I got a proposition to make, it's about Giant growth Adv on Enrage/AoTB, if you remove that then make the Growth effect a Legacy Aura (Giant Aura is you will) that makes your character grow to the size of 8stacks of Enrage either in Combat or Always, cannot be stacked so you can only use one per character, and gives those like myself a way to express the size difference without the need of specific build types, that wont be overly daunting then for example converting super mag into one (referring to another Thread), giving us more choice and options. To those that are unsure how big that is, the biggest guys would look like this. (The Dragon in the Middle)
I take this quote from a review that I agree with.
"customisation is so linear; everyone is after the optimal dps:survivability ratio with 0 reliance on other players = autonomous gameplay... Players don't need each other anymore... which in my opinion is a bad thing."
As long as that aura would not combine with the other growth effects.
I have a couple giant-growth toons, so I like the effect at times. On the other hand, super-giant toons in melee often make for an unpleasant play experience for others.
I'd rather they didn't make this an aura, we have a limited amount of aura slots and each cost zen to unlock. I'd rather they left these 0 pt advantages as they are. This is a case of it if isn't broken don't fix it.
Growth was a mistake in general in game, as giant characters tend to have bigger target boxes and collision. They are a problem in basic game play especially when there is finite space when there are a bunch of characters that need to be in an area. And that's ontop of the strain that giant characters put on the server and video card by taking up more resources.
Yeah, but they're pure Hero canon. And that's more importatnt.
Canon doesn't matter if it causes issues with game play and the server in general. Plain and simple. Giant characters also seem to be limited to pairing, IE one good and one bad on hero and villain, beyond the rarely seen epic badguy cosmics they will throw out occasionally.
There are a million and one other "nuisances" from people's auras and power effects. This doesn't even rate.
It actually does. Growth has an effect not just on poly count by having a bigger model, and texture rendering but it also effects the powers used and items and such. And that isn't even on the nuisance of collision detection or general targeting issues which no aura actually generates. So, try again.
**shrugs** My point is that it's not any more significant than a million other things. You can spout all the details you want, but having a big character in a group with me has never made my computer drag, and a bunch of other stuff has. Anecdotal to be sure, but I think you're exaggerating.
Yeah, but they're pure Hero canon. And that's more importatnt.
I'm just going to go ahead and agree with this (despite the clunky use of "canon". Tradition might have been better). Growth powers were something that were BEGGED for in CoX and it's something workable now. Yes, there are occasional drawbacks, but the cat's out of the bag now, and getting rid of it would be a worse idea. It would kill at least three of my characters conceptually.
When did they say they wanted to get rid of zero pt. advantages? I saw them say they're "steering away" and not making any new ones, but I don't think Growth was on their list of "fixes".
Growth was a mistake in general in game, as giant characters tend to have bigger target boxes and collision. They are a problem in basic game play especially when there is finite space when there are a bunch of characters that need to be in an area. And that's ontop of the strain that giant characters put on the server and video card by taking up more resources.
The growth effect only changes the draw-scale then collision cylinder (Difference between being clickable and Colliding with the geometry), I noticed that Artificial life injector and Draysha gas does, it's not like I'm asking for Kiga sized players but an option for those don't even have Enrage and a choice to be bigber if they wanted to, and 8stacks of Enrage size isn't necessarily going to crash the game.
When did they say they wanted to get rid of zero pt. advantages? I saw them say they're "steering away" and not making any new ones, but I don't think Growth was on their list of "fixes".
This is basically in correlation to ID Blades for the Telekinesis update, and speculate if they make Giant Growth separate they could do something like this instead, so everyone has a choice.
I take this quote from a review that I agree with.
"customisation is so linear; everyone is after the optimal dps:survivability ratio with 0 reliance on other players = autonomous gameplay... Players don't need each other anymore... which in my opinion is a bad thing."
I definitely could like size-changing auras that work on the scale of 8 stacks of Enrage w/Giant Growth. If that isn't stacked with anything else, it allows big heroes without being overwhelming.
I definitely could like size-changing auras that work on the scale of 8 stacks of Enrage w/Giant Growth. If that isn't stacked with anything else, it allows big heroes without being overwhelming.
Growth was a mistake in general in game, as giant characters tend to have bigger target boxes and collision. They are a problem in basic game play especially when there is finite space when there are a bunch of characters that need to be in an area. And that's ontop of the strain that giant characters put on the server and video card by taking up more resources.
Epidemic, hurricane, flashy auras, etc., also put strains on server and video cards by taking up more resources. You're not taking away any of that stuff as people have to pay to get it, so stealing one of the few effects that a silver player might get to enjoy is pretty vicious. As stated earlier this is one of those things some people are going to want to build, and saying that someone can't make their own characters with powers like Giganta or Giant Man is like saying no characters with powers like Human Torch or Fire.
Growth was a mistake in general in game, as giant characters tend to have bigger target boxes and collision. They are a problem in basic game play especially when there is finite space when there are a bunch of characters that need to be in an area. And that's ontop of the strain that giant characters put on the server and video card by taking up more resources.
There are a million and one other "nuisances" from people's auras and power effects. This doesn't even rate.
It actually does. Growth has an effect not just on poly count by having a bigger model, and texture rendering but it also effects the powers used and items and such. And that isn't even on the nuisance of collision detection or general targeting issues which no aura actually generates. So, try again.
