
TheMoneyMaker
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TheMoneyMaker last won the day on March 30
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I thought you were going to propose turning Paragon City into a nudist colony, but I am on board with the cubes thing. Of course, why not combine the ideas and make it naked cubes?
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Is that the new super secret Snarky dance emote?
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What would you do if you were a DEV?! (Fun Ideas Talks)
TheMoneyMaker replied to SSR's topic in General Discussion
Definitely -
Rename/Rework Dual Blades: Dual Wield
TheMoneyMaker replied to Wravis's topic in Suggestions & Feedback
You missed my previous post, then. It is not one precedent. There are several examples. Battle Axe Infernal Axe has a fiery aura but deals no fire damage. Romulus's nictus-infused axe deals no negative damage. Rikti Axe doesn't deal energy damage. Broad Sword and Katana Greater Fire Sword is identical to the fire sword in fire melee attacks, but it does not deal fire damage. Greater Fire Sword (SHOULD be labeled as Greater Ice Sword) is identical to the ice sword but deals no cold damage. Rusted Blade does not deal toxic damage. Carnival of Shadows Rapier has an energy aura but deals no energy or negative damage. PX-17N is an energy blade but deals lethal damage. VK-99 Event Horizon is literally a tube --not blade-- of energy but still only deals lethal damage. Romulus Nictus sword does not deal negative damage. Fire and Ice - Elemental is a vaguely sword-shaped flame, not even an edge like the swords in the Fire Melee power set. Lethal damage only. Claws RG-Blades are composed of energy but only deal lethal damage. Staff: Vanguard MAGI Staff has energy swirling around it's end but only deals smashing damage. Tech Knight Staff has an orb of electricity sparking at the end but only deals smashing damage. Stone Melee You can choose between standard Original stone, Lava, and Crystal, but choosing Lava does not add any fire damage. War Mace War Mace, Barbarian Mace, and Jack in Irons Club has big spikes (way bigger than the standard studded mace) protruding from it but deals no lethal damage. Tech Mace is a cube with flanges sticking out and arcs of electricity, but it only deals smashing damage. Carnival of Light/War/Vengeance mace has blades surrounding a magical radiance, but it does not deal lethal or energy or any other kind of damage but smashing. Lava Mallet, like Stone Melee, does not change the damage type. Vanguard MAGI Mace, like the Staff, does not change the damage type. Power Maul has vibrant electricity arcing all over the head of the mace but deals no energy damage. Tech Knight Mace, like the Staff, has a ball of electricity sparking at the end but still only deals smashing damage. Add to that the Dual Pistols change that added crossbows even though the dual pistols only shoot bullets and not crossbow bolts... and we have various beam rifles in the assault rifle category letting them shoot bullets, and bullet type firearms in the beam rifle category. Why do bang bang guns shoot zap-zaps and zap guns go BLAM BLAM? Because we can all suspend our disbelief enough to have fun with things and come up with our own explanations for why things work the way they do. If someone wants to wield dual blunt weapons and chooses to ignore the fact that mechanically they are dealing lethal damage, then let them enjoy that. And you can feel that it's easier to just create another set, but until you are doing the work programming the game, your feeling holds no real weight. Personally, I feel like it would be a whole lot easier to add weapon models to an existing set than it would be to copy & paste an existing set, change all of the damage for each attack from one type to another, strip away all instances of allowed weapon models, then add new weapon models to it, and then on top of that alter the dialogue in power names and descriptions to reflect the changes made. Sorry, the "I feel it would be easier" argument just doesn't hold any water. -
For those interested or who have tried but didn't like their results, I've been doing more research on directing suno.com results with meta tags (stuff in brackets). Some examples below, and you can learn more about it here: https://jackrighteous.com/en-us/blogs/guides-using-suno-ai-music-creation/understanding-suno-ai-a-comprehensive-guide-to-metatags You can include these right in the lyrics if you are writing your own (or getting assist from ChatGPT or other source), and/or include them in the description if you aren't writing the lyrics yourself or in the style section if you are. Arrangement and Structure: Helps organize the song’s structure and flow. [Intro] or [Intro: ambient synth pad] Defines the song's introduction and/or what the introduction should sound like. [Pre-Chorus] Part of the song that leads into the chorus. [Chorus] or [Chorus: layered vocals, anthemic] Defines the repeated lyrics of the song and/or gives directives for the nature of the chorus. [Post-Chorus] Adds a section after the chorus. [Catchy Hook] Emphasizes a catchy, memorable part. Your hook could be part of the chorus, or you tag it separately. [Verse] Each verse of the song should start with this tag, though you may also wish to number them, such as [Verse 1], [Verse 2], etc [Bridge] or [Bridge: stripped down, acoustic guitar only] Defines a change in the music and/or creates a specific sound for the bridge section. [Break] Creates a brief pause. [Interlude] or [Interlude: increased tempo] Signifies a musical shift between other parts of the song. [Outro] Defines the ending of the song. [Fade In: saxophone] Gradually introduces an element. [Fade Out] Gradually lowers volume to end the song. Vocal Direction Tags: These guide how the AI performs the vocals, including gender, tone, intensity, and vocal style. [Male Vocal] Assigns male vocals. [Female Vocal] Assigns female vocals. [Duet] Creates a vocal duet. [Choir] Adds background choral harmonies. [Spoken Word] Introduces spoken lyrics. [Vocal Style: soulful, husky, deep male] Instructs the AI to generate a deep, soulful male vocal. [Vocal Emotion: energetic] Adds an energetic, enthusiastic performance quality. [Vocal Effect: auto-tune, echo] Applies specific effects to the