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Discuss: Where We Stand: More Landmarks and Moguls

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Beeker
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I would love to dance on top

I would love to dance on top of a blimp. Even more, on a blimp with a graveyard on top if it. Where all the cool kids could hang out at night.

Also(?) Will we hear the bells on Dante's Tower?

Great update. Keep on plugging away!

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Beeker wrote:
Beeker wrote:

I would love to dance on top of a blimp. Even more, on a blimp with a graveyard on top if it. Where all the cool kids could hang out at night.

So is that the kinds of things you can dream up with LSD? You must admit a "graveyard blimp" is a pretty trippy idea - I can even imagine Buffy jumping around slaying vamps on such a blimp. ;)

BTW, since this is a thread about Moguls it would have been cool if we could've selected a blimp as a sort of "mobile Mogul" option. ;)

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I suggest the graveyard

I suggest the graveyard dirigible be named the “Bad Year Blimp”.

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avelworldcreator wrote:
avelworldcreator wrote:

I thought I actually stood on that blimp. Can't remember.
The blimp will need advertising panels. Good start thought, Don.

Those are concepts, far from a final version.. other things came up, so i put them on hold... I'll swing back around to them soon enough :)

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Beeker wrote:
Beeker wrote:

Even more, on a blimp with a graveyard on top if it. Where all the cool kids could hang out at night.

You crazy weirdo. I am absolutely incorporating that into the PnP RPG I am running.

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Hiya. I'm the Mogul backer

Hiya. I'm the Mogul backer for Miskatonic University. It was our SG on Protector server. It looks wonderful! All of us are thrilled to see it - I've been emailing the update and pictures around to all of our old members. We're all huge Lovecraft fans and are happy we'll have the most awesome base in the new game. :-)

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warcabbit wrote:
warcabbit wrote:

I should point out that I'm not sure Avel's right about the flight ceiling. We do have one, but the last time I checked it was... pretty tall. As in 'oh look, there are the clouds. Below us.'

What could be great, instead of being blocked at some vertical point, is to begin to loose some HP due to the cold at the certain distance (like a warning signal which tells you "becareful, you'll be in danger if you keep going so high) and, if the character goes to far, he freezes (like in an ice block or in an ice armor or someting like that), falls withtout being able to do anything like moving or speaking or launching an emote and could only reactivate his travel power after 1 or 2 seconds :)
We could also think about something more as the character is losing big parts of his HP and when he's at 0, he freeze.

I know that something trivial and it could cost some time to develops but i think this is the kind of stuff (for a further release) which could give CoT a certain identity. Afterall, FF XIV is known to be a good MMO because of the details they put everywhere ^^

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TitansCity wrote:
TitansCity wrote:
warcabbit wrote:

I should point out that I'm not sure Avel's right about the flight ceiling. We do have one, but the last time I checked it was... pretty tall. As in 'oh look, there are the clouds. Below us.'

What could be great, instead of being blocked at some vertical point, is to begin to loose some HP due to the cold at the certain distance (like a warning signal which tells you "becareful, you'll be in danger if you keep going so high) and, if the character goes to far, he freezes (like in an ice block or in an ice armor or someting like that), falls withtout being able to do anything like moving or speaking or launching an emote and could only reactivate his travel power after 1 or 2 seconds :)
We could also think about something more as the character is losing big parts of his HP and when he's at 0, he freeze.

Even though what you're describing was a good scene from the first Iron Man movie (or even the classic Icarus myth) the main problem with your idea is what if you have a character whose character concept would make such a scenario unreasonable or even impossible? What if your character is a super-hot lava monster? What if your character is a magical person (or even a demigod) that's not affected by extreme temperatures? What if your character is already an ice-based creature who might actually like the cold?

Your idea is an interesting one but it just would not make much sense to some characters. On the other hand the idea of a "hard flight ceiling" that you just bump up against like a glass wall is also silly too. Maybe instead of a strict hard barrier they could have a small region of space that slows your movement down to a crawl. The further up you go the slower you would go until you finally couldn't go any higher. At least that would give you an indication of where the ceiling limit is without artificially making you instantly stop by bouncing off an invisible wall.

