks and produced a polished video showcasing the game better.

Darth Fez wrote:

That's just the thing. They're not showcasing the game, they're showing us their progress on the game.

Exactly - this is probably just a rough mockup to test several systems. This is a little nugget for the fans and backers, not a means to advertise the game in any way.

Quote:

As for the screen shake, I assumed that was something like a fighting game setting that hadn't been turned off. It's not something I'd want happening to my screen while playing a MMO.

I agree, though for certain attacks I can certainly see it being thematically appropriate (nukes, huge super strength impacts like ground-stomps or wind-up uppercuts, maybe some earth control powers, thunderclaps, etc.

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It's exciting to see such

It's exciting to see such progress, it really is. It's one of those moments when you look at this video, and then think back to when it was mainly just prototypes and ideas floating around.

Can't wait to see more, keep up the good work, folks!

I do a DnD Podcast, which can be listened to here.

Additionally, I write up my sessions of a Teen Heroes game here.

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The prototype game is looking

The prototype game is looking incredible a huge congratulations to all who have worked towards it.

islandtrevor72
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Quote: That's just the thing.
Quote:

That's just the thing. They're not showcasing the game, they're showing us their progress on the game..

Again, I get why it was released. I just stated my preference. This type of video is interesting and fun but its not really representative of the game itself. This isn't a knock or a demand or anything else....its my preference.

A polished camera pan through a completed section of the city....a few scenes of combat animations with a more complete model.... some teasers of the avatar creator/costume models is a much better way to show progress IMO.

I am happy to have seen the video...as I stated... but I am pretty sure we could have been happier....and that includes the devs.

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Great show of progress, MWM!

Great show of progress, MWM! Really enjoyed the video and even moreso because this was just one small piece of the puzzle that has yet to be assembled. One thing I would like to ask is about interiors. I can't find the comment now but it was mentioned they were not as fun as you had anticipated. Does that mean a rework, they won't be used nearly as much, may or may not be replaced with instancing, etc? From the video, I absolutely loved when you just walked into a building but obviously that was not the same as entering a Crey complex where you have huge corridors, rooms, elevators and multiple floors.

Looking forward to the rest and hopefully a usable character creator by the end of 2016.

[b][color=red]Reward tactics as well as damage dealing.[/color][/b]

islandtrevor72
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Quote: Exactly - this is
Quote:

Exactly - this is probably just a rough mockup to test several systems. This is a little nugget for the fans and backers, not a means to advertise the game in any way..

As I understand it... this was footage that was not intended to be released. It was leaked in a raw form....which MwM edited to create this great video. The effectively took lemons and made lemonade.... I like to think MWM shares my opinion that a polished video is a better release than leaked footage... no matter how well received it proved to be.

My statement was to show support of the devs choice to not release information until they are ready.... not to stir up issue with the video itself.

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I read this at work where I

I read this at work where I have no WiFi access at all, and burned all the data I needed to see this. Tried not to yell in delight as I watched everything. Got home and watched it again. Called my son ( who was practically weaned on CoX, He sat in my lap while I helped to Beta test it. Giggling as he pressed the space bar to make me jump in combat.) who told me that he knew exactly what his first character was going to be: Fire Melee.

Did anyone else see the bus ad for Witcher? (FireMelee WIP at the 1:00 mark)

Great work! Love the profusion of architectural styles and I look forward to seeing more. Exited by City Hall, saddened I didn't see the Phoenix itself (Soon (TM), I know).

Animations looks great, I wasn't put off too much by the Dev elements that let you know that everything in combat was connecting the way it was supposed to. Actually, I kind of liked it.

One bit of constructive criticism: don't let running characters lean forward too much, I know it is a Comic Meme, but too much of it is "distracting/annoying". Balance is soooooooo hard to achieve. But as I stated before: I Trust, I Believe, I Have Faith in you.

StellarAgent
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In the first video at 5:11

In the first video at 5:11 there are three statues. Looks almost like the style in "Riddick". Cloaked characters in a "calm" repose.

Tannim222
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islandtrevor72 wrote: Quote:
islandtrevor72 wrote:

Quote: Exactly - this is probably just a rough mockup to test several systems. This is a little nugget for the fans and backers, not a means to advertise the game in any way..As I understand it... this was footage that was not intended to be released. It was leaked in a raw form....which MwM edited to create this great video. The effectively took lemons and made lemonade.... I like to think MWM shares my opinion that a polished video is a better release than leaked footage... no matter how well received it proved to be.My statement was to show support of the devs choice to not release information until they are ready.... not to stir up issue with the video itself.

Not quite correct. The vids shown by the VO team and reported on my MOP weren't intended for release. The vid posted here actually had a number of changes done to make it ready for our tech update shcedule. The earlier work was mostly outside work with some integration of internal assets. Our video is a complete merger, all internal assets utilized.

We did want this to be more of a surprise than it was. The statements pertaining to this not being a polished version of the game and more for backers to show progress are spot on. What is shown in the video is very recent work on thus particular project of the game. As explained, there are other projects of the game being worked on.

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It is so great to see the

It is so great to see the progress here! I know there is some concern about sharing videos of work in the middle of development because people might not understand how early work will look different when it's been improved upon. I want to say that I really enjoy watching the progress unfold, and to me, the work you are showing here already looks amazing. I continue to be very inspired by this project and I'm fine to wait as long as it takes to see it done right, which you all clearly are doing. Great work! Can't wait to see our city come to life!

[color=#ff0000]Environmental Artist, PR Editor[/color]

islandtrevor72
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Quote: Not quite correct. The
Quote:

Not quite correct. The vids shown by the VO team and reported on my MOP weren't intended for release. The vid posted here actually had a number of changes done to make it ready for our tech update shcedule. The earlier work was mostly outside work with some integration of internal assets. Our video is a complete merger, all internal assets utilized. .

