Announcements

Check out our latest update: https://cityoftitans.com/content/unreal-engine-5-4-3-2-1-ignition

Get the latest Patch now! The MacOS Client Launcher is Now available in the store! If you've already donated $50 or more, you'll find the Mac Launcher on your rewards page. https://store.missingworldsmedia.com/

Join the conversation on Discord: https://discord.gg/w6Tpkp2

Discuss: Unreal Engine: 5... 4... 3... 2... 1. Ignition!

29 posts / 0 new
Last post
Red Warlock
Red Warlock's picture
Offline
Last seen: 51 min 50 sec ago
Developerkickstarter
Joined: 10/03/2013 - 22:09
Discuss: Unreal Engine: 5... 4... 3... 2... 1. Ignition!

see the original here: https://cityoftitans.com/content/unreal-engine-5-4-3-2-1-ignition

as always, comments welcome below.

Environmental Artist, PR Editor

Redlynne
Redlynne's picture
Offline
Last seen: 15 hours 11 min ago
kickstarter11th Anniversary Badge
Joined: 10/28/2013 - 21:15
+1 for switching to UE5.

+1 for switching to UE5.
Had a feeling that UE4 was going to wind up being an orphaned asset at some point in an all too predictable future.

Please proceed!


Verbogeny is one of many pleasurettes afforded a creatific thinkerizer.
avelworldcreator
avelworldcreator's picture
Offline
Last seen: 2 weeks 3 days ago
Developer11th Anniversary Badge
Joined: 12/04/2012 - 12:19
The writeup doesn't give

The writeup doesn't give credit to Penitent Rebel who helped me make the icons for the weather control panel. And that screen with the list of maps? Instead of just clicking on any and pressing "Play" just do Shift-Alt-F7... and watch for a while. Do the same hotkey sequence again to continue on. I hope to use that same hotkey sequence elsewhere too in the future for other things (or something like it).

-----------

Senior Developer/Project Manager/Co-Founder... and then some.

Glitch404
Glitch404's picture
Offline
Last seen: 1 week 1 day ago
Joined: 06/04/2017 - 20:35
Switching to UE5 was probably

Switching to UE5 was probably the best decision to make and worth the many months of no updates on what's been going on, at least in my opinion. Even with no release date set in stone yet, had the game launched with UE4 still as its chosen engine, it likely would've served as a main source of critique by reviewers (outdated engine/graphics/visuals/etc.) who would've likely been spoiled by that point by other games that have used UE5 and were blown away by the impressive visuals and so on. Heres to hoping we can stick with UE5 and not go through another engine switch, if I remember correctly, City of Titans was initially being built in Unity then switched to UE4 before it even launched, and now here we are with UE5. All-in-all, loving the update and looking forward to seeing what else is in store!

"If I am to die in battle, Remember me for who I was and not what I've become..."

Wiked Rolf
Offline
Last seen: 2 weeks 1 day ago
Joined: 01/15/2020 - 08:24
Thanks for the update!

Thanks for the update!
Can't wait to play with it.

Cobalt Azurean
Cobalt Azurean's picture
Offline
Last seen: 1 week 7 hours ago
kickstarter11th Anniversary Badge
Joined: 10/03/2013 - 16:39
I'll also add my support for

I'll also add my support for switching to UE5, really anything that makes development more efficient. Good stuff, keep on keepin' on.

Foradain
Foradain's picture
Offline
Last seen: 21 hours 22 min ago
kickstarter11th Anniversary Badge
Joined: 10/25/2013 - 21:06
I'd been worried about the

I'd also been worried about the possibility of UE4 being abandoned by Unreal. This is great news overall.

Re Benefit #3: Does this mean that (just picking an example completely at random ^_^) a transparent geodesic dome covering a resort hotel in the NRD might be rendered with polygons much closer in size to the roughly one meter triangles that the mesh would have displayed? If so, cool side benefit. ^_^

And many of my characters welcome the many new costume options!

Foradain, Mage of Phoenix Rising.
Foradain's Character Conclave
Millennium City Refugee.
Avatar courtesy of Satellite9

Gangrel
Offline
Last seen: 1 day 12 hours ago
11th Anniversary Badge
Joined: 09/15/2013 - 15:14
Foradain wrote:
Foradain wrote:

I'd also been worried about the possibility of UE4 being abandoned by Unreal. This is great news overall.

