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Xing

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  1. Sorry to necro a post, but I just started working with controller setup and I'm having this exact same problem. Unfortunately, the workaround does not work for me, so I'm stuck with right trigger not working as a modifier. I'm using the same hardware (Microsoft XBox 360 controller, wired). As a strange twist, the problem happened just today. The trigger worked as a modifier last night when I first set it up, but now doesn't work at all. I turned off the game, turned it back on, I noticed my binds disappeared so I loaded them from the file, and the right trigger isn't working. The Keymapping tab of the options window does seem to recognize it as a modifier (for example, the Alt2 Tray Slot 1 is set as "Right Trigger+X Button), but when I press it, it doesn't fire. Does anybody have any suggestions about how to fix this?
  2. Bottom line up front: I suggest that debt be incurred when a character uses the “Transport to hospital” function instead of when they are defeated. Given: Four of the 13 “defense” sets have self resurrection powers (two of them are tier nine) and eight of the 16 “support” sets have teammate resurrection powers. (I used Scrapper and Defender sets in this example). With the current system of debt being incurred when a character is defeated, being defeated is considered the “fail state”. Players are therefore building characters with the intention of making defeat something to be avoided at all costs. Players are given a disincentive to select powers designed to resurrect, as resurrecting occurs after the “fail state”. I believe: No power should be considered a “dud” power. While not every power will work with every build, the game should not be designed to actively discourage any particular power. A Hero (or Villain) doesn’t fail when they get knocked down, they only fail when they don’t get back up again. Therefore I suggest: The system should be changed so that debt is incurred when a character uses the “Transport to hospital” function instead of when they are defeated. I think: This will encourage more players to take self-resurrection and team-resurrection powers, leading to more mid-battle resurrections. Mid-battle resurrections have the potential to dramatically turn the tide when done properly. This will encourage more players to design for less than “Soft-cap” defenses, leading to more diverse builds. This fits thematically with the lore of CoX. The “Transport to hospital” mechanic is a service that the taxpayers of Paragon City (as well as the patrons of the Rogue Isles, and the dictatorship of Praetoria,) provides to its citizens. The debt should be incurred when the service is used. Some potential issues with this change may be: Resurrection powers, self-resurrection powers, and/or powers affecting defeated allies may become overpowered. Vengeance from the leadership pool and Fallout from the Radiation Emission pool in particular may present challenges. Debt (and therefore debt badges) may become more difficult to accrue. Characters with self-resurrection powers will be able to self-rez with no penalty, theoretically allowing them to steamroll all content with no debt and no trips to the hospital. However I argue: Better is not the enemy of perfect. Powers that need adjusting can be adjusted as the need arises. Defeat powers are designed to be powerful because defeat is uncommon. I do not think defeat will suddenly be everywhere with a rash of characters being built as sacrificial lambs to abuse Vengeance. If there are, balance issues can be addressed as needed. There are still plenty of ways to accrue debt. Resurrecting does not eliminate the threat that initially defeated the character. If a character is not powerful enough for the game content they are attempting, resurrecting back into the content will not give them an unfair advantage. A note regarding toggles: I have seen arguments regarding toggles and how they should be handled regarding defeat and resurrection. Some have advocated that toggles should be suppressed instead of detoggled, so that when resurrected the character does not have to reactivate their toggle powers. I respectfully disagree. I believe: From a gameplay standpoint, self-resurrection powers distinguish themselves from each other based upon the secondary effects that come with the power and how the rest of the set works. Choosing whether or not to reactivate the toggles is part of the mid-battle decisions a character must make. For example, Fiery Aura’s “Rise of the Phoenix” does extreme damage as well as knockback and disorient to enemies around the character and resurrects the character with “about half of [their] Hit Points and Endurance” (according to https://hcwiki.cityofheroes.dev/wiki/Fiery_Aura). This can (in theory) give the character breathing room to either make a retreat or start reactivating defensive toggles. Compared to Regeneration’s “Revive” which resurrects the character with “most of [their] hit points and half of [their] endurance” (according to https://hcwiki.cityofheroes.dev/wiki/Regeneration). While this does not provide the breathing room of “Rise of the Phoenix”, Regeneration also has “Moment of Glory” which can be activated immediately afterwards to either retreat or get back into the fight. From an in-game lore standpoint, I view self-resurrection after defeat as a character drawing on inner strength to get back up again. The character has been defeated, and their endurance to maintain their super powers is depleted. Therefore, I believe it makes sense that they would have to focus to reactivate their powers again. Regarding teammate resurrection powers, these powers are used by support classes. As such, these classes can support the resurrected character while they retreat or get back into the fight.
  3. I never knew that you get full rewards for partial damage. Thank you for changing my mind about Confusion. This opens up new possibilities I previously considered worthless.
  4. I think this is a neat idea. I have been wondering how the initial missions that make the Hellions disappear worked. While there may be technical difficulties implementing it, I would love to see this. It may even open up opportunities to introduce new things. Off the top of my head, perhaps a new class of burglars would be introduced to try to avoid the attention of the new hero in town making waves. Or perhaps stronger Freakshow opponents would start roaming the streets only after you angered them by completing the Freaklympics story arc.
  5. As someone who has already hunted many exploration badges but would like to read the hard work @Nayreia has written, is there a chance the tips can be posted somewhere else (perhaps on hcwiki)?
  6. With the discussion about Infiltration being slotted with Universal Travel sets to improve both run and jump, I’m reminded of a question about Mystic Flight. If Mystic Flight is slotted with Universal Travel sets, will Translocation be improved? If not, is that a bug, or by design? If nobody knows, I would greatly appreciate it if someone could test it while all the other Travel Sets are being tested. (I’ve not been able to get on live, much less Beta, for a couple of months due to real life obligations.)
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