Having seen the WIP fire melee ( https://www.youtube.com/watch?v=tRL-r4XkGv8 ) almost 2 weeks before I thought they were the same. I honestly don't see huge differences between the two other than the leaked one uses representative character models and the characters journey is slightly different.

Quote:

We did want this to be more of a surprise than it was. The statements pertaining to this not being a polished version of the game and more for backers to show progress are spot on. What is shown in the video is very recent work on thus particular project of the game. As explained, there are other projects of the game being worked on..

Wait.... so now you are saying you always intended to release this video but were 'scooped' by the leaked videos???

I am confused because up till now everything I have read from you guys has implied the opposite. In fact right in the update it says

Shadow Elusive wrote:

The interesting thing is - we did have something we’re working on, something we’ve been getting ready to show off. And this wasn’t it..

This is followed by a 'teaser' of the avatar creator implying that was what you were intending to show more of.

Its hard to follow what actually happened here now... was this video quickly released because of the leak or was it always going to be a release?

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islandtrevor72 wrote: <Its
islandtrevor72 wrote:

Its hard to follow what actually happened here now... was this video quickly released because of the leak or was it always going to be a release?

>.>

It's... a WIN for US! ;)

*starts singing that song from Disney's FROZEN.......*

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I'm not so sure...

I'm not so sure...

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islandtrevor72 wrote: I'm
islandtrevor72 wrote:

I'm not so sure...

Which one of the Disney's Songs do i have to sing to convince you? ;)

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I'd like to hear Izzy sing

I'd like to hear Izzy sing something from Hercules!

Be Well!
Fireheart

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I am very impressed with all

I am very impressed with all of this! I loved the demo video, Using gamer tactics to draw a mob close enough to use the area affect fire attack was a joy to behold...and the fire effect was a work of art!

But my heart skipped a beat when I saw the costume designer with...skin and human characters! That was a GREAT Christmas present!
Thank you.

[b]Question:[/b] I can see all the sliders....My fear is that there will be only one male/female face and we will have to be slider wizards to look unique. There will be a number of premade faces, right? I can keep or tweek a premade face...but I really would like a choice.

[b]Request[/b] At some point in the future could one of you devs please interview an artist? getting information about skin textures, available costumes, fun things planned for the players yet to come....I'm a visual guy...Art is my meat and drink.

and please pass it on that we all think the world of what you devs are building. MWM is the best group out there. Keep it up!
and thanks again!

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It would be fun to have one

It would be fun to have one of your robot test figures to play in Beta.
Or even have them play as mass produced robot enemies for some villain group on a shoe string budget. Most would be melee only, and if their heads would pop up when we defeat them...Rock-um Sock-um Robots!

actually a world domination scheme on a budget sounds really silly. have the conversations would be like, "I'm sorry, Master Blaster, but our budget won't allow for the conquest of China this year...perhaps Hong Kong for starters, your Omnipotence?"
or, "NO! Don't destroy the laser gun! Do you have any Idea how much that cost?!!"

sorry off topic post.

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Fireheart wrote: I'd like to
Fireheart wrote:

I'd like to hear Izzy sing something from Hercules!Be Well!
Fireheart

I feel like singing.. "Can You Feeeeel the Loooove Toniiiiiiight" by Elton John.. from The Lion King. :)

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Cyclops wrote:
Cyclops wrote:

It would be fun to have one of your robot test figures to play in Beta.
Or even have them play as mass produced robot enemies for some villain group on a shoe string budget. Most would be melee only, and if their heads would pop up when we defeat them...Rock-um Sock-um Robots!actually a world domination scheme on a budget sounds really silly. have the conversations would be like, "I'm sorry, Master Blaster, but our budget won't allow for the conquest of China this year...perhaps Hong Kong for starters, your Omnipotence?"
or, "NO! Don't destroy the laser gun! Do you have any Idea how much that cost?!!"sorry off topic post.

I like this budget villain idea...

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islandtrevor72 wrote: This is
islandtrevor72 wrote:

This is followed by a 'teaser' of the avatar creator implying that was what you were intending to show more of. Its hard to follow what actually happened here now... was this video quickly released because of the leak or was it always going to be a release?

Sorry for any confusion. This is why I originally said, "not quite". We did / do have something more in store. We did want to show progress of the combat as part of our update. We were just as excited by the progress as most have been to see our progress. Yes, those earlier videos were scooped. There were a lot of things added from the videos from 2 weeks ago until our official video, much of it under the hood, but lots of little things that all add up.

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While I continue to be just

While I continue to be just as excited for the games release, I hope you can forgive my continued skepticism over this entire update.

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I'm afraid Tannim is a bit

I'm afraid Tannim is a bit mixed up. This entire update was conceived in response to the leak. We did not intend to release Evil's work until we had integrated it. Then it got released anyway, and the Massively article really shredded the bag that held the cat beyond any hope of recapture. Well, if you can't beat 'em, join 'em - there wasn't anything for it but to embrace the flow with style. We picked a newer vid of Evil's, wrote up a nice update explaining what had happened and what the videos really were, and dropped some hints on what we'd really been planning, and with this hope we've closed the issue. Evil no longer puts his CoT videos on his channel as public - when we want you to see a vid it will be on our channel, like this one is. Since everyone has now seen them and the response has actually been very positive, we may well show a few more here and there.

Basically it's exactly as the update states. I'm the update man and the PR man, so this is the area I know best.

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Thank you Shadow.

Thank you Shadow.

