Showing Posts For Nasedo.5349:
Option 2:
You can tackle the root inside the game engine, and improve the feature, which decides, based on the informations it gets from the character rig, how the footprint texture has to be implemented and used. Therefore you need one or more programmer, who expand the feature inside the engine, so that it can identify the difference between a human foot control (asura, human, norn and sylvari) and a catlike foot control (charr), and handle it like that. Now the query could ensure, that the footprint texture doesn’t get reversed, if it’s a charr character rig.
BUT: We don’t now, what else this feature handles inside the engine. A game project is a very complex universe, especially when it comes to a mmo game like Guild Wars 2.
Often its like a butterfly effect. You change a little thing, for example a single parameter, and it brings besides your wished effect, many other, unexpected effects with it. And trust me, it’s an absurd, wrong assumption, that a Def have to know every single connection between parameters etc. along different engine functions/tools in such a complex universe. This is impossible. Changing the feature so that it can distinguish between a human and a catlike rig could bring the wished effect, that the footprint texture doesn’t get flipped, but can also break other areas like charr-animation interpretation inside the engine etc… . So the programmer, who has to do this job, needs to get an overview over all consequences, this change could bring, and then he need to write the code carefully, so that it can bring the wished effect, but doesn’t break the game anywhere else. And this could be a big venture! Here also applies: The effort and purpose are in no way to compare, as long as there are more important things to do for programmers
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Option 3:
Let the people cry, who think they know everything better than the Devs at Arenanet ,who have learned their job and know how to handle it.
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Guys, is it not enough what Gaile has declared? Why players constantly believe they would be able to explain game development, although they have just as much clue of it as a rooster from laying eggs. As an 3D Artist working in the game industry you can trust me when i say: What Gaile explained above makes absolutly sense, and you have to take it.
The fix is incredibly simple.
Rotate the art 90 degrees.
Boom. Solved without code.
Sorry, but i had to laugh out so load you can’t imagine
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Not only because the number of degrees would be wrong, but this example shows, how huge the naivite of players in relation to game development is. This problem has absolutly nothing to do with the texture of the footprints. Like Gaile explained, it’s an interpretation error between the game engine, the character rig, and the feature, which decides (based on the information it gets out of the rig), how to display the footprint texture. There are three options you can take:
Option 1:
As Gaile explained: The foot control (an important part of a character rig) of Humans, Norn, Sylvari and Asura are based on human anatomy. Because the charr are based on cats, they had to reverse the foot control in the charr rig, to get a natural catbased movement out of it. So you could go back into the 3D Tool (Maya for example), and change the rig, reverse the foot control inside the charr rig.
BUT: This has a huge impact on several things. First, it would take some worktime to go back, reverse the rig, change the skin weights etc. .. . You have to be aware, that a character rig is a huge, complex system, and probably the 3D artist, who will have to do this task, isn’t the same artist, who build up the rig several years ago. And every artist builds up a rig on his own way. But this could be done with some training period.
Larger Problem: If you change the rig, you destroy your animations. Herefore you have to know the meaning of some vocabulary. I will try to bring it down very simple:
You have your 3D model. And you want to get movement (animation) to it. So you need something, which controls your vertices. Vertices are the “points”, of which your 3D model consists. And here joints come into play. Joints are the component, on which the animations – the single key frames (coordinates for time and space) – are saved (after you have baked them from your controller to your joints). All joints together represent the rig. Last but not least you need something, which binds/parents your vertices of the 3D model to the joints, so every vertex point is controlled by a joint and will do the same movement (translation, rotation, scale…) as the joint it’s controlled by. The component we need here is the skinning (skin wheights). This component assigns every vertex point to a joint.
So if you simply reverse the foot control inside the rig, it destroys your animations, because now the informations on the joints (translation, rotation and scale) are wrong (reversed), and they will do the opposite. The animations will no longer work. You would have to do all again. Also the skin wheights could be destroyed, and you have to repaint it again. Trust me, this isn’t an option. The effort and purpose are in no way to compare
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you forgot glory boosters etc
There is no refund for glory boosters or anything that deals with this topic.
ArenaNet told you severel times in bogposts, since december i think, that glory will be removed from the game, that you should use your glory and glory-boosters before the feature update, and that there is no refund for them, because it was communicated early enough.
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Hey
,
i also think, that ArenaNet put a message into this code and i don’t think, that this is just for decoration!
But i believe, that the code-message isn’t the only thing we get from the screen!
I recorded the sound the activated screen produces, because i thought there could be a message in it, too.
I slowed it down, i changed the pitch level, and i really think there could be a heavily alienated spoken message behind all the beeping and rustling. But my audio skills aren’t good enough to do this job right. Maybe here is someone, who want to follow this path
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I added the original recorded track to my dropbox. It’s just an extract, so it could be possible that you have to record a longer one
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You can find it here:
https://www.dropbox.com/s/xgwd0zw6dctgg15/scarletconsole.wav
But they would be absolutly disoriented and confused under the influence of the poison!
They would left their lair and attack everything.
This could be a benefit for us.
And this is what Scarlet already said:
“I have a great deal of work ahead of me. I don’t know what the world will be when I’m through, but I will very much enjoy finding out. Empires will fall, continents will burn, and when the conflagration is over, I’ll be there to put my stamp on whatever new world this one becomes.”
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I have a new theory:
The image after the map with the arrows and the X brings a borer to the screen.
I think the X on the map show locations where Scarlet wants to bore.
She did a research on the ley lines with the “don’t touch towers”.
Now she locatet the source of the ley lines in the area around Lions Arch.