This "slow down" region could be pretty thin (like maybe only have it be at the top 10 meters of the environment). This would still not be a "completely realistic" alternative, but at least it would be a "slightly less artificial" one. They could actually use this slow down idea for the "vertical walls" of the city maps as well. For instance Instead of just traveling north until you hit an artificial invisible wall at the edge of the map you eventually hit the "slow down" buffer to let you know you're close to the actual barrier.

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Indeed, that as rather to put

the idea was mainly to stage this limit (since we have a limit anyway).
As you said, being suddenly blocked by an invisible wall is stupid (and frustrating and causes bumps in the head).
However, in my opinion, whether you are stopped by an invisible wall or slowed down, it all comes down to the same thing in the end.
At the limit, I would rather be stopped in my ascent but continue to have an animation to give me the impression that I continue to climb (and I will stop when I realize that there is nothing more to do)

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TitansCity wrote:
TitansCity wrote:

the idea was mainly to stage this limit (since we have a limit anyway).
As you said, being suddenly blocked by an invisible wall is stupid (and frustrating and causes bumps in the head).
However, in my opinion, whether you are stopped by an invisible wall or slowed down, it all comes down to the same thing in the end.
At the limit, I would rather be stopped in my ascent but continue to have an animation to give me the impression that I continue to climb (and I will stop when I realize that there is nothing more to do)

Again ideally in a perfect game there wouldn't be a "flight ceiling" at all. My point was that if MWM wanted to try to create an "in-game reason" for there to be a flight ceiling they probably shouldn't have that reason involve something like "cold/ice" when there are going to be characters out there that would not be negatively harmed by "cold/ice".

If MWM is going to implement something other than having an arbitrary "glass ceiling" then that something is going to have to be vague/generic enough to "make sense" for all characters. As I've admitted my "slow down" idea is not perfect/realistic by any means but at least it would affect ALL characters equally regardless of their character concepts.

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Going on a further tangent.

Going on a further tangent. Game mechanically speaking a major issue with the slow down ceiling would be... how would you notice? I mean in my experience flying tends to be largely a solo affair so reference points for relative speed are somewhat hard to come by. This could be solved by going into a "hover" pose, but that's yet more coding.

Much MUCH further tangent. The potential for unintended abuse. My understanding of the Rikti Dropship raids is that slow effects were applied until everyone in the zone could catch up to wail on the target. 3 words. Aether. Pirate. Ships. Putting a slow field anywhere near those is just an evil temptation to determined players. Blimp raids are perfectly acceptable of course.

Much much much further.. oh you get the idea! Event idea. Take down/ defend the Blimp! For reasons, villains have decided to attack the Blimp, but clever heroes have figured out a way to save it. Take to the air and take up the challenge! (More fun in a PvP shard!)

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How about a giant fly swatter

How about a giant fly swatter smacking you down when you reach a certain height?

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Wolfgang8565 wrote:
Wolfgang8565 wrote:

How about a giant fly swatter smacking you down when you reach a certain height?

This +1????

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Impulse King wrote:
Impulse King wrote:

Going on a further tangent. Game mechanically speaking a major issue with the slow down ceiling would be... how would you notice? I mean in my experience flying tends to be largely a solo affair so reference points for relative speed are somewhat hard to come by. This could be solved by going into a "hover" pose, but that's yet more coding.

One more time I've never claimed my "slow down" idea here was a "perfect solution" to anything. I'm just suggesting it might be a better alternative than having an artificial 'glass-like' barrier that would bring your max flight speed down to zero arbitrarily and instantaneously.

For what it's worth you make a good point that without points of reference way up in the sky it might be relatively hard to even notice you are being slowed down. Still since my idea would likely borrow from the same mechanic as the "travel suppression" mechanic there would probably not be that much additional coding involved.

In a nutshell I'm assuming the 1km strict flight ceiling would still be "a thing" in CoT. All I'm saying is that at perhaps 990m high the game would start to gradually slow you down so that by the time you hit the 1km mark you're barely moving at all. Mainly I'm simply trying to avoid an instantaneous "max speed to zero" transition which would likely be annoying.