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Tannim and Shadow - I don't

Tannim and Shadow - I don't know why this thread has gotten more focused on the circumstances of the release rather than the release itself. You guys are all doing fantastic work. Whatever the circumstances of this release, I think people have almost universally seen it as a very positive affirmation of the good work you are doing. I am so excited to see Titan City start to look like a place I would actually like to run around in in its' current form. I know that with a year (at least) more of development until Beta, the City is going to look even better in the year to come.

I contributed more than my rent one month to this game during the Kickstarter... And I am so passionate about this project that I am perfectly content to wait until you guys feel its ready to release to get it out there. Everything I see is confirmation that this is going to be an amazing game.

I love the detail and feel of the City as it's coming together. It was so amazing to see the fire and ice fighting styles. I agree with some of the people who mentioned the shaking style is more than what a lot of us would want in the game, and I know that many of those details might have had more to do with the designer's style before he started designing specifically for COT, and none of the style is final. I think sharing the videos might provide an opportunity for feedback that could be useful for development, but maybe not. You guys know more about that than we do.

Bottom line, we get it - it's a work in progress. And, I couldn't be more excited with the work, and I continue to be absolutely happy with my contributing to the game. Thanks again for all the work you are doing.

-Red Warlock

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oOA. Maze. Ing.Faith in MWM

oO

A. Maze. Ing.

Faith in MWM restored.

Currently trapped inside the Speed Force...

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avelworldcreator wrote:
avelworldcreator wrote:

DeathSheepFromHell wrote: Godling wrote:
So we will have a stock of base colors and the ability to do the 3 dimensional numbers too for all those that need the precise shade of whatever.Long as we end up with the option to input HSV/HSB/HSL (take your pick) as well, for custom colors, I'm happy with it. If I have to convert from those to RGB to dump them in I shall be vexed. Some of us can only color-coordinate based on color theory. Not color-blind, just... color-stupid? I can tell you something looks bad, but not how to make it look good.
But I can also apply some basic color theory and rapidly pick a half dozen things that fall into the "might work with that" category, then try those until I find some I like. But it doesn't work (pretty much "at all") in RGB, so to use it I'd have to pick something in RGB, convert to HSV, apply the theory, then convert back. And since I know for a fact that converting RGB<->HSV is a single node operation, it should be fairly trivial to handle it: just toss a toggle into it.
Or, probably even simpler: just ask Epic to migrate the existing one in UE4 from the "usable only in the editor" section package to the "general widget" section, if they haven't already done so.
One crucial tip: while applying the colors should generally be RGB for efficiency reasons, *storing* the information should ideally store the actual "given by the player" values and the color space, *not* just "the transformed-to-RGB values". Why? Because the transformation (in both directions) is somewhat "lossy", and making a round-trip between the two will, more often than not, result in a different set of numbers. Think of it as the mechanical equivalent of Engrish -- understandable, but not what someone is going to want to work with if they put in perfectly clear language in the first place.Unreal does indeed have those conversion functions, but it stores things internally as RGBA values in a floating point format as decimal percentiles (0-1 inclusive). But at the video card end it becomes 0-255 integer values RGB only. We will be storing colors in the format Unreal actually stores it of course. Additional color pickers have been discussed and are tentatively planned for. I hope to provide tools to help players color coordinate better. No, there is no information noise in color conversion as the framework is the same. If we were discussing converting from print (or film) to screen and vice versa then there would be some issue of loss but not on computers. RGB is the actual "language" of modern computer systems and their hardware. HSL is a convenience for humans in relating how colors relate to one another and simply is repositioning existing objects (colors) and not altering their substance. You are going to have to give a specific example of color systems failing to translate. Print (reflective color) and computer monitor (emissive color) are not equivalent systems for comparisonYou will have to explain what you mean by "Given by the player" and "color space" in this context as it really doesn't appear to have any substantive meaning within the context. What does Unreal do with it's color values? After the alpha blending it multiplies each value (clamped between 0 and 1) by 255 and writes it to the video hardware.

All I can say is "go look at what I checked in that dealt with color spaces all the way from RGB to CIE-Lch, when I was doing the work... and the documentation I wrote up at that point". There are several inaccuracies in the above set of statements.

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Foradain wrote: So I took a
Foradain wrote:

So I took a second look at the video, taking the time to stop and look at some things in the background:Street names: I fully understand that Dr. Tyche Road, Warcabbit Lane, AmIEvil Drive, and Gaming Drive are just placeholder names. But what they hold the place of is important. I don't see any street signs at all in CO (even though some of the streets have real-world analogs, like that curve in E. Congress Street before the I375 looks like the spot where the tutorial used to start)

According to dev commentary at one point, every street in Vibora Bay has not only a specific name, but also a proper addressing sequence. They considered putting them in, but ran into two problems:
[list=1]
[*]They could not afford the texture space for individual signs, at least not at any resolution that would be sufficient to read them sanely
[*]People would have even less idea where "12345 Whatever Way" was on the map than they would "the back"
[/list]

As a rule, only folks unfamiliar with an area "think" in terms of maps, because maps simply do not translate particularly well to how humans actually *experience* the world. They require a 'thinking' step. Anyone who is familiar enough with a vicinity almost invariably navigates by using a grid of *landmarks*, things that are notable enough to impinge on their perceptions while they are actively doing something else that requires concentration.

"CC in Atlas, beneath the statue" -- I'm willing to be that at least 90% of the folks who ever played blueside can not only guess exactly where I'm speaking of, but had a memory of at least the general layout of that area come out of their memory more or less instantly. Mostly because it is arguably the single best-known landmark from blueside, admittedly, but if I said "Mothership raid forming up in 2 at the NE safe zone" at least 40% of the folks who ever did a Rikti mothership raid would know where to go, and 90% of them would at least get "Rikti Warzone instance 2, somewhere 'northeast' in the outside part of the zone"... wait, did I just give directions to turn right where the old barn used to be before it burned down?

