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Add an option to disable the inherent fitness powers
gameboy1234 replied to gabrilend's topic in Suggestions & Feedback
Yeah, this. This just occurred to me, but I often play 8 ft. tall characters with wings, and Council maps and Oranbega maps are hell for me. I made a small toon with no speed powers (because role play) and suddenly Oranbega and Council maps made sense. They were actually navigable! I wonder if in addition to a "move slow" key bind or power we could also get a "make my hit box smaller" option when we are using the slower speed movement. Seems reasonable if you're moving around carefully you'd not hit into things as much, so it seems like a fair trade off. Well just a thought, I don't know if the server code would like this. -
Add an option to disable the inherent fitness powers
gameboy1234 replied to gabrilend's topic in Suggestions & Feedback
Many first person shooters basically have you sprint all the time, and control or shift is used for "move slowly" though it's often also crouch. Making a bind for both "move slow" and "move regular" is a nice idea, would let folks set it up as they wish, with either as the default. -
Add an option to disable the inherent fitness powers
gameboy1234 replied to gabrilend's topic in Suggestions & Feedback
There's speed suppression in-game already. When you attack your movement is suppressed. I wonder if that could be leveraged to provide slower movement speeds. There's some times in game when you want less speed and more precision of movement. It's hard to get that without turning off your travel powers, especially super speed. I wonder if a key bind could be provided to make a cap so we could move more slowly when needed. Something that could be activated as a chord key. Like Control-WASD could be used for slower more precise movements. That way I don't have to click any powers on or off, just hold down Ctrl to get it. Of course the same keys could be used to move more slowly all the time if you set it that way. -
This is actually quite nice, and would be a great way to get people vested in the idea of a new type of base. I assumed that the devs would just whip up some pre-sets for the bases; allowing the community to contribute would unload some work from the devs and also likely produce some really interesting designs.
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There's also this Kusari kama (or Kusarigama) which is a sickle with a weighted chain attached. It might be a good starting point for folks who want a ranged plus melee option for a new power set. (Also, I found this image on KarateMart.com, something Paragon City doesn't have but totally should.)
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I like the idea of no-effort bases that just sort of appear. It would be good for newer players and those who don't want to make an effort to deal with the rather funky base building UI. A trophy room is cool, but I use bases for their utility. Base portals, crafting stations, salvage and enh storage, that sort of thing. If those come with the trophy room that's even better. A batcave style trophy room where the trophies are three-D would be extra cool. I'd like to see a mix of cool eye candy and useful items, maybe both could be added just based on how many missions or other accomplishments gets added to the base.
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Gotta second this. Just logged into my Dark/Ice defender and Shadowfall has the same huge pom poms on the hands. Some ideas: Just change the transparency to 50% or a little less, that would let us see through the effect and make it less severe looking. This would probably help the really heavy "ground fog" effect of Shadowfall too. Or maybe draw the SFX in such a way that the character model is drawn "on top" of the SFX. Some SFX work this way I think, like the Leadership pool. Those SFX seem to surround the character rather than be drawn on top of the character.
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Masterminds' henchmen upgrades should be autopowers
gameboy1234 replied to temnix's topic in Suggestions & Feedback
Back on live, the upgrades only affected one pet. And the recharge of each summon was a bit longer, so when pets started to die it became very "strategic" how you summoned them and which you chose to upgrade. A "hot door" could be a particular challenge. Now with the AoE pet upgrades it's just busywork. Summon, upgrade everything. Honestly I think I'd take a larger recharge time on the pet summons to avoid the busywork. It would make the pets a bit less expendable, because you might not have that summon power up when you need it. I think this would be worth it to get rid of the busywork. Of course, in many cases you could just more slot aggressively for recharge, but that's kinda the point. It would shift the power selection around to more interesting power choices, IO sets, etc. -
kheldians My hopes for the Kheldian Rework - PeaceBringer
gameboy1234 replied to Laucianna's topic in Suggestions & Feedback
EDIT: OK, I see an answer was provided a couple of posts past these. Interesting, I'll have to take a look at those. What the heck are "changeling binds"? Are those just macros/binds that shift your forms? Like /bind b powexec_name Dwarf or something? -
Mastermind Pets need survivability buffs
gameboy1234 replied to TheSpiritFox's topic in Suggestions & Feedback
He's trying to differentiate between leveling up, and leveling down. Because that allows him to pretend that your argument is invalid and therefore doesn't need to be considered. -
Mastermind Pets need survivability buffs
gameboy1234 replied to TheSpiritFox's topic in Suggestions & Feedback
I'd like to see the pets not die every time I change levels (due to being on a team or league, most of the time). Honestly I don't know if this is feasible but if the pets could just level up or down with my level that would be ideal. Also ideal: once summoned, pets just appear and disappear with the level changes, no need to re-summon them when my level goes up again, they just show up. Very handy on large leagues when there's a leadership shuffle (which always seems to happen) and everyone's level yo-yos around for a while. Other ideas: make the pet buffs inherent rather than targeted click powers. If the MM has the upgrade, the pets get the buff when summoned. This shouldn't even need line of sight or anything, just make the check as part of the summon process. Making pets equal to your level seems like it would be easy, even if the pets are still relatively weaker. Maybe increasing the recharge time of the summoning power would balance this. (Pets die less easily, but if they do die the power has a greater chance of being on cool-down.) -
From the wiki: "This command only works if the game client is in Windowed mode/screen. To set the maximum FPS for Fullscreen mode, use the Refresh Rate slider in Options--> Graphics and Audio--> Graphics." So it looks like the /maxfps command doesn't quite do what the OP wanted, and we do have an option for that already in the UI.
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I think most groups are actually based on Origin. So Hellions are Natural plus some Magic. Skulls are the same, they just happen to specialized in Black Magic rather than Demons / Hell. (I also think there's an aspect of "re-use whatever power-sets we already have made up.") Clockworks (primal) look like they're Technology but they're actually Mutant (Psychic). Crey is Science. Sky Raiders are Technology. Etc. "Ice" tends to be magic (Circle of Thorns) or Science (Crey) or Mutant (Outcast) or whatever origin fits with what the devs wanted to do. I don't think it's a group by itself, it fits into other groups (the Origins) as needed.
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Super Strength for Scrappers please
gameboy1234 replied to UberRod's topic in Suggestions & Feedback
If the devs can't "fix" Super Strength, I wonder if the could give us a different version of SS that works differently, and just let players choose which they want. Same basic animations and progression, just with the differences that some players are asking for. (So, probably "fix" Rage somehow.) Dunno if that's cool but folks seem to like new sets in general, a new SS set would give folks something new to play with. They could call it Super Duper Strength. -
Add movement option that ignores the Y axis (up/down)
gameboy1234 replied to gabrilend's topic in Suggestions & Feedback
I support this, I think it's actually a great idea now that Gabrilend pointed it out. I think the only thing is that sometimes you really want that camera movement orientation (maneuvering in tight caves with flight I think is one of them) so a quick key-bind to switch between the two would be appreciated.