Seeing as games were still being released on the Unreal 3 engine in 2021 / 2022, that is an engine life of *roughly* 13 years if not longer (Going from First game released to "last game that I can find that used it". The most notable recent games being "Lost Ark" and "Mass Effect Legendary Edition")

Unreal 4 was *announced* back in 2012 (Although the licensing model was *not* announced until 19th March 2014), and City of Titans announced that they were going to be using the unreal 4 engine 20th March 2014. So given the same time frame, I would still expect games to be released on the Unreal 4 engine to at least 2024/ 2025.

So, whilst it *doesn't* surprise me that City of Titans is moving to the Unreal 5 engine (I mean they swapped from Unreal 3 to Unreal 4 pretty quickly), it really does make me wonder as to *how fast* this is going to speed up the delivery of the game, especially as *at the moment* they have 10 years of work, and lord knows how much technical debt / workflow paths that they may have accrued over time.

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.

Dark Cleric
Dark Cleric's picture
Offline
Last seen: 3 hours 45 min ago
Joined: 05/14/2018 - 12:26
The UE5 Retargeting

The UE5 Retargeting Animations that can help fix the female skeleton...please also note down to use it on the male skeleton, specifically the tricep/shoulder area and the hands.

Compulsively clicking the refresh button until the next update.

WraithTDK
WraithTDK's picture
Offline
Last seen: 1 day 13 hours ago
kickstarter11th Anniversary Badge
Joined: 01/15/2014 - 17:59
Hey, some good news. It's an

Hey, some good news. It's an amazing illustration of how long the game's been in development that one of the first major purchases with the Kickstarter money was a license for UE4, which released a few months after the project started, and here we are migrating to UE5 in the pre-alpha stage; but I digress.

It's the right move to make, I'm glad to hear it, I hope to see more development towards a real alpha-state game.

Terwyn
Terwyn's picture
Offline
Last seen: 2 days 11 hours ago
Developer11th Anniversary Badge
Joined: 12/04/2012 - 10:56
The very nice thing is, when

The very nice thing is, when Unreal 5 was announced, I asked a question of our account manager at Epic in regards to how it impacts our license - we were told that making the switch would be no issue, as that was the nature of how UE5 was designed.

It is only when we stand up, with all our failings and sufferings, and try to support others rather than withdraw into ourselves, that we can fully live the life of community.

Business Director

PhiloticKnight
PhiloticKnight's picture
Offline
Last seen: 4 weeks 1 day ago
kickstarter
Joined: 10/12/2013 - 14:48
I hate to say this, but this

I hate to say this, but this sounds like a VERY familiar story...

https://en.wikipedia.org/wiki/Development_of_Duke_Nukem_Forever

avelworldcreator
avelworldcreator's picture
Offline
Last seen: 2 weeks 3 days ago
Developer11th Anniversary Badge
Joined: 12/04/2012 - 12:19
PhiloticKnight wrote:
PhiloticKnight wrote:

I hate to say this, but this sounds like a VERY familiar story...

https://en.wikipedia.org/wiki/Development_of_Duke_Nukem_Forever

Not quite. We aren't downsizing or anything else of that kind of problem. Taking 14 years? I certainly hope not! The engine upgrade (and we've been doing it behind the scenes quite often actually) was considered only after testing quite a bit. The reason for any upgrades is it solved a significant problem and also allowed us to gain desired features at a lower cost. Additionally our team and methods have matured as we've gained more experience as a studio and acquired more tools and skills. The technology has improved considerably since we started. Remember this is a PASSION project. Every member of the team is doing this out of personal desire to make this game a reality (admitedly that was what DNF was down to at one point - about the only real point of comparison). We get just as frustrated as every other potential player on the delays (remember we are also hoping to be players too!).

-----------

Senior Developer/Project Manager/Co-Founder... and then some.

WraithTDK
WraithTDK's picture
Offline
Last seen: 1 day 13 hours ago
kickstarter11th Anniversary Badge
Joined: 01/15/2014 - 17:59
avelworldcreator wrote:
avelworldcreator wrote:

Taking 14 years? I certainly hope not!