Impulse King wrote:

Much MUCH further tangent. The potential for unintended abuse. My understanding of the Rikti Dropship raids is that slow effects were applied until everyone in the zone could catch up to wail on the target. 3 words. Aether. Pirate. Ships. Putting a slow field anywhere near those is just an evil temptation to determined players. Blimp raids are perfectly acceptable of course.

Not seeing how anything could be exploited with this unless you could "corner" an Aether Pirate Ship up against the flight ceiling barrier anyway. If I had to guess the CoT Devs are likely going to make it so that Pirate Ships won't go anywhere near the flight ceiling regardless.

Impulse King wrote:

Much much much further.. oh you get the idea! Event idea. Take down/ defend the Blimp! For reasons, villains have decided to attack the Blimp, but clever heroes have figured out a way to save it. Take to the air and take up the challenge! (More fun in a PvP shard!)

This sounds fun but again I don't think my "slow down" idea would cause any problem with that.

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Kuraikari wrote:
Kuraikari wrote:
Wolfgang8565 wrote:

How about a giant fly swatter smacking you down when you reach a certain height?

This +1????

As silly as this sounds this would [i]almost[/i] be preferable to the "invisible barrier" idea. At least the fly swatter would provide a "tangible reason" for why we couldn't fly higher than 1km. ;)

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darnstrong wrote:
darnstrong wrote:
Wolfgang8565 wrote:
avelworldcreator wrote:

All I know is we better have blimp sufficiently below that ceiling level :p

A blimp we can land on hopefully lol

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We got you covered :)

Yeah the blimp raid was just spitballing and not related to the slowdown field at all. I could have made that clearer, but I'm glad you think it could be fun!

More ideas expressly unrelated to the slowdown field. The Blimp looks like it could easily be a social gathering area! Some folks might need a temp power to get there though. I could see costume contests happening on the raised part by the tail fin. And it's going to be a popular spot for taking screenshots I'll bet. Will the gondola underneath be accessible? Because that could be pretty cool! Moreso if the gondola can be teleported into from somewhere in the zone, then let a door lead you to the top.

PvP shard idea. Impromptu "King of the hill"! Does your Super Team/ League have what it takes to challenge the entire zone? Can anyone knock you off within a time limit?

Feel free to contribute other ideas folks!

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Impulse King]Yeah the blimp
Impulse King wrote:

Yeah the blimp raid was just spitballing and not related to the slowdown field at all. I could have made that clearer, but I'm glad you think it could be fun!

Yeah I got the idea it was regardless of the slowdown suggestion. :)

Impulse King wrote:

The Blimp looks like it could easily be a social gathering area! Some folks might need a temp power to get there though. I could see costume contests happening on the raised part by the tail fin. And it's going to be a popular spot for taking screenshots I'll bet. Will the gondola underneath be accessible? Because that could be pretty cool! Moreso if the gondola can be teleported into from somewhere in the zone, then let a door lead you to the top.

PvP shard idea. Impromptu "King of the hill"! Does your Super Team/ League have what it takes to challenge the entire zone? Can anyone knock you off within a time limit?

Feel free to contribute other ideas folks!

I already did [url=https://cityoftitans.com/comment/169118#comment-169118]a couple of days ago[/url]. ;)

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All you really need to do is

All you really need to do is create a cloud layer at the altitude limit so people can't tell their motion relative to any visual cues. Once this is done, you could let people reach infinity altitude or stop them in their tracks right there. Either way, they won't be able to tell the difference other than how long it takes for them to return below the cloud layer.

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Paint a gridiron and hash

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Paint a gridiron and hash marks on that flattop and you're most of the way towards having an airborne football field ... although you'll need a super with Flight to chase after the balls used for field goals (or thrown/punted out of bounds) ...

To be fair though, I think you'd really want a more "modern" Hybrid Airship design as the base vehicle. Something more like the Lockheed P-791 ... which is a real world engineering craft ...

