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Re: Number of costumes at launch question

Posted: Mon Jul 23, 2018 1:49 am
by dart 2007
I would have to agree with Mage, however I am not sure if that is what they are talking about? The way that I read the poll is that you have your character. Then you would have so many different costumes for that character. After reading some of the comments I kind of feel like they meant how many different costume sets do we want them to have for us to pick and choose parts from? Like the Armor set to take a chest piece and an Arcane set for the legs, or a Bug set for the head piece. If you guys are asking how many costume pieces we should have, I say just do your best. More can be added through later updates, like another part of the ship has opened revealing a new set of enemies that have managed to sneak their way on board, things like that. However if they are asking "How many costume slots should each character have at launch?" I think one would be sufficient with more added at a later time.

Re: Number of costumes at launch question

Posted: Mon Jul 23, 2018 3:55 am
by Avatar PDM
We're working on a bunch of the issues listed in this thread.

I cannot tell you all just how useful it was to have a character creator alpha last year. Not only did we get feedback on what people thought of the system we had built, we also got a lot of intelligent discussion of the features we need to add.

Since the alpha, off the top of my head, we've done the following:

1. Completely re-built the character models (again) to make sure that we have them optimized, I think we've done this twice, in fact, for purely technical reasons.
2. Rebuilt the costume templates we use to build all of our costume pieces. We're actually doing that again right now, as a subtle quality improvement.
3. We've created six or seven completely new costumes.
4. We've coded two entire systems to allow players to mix and match costumes pieces in the run-time game. We about to decide which technical path to follow.
5. We hired four new costume artists, including one who was recruited away from us by a large studio because his work was so good (we still have his work products of course).
6. We've reduced and refined the list of morphs (the alpha told us we had far too many) for characters. We have one more round of this to complete, and then we think we'll have the CCT in "launch condition" for the Beta.

As I write this note we are researching and hopefully creating a new workflow to take advantage of some technical improvements in hair modeling within UE4, and to establish an upgraded workflow for the creation of new hair models.

And we have a rally cool new costume that sort of brings together many of the elements above. Actually we should showcase that one pretty soon.
just out of curiosity a short question: How will the background in the character creator look like?
I just wondered, because I thought it would be kind of cool having it in a kind of 3D effect room. (you know some black room with maybe green lines simulating the 3 D effect, which gives also some kind of size feeling (maybe showing a hight graph);
just a thought, maybe you like it :)

Re: Number of costumes at launch question

Posted: Thu Jul 26, 2018 4:38 pm
by A1fighter
I would have to agree with Mage, however I am not sure if that is what they are talking about? The way that I read the poll is that you have your character. Then you would have so many different costumes for that character. After reading some of the comments I kind of feel like they meant how many different costume sets do we want them to have for us to pick and choose parts from? Like the Armor set to take a chest piece and an Arcane set for the legs, or a Bug set for the head piece. If you guys are asking how many costume pieces we should have, I say just do your best. More can be added through later updates, like another part of the ship has opened revealing a new set of enemies that have managed to sneak their way on board, things like that. However if they are asking "How many costume slots should each character have at launch?" I think one would be sufficient with more added at a later time.
Yea I was thinking how many costumes sets, as in costume parts like ninja pants, head, shirt, stuff like that. Or a samurai leg, head, hands parts, etc that will count as one set.

Re: Number of costumes at launch question

Posted: Sat Jul 28, 2018 1:18 pm
by Eulb
Cunsultant TY or you hard work ...
We're working on a bunch of the issues listed in this thread.

I cannot tell you all just how useful it was to have a character creator alpha last year. Not only did we get feedback on what people thought of the system we had built, we also got a lot of intelligent discussion of the features we need to add.
I see the work and want to encourage you that the work does not have to be " WOW " ... the work does not have to be perfect before launch
the Work you DEV's have done is grate ... and the refinement and tweeking and polishing will make the game " WOW " ever after the launch
I willing to work with grate and rejoice with " WOW " when you DEV's have put it in

remember that the game will GROW into WOW ...

Re: Number of costumes at launch question

Posted: Fri Aug 03, 2018 9:13 pm
by Strife3
I liked the Idea what CoH did using icon, opening character outfit slots as they level.
Personally I think they should give 3 to start and earn up to 5 more.

Your main look, a secondary team look and if you have a normal life like most heroes a plain look.
Sorry Strife, I believe that was a different topic - they meant here actual costume pieces like space look, cowboy look, soldier look etc. if I understood it right (if not than I would have to rearrange my post here myself ;) )
(just mentioning it, that you can give your opinion to that question too :)
What I was getting at was at Launch we had one outfit, It was fine and when they added Icon we got more. I guess I should have said that in my first post.

Re: Number of costumes at launch question

Posted: Sat Aug 04, 2018 6:53 am
by Consultant
Adding a couple of thoughts:

The original question was intended to be how many costumes sets do you need to have, to create one costume for each of your characters? How much raw material is needed as a starting point, in other words. I think we determined that COH had about a dozen at launch. I can predict now that we will be a bit above that level at launch, which is why we are focusing on getting a variety of costumes. So players can mix and match and produce substantially different looks. And we will be adding more stand-alone pieces. For example we have a plan to develop 5-10 new helmets before launch.

As for the background in the character creator, a room with a sci-fi feel is the standard thing that everyone seems to be doing. Our original plan was to let players choose from a couple of settings, and we still like that idea. Just this week we saw some really cool pictures of the city at night, and it was suggested that this could be a background for the CCT. It kind of depends -- if you want to create a mostly white costume, then a dark background might be good. If you are creating a mostly black costume you might want something lighter as background during creation, to give better contrast.

Re: Number of costumes at launch question

Posted: Mon Aug 06, 2018 2:36 am
by Avatar PDM
Adding a couple of thoughts:

The original question was intended to be how many costumes sets do you need to have, to create one costume for each of your characters? How much raw material is needed as a starting point, in other words. I think we determined that COH had about a dozen at launch. I can predict now that we will be a bit above that level at launch, which is why we are focusing on getting a variety of costumes. So players can mix and match and produce substantially different looks. And we will be adding more stand-alone pieces. For example we have a plan to develop 5-10 new helmets before launch.

As for the background in the character creator, a room with a sci-fi feel is the standard thing that everyone seems to be doing. Our original plan was to let players choose from a couple of settings, and we still like that idea. Just this week we saw some really cool pictures of the city at night, and it was suggested that this could be a background for the CCT. It kind of depends -- if you want to create a mostly white costume, then a dark background might be good. If you are creating a mostly black costume you might want something lighter as background during creation, to give better contrast.
thank you again for your update :)
well I have to admit, I kind of like that look ;). But anyway, if we can choose from different settings that sounds like there should be something around for everyone :) Great for me :)