It's been a decade already. Are we going to get from pre-alpha to full release in less than half the time it took to get to pre-alpha?

avelworldcreator
avelworldcreator's picture
Offline
Last seen: 2 weeks 3 days ago
Developer11th Anniversary Badge
Joined: 12/04/2012 - 12:19
WraithTDK wrote:
WraithTDK wrote:
avelworldcreator wrote:

Taking 14 years? I certainly hope not!

It's been a decade already. Are we going to get from pre-alpha to full release in less than half the time it took to get to pre-alpha?

I certainly hope so!

-----------

Senior Developer/Project Manager/Co-Founder... and then some.

PhiloticKnight
PhiloticKnight's picture
Offline
Last seen: 4 weeks 1 day ago
kickstarter
Joined: 10/12/2013 - 14:48
Irony!

IMAGE(https://i.imgur.com/rnvrfU4.png)

Irony!

Not trying to be a turd, honest. Just a bit cynical having been waiting this long already. And still kinda ticked off that Homecoming COMPLETELY CHANGED how my favorite set Force Fields works, thus shutting the door on me ever coming back THERE ever again. I has a sad, and am kinda grumpy right now. So, apologies.

Red Warlock
Red Warlock's picture
Offline
Last seen: 51 min 50 sec ago
Developerkickstarter
Joined: 10/03/2013 - 22:09
PhiloticKnight wrote:
PhiloticKnight wrote:

Irony!

Not trying to be a turd, honest. Just a bit cynical having been waiting this long already.... I has a sad, and am kinda grumpy right now. So, apologies.

Have you downloaded the latest update? It's got some fun new features like the new weather control tool that are worth checking out. Also, we have another update that we expect coming in a matter of days/weeks that will add more new features to try... And we do anticipate in the coming months many bigger releases with material we have worked on, so while it's understandable to think this might take many more years, we are not anticipating a long wait like that. Stay tuned for things that are coming!

Environmental Artist, PR Editor

warlocc
warlocc's picture
Offline
Last seen: 10 hours 45 min ago
Developerkickstarter
Joined: 09/20/2013 - 16:38
Just a reminder that we don't

Just a reminder that we don't want to be linking to illegal servers here. The last thing we want is to be associated with them and have to face any legal issues.

PR Team, Forum Moderator, Live Response Team

Gangrel
Offline
Last seen: 1 day 12 hours ago
11th Anniversary Badge
Joined: 09/15/2013 - 15:14
Red Warlock wrote:
Red Warlock wrote:
PhiloticKnight wrote:

Irony!

Not trying to be a turd, honest. Just a bit cynical having been waiting this long already.... I has a sad, and am kinda grumpy right now. So, apologies.

Have you downloaded the latest update? It's got some fun new features like the new weather control tool that are worth checking out. Also, we have another update that we expect coming in a matter of days/weeks that will add more new features to try... And we do anticipate in the coming months many bigger releases with material we have worked on, so while it's understandable to think this might take many more years, we are not anticipating a long wait like that. Stay tuned for things that are coming!

To be brutally honest, how does the *weather control* tool affect gameplay? As far as I can tell, it *doesn't*. It is purely a tool to show off some weather effects, and how your costume can look in different lighting conditions.

Now, admittedly, I do see the benefit of this, and wish that more character creators did *similar* (showing how your character looks in different lighting conditions), and whilst there *are* some.that do this to a degree, being able to run around an environment *before* you "finalise" how your character looks is a good thing (Maybe make this specific zone something for all characters to run around in whilst you make / adjust the height of the character etc. It would help give a sense of scale as to how tall your character is *compared* to the general population (or at least up against common NPC's shapes and sizes).

(I will admit that it is sometimes quite fun zoning into a raid in FFXIV, and discovering that *everyone* is taller than you. The players, the NPC's (the non combat ones that sometimes appear in them, like the Nier NPC's), and whilst you are not playing the *shortest race* (those are walking potats.. only good for making packed lunch out of), everyone else is dwarfing you.

It's just one of those things that *if I had known earlier in the game life* I would have maybe added a few inches to her frame (yes, I still have one free race / appearance change potion left that I can use.. but I am saving that.. just in case).

In terms of the time frame estimation that you give for other stuff? I will not be holding my breath. There are so many "Just around the corner", "You should be seeing the Character creator soon" etc etc posts that you just blew right past, I am *exceedingly* sceptical about *timely* delivery / predictions, not just of *this* product, but of pretty much *any* game out there who have said similar and not delivered.