vocal, giving it a modern feel or spacey vibe. Instrumentation Tags: These influence which instruments are used and how they’re played. [Instrumental] No lyrics or ad libs. [Instruments: piano, lo-fi beats, ethereal synths] Specifies the core instruments for the track. [Guitar: electric, bluesy riff, reverb] Adds a particular style of guitar sound. [Piano Solo] Adds a piano melody. [Bass: driving, groovy, funk influence] Specifies a bassline that gives the track a strong, groovy foundation. Rhythmic and Dynamic Tags: These provide detail about the beat, tempo, or rhythmic qualities. [Beat: syncopated, upbeat, complex] Defines the rhythmic feel of the track. [Tempo: slow, 70 BPM] Sets the speed of the song. [Dynamics: soft verses, powerful chorus] Controls how the intensity of the song changes across different sections. Mood and Atmosphere Tags: These can tailor the emotional undertone of the track. [Eerie Whispers] Adds faint, unsettling vocals. [Ghostly Echoes] Creates ethereal reverb effects. [Mood: dreamy, melancholic, nostalgic] Guides the overall emotional vibe. [Atmosphere: spacious, cosmic, ambient] Creates a particular aural environment for the song. [Ambience: field recording of rain, street sounds] Adds extra auditory layers to set a particular scene. [Building Intensity] Increases the song’s energy gradually. [Climactic] Drives the song to a peak moment. [Orchestral Build] Adds sweeping orchestration. Genre, Style, Cultural, and Regional: These can put a specific sound to your music. [Celtic Fiddle] Infuses traditional Irish folk elements. [Hip-Hop Beat] Incorporates Hip-hop rhythms. [Rock Fusion] Blends rock elements into the mix. [Synthwave-Pop] Merges retro synths with modern pop.
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What would you do if you were a DEV?! (Fun Ideas Talks)
TheMoneyMaker replied to SSR's topic in General Discussion
For this one, I might even hold an open contest to let players submit ideas and have the GMs and community reps judge the best ones so that quality & decorum are observed -
What would you do if you were a DEV?! (Fun Ideas Talks)
TheMoneyMaker replied to SSR's topic in General Discussion
Some other thoughts pertaining to bases I would try to tackle as a dev: More floor and wall objects (plates) that can be used to create more distinct looks within large bases that have numerous internal walls More debris, including the ruined cars from the tutorial (not the same as ones we currently have) and ruined military vehicles (found in RWZ) Add police vehicles, decals, and other stuff to create the illusion of our own PPD base (or PPD section) More door choices, duplicate some of the illuminated VFX that exist but in other colors if they can't be made to be tintable More NPC variety, definitely including trainers because right now it looks like our choice is Midnighter, Vanguard, or Arbiter. We need a generic hero trainer and maybe a wizened looking kung fu master. Would also like to include a variety of police, military, Vanguard, Arachnos, and possibly other individuals to stand around and give the illusion of a non-civilian themed base being populated. Other individuals would include the PPD/Arachnos drones as well as the hazard zone Reconnaissance Officer & Combat Medic. Vomit guy NPC Look at making the existing NPCs semi-interactive with the same tech that has civilians in the streets give a specific kind of information based on what letter their name starts with. Teleport "portals" that look like other things, such as mission doors, hatches, and even just a small clicky. The enormous swirling lights thing is not aesthetically pleasing in every instance. TVs with alternate images on the screens a sound effects tab with placeable sounds that can be heard but not seen. The gas station stuff seen in that one spot in Kallisti Wharf War walls, because they're everywhere else. Why can't we put them at the edge of our base? I'd also reskin the coffee cans and MRE canned goods with some funny COH inspired products, like Positron Peanut Butter, Hero Corps Chicken, Citadel Canola Oil, Manticore Cheese Dip, Flambeaux Hot Sauce, Dillo Pickles, Synapse Snacks, box of Shadow Shard cereal, Swan Soup, and just because (but minus the trademarked actor/character face).... -
Rename/Rework Dual Blades: Dual Wield
TheMoneyMaker replied to Wravis's topic in Suggestions & Feedback
I don't think that's a valid complaint considering that other weapon sets have examples of things that don't really fit the damage type of the set. -
Rename/Rework Dual Blades: Dual Wield
TheMoneyMaker replied to Wravis's topic in Suggestions & Feedback
See my above post regarding Titan Weapons. No need to switch damage, just let it be lethal damage blunt weapon models. -
Rename/Rework Dual Blades: Dual Wield
TheMoneyMaker replied to Wravis's topic in Suggestions & Feedback
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Just make a costume and upload the file next time, and maybe just tell people what they are allowed to change. "Here's you're costume. You can choose your own face, hair style & color. Everything else has to remain the same."
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- angels of avalon
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Just added 6 origin-specific songs (basic 5 plus incarnates). Here's the link to the whole Origins & Archetypes playlist, my unofficial COH album: https://suno.com/playlist/4f75ac1c-2d73-418e-8fb7-4ad8a299f4ba
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Instead of a damage aura/proc, I'd rather see regen give a damage boost to your attacks like you know regen doesn't avoid or stop damage and you heal faster, so you lean into the enemy attacks to hit them harder.
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I'm sure those SGs exist
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- angels of avalon
- supergroup
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This. This is what's too much, not really the length of your post. Way too specific. I get wanting to build a sense of unity, but you might as well just make an official costume and upload the file here, tell people they must use it as is. 🤪
- 25 replies
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- angels of avalon
- supergroup
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(and 2 more)
Tagged with: