Announcements

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

Please read the current update for instructions on downloading the latest update. Players with Mac versions of the game will not be affected, but you will have a slightly longer wait for your version of the new maps. Please make a copy of your character folder before running the new update, just to make sure you don't lose any of your custom work.

It looks like we can give everyone a list of minimum specs for running City of Titans. Please keep in mind that this is 'for now' until we are able to add more graphics and other system refinements. Currently you will need :
Windows 10 or later required; no Intel integrated graphics like UHD, must have AMD or NVIDIA card or discrete chipset with 4Gb or more of VRAM
At least 16GB of main DRAM.
These stats may change as we continue to test.

To purchase your copy of the City of Titans Launcher, visit our store at https://store.missingworldsmedia.com/ A purchase of $50 or more will give you a link to download the Launcher for Windows or Mac based machines.

Weapon Opacity

28 posts / 0 new
Last post
JayBezz
JayBezz's picture
Offline
Last seen: 4 years 8 months ago
kickstarter11th Anniversary Badge
Joined: 10/08/2013 - 14:54
Weapon Opacity

So .. while on the topic of damage type vs mechanics.. it occurred to me that if I want to use a psychic "claw" I may want to turn down the opacity of the weapon skin I'm using instead of choosing an all new weapon skin (depending on how your weapons Database is set up)..

So lets pretend I choose the dual wield animation set and there are two weapons in my hands that have the shape of katanas.. but I want these to be made of magic energy. Is is possible to give us a "hard texture" version of the weapon as well as a "holographic texture" version in the same weapon or would you want to split those into separate weapons?

Of course the "magic glowie" FX would still be choosable options but the blade itself.. I don't want it to look like a sword.. or maybe i do (Magik from New Mutants sword LOOKS like its real even if it does magic damage). I'm not talking about the FX tho.. i'm talking about the weapon skin from the animation..

Crowd Control Enthusiast

Lothic
Lothic's picture
Offline
Last seen: 3 months 2 weeks ago
kickstarter11th Anniversary Badge
Joined: 10/02/2013 - 00:27
It sort of sounds like it

It sort of sounds like it might be easier for the game to handle this kind of thing as two different "weapon skin" choices. I suppose it'd be possible to allow every weapon to have an "opacity adjuster" the same way you could change its colors, but I suspect it might be engineering overkill to allow that option for every weapon considering the relative number of people who are going to want to use "holographic" looking weapons.

Since the Devs already opened up the possibility for custom made weapons in the Kickstarter there's a reasonably good chance they will allow players to order up new custom weapon skins once the game goes live. If that happens you can always order exactly what you want. ;)

CoH player from April 25, 2004 to November 30, 2012
[IMG=400x225]https://i.imgur.com/NHUthWM.jpeg[/IMG]

Redlynne
Redlynne's picture
Offline
Last seen: 8 hours 56 min ago
kickstarter11th Anniversary Badge
Joined: 10/28/2013 - 21:15
There's also Cinderella's

There's also [url=http://www.amazon.com/Stepsister-Scheme-PRINCESS-NOVELS/dp/0756405327/ref=sr_1_1?s=books&ie=UTF8&qid=1389496941&sr=1-1&keywords=stepsister+scheme]Cinderella's[/url] Glass Sword (or [url=http://en.wikipedia.org/wiki/Warehouse_13_%28season_2%29#Episodes]Knife[/url] if you're a Warehouse 13 fan) to consider as well, where transparency (of less than 100%) would be appropriate for weaponry of this type.

[center][img=44x100]https://i.imgur.com/sMUQ928.gif[/img]
[i]Verbogeny is one of many pleasurettes afforded a creatific thinkerizer.[/i][/center]

Lothic
Lothic's picture
Offline
Last seen: 3 months 2 weeks ago
kickstarter11th Anniversary Badge
Joined: 10/02/2013 - 00:27
Redlynne wrote:
Redlynne wrote:

There's also Cinderella's Glass Sword (or Knife if you're a Warehouse 13 fan) to consider as well, where transparency (of less than 100%) would be appropriate for weaponry of this type.

I agree it's a cool enough idea. I'm just guessing that for CoT it would have to be considered its own unique weapon "item" (with a hardwired percentage of transparency) instead of being able to have any standard weapon be adjustable by a player to possess any specific percentage of opacity they wanted.

CoH player from April 25, 2004 to November 30, 2012
[IMG=400x225]https://i.imgur.com/NHUthWM.jpeg[/IMG]

Zombie Man
Zombie Man's picture
Offline
Last seen: 10 years 2 months ago
kickstarter
Joined: 07/26/2013 - 19:23
I can't see where transparent

I can't see where transparent weapons will take us.

Former Online Community Manager & Forum Moderator

[img]http://missingworldsmedia.com/images/favicon.ico[/img]

Lothic
Lothic's picture
Offline
Last seen: 3 months 2 weeks ago
kickstarter11th Anniversary Badge
Joined: 10/02/2013 - 00:27
Zombie Man wrote:
Zombie Man wrote:

I can't see where transparent weapons will take us.

I thought it was 'clear' where this idea might lead...