Yes, this is also a slight dig at Star Citizen.

And going to a game that I play currently: Final Fantasy XIV: I know that some people are not happy about how some classes in FFXIV are being treated at the moment (MCH players cry themselves to sleep each time other classes get a buff), the game *in general* tends to deliver *what they say they will* when they say they will. I guess this is also because they have a pretty good release schedule which they at least aim to stick to (or if they are going to be late, they at least *announce it* ahead of time that it will be late)[1]. They also tend to *not say* what is going to be coming in a patch *until* it is ready to be released. There have been a few cases of things slipping from a major patch release to minor patch (ie: 6.2 release to a 6.25 release), but those are exceptions rather than their normal delivery schedule.

So yes, I am sceptical of any time frames for this product longer than a couple of weeks, and even for those, I will tend to go "It will be here when it's here, they missed everything else".

[1] And whilst criticism can be laid to the late launch of Endwalker by a couple of weeks, the Producer (Yoshi-P) admitted that it was for *selfish* reasons and that whilst it was *good* at that point in time, there were a couple of things that could have been done better. So they went back for a few weeks to do that. I mean, when you have 10 years of story arcs to wrap up... you do have to nail the landing. As to how well that landing was nailed is up for discussion, but the playerbase *in general* liked it. and were more than willing to go "Yep, even if it was delayed for whatever reason, it was worth it" because they liked what they got in the end (Again though, MCH players cried themselves to sleep due to balance changes for their class)

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.

Huckleberry
Huckleberry's picture
Offline
Last seen: 5 hours 42 min ago
Joined: 01/03/2016 - 08:39
Gangrel wrote:
Gangrel wrote:

Now, admittedly, I do see the benefit of this, and wish that more character creators did *similar* (showing how your character looks in different lighting conditions), and whilst there *are* some.that do this to a degree, being able to run around an environment *before* you "finalise" how your character looks is a good thing (Maybe make this specific zone something for all characters to run around in whilst you make / adjust the height of the character etc. It would help give a sense of scale as to how tall your character is *compared* to the general population (or at least up against common NPC's shapes and sizes).

(I will admit that it is sometimes quite fun zoning into a raid in FFXIV, and discovering that *everyone* is taller than you. The players, the NPC's (the non combat ones that sometimes appear in them, like the Nier NPC's), and whilst you are not playing the *shortest race* (those are walking potats.. only good for making packed lunch out of), everyone else is dwarfing you.

It's just one of those things that *if I had known earlier in the game life* I would have maybe added a few inches to her frame (yes, I still have one free race / appearance change potion left that I can use.. but I am saving that.. just in case).

I think this is a great comment. Since we KNOW some people will spend hours on their costumes, I agree that anything the Avatar Builder can do to represent how those characters will look in the game is a good thing. Best yet, it doesn't seem to require any additional effort from MWM than they've already invested.


I like to take your ideas and supersize them. This isn't criticism, it is flattery. I come with nothing but good will and a spirit of team-building. If you take what I write any other way, that is probably just because I wasn't very clear.
Gangrel
Offline
Last seen: 1 day 12 hours ago
11th Anniversary Badge
Joined: 09/15/2013 - 15:14
I mean, the FFXIV character

I mean, the FFXIV character creator does *something* that shows the scale (it does tell you how tall a character will be in foot / inches), but without actual ingame *knowledge* of how this is translated is missing.

It does also let you see your choices of character in various different lighting conditions as well, before you finalise them. It isn't perfect (you have no idea of *how* tall / short you compare to NPC's in zones, but the lighting thing *does* help a load.

Now, saying that... sometimes you end up in circumstances *in game* where the environmental lighting *doesn't exactly put you into a good light* but that is more thematic for the zone than anything else... (There are also some events / zones / raids, where they do something "special" with your camera... All I can say is "Damn you Yoko Taro")

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.

Felpyre
Offline
Last seen: 3 weeks 3 days ago
Joined: 04/26/2014 - 22:36
so glad this was the reason

so glad this was the reason and not that the project had stalled.

Is there any plans in the future to give weather based/control powers, and would they affect the actual weather (atleast very locally)?

Red Warlock
Red Warlock's picture
Offline
Last seen: 51 min 50 sec ago
Developerkickstarter
Joined: 10/03/2013 - 22:09
Felpyre wrote:
Felpyre wrote:

so glad this was the reason and not that the project had stalled.