Allow me to clear up a few misconceptions you have here... Growth effects (baring a few exceptions... Drasha Gas...) do NOT increase the size of your Collision box, you can easily test this by standing as close to wall or physical object as possible and then enable a growth effect. You will notice that you're character does NOT shift away from the wall, nor do physical objects move away from you. Instead you may clip into the wall a little (or a lot depending on your size). If your collision box changed in size then you would have been pushed away from the wall and any physical objects that were touching your collision box would have been pushed away from you. You can even back away and move back into position to further test, and you will find you can move back into the same spot with all it's clipping. If you've stood around in RenCen a lot, you've probably seen countless times people standing inside the feet of giant characters, or flying through their chests. Again, this is because their collision box did not change sizes with them. Target selection on the other hand is affected... to a degree...
Texture rendering, contrary to what you seem to believe, stretching a texture over a larger (or smaller) surface does not change it's render cost. The only factor involved is the scale of the texture itself, in fact, it's effectively more costly to apply a large texture to a small model. Growth effects also do not increase poly count, if you have a box consisting of 6 polygons and you double it's size, you still have a box consisting of 6 polygons, it did not magically gain 6 more polygons as a result of being up scaled. The only reason why a larger model would have more polygons than a smaller one is if it was created that way. However, that larger model would STILL have the same higher poly count even if it were scaled down the same size as the smaller model.
Power effects scaling is more of a case-by-case scenario... there are many power effects that don't scale, hell some of them don't even scale properly with the sliders from the tailor even. There are many effects that if you're character has dimensions exceeding a certain scale will be completely engulfed by your character model. Those effects are completely unaffected by character scale. Some other effects become stretched and less noticeable on larger characters (a result of the texture being stretched rather than duplicated), such effects similarly have no impact additional impact on performance from larger models. The number of effects that actually are more costly on larger models is pretty low. Most particle effects generate the same number of particles regardless of model size (these tend to be more of an annoyance on smaller models as the particles clump up more).
Personally, I wouldn't mind a "size nullfier" device or aura that causes me to see characters as their base size, without any growth effects they might have active. It wouldn't affect how they or everyone else sees them, as I know many people like their giant (or tiny) characters and that's fine. I don't want to take that away from them. I do, however, want to not have giant characters getting in the way of something I want to target, or just clogging up the screen in general.
Think of it as a way of being able to opt out of seeing obnoxiously-oversized characters, and in an aura slot, it'd mean I could choose to only use it during combat, when it matters.
Prediction: This won't be a popular suggestion, but I'm okay with that.
(Hopefully) Useful CO Resources: HeroCreator (character planner), Cosmic Timers/Alert Checklist, Blood Moon Map, Anniversary Cat Map, and more (eventually, anyway).
I prefer being tiny as well. Pity there's no power to grant that as an effect. (Like a variant of Masterful Dodge that has shrinking as a cosmetic effect to justify the character being harder to hit even though they have the same collision box.) Guessing likely because the pvp crowd would object.
Comments
I have a couple giant-growth toons, so I like the effect at times. On the other hand, super-giant toons in melee often make for an unpleasant play experience for others.
Whoever you are, be that person one hundred percent. Don't compromise on your identity.
Silverspar on PRIMUS
Get the Forums Enhancement Extension!
Silverspar on PRIMUS
Get the Forums Enhancement Extension!
Silverspar on PRIMUS
Get the Forums Enhancement Extension!
Silverspar on PRIMUS
Get the Forums Enhancement Extension!
When did they say they wanted to get rid of zero pt. advantages? I saw them say they're "steering away" and not making any new ones, but I don't think Growth was on their list of "fixes".
I take this quote from a review that I agree with.
"customisation is so linear; everyone is after the optimal dps:survivability ratio with 0 reliance on other players = autonomous gameplay... Players don't need each other anymore... which in my opinion is a bad thing."
Whoever you are, be that person one hundred percent. Don't compromise on your identity.
Texture rendering, contrary to what you seem to believe, stretching a texture over a larger (or smaller) surface does not change it's render cost. The only factor involved is the scale of the texture itself, in fact, it's effectively more costly to apply a large texture to a small model. Growth effects also do not increase poly count, if you have a box consisting of 6 polygons and you double it's size, you still have a box consisting of 6 polygons, it did not magically gain 6 more polygons as a result of being up scaled. The only reason why a larger model would have more polygons than a smaller one is if it was created that way. However, that larger model would STILL have the same higher poly count even if it were scaled down the same size as the smaller model.
Power effects scaling is more of a case-by-case scenario... there are many power effects that don't scale, hell some of them don't even scale properly with the sliders from the tailor even. There are many effects that if you're character has dimensions exceeding a certain scale will be completely engulfed by your character model. Those effects are completely unaffected by character scale. Some other effects become stretched and less noticeable on larger characters (a result of the texture being stretched rather than duplicated), such effects similarly have no impact additional impact on performance from larger models. The number of effects that actually are more costly on larger models is pretty low. Most particle effects generate the same number of particles regardless of model size (these tend to be more of an annoyance on smaller models as the particles clump up more).
Think of it as a way of being able to opt out of seeing obnoxiously-oversized characters, and in an aura slot, it'd mean I could choose to only use it during combat, when it matters.
Prediction: This won't be a popular suggestion, but I'm okay with that.