CoH player from April 25, 2004 to November 30, 2012
[IMG=400x225]https://i.imgur.com/NHUthWM.jpeg[/IMG]

JayBezz
JayBezz's picture
Offline
Last seen: 4 years 8 months ago
kickstarter11th Anniversary Badge
Joined: 10/08/2013 - 14:54
When I saw the katana on the

When I saw the katana on the KS update I was like.. hmm.. how can i make that deal magic damage without changing the skin. In my mind it's LESS dev time using the same weapon and having a texture made of light and one made of metal (or cloth whatever).. that way the designers don't have to re-create the wheel.

Just putting thought out there that I want a magic katana! That will be all.. LOL

Crowd Control Enthusiast

Redlynne
Redlynne's picture
Offline
Last seen: 8 hours 56 min ago
kickstarter11th Anniversary Badge
Joined: 10/28/2013 - 21:15
Zombie Man wrote:
Zombie Man wrote:

I can't see where transparent weapons will take us.

Transparent ITEM ... non-transparent Visual FX "on" the Item ... {pauses significantly}

If you need to "see" what you're "not seeing" ... try [url=http://www.youtube.com/watch?v=kCbOaE-p49E]Saber's Sword[/url] in a very great deal of Fate Stay Night (not all of it, granted, but usually).

[center][img=44x100]https://i.imgur.com/sMUQ928.gif[/img]
[i]Verbogeny is one of many pleasurettes afforded a creatific thinkerizer.[/i][/center]

Lothic
Lothic's picture
Offline
Last seen: 3 months 2 weeks ago
kickstarter11th Anniversary Badge
Joined: 10/02/2013 - 00:27
JayBezz wrote:
JayBezz wrote:

When I saw the katana on the KS update I was like.. hmm.. how can i make that deal magic damage without changing the skin. In my mind it's LESS dev time using the same weapon and having a texture made of light and one made of metal (or cloth whatever).. that way the designers don't have to re-create the wheel.
Just putting thought out there that I want a magic katana! That will be all.. LOL

Redlynne wrote:

Transparent ITEM ... non-transparent Visual FX "on" the Item ... {pauses significantly}
If you need to "see" what you're "not seeing" ... try Saber's Sword in a very great deal of Fate Stay Night (not all of it, granted, but usually).

Right... but the game would probably still have to handle your "Transparent ITEM ... non-transparent Visual FX on the Item" Katana as a SEPARATE weapon ITEM as far as the costume creator is concerned.

Yes it's true the Devs might not have to "recreate the wheel" to actually make such an item available in the game. But the game itself is not going to let you have a basic Katana that you the PLAYER is going to get to dial up or down the transparency of at your own whim. That would lead to a bunch of people running around with invisible weapons which would frankly be an annoying situation at best.

So while the Devs could probably easily make such a "magic" katana for the game (with a hardwired level of non-transparency for the weapon itself and its surrounding glowing FX) the game will more than likely treat is as if it's a completely different type of weapon for the proposes of how you select it or even unlock it. Obviously a normal metal katana might be free for anyone to choose but your "magical" katana would probably be something you'd have to earn in a particular mission or something you'd have to specifically buy from the cash-store to denote its "special" quality.

Basically what I'm saying is that the "degree of transparency" a weapon has is likely NOT going to be something the costume creator will allow us to adjust on our own. A transparent weapon with glowing FX will likely have to exist as a ready-made stand-alone item.

CoH player from April 25, 2004 to November 30, 2012
[IMG=400x225]https://i.imgur.com/NHUthWM.jpeg[/IMG]

Gangrel
Offline
Last seen: 5 days 11 hours ago
11th Anniversary Badge
Joined: 09/15/2013 - 15:14
I wouldn't allow it to go

I wouldn't allow it to go fully transparent, but being able to choose various levels of opacity is definitely feasible.

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.

Lothic
Lothic's picture
Offline
Last seen: 3 months 2 weeks ago
kickstarter11th Anniversary Badge
Joined: 10/02/2013 - 00:27
Gangrel wrote:
Gangrel wrote:

I wouldn't allow it to go fully transparent, but being able to choose various levels of opacity is definitely feasible.

Sure it's "feasible". Anything software-wise is ultimately possible if you don't have budgetary limits. The question still stands if the Devs will want to put the time and effort into giving us the costume creation option for it, especially considering (as you yourself point out) they'd have to put specific limits on just how "transparent" they'd allow us to make things to begin with.

One more time I agree the Devs could easily provide us uniquely pre-created "transparent" weapon items (with all sorts of cool little FXs and such baked in). I just don't think they'll let us have the ability to manually "transparent-ize" any weapon we want to any degree we want with some kind of fancy GUI control. I suspect relatively few people would want that feature in the first place and those who did would likely be upset that it wouldn't let them have the fully invisible weapons they were after.

CoH player from April 25, 2004 to November 30, 2012
[IMG=400x225]https://i.imgur.com/NHUthWM.jpeg[/IMG]

Gangrel
Offline
Last seen: 5 days 11 hours ago
11th Anniversary Badge
Joined: 09/15/2013 - 15:14
Well, its easier to ask for

Well, its easier to ask for it now, so that at least the developers can plan for it, instead of what happened with CoX and colour tinting of our abilities.

Remember how annoying that was... in that it was requested after the game was released, and that at that point in time it *wasn't* an easy job to do it. Sure, it was possible to do, but it was a lot of work reworking everything at that point in time to do it.

However, if at least it is at this point in development of the game, it isn't all that much more work to do add it in (especially if color tinting is usable from the outset).