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There are going to be glass

There are going to be glass walls between zones. Since the tech to go seamless as originally planned was a bridge too far. So I don't think there is a reason to have something different for the ceiling too. IIRC the distance from the tram station in IP to the entrance to TV was about 1km, maybe a little more. It's quite a long way up. I don't think there's a lot of reason for people to hang out up that high, unless you have a building that tall. Which we currently do not. Not even Burj. Assuming there isn't an underground space that would count against the total height. I'm curious how the dimensional volume works in UE. The zones IIRC are at least a couple miles in the X and Z. Can you sacrifice one dimension to increase another? Or is there a technical restriction on the Y IE Y is single precision while X and Z are double precision.

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Grimfox wrote:
Grimfox wrote:

There are going to be glass walls between zones. Since the tech to go seamless as originally planned was a bridge too far. So I don't think there is a reason to have something different for the ceiling too. IIRC the distance from the tram station in IP to the entrance to TV was about 1km, maybe a little more. It's quite a long way up. I don't think there's a lot of reason for people to hang out up that high, unless you have a building that tall. Which we currently do not. Not even Burj. Assuming there isn't an underground space that would count against the total height. I'm curious how the dimensional volume works in UE. The zones IIRC are at least a couple miles in the X and Z. Can you sacrifice one dimension to increase another? Or is there a technical restriction on the Y IE Y is single precision while X and Z are double precision.

Ugh, IP. Yeah it was something like 1km long. Unless you had superspeed or flight, it took forever. Particularly if you were one of those oddballs like myself who just used hover as our primary movement power.

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just to be clear. the zone

just to be clear. the zone itself was close to two miles long. Just the distance from the tram to TV was 1km-ish.

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I liked getting missions in

I liked getting missions in IP. I would always rush to get to the mission door before anyone else and as soon as their name on the team list appeared green I would TP them to the door.

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Redlynne was a Ninja Leaping

Redlynne was a Ninja Leaping Sprinter ... meaning that my fastest travel speed (short of getting Speed Boost from a Kineticist) was 66 mph.
When playing in groups, it was always something of a "challenge" to be the first to the mission door. Since I'd been playing the game since Issue 2, I basically knew all the navigation shortcuts and had fun beating everyone else to the mission door while limited to Sprint+Ninja Run. I always had a laugh at getting there ahead of other PCs using Superspeed or Superjump or Flight or Teleport.

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Grimfox wrote:
Grimfox wrote:

There are going to be glass walls between zones. Since the tech to go seamless as originally planned was a bridge too far.

?!?

Do you have a reference for this?

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Foradain wrote:
Foradain wrote:
Grimfox wrote:

There are going to be glass walls between zones. Since the tech to go seamless as originally planned was a bridge too far.

?!?

Do you have a reference for this?

At the very least I think any "transition area" between zones (in other words places where we may have to wait while we technically "load in" from one game map to another) is going to be a very different kind of barrier than the one we're talking about related to the flight ceiling. The flight ceiling is likely going to be a REAL "glass wall" that will act as a solid boundary that we cannot cross.

For the sake of reducing confusion I probably wouldn't call the transition areas between one map and another a "glass wall" - I'd probably reserve that term only for solid barriers like the flight ceiling.

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Foradain wrote:
Foradain wrote:
Grimfox wrote:

There are going to be glass walls between zones. Since the tech to go seamless as originally planned was a bridge too far.

?!?

Do you have a reference for this?

I wonder about that too since we invested in a tool to make zoning as seamless as possible.

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Yeah I'd been under the

Yeah I'd been under the impression there'd be nothing like War Walls

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My memory is fallible. It's

My memory is fallible. It's been quite a long time since I recall that statement. It is also possible I misunderstood what was said. Or that things have since changed since that time. I have no doubt, I am not up to date on the most recent developments.

My recollection was that seamless transitions were absolutely not happening. I believe it was also stated that there would be environmental barriers between zones where applicable. Obviously they can not extend these barriers up to 1km so I figured there would be glass walls between the zones. I also assumed that they would not want people loading into a new zone by crossing the street unintentionally. The logical conclusion: there will be glass walls.

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Grimfox wrote:
Grimfox wrote:

My memory is fallible. It's been quite a long time since I recall that statement. It is also possible I misunderstood what was said. Or that things have since changed since that time. I have no doubt, I am not up to date on the most recent developments.