There's actually some fascinating research related to this in terms of memory structures in the brain, and networking theory, but that would be a little much for this forum. :)

However, the best answer overall is to have a readily available mini-map (and full size map from a single keystroke) that lets you select active events and/or arbitrary spots on the map, then gives you a compass heading and a "blue arrow of where the fuck is it" (both for those who have trouble reading a compass, and for the times when the vertical component is an issue).

Foradain wrote:

The phone number on the apartment building: It might be good for immersion to find an unused area code (or codes) for Titan City. I'm not sure how many people outside the Raleigh, NC area are likely recognize the 919 area code (I didn't), or look it up (I did. I was curious, all right?), but if we can find an unused one we don't have to consider it at all. Whether or not we'd still need to keep the 555 exchange code anyway is something else to consider. =

Speaking as someone who worked for the phone company previously: please, for the love of [url=http://www.snopes.com/music/songs/8675309.asp]Jenny[/url], check the published rules and recommendations. There are specific things that (are|are not|were not, but now are|will never be) valid phone numbers, and there are specific things that are defined as "safe" (guaranteed to never be mapped to a real number). The 555 exchange is one of the better known examples, but in most cases not the only one -- just "the one everyone knows" (and thus, tends to spot as being obvious). The only other safe way to use a phone number is to be the party on the receiving end (and reasonably expect to be so for as long as it is "out there").

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Darth Fez wrote:
Darth Fez wrote:

islandtrevor72 wrote: I would much prefer MwM took a few weeks and produced a polished video showcasing the game better.That's just the thing. They're not showcasing the game, they're showing us their progress on the game.As for the screen shake, I assumed that was something like a fighting game setting that hadn't been turned off. It's not something I'd want happening to my screen while playing a MMO.

Based on comments made on this thread, and knowing some of the stuff that is available in the UE4 engine as pre-built templates / demo levels: probably 90% of what is shown in any *one* of the "separate" (leaked) videos, is stuff that was pulled in from some pre-existing source that may or may not end up even being sane to license for the "actual" game.

There is absolutely *nothing* wrong with this, because that 90% has to be there in order to *show* the 10% that is relevant-and-interesting, in each case. But as an example, I strongly suspect (given previous answers here) that at least "much" of the animation is straight out of the Mixamo bundle, which is stuff that was put together over several years by a studio that focuses in animation and movement assets. In part because I know that they put out a huge bundle onto the UE4 marketplace for free, as a combination of "get folks a lot more of the basic animations than Epic has resources to provide" and "get them to like our stuff so they'll use the 'pay us' version". It is good stuff, but it is really just a "sampler platter" of what a full subscription can get you.

But that means it is a very good example of "what you see here may or may not have any meaningful relationship to the final product". I have no idea what MWM's plans look like at this point for animation, but I *do* know that using Mixamo can get really expensive *really* fast if you try to really utilize its full potential.

But in general, for the "split" videos, the title should give a pretty good hint as to what is being presented deliberately (rather than incidentally). For example, I would hazard a guess that the particle systems being used in both ice and fire melee are showing either "in house" work or something that could be replicated by anyone reasonably knowledgeable, if the need arose. I'm less certain about the fire-along-the-ground effect, mostly because it doesn't look as familiar as the two I just mentioned. However, they do make it pretty clear that "particle systems of some form" attached to one or more parts of the body are at least being prototyped.

On a technical level I'd be dollars to donuts that they are bound to standard UE4 sockets. And I can't tell if they solved the bone-riding problems yet (getting particles to move 'along' a limb is obnoxiously difficult to set up and get to look good). But I can tell they were at least *thinking* along those lines, enough to prototype them out anyway.

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Only one animation is from

Only one animation is from Mixamo.

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DeathSheepFromHell wrote:
DeathSheepFromHell wrote:

However, the best answer overall is to have a readily available mini-map (and full size map from a single keystroke) that lets you select active events and/or arbitrary spots on the map, then gives you a compass heading and a "blue arrow of where the fuck is it" (both for those who have trouble reading a compass, and for the times when the vertical component is an issue).

it be nice if you could respond to n00bs with a waypoint command in the chat-log.

ex:
[color=red]n00b:[/color] "Where's The Abominable Snowman at!!!???"

I type: "He's at this { location(125, 1567, 30) /}"
or
I type: "He's at this { MyLocation() /}"
and it shows as:

[color=blue]me:[/color] "He's at this [color=orange]Location (click to see)[/color]"

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DeathSheepFromHell wrote: (A
DeathSheepFromHell wrote:

(A whole bunch of stuff in reply to some of my comments, it's a few posts above, last I checked the link should work even if the post number it says is wrong)

All of which DSFH wrote leads me to one conclusion: You devs (including DSFH emeritusly) have been thinking about this stuff, a lot, for a long time. Please continue to do so. ^_^

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In the beginning I think that

In the beginning I think that my expectations for City of Titans were way too high. After the Kickstarter ended, as time went by, my expectations came down to Earth. This latest video has put my expectations back into the stratosphere.

Looking good!

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Foradain wrote:
Foradain wrote:

DeathSheepFromHell wrote: (A whole bunch of stuff in reply to some of my comments, it's a few posts above, last I checked the link should work even if the post number it says is wrong)All of which DSFH wrote leads me to one conclusion: You devs (including DSFH emeritusly) have been thinking about this stuff, a lot, for a long time. Please continue to do so. ^_^

Since about half a year before the KS happened, in my case. :)

But yeah. Even when folks don't 100% agree on stuff, a lot of this has been brewing (slowly) for years at this point. At least up until my retirement the tech updates actually showed a fair amount of where we were on any given system, but there were (and presumably *are*) a whole lot of systems that you haven't heard about yet -- and which may or may not ever actually see in a specific update.