However, if colour tinting is NOT possible at the start of the games life, then yes, I would say that it might not be worthwhile implementing one part without the other part (hell, a transparent version of the weapon that you could color tint would be interesting as well).

Hell, even if they just allow weapons to be made out of different materials (so exactly the same shape), would be good. So not only would you have choice of *weapon* but also of what it made from (ie wooden, metal, play-doh)

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.

Lothic
Lothic's picture
Offline
Last seen: 3 months 2 weeks ago
kickstarter11th Anniversary Badge
Joined: 10/02/2013 - 00:27
Gangrel wrote:
Gangrel wrote:

Well, its easier to ask for it now, so that at least the developers can plan for it, instead of what happened with CoX and colour tinting of our abilities.
Remember how annoying that was... in that it was requested after the game was released, and that at that point in time it *wasn't* an easy job to do it. Sure, it was possible to do, but it was a lot of work reworking everything at that point in time to do it.
However, if at least it is at this point in development of the game, it isn't all that much more work to do add it in (especially if color tinting is usable from the outset).
However, if colour tinting is NOT possible at the start of the games life, then yes, I would say that it might not be worthwhile implementing one part without the other part (hell, a transparent version of the weapon that you could color tint would be interesting as well).
Hell, even if they just allow weapons to be made out of different materials (so exactly the same shape), would be good. So not only would you have choice of *weapon* but also of what it made from (ie wooden, metal, play-doh)

It's not just a matter of "let's ask for it now because it'll be easier for Devs to include it now instead of after the game goes live". It's a question of giving the players a direct way to do something the Devs probably wouldn't want us to be able to do in the first place.

I know it may sound odd but I suspect the idea of players being able to equip themselves with "invisible weapons" is something that would be considered a borderline exploit or at least akin to a graphics glitch to be avoided (like clipping). At the very least it would look relatively silly if a bunch of players could choose to flail around swinging fully transparent weapons without any glowing FX "surrounding" the weapon.

I'll concede a possible compromise to this idea only because I think it would be only way the Devs would be willing it implement it in a controlled and non-impactful way: Perhaps instead of being able to choose any percentage of weapon transparency the Devs could give us a strict toggle between making them 100% opaque and 50% opaque. This way people could have either "normal" looking weapons or "ghostlike" weapons without the possibility of anyone being able to make invisible weapons. This also makes it easier to implement software-wise because all you'd need is a binary toggle button in the costume creator instead of some kind of percentage slider that would have to be arbitrarily restricted.

CoH player from April 25, 2004 to November 30, 2012
[IMG=400x225]https://i.imgur.com/NHUthWM.jpeg[/IMG]

Redlynne
Redlynne's picture
Offline
Last seen: 8 hours 56 min ago
kickstarter11th Anniversary Badge
Joined: 10/28/2013 - 21:15
Lothic wrote:
Lothic wrote:

It's a question of giving the players a direct way to do something the Devs probably wouldn't want us to be able to do in the first place.

Um ... not to put too fine a point on things, but ... that's a rather weak and dubious prospect to hang your hat on, let alone to use as the foundation for your entire argument.

Why do I say that? Because "invisible weapons" will not confer ANY meaningful advantages as far as combat is concerned.
Invisible weapons won't animate use of Powers any faster.
Invisible weapons won't in and of themselves have any sort of "range" advantage over the visible variety.
Invisible weapons will cost the same Endurance to use.
Invisible weapons will deal the same amount of "damage" as the visible variety.
... and so on and so forth.

I mean, I can tell you straight up, right now, that the animation set for Dual Blades in City of Heroes would have made a rather "nifty" sort of potential "psychic melee" powerset, simply by virtue of making the Costume Blades invisible "so they'd just be "mental" with nothing to "see" per se, and just animating all of the attacks AS NORMAL minus the (dual) blades. Swap the sound FX for the Dual Blades animations to sound more "mental" than "metal" and you're all set after changing the Damage Type on all the attacks to Psychic, with maybe some Smash/Lethal thrown in for flavoring. Yeah, it would be a cheap-[b]{censored}[/b] way of doing it ... but it would have been FUNCTIONAL ... and I can tell you right this instant that I can imagine being able to make it work simply by virtue of "rockin' the moves" without needing the visual FX (or at most, a cut down set of them).

So when you say the Devs [b]--> PROBABLY <--[/b] wouldn't want us to be able to do this, I honestly think you're selling both the Developers for City of Titans *AND* the ingenuity of our community short, in terms of what potentials an idea like this could have.

Lothic wrote:

I know it may sound odd but I suspect the idea of players being able to equip themselves with "invisible weapons" is something that would be considered a borderline exploit or at least akin to a graphics glitch to be avoided (like clipping). At the very least it would look relatively silly if a bunch of players could choose to flail around swinging fully transparent weapons without any glowing FX "surrounding" the weapon.

If "looking silly" were a disqualifier, then the majority of Fashion Disasters that I saw roaming the streets of Paragon City wouldn't be allowed to exist, let alone play. Heck, the Random function in the City of Heroes costume editor was perfectly capable of creating Fashion Disasters with a single mouse click. It's not the responsibility of the Developers to prevent us, the Players, from looking silly [i]if we insist on looking silly[/i] using the costume editor.

