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gameboy1234

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  1. I also go with "comic book magic" here. I guess I'm using a focused beam that doesn't affect the area around it? Some particles have a predictable half life and can be "tuned" to dump their energy only at a certain distance, not before or afterwards. Like gamma radiation used to treat certain cancers. Quantum something something, ok just shoot the bad guys.
  2. I totally agree. I also think the whole League UI should be reworked, including things like automatically displaying everyone's level. But if a gold frame is expedient, sure start with that. (It would be good to get feedback from players what's desired in the new league UI. I have my own ideas but I'm sure there's lots more ideas out there.)
  3. I think we should get some of the newer Halloween monsters to be lore pets that you can summon. The Ancient Vampire would be a great addition, he is so cool and suave. Also toss some Witches in there please. Making some sets that just duplicate existing powers but with a different skin would be great too. More types of "Robots" that just do what other pet sets do would be keen, as Stormwalker mentions. Or you know lore pet customization. Just let us pick which pets we want to appear, regardless of powers.
  4. This isn't a bad last ditch hack sort of thing. Maybe give us a right click menu that allows us to take control of a hostage/pet at a walk speed and move it around. The actual problem is that the path finding doesn't. There's a nav-mesh or BSP tree that the AI uses for the large geometry, like the office building maps, but there's no accounting for small "detail" items that are added to a map later. Things like boxes and litter on the floor, random shelving (esp. if tipped over) and also other NPCs. As a result the AI and pathing algorithm just doesn't "see" these objects. It runs straight at them, and when it gets stuck, it just keeps running straight at them, hoping the problem will resolve itself. Of course for static details it never will, so it's a full stop with the path finding. The correct solution would be to include these objects in the path finding AI. Then it all should just work.
  5. Considering that Athletic Run and friends are now available free in game, I don't see any reason to not leave toggles and passives active just like Athletic Run. Attack powers that require an animation though, yeah those have to be disabled. If you want to suppress just the SFX, that's fine I can get behind that.
  6. I agree with the first part. You can scale the UI and the text, but some windows (like NPC mission intro text) do not scale, and their text is pretty micro. The UI could use a usability pass too, especially from the view point of hi-res monitors are a thing now, and people with aging eyesight are a thing too. However on your comment about Windows calls, I'm pretty sure the whole UI in the game is custom windows done with DirectX or OpenGL. There's no actual windows calls in the code, just one big call to "full screen exclusive" and then after that everything is a DirectX draw call.
  7. I actually have a list... 1. Mastermind customization. Probably hard to do but tons of requests for it, it's high on my list of things I'd really like to see. 2. Lighting. The lighting in this game is weird and inconsistent. Needs a pass to get a handle on it. I assume some combination of wonky scripting and wonky shader code is causing the problems. Would take a lot of time to sort out, methinks. 3. Collision detection and response is weird and bad. Also needs a pass to figure out and get it working better. Likely needs both client and server changes. 4. Red side needs attention. We've talked about this a lot so I'll leave it at that. 5. Long skirts and probably tunics and loin cloths too for both men and women. Some other basic choices in the costume creator like a "leg detail" option (just like we have chest detail). 6. League code needs attention. Shouldn't scramble on zone load, and there could be some usability passes too with the UI. 7. Hats with any hair. Needs tech. 8. All gravity geysers need to die in a dimensional warp. Replace them with teleporters or something that works. OK that's probably enough nonsense out of me.
  8. Yes, I mostly remember the comics she made, using images taken in game as the panels. They were pretty good actually, at least if you weren't involved in any other sort of drama. Her "spiritual successor" game last I saw was being run by someone whose sole interest seemed to be "my scripting language that I invented solves all problems." Things were pretty much dead, and this was over about two decades ago.
  9. Fortunately there's no milk salvage in the game, so we're not really worried about it going stale. Though that regenerating flesh does get kinda manky after a while, and don't even talk to me about what a demonic blood sample smells like after sitting on the ah after a week.
  10. I'd support this. I suspect that the Auction House isn't really fair when it sells items. Sometimes software like databases says certain operations are "random", but what they actually mean is that the operation isn't specified. It might not (and probably isn't) random at all. So when two people sell the same item for the same amount of money, the DB might choose to ignore one offer consistently, and therefore some offers might never be chosen. I bet there's a lot of offers for items that are exactly the same price, like 1,000,001 and 2,000,001 Inf. It's a very common price point. So if the date of offer is available then the software could choose the oldest offer. If two items are available for the same price, let's say for 1,000,001 and one was posted on Jan 1, and one on Jan 2, then choose the Jan 1 offer first. This prevents offers from going stale and ensures that everyone gets their bid chosen eventually. This might take some work, but it could start with just adding the offer date to the database, and displaying it to the user. It's a first step. (I don't personally care about stale bids. If I can't remember when I posted it, it's time to re-list it.)
  11. I'm still sticking with this: "the current implementation just makes the upgrades into busy work without any interesting or fun game play value." There's no real argument against making the upgrades passive powers, other than developer time (which I can totally see). A passive isn't that much different than a what we have now, just two less buttons to mash. I'd love for some functionality to replace it, but I don't see what that would be atm. Once you get to fast moving or tricky incarnate content, MMs can fall apart pretty quickly. Pet pathing is awful, your "powers" can get stuck behind random objects, and they can inadvertently aggro things or mess up the mission by using the wrong power. Frankly a lot of times I just don't summon the pets, and I'll roll with my secondary. In some content they're fine, I'll smash through an ITF with my bots just fine. But other content is really designed around a single player, not a single player towing a bunch of pets. I'd like some way to lock my pets in a phalanx behind me so they just automatically travel wherever I go, but that probably wouldn't actually cut it for most people, so I'm still at a loss for what would actually help with higher level content.
  12. Yes, like that! ... Now I'm scarred for life after viewing that. It's like, the King in Yellow of Baby New Years.
  13. It would be a cool addition to the Mapserv event if they added waves of Baby New Year to the monster spawns.
  14. yeah that one stung a little too. Ouchie.
  15. You can also clear your target with Esc, and then mash the upgrade power twice. They work just like any other targeted power. The first mash with a clear target selects the closest available valid target, the second mash fires off the power. My cursor can often get lost in the screen confusion, I find this more reliable than trying to click when things are really happening fast.
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