We may not have had to start at the "create the universe" step of "bake an apple pie from scratch", but there are definitely some parts of the game where we went in knowing full well that we had at least "grow a tree" on our list, and quite possibly "spend time either hybrid-breeding the plants or discovering genetic modification techniques" before we could even plant the tree.

The most frequent cause for that is stuff where the goal is to match what CoH did, in terms of "set the bar for the *next* ten years" -- WoW only got semi-custom outfitting something like ten years after CoH had it, and it is nowhere near as robust, after all. It is, or at least was, also a frequent cause for cases of "bodge together something based on current techniques, even if we know it won't scale to production, so that we have ground to stand folks on" (or whatever).

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Izzy wrote:
Izzy wrote:

DeathSheepFromHell wrote: However, the best answer overall is to have a readily available mini-map (and full size map from a single keystroke) that lets you select active events and/or arbitrary spots on the map, then gives you a compass heading and a "blue arrow of where the fuck is it" (both for those who have trouble reading a compass, and for the times when the vertical component is an issue).it be nice if you could respond to n00bs with a waypoint command in the chat-log.ex:n00b: "Where's The Abominable Snowman at!!!???"I type: "He's at this { location(125, 1567, 30) /}"
or
I type: "He's at this { MyLocation() /}"
and it shows as:me: "He's at this Location (click to see)"

Oh please yes. Along with some way to conveniently just drop in either "my current location" or "the location of my current target" (or... whatever, there are several things that might work here).

However, on that note: please oh please dear $deity allow some way for having more than one "target spot" active at once, and telling it to *not* just ditch your old personal one just because the team lead sets a new one. The number of times I was running slow on a multi-contact mission because I didn't know blueside by heart, and I got 90% of the way to the contact only to then lose the guidance (even though *I* still needed that chat for my mission) was... not a small number.

Although thinking about it, that might be more of an issue of distinguishing between "*my* next required location" (in a mission where you know that) and "the team goal". And honestly, as long as the system supports "more than one" you've probably solved 90% of the UI issues for values up to "a dozen". The rule goes "none, one, two, many, lots" -- can you handle having of . "Many" is more than two but not as many as lots. Lots is, well, lots. But short of hordes.

Glowies left to try to click before my wife ninjas them out from under me: none
Number of masterminds you can have on a mission before they want to kill each other due to the pets: one
Number of freebie inspirations: two
Number of people in your party: many (even when it was one or two)
Number of mobs one tank could hold aggro on: lots
Number of mobs an old tank could train through the zone before taking a dumpster dive: hordes

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amievil wrote: Only one
amievil wrote:

Only one animation is from Mixamo.

Fair enough. There's a reason I emphasized that I was guessing about several aspects. :)

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I play a game that has such a

I play a game that has such a function, although things can get a bit confusing because the command is different in clients that use a different language. E.g. I might use $loc while in the German and/or French client(s) it's $pos. In the chat the $loc is replaced with X.Y coordinates on which people can click to get a waypoint. However, as Izzy indicated, CoT might very well require a Z axis as well.

That game also allows players to share waypoints, which is the only way of sharing coordinates that are different from the player's own. Opening the map, finding the desired spot, dropping a waypoint/marker, and then sharing that via chat often seems rather clumsy, to me, especially when I'm in the middle of doing something. However, I'm not certain that there is any markedly superior method of accomplishing this short of having a bunch of coordinates memorized. And, as DSFH pointed out, for well known and highly visible locations people will use "south of the Phoenix statue" rather than coordinates.

DeathSheepFromHell wrote:

And I can't tell if they solved the bone-riding problems yet (getting particles to move 'along' a limb is obnoxiously difficult to set up and get to look good).

This sounds super smexy.

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God dang guys! The city and

God dang guys! The city and the character creator look so amazing! I can't wait to try out your guy's game, also Valiance too, yall both keep up the good work!

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So now it will be 2017 before

So now it will be 2017 before we get to play? Christmas 2016 for a preview for a few people)

Nijanus

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Way back when I started

Way back when I started playing CoH in 2004, I was begging for a /thumb command, where /thumb would just call out the coordinates of your thumbtack, and /thumb XXX YYY [ZZZ] would set your thumbtack to that point. Also would have been nice to have a /targetloc command to read a target's location. We got commands for the player's location, but that was it. Would have been nice for those times when a 20-levels-over-me ambush was camped on the door I needed to go in and I was begging in zone chat for some high-level player to take them out for me. (Can't just switch to a 50 when you have none.)

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10 Music

10 Music
08 Map Assets
07 Lighting
05 Character Model (but half of 10 because I'm waiting for women)
-- Animations (I like what I saw but this the biggest place for growth)
07 FX I love that fire burning Effect.. can't wait to see one power's FX in different colors and styles (magma, plasma, etc)
09 Faiths

There is always a chance that a project could not go all the way, BUT with every milestone and prototyped system that becomes a reality I feel a collective sigh of relief. The next steps of putting together the structure and backbone of the game will take us from this post-alpha stage into early beta.

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Nijanus wrote: So now it
Nijanus wrote:

So now it will be 2017 before we get to play? Christmas 2016 for a preview for a few people)

No one said that. Did you read the FAQ? Late 2016 is the currently estimated release for Open Beta. This is subject to change, but they haven't said it's changed yet.

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They haven't given any hard

They haven't given any hard timeline at all, but they have said that there have been setbacks since the Kickstarter. I take that to mean that whatever timeline we were kicking around during/right after the Kickstarter will be pushed back to some extent.

On that subject, I was watching one of the financial TV channels today. I forget whether it was Bloomberg or CNBC, as I was flipping back and forth, but at some point the talking heads on the screen were talking about how well Microsoft has managed the "death of the PC".