The other thing I think you're overlooking here is something that ironically turned up in Tabula Rasa when PvP got introduced. Tabula Rasa had an armor equip system that altered your appearance depending on what you equipped into your 5 armor slots (feet, legs, hands, torso, head), and putting on a helmet pretty much decided what your head looked like. So if you wanted to see your character's face, you simply dispensed with the helmet and got on with the PvE, because none of the Foe NPCs could (or would) go out of their way to target your head.

Enter PvP, with Players who WOULD aim for "BOOM! HEAD SHOT!" to score a quick kill, and suddenly, being without a helmet on made you an instant PvP target, because you were "weak" to a particular type of attack mode. So helmet-less Players were "easy marks" for the PvP gankers and their preferred prey (since they weren't interested in "fair fights" to begin with). Then Destination Games "ruined PvP" for them by making the appearance of a Helmet Head entirely optional ... meaning that you couldn't tell at a glance anymore if your designated victim was ACTUALLY wearing a helmet (and all the armor and modifiers that conferred) or if they weren't. So the PKers wailed and moaned mightily (and lo verrily, a ship laden with treasure did set sail on the river of their tears!) because now they couldn't tell the easy marks from the hard targets ... and had to just assume that everyone was wearing full armor all the time, even when it [i]looked like[/i] they weren't.

Purely a cosmetic change. It was literally a checkbox in the costume editor to determine if you used a helmet or a head for your avatar ... and you would not believe the moaning and grief and STINK the PvP community raised over the issue! Made no difference whatsoever to how the game PLAYED in terms of game mechanics, and made all the difference in the world in terms of figuring out who was an easy PvP kill and who wasn't.

I fail to see how a transparent [b][i]costume part[/i][/b] that has no game mechanical relevance to how combat ACTIONS get resolved might be considered an exploit in a game that is intended to function in ways broadly similar to City of Heroes. It's not like we're going to have a TERA-esqe sort of Active Combat System in which the "reach" of your weapons is somehow determined by the weapon skin you choose to equip yourself with. It's not as if the Foe NPCs are going to "care" what your weapons *look like* when you're using them. Indeed, the only people who might (or ought) to care about what your weapons LOOK LIKE would be ... Players ... either yourself or the other people you interact with while playing the game. Other Players can feel like your use of Invisible Weapons is {insert derogatory comment here} all they want, but it doesn't change the fact that what they LOOK LIKE has no bearing on HOW THEY WORK as far as the game mechanics and "rules" of combat are concerned, since all of that stuff is determined by Powers, not by Costuming. So I'm really hard pressed to figure out a way that this could be used as an "exploit" of any kind. At best, you'd be able to use it as a sort of decoy/misdirection as part of a Player to Player psychological attack ... of the "[url=http://tvtropes.org/pmwiki/pmwiki.php/Main/IAmNotLeftHanded]I ought to tell you I'm not left handed[/url]" variety that involved deceiving your opponent into *assuming* you're something you're not (which, again, only "works" against Players who go by cursory appearances) ... which of course is why I related the story about PvPers getting hacked off about invisible helmets in Tabula Rasa.

[center][img=44x100]https://i.imgur.com/sMUQ928.gif[/img]
[i]Verbogeny is one of many pleasurettes afforded a creatific thinkerizer.[/i][/center]

Gangrel
Offline
Last seen: 5 days 11 hours ago
11th Anniversary Badge
Joined: 09/15/2013 - 15:14
Lothic wrote:
Lothic wrote:

It's not just a matter of "let's ask for it now because it'll be easier for Devs to include it now instead of after the game goes live". It's a question of giving the players a direct way to do something the Devs probably wouldn't want us to be able to do in the first place.
I know it may sound odd but I suspect the idea of players being able to equip themselves with "invisible weapons" is something that would be considered a borderline exploit or at least akin to a graphics glitch to be avoided (like clipping). At the very least it would look relatively silly if a bunch of players could choose to flail around swinging fully transparent weapons without any glowing FX "surrounding" the weapon.

I was never intending 100% transparency to be allowed (ie so that it was invisible) in the first place

Quote:

I'll concede a possible compromise to this idea only because I think it would be only way the Devs would be willing it implement it in a controlled and non-impactful way: Perhaps instead of being able to choose any percentage of weapon transparency the Devs could give us a strict toggle between making them 100% opaque and 50% opaque. This way people could have either "normal" looking weapons or "ghostlike" weapons without the possibility of anyone being able to make invisible weapons. This also makes it easier to implement software-wise because all you'd need is a binary toggle button in the costume creator instead of some kind of percentage slider that would have to be arbitrarily restricted.

If the developers are going to have trouble with sliders like that, then I have *serious serious* doubts that the game will launch in any usable state. Not to mention as well that characters would be almost uniform in height (apart from what you choose as the *base* model selection).

And no, I am not taking that to an extreme... if they have problems with sliders being arbitrarily restricted, then they might as well give up on trying to offer any form of character customisation beyond throwing us a whole load of different costumes (ie being able to choose how tall you are, how fat/thin to YOUR likeness).

Is it easier to code as a button (ie toggle on, toggle off)... yes it could well be. But for christs sake, that is the *weakest* argument that I have heard for *NOT* implementing something.

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.

