Agreed. With the improvements proposed by crypticjoejing in this thread and the costume bug chasing being done by callevista in Havelock's tailor thread, I'm begining to think they really are attempting to work miracles :D
Wow really? In that case I'll go and sit in the corner doing the happy dance :D On a serious note, it really is great to see you guys pushing to get things fixed and make improvements to character customisation.
Here's a few costume issues I've noticed over the past few months. Spire Uniform and Gorn First, if you wear the open neck variant, there's a visible gap between the skin and the shirt. Second, if you wear the tight pants and select to have to bare Gorn feet, there's a distinct difference in bulk between the bottom of the…
Well in that case, misunderstanding cleared up and we're in agreement :D And for the record you're English is pretty good, certainly better then if I attempted to speak in whatever your native language is :P
No offense but that makes no sense whatsoever. What I asked was if the height listed at the tailor could be made to reflect any changes made to leg and torso length. So, for example, if your character has a starting height of 6' and you add another 6" in height through making the legs longer then the height listed at the…
Yes you're right. I decided to do a bit more experimenting, this time with one of my own characters. As you can see, he's got a listed height of 6' 1" and his leg and torso length sliders are pretty much in the middle. This is him standing next to a crate in his normal appearance. This is him in the exact same place, but…
Really? Well if that's the case then I think the tailor needs some fixing. Using a freshly created Human female as an example, her height is listed as 5' 11" and I've left the leg and torso sliders at the default position. You can see the top of her head is roughly in line with the bottom of the top boxes at the sides. Now…
Well that's good to hear because, like most of the other posters, I really couldn't see any difference between the 2 pictures you linked. Whilst we're on the subject of sliders I have a question. When altering the leg and torso length sliders, would it be possible to have a real time update to your character's listed…
As someone who's had to spend a lot of time in the tailor tweaking costume after costume to try and put my toons back to how they were before you "updated" character models previously, you'd probably think I'd be against this. However, and I want to make this point extremely clear, so long as we can get our toons back to…
Sorry OP, I may be wrong here, but all I'm getting from your suggestion is that you want to try to force players to conform to how you think they should look, e.g. in a battlezone - wear visible armour. But instead of saying that outright, you came up with a convoluted tailor system to try to condition people into wearing…
I'm experiencing the same thing at low speeds in sector space. A quick way to replicate it is to exit Deep Space 9's system map and then use the map to auto navigate to a new location, for me it's usually the fleet mine. As you ship turns slowly towards the fleet mine it just spins on its pivot point staying flat to the x…
Glad I'm not the only one experiencing this. Whilst I can't say I've experienced being locked into full impulse, not being able to do a quick full impulse hop is a pain in the rear and the lockout period has caused me to overshoot targets several times.
They've been updating character models again, there's a thread in the Tribble forums that discusses the new head models and complexions. It also has several mentions of the new body shape and just been baby-oiled body look.
Well I guess the Mirror Mogai might be nice for the skin. Although I would've preferred a Mirror Ar'Kif so I could try using the skin from that on my Fleet Ar'Kif, seeing as the fleet skin is still not working properly for that ship (Yet another triumph for Cryptic Q&A :rolleyes:)
Wow, just wow. I thought the arrow of "Hey it's over there Dumbass" looked terrible in the picture, then like centersolace I actually tried it in game. There are no words adequate enough to describe how laughably bad that arrow icon is. Please tell me it wasn't designed by a professional but rather the work experience kid.…
When I first looked at your comparison picture I didn't notice much difference other than the obvious mouth update and hair colour change. However, after looking at it more closely for a while, I did notice that the scar position is different. It's almost touching the hairline on Holo whereas there is a notable gap on…
Thank you for your continued feedback and input crypticjoejing, whilst I can't speak for everyone I do appreciate your giving us some insight into the reasons behind some of the things you do. Whilst I like most of the work you have done on the new heads and complexions my main complaints are still that smirking mouth and…
Now I've finally managed to get myself onto Tribble to compare the new character models, here's my thoughts. The good stuff. Using one of my Romulans as an example. She uses the Romulan 2 head type and the Standard 01 base complexion. The Tribble version, for me, looks better. Her skin seems to have a bit more texture to…
For me, the best looking Starfleet ship is the Luna class. I've always preferred Starfleet's more quirky looking designs over the classic Constitution/Galaxy/Sovereign style, which is why the Nebula and Akira are also 2 of my favourite Starfleet designs.
Whilst in theory it sounds like a nice idea, all it seems to boil down to is free dilithium, marks etc. Apart from Romulan Boffs with the Superior Romulan Operative trait, most other Boffs can quickly and cheaply be replaced from the exchange. Say for example I let my Very Rare Andorian Tac Boff go off and command his own…
They definitely cranked up the spawn rate. As of yesterday the rifts were spawning almost faster than I could close them. I did a run last night where I cleared 4 rifts from around a power substation, moved off to close another, by the time I'd done that and turned around, 3 more rifts were open around the substation again.