I don't know about any of you, but I still own a PC, I still use it almost every day, and I still intend to play CoT on it when that comes out. I think if anything the market for new PCs is now almost entirely a replacement economy and not a growth economy, but I wouldn't call my PC "dead" just because I bought a new cell phone this year and not a new PC.

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"Don't count on the building

"Don't count on the building interiors sticking, though, it winds up being less fun than we thought."

Awww, sad now. I liked the video at least when you entered a building. Will it be eliminated completely, only for very specific cases, be replaced by instancing, etc? Why was it not fun?

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Mission instances being

Mission instances being limited by the size of the containing building may or may not be sticking. Building interiors in general may. Things are a little fluid as we go 'is this fun or not fun'?

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warcabbit wrote: Mission
warcabbit wrote:

Mission instances being limited by the size of the containing building may or may not be sticking. Building interiors in general may. Things are a little fluid as we go 'is this fun or not fun'?

Ok, I was wondering if that was it. While running into a building looked cool, it was in no way the same scope as the area in a mission in CoH. They might be nice for the occasional ambush that leads to a mission, a place for clues, secret entrances, etc. I hope you have some ideas for them as far as interactive environment then. While I always appreciated what CoH looked like, I always found myself wanting to activate things like the cranes in Independence Port, get a newspaper and see my name in the headline, get a soda from a machine, go into the donut shop and sit down with a cup of coffee. Will this really add a lot to the gameplay? Not really but things I wanted to do when I wasn't in combat or crafting and was just essentially hanging out.

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If a mission exceeds the size

If a mission exceeds the size of the building that should be containing it, I can offer two options:
1. Have the start of the mission proper be an elevator door opening in front of the PCs, with a sign above it saying "Subbasement X".
2. Have the exterior of the building look like either a circa 1969 diner or a circa 1950s UK police call box.

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warcabbit wrote: Mission
warcabbit wrote:

Mission instances being limited by the size of the containing building may or may not be sticking. Building interiors in general may. Things are a little fluid as we go 'is this fun or not fun'?

Can almost guarantee that any "straightforward" way of trying to do it at-scale won't work, simply due to the need to support third-person camera angles. Before even considering ultra-tall heroes or the "larger than life" of *any* hero.

There are vast arrays of tricks and techniques to manipulate perception, but most of them aren't compatible with having anything extensive that is in the same direct "world" as the exterior. Which, frankly, isn't much of an issue since door missions shouldn't be happening in that context anyway, at least if you want to be able to support any sane number of players on an instance.

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Foradain wrote: If a mission
Foradain wrote:

If a mission exceeds the size of the building that should be containing it, I can offer two options:
1. Have the start of the mission proper be an elevator door opening in front of the PCs, with a sign above it saying "Subbasement X".
2. Have the exterior of the building look like either a circa 1969 diner or a circa 1950s UK police call box.

I absolutely want to see a "phone booth" costume-change emote, now...

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Foradain wrote: <
Foradain wrote:

2. Have the exterior of the building look like either a circa 1969 diner or a circa 1950s UK police call box.

You sir, are my new forum favorite

DeathSheepFromHell wrote:

Can almost guarantee that any "straightforward" way of trying to do it at-scale won't work, simply due to the need to support third-person camera angles. Before even considering ultra-tall heroes or the "larger than life" of *any* hero.There are vast arrays of tricks and techniques to manipulate perception, but most of them aren't compatible with having anything extensive that is in the same direct "world" as the exterior. Which, frankly, isn't much of an issue since door missions shouldn't be happening in that context anyway, at least if you want to be able to support any sane number of players on an instance.

I don't neccesarily agree and it's a matter of game philosophy. The issues you address are correct and import.

Design-wise I do not want to throw away ideas that are good simply because they need tweaked for few.

I do think however for any case where an interior is a possibility it should 1) be large enough for any hero out of the costume creator and 2) be a small enough space so that using a "growth" mechanic (or anything immersion breaking) can happen on the outside of the building.

I would be okay with a growth device pushing my character outside a door/space when I use it as long as nothing vital is needed on the inside while in combat. The room in the demo was small enough to serve the same purpose. YES the player would draw the enemies out of the building to fight them but it keeps from throwing out the GOOD for the sake of the perfect.

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Sheep: I didn't say that,

Sheep: I didn't say that, even if we were to use insides the same size as the building, they wouldn't be instanced. We're working on it. Don't forget buildings can have multiple floors.

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I don't really ever post but

I don't really ever post but this video was amazing. You guys have come really far. Thank you very much for all the hard work. I look forward to when this game finally comes out :D

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I, for one, loved the old

I, for one, loved the old Sewer maps in CoH and would like to see some of that style interior still anyway. That said, the interiors of the police precincts and banks were fairly realistic, so over time there was some improvement in that even in CoX.

Some of the Arachnos maps in CoV were unnecessarily gawdawful to try to navigate without Fly, and though they added a little to the difficulty factor, sometimes they really just made navigation a pain. That said, having to descend into the darkness of that gantry pit was at least somewhat scary/spooky, which, is it was the feel they were going for, worked.

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Looks good. At this point I

Looks good. At this point I wouldn't mind playing just as is... but I'm sure you have plenty of improvements in the works.

One step at a time is the best way to go.

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warcabbit wrote: Sheep: I
warcabbit wrote:

Sheep: I didn't say that, even if we were to use insides the same size as the building, they wouldn't be instanced. We're working on it. Don't forget buildings can have multiple floors.

All I was saying was "scale-adjustment in an instance is relatively easy" plus "for technical reasons there will need to be a significant amount of instanced content if you want to be able to support having very many people active at once" (read: "door missions").

Edit: the "relatively easy" statement above assumes "it works reasonably at all". *If* it does, then applying it generally to instances shouldn't be too difficult.