Lothic
Lothic's picture
Offline
Last seen: 3 months 2 weeks ago
kickstarter11th Anniversary Badge
Joined: 10/02/2013 - 00:27
Redlynne wrote:
Redlynne wrote:

Lothic wrote:
It's a question of giving the players a direct way to do something the Devs probably wouldn't want us to be able to do in the first place.
Um ... not to put too fine a point on things, but ... that's a rather weak and dubious prospect to hang your hat on, let alone to use as the foundation for your entire argument.
Why do I say that? Because "invisible weapons" will not confer ANY meaningful advantages as far as combat is concerned.
Invisible weapons won't animate use of Powers any faster.
Invisible weapons won't in and of themselves have any sort of "range" advantage over the visible variety.
Invisible weapons will cost the same Endurance to use.
Invisible weapons will deal the same amount of "damage" as the visible variety.
... and so on and so forth.
I mean, I can tell you straight up, right now, that the animation set for Dual Blades in City of Heroes would have made a rather "nifty" sort of potential "psychic melee" powerset, simply by virtue of making the Costume Blades invisible "so they'd just be "mental" with nothing to "see" per se, and just animating all of the attacks AS NORMAL minus the (dual) blades. Swap the sound FX for the Dual Blades animations to sound more "mental" than "metal" and you're all set after changing the Damage Type on all the attacks to Psychic, with maybe some Smash/Lethal thrown in for flavoring. Yeah, it would be a cheap-{censored} way of doing it ... but it would have been FUNCTIONAL ... and I can tell you right this instant that I can imagine being able to make it work simply by virtue of "rockin' the moves" without needing the visual FX (or at most, a cut down set of them).
So when you say the Devs --> PROBABLY <-- wouldn't want us to be able to do this, I honestly think you're selling both the Developers for City of Titans *AND* the ingenuity of our community short, in terms of what potentials an idea like this could have.
Lothic wrote:
I know it may sound odd but I suspect the idea of players being able to equip themselves with "invisible weapons" is something that would be considered a borderline exploit or at least akin to a graphics glitch to be avoided (like clipping). At the very least it would look relatively silly if a bunch of players could choose to flail around swinging fully transparent weapons without any glowing FX "surrounding" the weapon.
If "looking silly" were a disqualifier, then the majority of Fashion Disasters that I saw roaming the streets of Paragon City wouldn't be allowed to exist, let alone play. Heck, the Random function in the City of Heroes costume editor was perfectly capable of creating Fashion Disasters with a single mouse click. It's not the responsibility of the Developers to prevent us, the Players, from looking silly if we insist on looking silly using the costume editor.
The other thing I think you're overlooking here is something that ironically turned up in Tabula Rasa when PvP got introduced. Tabula Rasa had an armor equip system that altered your appearance depending on what you equipped into your 5 armor slots (feet, legs, hands, torso, head), and putting on a helmet pretty much decided what your head looked like. So if you wanted to see your character's face, you simply dispensed with the helmet and got on with the PvE, because none of the Foe NPCs could (or would) go out of their way to target your head.
Enter PvP, with Players who WOULD aim for "BOOM! HEAD SHOT!" to score a quick kill, and suddenly, being without a helmet on made you an instant PvP target, because you were "weak" to a particular type of attack mode. So helmet-less Players were "easy marks" for the PvP gankers and their preferred prey (since they weren't interested in "fair fights" to begin with). Then Destination Games "ruined PvP" for them by making the appearance of a Helmet Head entirely optional ... meaning that you couldn't tell at a glance anymore if your designated victim was ACTUALLY wearing a helmet (and all the armor and modifiers that conferred) or if they weren't. So the PKers wailed and moaned mightily (and lo verrily, a ship laden with treasure did set sail on the river of their tears!) because now they couldn't tell the easy marks from the hard targets ... and had to just assume that everyone was wearing full armor all the time, even when it looked like they weren't.
Purely a cosmetic change. It was literally a checkbox in the costume editor to determine if you used a helmet or a head for your avatar ... and you would not believe the moaning and grief and STINK the PvP community raised over the issue! Made no difference whatsoever to how the game PLAYED in terms of game mechanics, and made all the difference in the world in terms of figuring out who was an easy PvP kill and who wasn't.
I fail to see how a transparent costume part that has no game mechanical relevance to how combat ACTIONS get resolved might be considered an exploit in a game that is intended to function in ways broadly similar to City of Heroes. It's not like we're going to have a TERA-esqe sort of Active Combat System in which the "reach" of your weapons is somehow determined by the weapon skin you choose to equip yourself with. It's not as if the Foe NPCs are going to "care" what your weapons *look like* when you're using them. Indeed, the only people who might (or ought) to care about what your weapons LOOK LIKE would be ... Players ... either yourself or the other people you interact with while playing the game. Other Players can feel like your use of Invisible Weapons is {insert derogatory comment here} all they want, but it doesn't change the fact that what they LOOK LIKE has no bearing on HOW THEY WORK as far as the game mechanics and "rules" of combat are concerned, since all of that stuff is determined by Powers, not by Costuming. So I'm really hard pressed to figure out a way that this could be used as an "exploit" of any kind. At best, you'd be able to use it as a sort of decoy/misdirection as part of a Player to Player psychological attack ... of the "I ought to tell you I'm not left handed" variety that involved deceiving your opponent into *assuming* you're something you're not (which, again, only "works" against Players who go by cursory appearances) ... which of course is why I related the story about PvPers getting hacked off about invisible helmets in Tabula Rasa.