My recollection was that seamless transitions were absolutely not happening. I believe it was also stated that there would be environmental barriers between zones where applicable. Obviously they can not extend these barriers up to 1km so I figured there would be glass walls between the zones. I also assumed that they would not want people loading into a new zone by crossing the street unintentionally. The logical conclusion: there will be glass walls.

It's all good - I'm sure plenty of things have changed about this over the years the MWM folks have been working on this.

As far as the idea of having tech that would remove the old school "loading barriers" between map zones goes I can tell you of my recent experience of playing Fallout 76.

In that game the "main outdoor environment" is a reasonable simulation of roughly half of the entire state of West Virginia and in [i]all[/i] that area there are NO transitional barriers between various areas. To give you an idea of the scale of the map it would likely take the average player maybe 30 real life minutes to run their character from one side of the map to the other. That's 30 real minutes of constant movement. ;)

Now Fallout 76 still uses "load screens" when you enter into instanced "door missions" but that's a reasonable compromise and usually only takes about 10-15 seconds. Beyond those instanced door missions the entire "outdoor map" is handled by seamless transitions.

I figure if a game like Fallout 76 can do this then it should be very doable for CoT as well.

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This is what I could find on

This is what I could find on the subject:
Posted 05/31/2018

Doctor Tyche wrote:
velvetsanity wrote:
Doctor Tyche wrote:

First off: There is no such thing as a traditional "Open World" in our setup. Or rather, it's not a single instance, but multiple working together. By using transitioning/loading, a player gets handed off between servers as they travel across the map. Those Zone borders you'll see on the main map are where each world map instance transition happens.

So, you have a cluster of instances to make the world. These may be further expanded upon for PvP vs PvE vs Social, etc. We use a cloud solution for this, allowing for rapid spin-up of such instances as needed. We've tested up to a dozen instanced maps on each container w/o issue.

So will transitioning involve load screens (the ‘old-school’ way, a’la EQ) or not (more like how Asheron’s Call and Second Life handle the transition)? :)

None of the above. You may recall me mentioning load-screen animations in the past.

I went searching for previous posts by Doctor Tyche about load-screen animations but didn't find any germane to this topic. (doesn't mean they're not there, just that my search fu has economical limits)

and then there was this, posted 10/10/2018:

Tannim222 wrote:

We don’t have “war walls”. Within the city there wil mostly be seemless travel certain areas will require a loading screen. We have tech (which we’ve shown in the past) that can actually play a cut scene for a losing screen and it can capture you’re character and place them within the scene.

Do a search of our Christmas video...

The city’s poplulation has been growing up with supers for a couple of generations. The wow factor has worn off. That being said, it is possible to script civilians with reactions to certain situations.

No destructible environments in the main part of the game (the city). But there are plans to provide certain missions with more than one entrance. Use our cut scene tech for thebloading screen and you can do some interrestibg stuff.

So this may answer your questions or it may beget new questions.

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Quote:
Quote:

certain areas will require a loading screen

I'd be betting some far islands or suburbs, unless of course this refers to instanced missions.

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I don't mind glass walls that

I don't mind glass walls that load up a new zone. That's better than war walls. I hated the whole war wall lore in CoH.

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I love most of these so far,

I love most of these so far, but my only question is, do you intend to keep the signs on the buildings the way they are now in the final product? The fonts used for them just seem very basic compared to everything else, and ultimately, in my honest opinion, the buildings would look much better without the signs at all.

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Wolfgang8565 wrote:
Wolfgang8565 wrote:

How about a giant fly swatter smacking you down when you reach a certain height?

Gotta be a Giant Hand. "Thou shall not pass!"

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Brand X wrote:
Brand X wrote:

I don't mind glass walls that load up a new zone. That's better than war walls. I hated the whole war wall lore in CoH.

I thought Praetoria handled the zone walls rather well. The next zone was plainly visible right next door, and you couldn't see the wall until you got pretty close to it. Keep going forward and...suddenly loading screen...and then you're through to the adjacent zone. I wish they'd done that everywhere.

Madness takes its toll - please have exact change.