Or, to put it another way, "if scaling works inside instances, the problem is probably mostly-solved."

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DeathSheepFromHell wrote:
DeathSheepFromHell wrote:

Foradain wrote: If a mission exceeds the size of the building that should be containing it, I can offer two options:
1. Have the start of the mission proper be an elevator door opening in front of the PCs, with a sign above it saying "Subbasement X".
2. Have the exterior of the building look like either a circa 1969 diner or a circa 1950s UK police call box.I absolutely want to see a "phone booth" costume-change emote, now...

And now I want a teleport travel power animation involving a phone booth with a rabbit ears antenna and some foil.

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Lin Chiao Feng wrote: And now
Lin Chiao Feng wrote:

And now I want a teleport travel power animation involving a phone booth with a rabbit ears antenna and some foil.

/em airguitar
Excellent!!

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Party on, dudes!Of course, I

Party on, dudes!

Of course, I like Maxwell Smart's telephone booth, as an entry into the SG Base.

Be Well!
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Lin Chiao Feng wrote: And now
Lin Chiao Feng wrote:

And now I want a teleport travel power animation involving a phone booth with a rabbit ears antenna and some foil.

Rigel wrote:

/em airguitar

Excellent!!

This prompted me to do a bit of searching, and I found that there was a song by the Ataris titled [url=http://www.metrolyrics.com/san-dimas-high-school-football-rules-lyrics-ataris.html]San Dimas High Shool Football Rules[/url] I was surprised that the only reference to the title in the lyrics was the line:
[I]searching for a high school that you know doesn't exist[/I]

For a non-existant high school it seems to have an extensive [url=https://en.wikipedia.org/wiki/San_Dimas_High_School]wikipedia page[/url]....

The mall, though, is still fictitious. ^_^

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They probably thought San

They probably thought San Dimas was a made up location. :p Which even the water park is in the area is real, except it's called Raging Waters. not The Waterloo :)

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Ok, I'm going to be

Ok, I'm going to be embarrassingly cheesy for a moment, but I find myself occasionally pulling up the video and going to the section where it shows the City Hall.

I do this because I look at it and somehow it really feels like home the way Atlas Park did in CoH.

This game is going to work.

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

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Fireheart wrote: Party on,
Fireheart wrote:

Party on, dudes!Of course, I like Maxwell Smart's telephone booth, as an entry into the SG Base.Be Well!
Fireheart

Yep, definitely need this too.

RIP Don Adams...

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DeathSheepFromHell wrote:
DeathSheepFromHell wrote:
avelworldcreator wrote:

DeathSheepFromHell wrote: Godling wrote:
So we will have a stock of base colors and the ability to do the 3 dimensional numbers too for all those that need the precise shade of whatever.Long as we end up with the option to input HSV/HSB/HSL (take your pick) as well, for custom colors, I'm happy with it. If I have to convert from those to RGB to dump them in I shall be vexed. Some of us can only color-coordinate based on color theory. Not color-blind, just... color-stupid? I can tell you something looks bad, but not how to make it look good.
But I can also apply some basic color theory and rapidly pick a half dozen things that fall into the "might work with that" category, then try those until I find some I like. But it doesn't work (pretty much "at all") in RGB, so to use it I'd have to pick something in RGB, convert to HSV, apply the theory, then convert back. And since I know for a fact that converting RGB<->HSV is a single node operation, it should be fairly trivial to handle it: just toss a toggle into it.
Or, probably even simpler: just ask Epic to migrate the existing one in UE4 from the "usable only in the editor" section package to the "general widget" section, if they haven't already done so.
One crucial tip: while applying the colors should generally be RGB for efficiency reasons, *storing* the information should ideally store the actual "given by the player" values and the color space, *not* just "the transformed-to-RGB values". Why? Because the transformation (in both directions) is somewhat "lossy", and making a round-trip between the two will, more often than not, result in a different set of numbers. Think of it as the mechanical equivalent of Engrish -- understandable, but not what someone is going to want to work with if they put in perfectly clear language in the first place.Unreal does indeed have those conversion functions, but it stores things internally as RGBA values in a floating point format as decimal percentiles (0-1 inclusive). But at the video card end it becomes 0-255 integer values RGB only. We will be storing colors in the format Unreal actually stores it of course. Additional color pickers have been discussed and are tentatively planned for. I hope to provide tools to help players color coordinate better. No, there is no information noise in color conversion as the framework is the same. If we were discussing converting from print (or film) to screen and vice versa then there would be some issue of loss but not on computers. RGB is the actual "language" of modern computer systems and their hardware. HSL is a convenience for humans in relating how colors relate to one another and simply is repositioning existing objects (colors) and not altering their substance. You are going to have to give a specific example of color systems failing to translate. Print (reflective color) and computer monitor (emissive color) are not equivalent systems for comparisonYou will have to explain what you mean by "Given by the player" and "color space" in this context as it really doesn't appear to have any substantive meaning within the context. What does Unreal do with it's color values? After the alpha blending it multiplies each value (clamped between 0 and 1) by 255 and writes it to the video hardware.

All I can say is "go look at what I checked in that dealt with color spaces all the way from RGB to CIE-Lch, when I was doing the work... and the documentation I wrote up at that point". There are several inaccuracies in the above set of statements.

I'm not sure what this "documentation" is you did before. Link?