Once again you've jumped all over a relatively insignificant aspect of one of my posts and ran with it making yourself look at the very least trollish about this whole civil back-n-forth discussion thing we're trying to have here.

I actually said earlier that I have ABSOUTELY NO PROBLEM with semi-transparent weapons in the game. I simply do not believe the Devs will either A) allow us to have 100% invisible weapons (a point that Gangrel and others have agreed with me on) or B) give us any MANUAL CONTROL over setting any weapon to have any level of transparency we want. I believe if semi-transparent waepons end up existing in CoT at all they will be handled as separately unique weapon items with specific levels of transparency and/or FX hardwired into them.

Please stop trying to hyper-complicate these issues with wall-of-text tangents that aren't really germane to the topic at hand. If you don't think that characters running around "air guitar-ing" with weapons that don't appear to exist because they're 100% transparent and lack any FX wouldn't look really dumb really fast then there's nothing I can you do to help you with that.

CoH player from April 25, 2004 to November 30, 2012
[IMG=400x225]https://i.imgur.com/NHUthWM.jpeg[/IMG]

Lothic
Lothic's picture
Offline
Last seen: 3 months 2 weeks ago
kickstarter11th Anniversary Badge
Joined: 10/02/2013 - 00:27
Gangrel wrote:
Gangrel wrote:

Lothic wrote:
It's not just a matter of "let's ask for it now because it'll be easier for Devs to include it now instead of after the game goes live". It's a question of giving the players a direct way to do something the Devs probably wouldn't want us to be able to do in the first place.
I know it may sound odd but I suspect the idea of players being able to equip themselves with "invisible weapons" is something that would be considered a borderline exploit or at least akin to a graphics glitch to be avoided (like clipping). At the very least it would look relatively silly if a bunch of players could choose to flail around swinging fully transparent weapons without any glowing FX "surrounding" the weapon.

I was never intending 100% transparency to be allowed (ie so that it was invisible) in the first place
Quote:
I'll concede a possible compromise to this idea only because I think it would be only way the Devs would be willing it implement it in a controlled and non-impactful way: Perhaps instead of being able to choose any percentage of weapon transparency the Devs could give us a strict toggle between making them 100% opaque and 50% opaque. This way people could have either "normal" looking weapons or "ghostlike" weapons without the possibility of anyone being able to make invisible weapons. This also makes it easier to implement software-wise because all you'd need is a binary toggle button in the costume creator instead of some kind of percentage slider that would have to be arbitrarily restricted.

If the developers are going to have trouble with sliders like that, then I have *serious serious* doubts that the game will launch in any usable state. Not to mention as well that characters would be almost uniform in height (apart from what you choose as the *base* model selection).
And no, I am not taking that to an extreme... if they have problems with sliders being arbitrarily restricted, then they might as well give up on trying to offer any form of character customisation beyond throwing us a whole load of different costumes (ie being able to choose how tall you are, how fat/thin to YOUR likeness).
Is it easier to code as a button (ie toggle on, toggle off)... yes it could well be. But for christs sake, that is the *weakest* argument that I have heard for *NOT* implementing something.

I never said the Devs would "have trouble" software-wise creating either a weapon transparency "slider" or a weapon transparency "toggle". I simply made the point that I don't believe the Devs would actually WANT to give us either of these things based on meta gameplay issues that have nothing to do with the engineering capability to create these things. You do realize that sometimes Devs make arbitrary decisions about things in their games that have nothing to do with their technical feasibility right?

My "compromise" idea was an attempt to meet people like you half-way on this idea. Again I personally don't honestly think the Devs will bother to give us ANY transparency controls like this. Obviously time will tell. *shrugs*

CoH player from April 25, 2004 to November 30, 2012
[IMG=400x225]https://i.imgur.com/NHUthWM.jpeg[/IMG]

Redlynne
Redlynne's picture
Offline
Last seen: 8 hours 56 min ago
kickstarter11th Anniversary Badge
Joined: 10/28/2013 - 21:15
Lothic wrote:
Lothic wrote:

You do realize that sometimes Devs make arbitrary decisions about things in their games that have nothing to do with their technical feasibility right?

So now we're supposed to believe that you can accurately predict with a high degree of certainty that the Developers will make arbitrary decisions that have nothing to do with technical feasibility [i]on this specific issue[/i]? And even better yet, you know in what direction they'll arbitrarily decide to go?

Right now I'm trying to figure out if you're playing a [url=http://tvtropes.org/pmwiki/pmwiki.php/Main/BatmanGambit]Batman Gambit[/url] or a [url=http://tvtropes.org/pmwiki/pmwiki.php/Main/KansasCityShuffle]Kansas City Shuffle[/url] on this one.

[center][img=44x100]https://i.imgur.com/sMUQ928.gif[/img]
[i]Verbogeny is one of many pleasurettes afforded a creatific thinkerizer.[/i][/center]

DeathSheepFromHell
DeathSheepFromHell's picture
Offline
Last seen: 5 years 4 months ago
kickstarter11th Anniversary Badge
Joined: 03/16/2013 - 15:08
Relax, folks. Also, as always

Relax, folks. Also, as always, everything in this post is *very* subject to changing as we get further into implementing some of these things. And even if everything happens precisely as my psych(ot)ic powers predict, some pieces of it may or may not be there yet at any particular point in time.