Is there any plans in the future to give weather based/control powers, and would they affect the actual weather (atleast very locally)?

We have no current plans to give weather based control powers because in an MMO where the players share an environment, someone has to choose the weather, and so we will set it in various locations/times. That said, if there is enough interest, theoretically in the future we could consider maybe allowing it for individual missions where the player with the mission could set the weather. This would take some time to develop within the missions coding, so it would add work to our missions development, but may be something to consider later down the line...

Environmental Artist, PR Editor

Huckleberry
Huckleberry's picture
Offline
Last seen: 5 hours 42 min ago
Joined: 01/03/2016 - 08:39
Red Warlock wrote:
Red Warlock wrote:
Felpyre wrote:

Is there any plans in the future to give weather based/control powers, and would they affect the actual weather (atleast very locally)?

We have no current plans to give weather based control powers because in an MMO where the players share an environment, someone has to choose the weather, and so we will set it in various locations/times. That said, if there is enough interest, theoretically in the future we could consider maybe allowing it for individual missions where the player with the mission could set the weather. This would take some time to develop within the missions coding, so it would add work to our missions development, but may be something to consider later down the line...

Alternately, characters within a certain distance or who are within an AoE effect can have their game-clients depict the weather associated with an event, a power, or anything associated with a mission, location, NPC or character.

For example,

  1. as soon as you enter the grounds of the haunted house, the sky becomes a cloudy night.
  2. A character with an AoE spell chooses a storm aesthetic for it and everyone within the spell effect will see the sky is storming with rain and lightning or sleet and snow, etc. This would be even more appropriate for people who claim their powers are based on illusion or mind control. I can imagine a rainbows and unicorns weather effect, a massive flock of blackbirds or just their feathers, and any number of other "weather" effects.
  3. A mission revolves around some severe weather effect, but since only the people on the mission need to experience it, only show the weather effect for the people running that particular mission.

I like to take your ideas and supersize them. This isn't criticism, it is flattery. I come with nothing but good will and a spirit of team-building. If you take what I write any other way, that is probably just because I wasn't very clear.
Gangrel
Offline
Last seen: 1 day 12 hours ago
11th Anniversary Badge
Joined: 09/15/2013 - 15:14
Huckleberry wrote:
Huckleberry wrote:

For example,

  1. as soon as you enter the grounds of the haunted house, the sky becomes a cloudy night.

Hell a very simple version of this is in FFXIV (as an example).

It starts to rain. You character gets wet (yes, the appearance of your clothing changes when it gets wet). You go inside / under an umbrella (fashion item). Your characters clothes dry after a short period of time.

There are other effects as well that they use to change / adjust lighting for specific *sub area's* of zones... and then there is *everything* that they have tied to weather... Some FATES (public open world events) only spawn in *specific* weather conditions (generally X period of time (24->72 hours have to have passed since the last spawning). And there is a cycle. The players have cracked it to predict it with perfect accuracy a month (or so) in advance... But it isn't something that *you would know* unless you went for it. But at least there are websites that can tell you when X / Y / Z weather condition will happen.

And then there is "Big Fishing".

You (as a player) do not want to take up fishing. Its relaxing. It's kind of enjoyable. Big Fishing takes everything to do with *normal* fishing (needing specific bait / weather / time of day) and turns it up to 11 (And yes. I know that some fish may only spawn for 15 minutes (real world) once a month, because it may require "Cloudy, followed by thunder followed by fog" weather conditions for a fishing window to open *for that specific fish* but hey, this is mainly just for the *ACHIEVEMENT* of doing it. Just like how in City of Heroes I *never* got the "Knights Errant" badge in the entire games life.

I know i tried for it. Just never seemed to be in the *correct* place at the *correct* time for it.

So there are plently of examples from *another game* that use the ingame weather for various effects / content already.

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.

Redlynne
Redlynne's picture
Offline
Last seen: 15 hours 11 min ago
kickstarter11th Anniversary Badge
Joined: 10/28/2013 - 21:15
City of Heroes/Villains did

City of Heroes/Villains did this kind of thing on a very simplistic level and scale in zones.