But the origin of HSV and HSL was an attempt to map RGB color to something humans can better relate to. RGB maps color/shades to finite points on cubic color space - discrete values, not a continuum. This is also true of HSL/HSV which come from those distinct color points. This is an exact one-to-one mapping. You can use values that fall outside the mapped range within an orb and still get expected results without "translation error" but if you try to treat those mapping systems as continuous ranges of values then you get what you deserve. :p
In computer terms RGB is the "machine language" and HSL/HSV (and other systems) are "high level languages" that need "compilation" via an algorithm (it's not straight math - there are decision branches involved) to convert to a form that the hardware can use. If you go HSL-in > RGB > HSL-out and HSL-in is not equal to HSL-out then you are seeing the effects of your input value being corrected to valid color points. This is not a "translation error" at all but what should be expected. If you input a value of .50036 and get back .5 that's not an error, but what is needed to happen. If you are expecting otherwise then you fail to grasp the framework.

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Its good to see the progress

Its good to see the progress guys. Great work. I needed to see that video badly. Anxiously awaiting more :)

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Empyrean wrote: Ok, I'm
Empyrean wrote:

Ok, I'm going to be embarrassingly cheesy for a moment, but I find myself occasionally pulling up the video and going to the section where it shows the City Hall. I do this because I look at it and somehow it really feels like home the way Atlas Park did in CoH.This game is going to work.

I was impressed by the sheer size of that building. and to think this is all just basic right now, nothing is polished.

I foresee many costume contests in front of that building

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Game play was awesome, and

Game play was awesome, and the city is taking shape. But what tripped my trigger was [b]CHARACTER CREATION![/b]
[img]http://s29.postimg.org/p0stb9iaf/image.png[/img]

OK, I see good and bad here.
Good: Fun with Sliders. You can do silly things
Bad: way too many sliders. I gonna have to learn Slider-Fu just to make a character.

Still we see a human skin, and a basic texture. The next picture shows a basic Fat guy...so sliders allow for any kind of character. Some people have been wanting this...MWM really did promise the ultimate in character creation.
Finally we see a full figure in a spandex suit. the promise we have all been waiting for.

Devs and artists...[u]PLEASE give us some pre-made faces. and with females, pre-made make-up options.[/u]
I really do not want to spend an hour just on a face.

There was a talk about allowing for some game affecting, player made modifications. maybe the true artists out there can make incredible faces and bodies...how about letting those faces/bodies be saved and uploaded into the system for other players, as an available mod option? This would be great for those skilled in slider fu.

Also, please add an option to purchase various expressions at the store, money for you, role play for us.

[img]https://s15.postimg.cc/z9bk1znkb/Black_Falcon_Sig_in_Progess.jpg[/img]

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Hmm, looking at that video

Hmm, looking at that video again makes it pretty clear that the looks of those character prototypes would be fully viable as a base for armored and robot/cyborg characters when it goes live. I mean, it's pretty close to the storm trooper look.

And I'll agree with Cyclops, give us some pre-mades for certain things, head/face and body at the minimum, makeup would be good as well.

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Cyclops wrote: Game play was
Cyclops wrote:

Game play was awesome, and the city is taking shape. But what tripped my trigger was CHARACTER CREATION!OK, I see good and bad here.
Good: Fun with Sliders. You can do silly things
Bad: way too many sliders. I gonna have to learn Slider-Fu just to make a character.Still we see a human skin, and a basic texture. The next picture shows a basic Fat guy...so sliders allow for any kind of character. Some people have been wanting this...MWM really did promise the ultimate in character creation.
Finally we see a full figure in a spandex suit. the promise we have all been waiting for.Devs and artists...PLEASE give us some pre-made faces. and with females, pre-made make-up options.
I really do not want to spend an hour just on a face.There was a talk about allowing for some game affecting, player made modifications. maybe the true artists out there can make incredible faces and bodies...how about letting those faces/bodies be saved and uploaded into the system for other players, as an available mod option? This would be great for those skilled in slider fu.Also, please add an option to purchase various expressions at the store, money for you, role play for us.

NaBro, give me all the sliders! Get out of here with your "too many sliders" ;)

Half kidding, but yeah, some presets would be nice.

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Keep ALL of the sliders, but

Keep ALL of the sliders, but let most of them be hidden and then give us a button to reveal them, then let us customize or sliders from there. That should be as easy as adding a drop-down menu where you check off which sliders you want, I would think.

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The screen shot image above

The screen shot image above is not intended to be the actual UI for the character designer. I believe the intent is to limit the customization options to the specific location chosen to customize. I'm not sure about faces in particular, but I do know there will be some some common preset options for costumes and body types for people who aren't interested in every nitty-gritty detail of their character. I would imagine this applies to faces, but again, I'm not sure on that point.

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There will be advanced and

There will be advanced and default modes for the character creator, especially the sliders. We're aware giving you all of those by default would be way too much for many. Some will be hidden, others grouped together in the ways most people will use them. But players who want to go whole hog will be able to access the set of controls.

And yes, of course, there will be a set of defaults for faces and probably body figures as well. Useful both to help people put something together (so much easier to tweak a preset), and for getting out of some insane configuration you somehow ended up with playing around.

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looks very promising; like

looks very promising; like many, i was intrigued by the character creator. As Cyclops mentioned, it appears that we do all sorts of silly things. There is a lot going on it that those pics, pretty intimating, in a good way. Would be neat if we got a peak at pet customization as-well (if pet customization is planned). Great job guys/gals, keep it up.

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I love all the talk about the

I love all the talk about the character creator, it seems like everything that is planned is true to the original. Can't wait to see what it come to life!

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Phararri wrote: looks very
Phararri wrote:

looks very promising; like many, i was intrigued by the character creator. As Cyclops mentioned, it appears that we do all sorts of silly things. There is a lot going on it that those pics, pretty intimating, in a good way. Would be neat if we got a peak at pet customization as-well (if pet customization is planned). Great job guys/gals, keep it up.

From the powers that be: YES there will be pet customization.

[img]https://s15.postimg.cc/z9bk1znkb/Black_Falcon_Sig_in_Progess.jpg[/img]

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