Speaking as the dev who created that screenshot, the item in question hasn't even had basic materials set yet -- what was in the screenshot itself was a very generic "metallic" so that there was anything to see at all.

As for what you'll be able to skin stuff as, frankly, we're still working out some pieces of that, but there is at least a reasonable chance that we will find a way to support all of "translucent" (or semi-transparent, or your preferred descriptive), "glowing", "quasi-reflective" (or at least a very high metallic), along with all the more obvious possibilities. How *exactly* that will get presented in the editor is basically a matter of "gory technical details of implementation" plus "how many of those do we hide, and how well".

However, if a given piece supports either "glow" or "translucent", it is *fairly* likely that we will be able to make it a slider. What the range of that slider is will probably be determined by what we think looks reasonable and maybe partially by performance concerns (though hopefully those won't be a huge issue). The distinction between things like a "psychic" transparency and a more holographic look are somewhat more likely to be a patterning thing, and it is not *yet* clear whether we'll be able to do things like having both glow *and* translucency on a single object. While not strictly ruled out, glow tends to wash out translucency anyway, and the internals of that could have fairly significant impacts depending on exactly how we did them.

The one thing I *can* promise? However well we might or might not succeed, we *are* doing our best to make characters look, well, awesome. Everything else, too, but *especially* them, given how much of the game is spent looking at them (or their powers / toys / so on).

[hr]
[color=#ff0000]Developer Emeritus[/color]
and multipurpose sheep

[img]http://missingworldsmedia.com/images/favicon.ico[/img]

JayBezz
JayBezz's picture
Offline
Last seen: 4 years 8 months ago
kickstarter11th Anniversary Badge
Joined: 10/08/2013 - 14:54
I never had any intention on

I never had any intention on transparent weapons in my OP, but I think they are a bad idea, NOT because they will affect combat (I've heard that ranged FX will still be able to be shoot from even melee looking weapons .. like shooting fire blasts from a staff or from a sword). I think it's a bad idea because of how the animations look without the needed equipment.

Crowd Control Enthusiast

Redlynne
Redlynne's picture
Offline
Last seen: 8 hours 56 min ago
kickstarter11th Anniversary Badge
Joined: 10/28/2013 - 21:15
JayBezz wrote:
JayBezz wrote:

I think it's a bad idea because of how the animations look without the needed equipment.

Aesthetics complaints are valid, and I would even argue are a "good" thing to think about and be concerned for. However, such complaints are relatively weak in the absence of evidence or when based upon speculations of what *might* be rather than what *is*. In other words, complaining about the "look" of animations that haven't been made yet might be (I submit) somewhat premature.

[center][img=44x100]https://i.imgur.com/sMUQ928.gif[/img]
[i]Verbogeny is one of many pleasurettes afforded a creatific thinkerizer.[/i][/center]

Zombie Man
Zombie Man's picture
Offline
Last seen: 10 years 2 months ago
kickstarter
Joined: 07/26/2013 - 19:23
I'll remind our engineers

I'll remind our engineers that if they can make everything to be completely opaque and completely transparent with every degree of transparency in between, then they should. Ghosting, being out of phase, disappearing, crystallized, X-ray vision, made out of glass/energy, etc... all call for some degree of transparency.

The Animated Swords in the Apex TF were just invisible foes wielding visible swords. The Dark Servant was just an invisible NPC with a visible aura.

And it would be helpful for both the engineers and players to have access to alpha channel sliders (when appropriate).

Former Online Community Manager & Forum Moderator

[img]http://missingworldsmedia.com/images/favicon.ico[/img]

Redlynne
Redlynne's picture
Offline
Last seen: 8 hours 56 min ago
kickstarter11th Anniversary Badge
Joined: 10/28/2013 - 21:15
Zombie Man ... a possible

Zombie Man ... a possible hazard with doing that, which Tabula Rasa discovered "the hard way" is that some things (character model heads specifically) may not take kindly to transparency, depending on how they're constructed. In Tabula Rasa, character heads had a "remarkable" degree of modeling going on in them, complete with eyeballs, teeth and tongue in the mouth ... which looked AWESOME when the character was 100% opaque and solid. Introduce any level of transparency (for like a Stealth effect or whatever) and suddenly you were looking at an UNDEAD ZOMBIE that was more of a medical body horror show than a cool effect, because you could *see* the eyeballs and teeth and tongue [i]inside where the head should be[/i] and it just turned gross and disgusting. It worked fine for the rest of the body, from the neck down, but because of the way that the game modeled heads, and the guro/gross factor that happened if the head became even partially transparent, any kinds of limited transparency effects on the character were effectively verboten art due to the unintended consequences.

I bring this up as a reminder of an experience in which a game managed to accidentally paint itself into a corner they couldn't get out of (without a massive redevelopment effort they could no longer afford) and as an example of the kind of thing I would hope your artists and engineers will be able to AVOID rather than inadvertently trapping themselves into. So, cautionary tale to share with people who are responsible for things.

[center][img=44x100]https://i.imgur.com/sMUQ928.gif[/img]
[i]Verbogeny is one of many pleasurettes afforded a creatific thinkerizer.[/i][/center]

DeathSheepFromHell
DeathSheepFromHell's picture
Offline
Last seen: 5 years 4 months ago
kickstarter11th Anniversary Badge
Joined: 03/16/2013 - 15:08
As always: mileage may vary,

As always: mileage may vary, these are intentions rather than commitments, I'm not the person in charge of prioritizing costume feature handling, yadda, yadda.