Day = Spawn Map 1
Night = Spawn Map 2

That's why some mobs only appeared during the day and some only at night (think Ghosts in Croatoa only spawning in at night).

With a more ... involved ... weather system in place, you can expand that range of possibilities (albeit with more dev work).

Clear (1) / Cloudy (2) / Foggy (3) / Rainy (4)
Calm (A) / Breezy (B) / Windy (C) / Gale (D)

That then gives you multiple axes of possibility for dictating spawn maps in districts.

For example, the streets could be "cleared" by fog, rain and high winds (windy or gale). Less civilians walking on open sidewalks and Foe mobs sticking to alleyways and shelter.
Likewise on clear days that are calm or breezy there could be more civilians in public areas, such as parks and the like.
On clear or cloudy days that have calm winds, there could be civilians throwing frisbees around in the park and so on.

The proverbial "dark and stormy night" is simply that ... Night + Rainy + Gale ... as a combination of factors.

As a developer, what I would do with this would be to start with the day/night spawn maps for a district and then decide what gets added or deleted from that spawn map depending on the weather conditions. You would then have a 4x4 matrix of spawn maps for Day and and 4x4 matrix of spawn maps for Night, but the variations in those matrix maps are based on the Main Day and the Main Night spawn maps for that district (so you don't have to reinvent the wheel 16 times per day and night). The variations don't even need to be anything particularly "major" ... since subtle differences will have a more psychological impact on a Player immersed in the world environment.

If you can achieve something as relatively straightforward as that, those day/night and weather condition combinations can then become resources for triggering world events (as Gangrel points out).

Ghost Ship 1 is only seen at Night when it is Foggy and the winds are Calm.
Ghost Ship 2 is only seen at Night when it is Rainy and the winds are at Gale force.

Giant Robot 1 only attacks during the Day when it is Clear or Cloudy and the winds are Calm or Breezy.
Kaiju Monster 1 only attacks at Night when it is either Foggy or Raining and it is either Windy or Gale force for wind.

Airship 1 only docks at a tower in Downtown during the Day when it is Clear or Cloudy and the winds are Calm or Breezy.
Airship 2 only docks at a different tower in Downtown during the Night when it is Clear or Cloudy and the winds are Calm or Breezy.

Once you have the RESOURCE available of different weather condition combinations for Day and Night, I'm sure that there will be all kinds of uses the dev team can put that resource to work using for a whole host of things beyond modifying spawn maps and enabling world events ... because it helps prevent the world from being Same Ol' Same Old every time you log in. That variety of experience both feeds the sense of immersion while also fueling the delight of being/living in the City of Titans.

Remember, familiarity breeds complacency.
The best way to combat that trend is through subtle variations on a theme (Day/Night) such that the world we pay attention to becomes more complex than just a single boolean binary like that.

Environmental conditions would have NO EFFECT ON POWERS or power usage, so the game mechanics of powers would not change. No penalties for using Fire powers in the Rain (for example).


Verbogeny is one of many pleasurettes afforded a creatific thinkerizer.
Huckleberry
Huckleberry's picture
Offline
Last seen: 5 hours 42 min ago
Joined: 01/03/2016 - 08:39
Yeah, it would be awesome to

Yeah, it would be awesome to see NPC wearing rainslicks and rubbers or carrying umbrellas when it rains. Extra bonus points if the NPCs have an animatoion in which they pull an umbrella from hammerspace and pop it open when it transitions from no rain to rain and the reverse for vice versa.


I like to take your ideas and supersize them. This isn't criticism, it is flattery. I come with nothing but good will and a spirit of team-building. If you take what I write any other way, that is probably just because I wasn't very clear.
Obsidian Force
Offline
Last seen: 3 weeks 22 hours ago
Joined: 07/27/2015 - 20:09
I loved playing CoH going

I loved playing CoH going back to 2006. I pop in and out of Forums to check on progress and don't really leave comments. I'm damn dear 70 years old now.....and am just hoping to see a launch and play this damn game before I die.

Hyperbolt
Hyperbolt's picture
Offline
Last seen: 1 week 1 day ago
Joined: 09/20/2015 - 13:33
Haven't been here in a while

Haven't been here in a while and it looks like the Changeover from UE4 to UE5 is working wonders for you guys. Will definitely check out the island again soon

I accidently ate a bowl of radioactive soup....ok I guess that makes me a Soup-er Hero