Maybe she wants to bore tunnels to get to the source of the ley lines.
After that she will inject the poison she produced at the “Tower of Nightmare”, and the Ley Lines will transport the poison to the Elder-Dragons.
We know, that the elder-dragons absorb the energy of the ley lines, so they will absorb the poison, too.
Remember, the poison leads to illusion. You can’t differentiate your friends from enemies under the influence of the poison.
So Scarlet could poison all elder-dragons at one stroke, and we would see elder dragons, who fight each other, because they no longer recognize the other dragons as friendly.
What do you think?
Is this her plan?
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I tried to put the dragon together in one image
:
I think this could be Primordus.
Looks really fiery like a mixture of a dragon and a pheonix.
CONCEPT FOR OPEN-WORLD MINI-SCENARIOS
The teams that would complete specific and long challenging dynamic event chains would unlock access to unique mini-dungeons, with some interesting stories, scenarios and challenges behind them, all leading to a mini-story conclusion and a flavored reward to those players. The reward could be anything, including a new subclass tier, or mastery, or something.
Unlocking an open-world mini-dungeon would be map-wide, a message would automatically be generated in the chat warning players about it, and everyone could join and get the “normal reward”, but only the teams that have participated in the specific events that lead to them (and have met a specific condition) would be allowed to get the unique “mastery” reward, and a ray of light would shine upon them for all other players to see. Another message would automatically be generated in the map, this time announcing the players who have advanced through a mastery, and all other players in the map would be like “wow, how did you get your name in the chat? What did you do to get that mastery? I want to get it too!”
The dynamic events leading to those unique open-world scenarios (let’s call it that) would work as discussed: they would either start automatically from time to time, or start on demand if the player has met a specific condition. However, even though they could be started on demand, they wouldn’t be easy, with a high chance of failure for the unprepared, making them more special.
And finally, for a player to meet the specific condition to start those events on demand (and thus to get the “unique” reward from the end of the mini-scenario later unlocked) could be received from the also-discussed Orders quest system, or something.
There you have it, I proposed a new idea (mini-dungeons/ scenarios unlocked from events) and fused this concept with the two other ideas the community has been discussing (unique on-demand events and orders quests).
I think this kind of content would work perfectly as new guild mission content.
A guild start the new guild mission type —> the dynamic guild-mission event is leading to the open- world scenarios. If the guild finish this guild mission, the hole community get access to the content, which is linked to the guild mission end succesfully.
In the moment, when the guild manages the “pre mission” successfully, the whole world gets the message, that Guild X made it, and Special Content Y starts in Z minutes.
This could be something like open-world mini-dungeons, but also things like Tequatl 2.0, who would fit perfectly. The guild, who started the guild mission gets special rewards a: for the succesfull “pre mission” and b: for coordinating the community and defeating Tequatl (or content like this). All other players would get the normal Tequatl reward. Karka Queen could be also one of these
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I think this would help to get player coordinate this type of content much easier, and it would have a much deeper impact, because Tequatl etc. would not arrive automaticly every 2 hours, but the players themselves could trigger the encounter by doing the guild mission!
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My Question for Live-Stream:
Where are the Grentches (GW1) on Wintersday in GW2?
@ wookiee:
I connected the points in this way, because:
1) Every Energy has a source! So there must be a point, from where the energy radiates.
2) I found it interesting, that there is a line, which goes directly to the gates of arah. This brought me to the idea to link the lines to the dragons.
3) We know, that there are 6 of them (elder dragons). So i tried to make 6 replicable lines with a center (the source).
4) The lines must also have an ending like at the gates of arah. Exactly at the position, where the elder-dragons absorb the energy! Some lines just point into the direction of the elder dragon, because we don’t have this regions in game
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5) For me, the pattern like i draw it, is the most replicable one.
6) Finding out (by overlapping the maps GW2,GW1), that “Heart of the Shiverpeaks (GW1)” is exactly at the same position as the point i have chosen for the center/source confirmed in this pattern
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@DarkShriek
Yes, i already found out, that there are a few towers missing on my map.
But you can link every addinionaly tower to one of those lines, and the map fits nevertheless
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Updated the map with all find-spots, and i assined every line to a dragon
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This is so exciting
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EDIT:
I had the idea to lay the GW1 Map on the GW2 Map with the lines i made.
The result is this!
The Source, if the pattern of the lines is like i draw, would be exactly the “Heart of the Shiverpeaks” from GW1 o.O!
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Quote: "The jumping puzzle can now be entered from anywhere in the world using the WvW panel. "
Can’t find it in my wvw tab
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I didn’t find a topic on this, but i think it’s a bug !
You all make an awesome job,
thanks
EDIT:
Found it xD.
Sorry, you can delete this topic
!
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I think it will be account bound (and permanent) like any meta achivement before , because the achivementsystem of GW2 is account bound.
The bigger question for me:
Can i harvest quartz with the permanent harvest tools from the gem store?!
(don’t know if it will be axe, hack or sickle)
Why is it such a problem for you to rent a GW2 Server like any Server in other games?!
It’s normal to pay money, if you want to have a game server (CS, Minecraft,..).
It’s just a gift from ANet to us, that we can change gold for the server costs.
Or can you rent a minecraft server with gras- blocks?
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“You’re missing the point. sPvPers don’t have gold income as there is no way to change our curency (glory) into gold at any decent rate.”
I think you miss the point, because in other games (Counterstrike, Minecraft,…), clans / guilds / people pay money for their servers, too.
Can you rent a Minecraft Server with Gras-Blocks? No, you have to pay real money for a server.
Why is it such a problem for you, to rent a server in GW2?