The Unreal engine has a slightly better way of handling most stuff where something is truly and completely transparent and not *actually* there at all (e.g. the sword-wielders): you can simply not assign a body mesh to the "character" at all, and nothing will be drawn, or even collided with by physics. But the sword would still be present, real, and animated as if it were held by something. Quite handy at times, even if it also leads to some rather baffling "where the heck?" moments if you're messing about with geometry and try to tell the engine to do the impossible (by default it disables rendering that mesh, though we will probably change that at some point to give a visible indication that something is badly wrong but the character is still *there*, as a better fall-back approach.

Transparency (partial or full) does in fact have several of the issues mentioned, when working with body parts that are modeled one-inside-another; we may or may not end up supporting 'head' as a *costume* level transparency thing (much like there will be enforcement of non-transparency over certain areas to maintain a T rating), but things like "ghosting" or hologram-styling of a toon would be applied across the body as a whole, and thus would be applied across the entire mesh as a sort of "after-effect".

There are potentially other things that can be done as well, they just get into significantly trickier coding that isn't really worthwhile unless and until the simpler methods show themselves insufficient; while stuff is starting to move forward somewhat more regarding character bodies in particular, we're still *well* out in "highly experimental / prototyping" land as far as practical results — what was done in the KS video involved a few significant bits of "sleight of hand" to make sure they came off right, which is fine for a demo but not so good for the real thing where you have to worry about stuff such as what Redlynne brought up.

Regarding ascetics complaints: they are valid, up to a point, but *only* up to a point. The general guiding principle we're designing based on for most of this stuff is "make it look acceptable if the user does a next-next-next-next chargen, make all of the stuff that is available by default look pretty good when a user invests some time and effort into picking combinations… and allow a mode where users who ask to stand in front of the fire-hose are allowed to do literally any and every combination the engine and code can actually support *at all*, but they get to keep both pieces if it breaks (or just looks truly awful)". Mostly because it just isn't possible to enable some of the "oh wow" results without granting access to stuff that means "uhm… wow…" results are also possible.

[hr]
[color=#ff0000]Developer Emeritus[/color]
and multipurpose sheep

[img]http://missingworldsmedia.com/images/favicon.ico[/img]

Redlynne
Redlynne's picture
Offline
Last seen: 8 hours 56 min ago
kickstarter11th Anniversary Badge
Joined: 10/28/2013 - 21:15
Now that's a great way to

Now that's a great way to know that a message has not only been sent but received, understood and appreciated. ^_^

[center][img=44x100]https://i.imgur.com/sMUQ928.gif[/img]
[i]Verbogeny is one of many pleasurettes afforded a creatific thinkerizer.[/i][/center]

Cavalier
Cavalier's picture
Offline
Last seen: 6 years 9 months ago
11th Anniversary Badge
Joined: 12/24/2013 - 22:16
I just want to see something

I just want to see something be glowly energy based, like energy claws, that look like Baraka's.

Izzy
Izzy's picture
Offline
Last seen: 6 years 6 months ago
kickstarter11th Anniversary Badge
Joined: 10/09/2013 - 11:09
Redlynne wrote:
Redlynne wrote:

... Introduce any level of transparency (for like a Stealth effect or whatever) and suddenly you were looking at an UNDEAD ZOMBIE that was more of a medical body horror show than a cool effect, because you could *see* the eyeballs and teeth and tongue inside where the head should be and it just turned gross and disgusting. ...

Silly Devs. Could just HIDE the innards.
Better yet, Have the Eye Ball stay, but just model it so that only the visible part (not the whole circle) is present.
Apply the same Material/Shader that grabs the background Scene Pixels and uses an Alpha on it. This means Arms legs Etc that are part of the mesh would not show up... but that might be what you want. :)

Ex: Ghost Shader...
http://www.youtube.com/watch?v=ryZs_RLIfL4
http://www.youtube.com/watch?v=MMZm05KKqEU
http://www.youtube.com/watch?v=Pf0VYNo1AFI

Gangrel
Offline
Last seen: 5 days 11 hours ago
11th Anniversary Badge
Joined: 09/15/2013 - 15:14
Izzy wrote:
Izzy wrote:

Redlynne wrote:
... Introduce any level of transparency (for like a Stealth effect or whatever) and suddenly you were looking at an UNDEAD ZOMBIE that was more of a medical body horror show than a cool effect, because you could *see* the eyeballs and teeth and tongue inside where the head should be and it just turned gross and disgusting. ...
Silly Devs. Could just HIDE the innards.
Better yet, Have the Eye Ball stay, but just model it so that only the visible part (not the whole circle) is present.
Apply the same Material/Shader that grabs the background Scene Pixels and uses an Alpha on it. This means Arms legs Etc that are part of the mesh would not show up... but that might be what you want. :)
Ex: Ghost Shader... http://www.youtube.com/watch?v=ryZs_RLIfL4http://www.youtube.com/watch?v=MMZm05KKqEUhttp://www.youtube.com/watch?v=Pf0VYNo1AFI

That could have worked if the TR developers were using the unreal engine...

Which they were not.

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.