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CoriSparks wrote:
CoriSparks wrote:

I love most of these so far, but my only question is, do you intend to keep the signs on the buildings the way they are now in the final product? The fonts used for them just seem very basic compared to everything else, and ultimately, in my honest opinion, the buildings would look much better without the signs at all.

That is my concern as well. I'm kind of hoping they will ad some proper in-universe branding on subsequent passes.

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JanessaVR wrote:
JanessaVR wrote:
Brand X wrote:

I don't mind glass walls that load up a new zone. That's better than war walls. I hated the whole war wall lore in CoH.

I thought Praetoria handled the zone walls rather well. The next zone was plainly visible right next door, and you couldn't see the wall until you got pretty close to it. Keep going forward and...suddenly loading screen...and then you're through to the adjacent zone. I wish they'd done that everywhere.

There is tech in other games that pre-loads nearby zones - so the transition can be seamless or at least greatly minimized. Many open-world games use this method - instead of loading the entire world map into memory it's loaded in "chunks".

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Interdictor wrote:
Interdictor wrote:
CoriSparks wrote:

I love most of these so far, but my only question is, do you intend to keep the signs on the buildings the way they are now in the final product? The fonts used for them just seem very basic compared to everything else, and ultimately, in my honest opinion, the buildings would look much better without the signs at all.

That is my concern as well. I'm kind of hoping they will ad some proper in-universe branding on subsequent passes.

These ar ether mogul buildings and, if I’m not mistaken, unless the submitter’s write up offers world-branding on the building, it won’t appear there. Many of theses are ending up being used for super team bases.

I don’t know the reasoning for the fonts, but ultimately it is between the dev and the mogul submitter to compromise on the appearance.

Now, I know that there will be in-world branding. Our comp team has done an excellent job with them.

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I think a number of the

I think a number of the buildings, Moguls included, would (will?) look much better and more realistic with peripheral structures and landscaping designed to match the structure, as part of a comprehensive plan for the entire tract. I hope plenty of this stuff is in the plans. That includes signage...which in reality is often more subtle and/or mounted on a separate entrance structure (wall/gate/landscaped sign), though direct-mounted signs make perfect sense where there is simply no room for it otherwise (city business districts, row houses).

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Here's something I stumbled

Here's something I stumbled across that might make for an interesting building inspiration (not necessarily a Mogul building) to appear in Titan City. The useful part of the video for our (gamer) purposes is the first 3 minutes.

[youtube]620omdSZzBs[/youtube]

[center][img=44x100]https://i.imgur.com/sMUQ928.gif[/img]
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Their video editor needs the

Their video editor needs the CHILLLLL

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StellarAgent wrote:
StellarAgent wrote:
Wolfgang8565 wrote:

How about a giant fly swatter smacking you down when you reach a certain height?

Gotta be a Giant Hand. "Thou shall not pass!"

Would you believe a giant hoof?

________
This looks like a job for SPAAAAAAAAAAAAAAAAAAAAAAAACE MOOOOOOOOOOOOOOOOSE!!!!!!!

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SpaceMoose wrote:
SpaceMoose wrote:
StellarAgent wrote:
Wolfgang8565 wrote:

How about a giant fly swatter smacking you down when you reach a certain height?

Gotta be a Giant Hand. "Thou shall not pass!"

Would you believe a giant hoof?

We cannot pass into the Moososphere.

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Atama wrote:
Atama wrote:

We cannot pass into the Moososphere.

Now I'm imagining a large plexiglass globe, with a Moose trundling about...

Be Well!
Fireheart

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CoriSparks wrote:
CoriSparks wrote:

I love most of these so far, but my only question is, do you intend to keep the signs on the buildings the way they are now in the final product? The fonts used for them just seem very basic compared to everything else, and ultimately, in my honest opinion, the buildings would look much better without the signs at all.

This is a very good question. We wanted to share work on new moguls, but some finishing work still continues on the buildings before they enter the game. Many of the signs used a generic font that will be replaced by a stylized font. In some instances the letters are a placeholder on a sign that will have a projection of a photoshopped sign. In some instances, the lettering will retain 3D shape to make the sign have depth, but we will add a more stylized font later. The sign lettering is one feature of these buildings that will certainly have further work to finalize them and improve their look.

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