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arthurh35353

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Everything posted by arthurh35353

  1. Nope. I stated I can do it, I would just prefer that it be improved as a quality of life to be a one-click power that activates all of your armor toggles. It was stated as very likely to be way too hard until I pointed out it was mechanically very similar to something that the developers have already done or worked on just this last issue. Even then, you stated that it would be too hard (I actually stated it sounded like it shouldn't be too hard, but would probably not be trivial either.) Now it's suddenly 'I'll ignore your points' except for the fact I've brought up counter points and poked holes in the supposed points that it's too hard.
  2. I didn't say it was the same thing. But it is relatively similar and it shows that powers can be individually or in mass turned off by the click on one power. It is not actually that far of a concept that it could be extended to turning on a set of powers either. You make that sound like it's a super impossible thing or even super hard. Click-macros by default are just make one button that is attempting to activate a sequence of powers. And I know already that on a large set of toggles that sometimes it will interrupt the activation of some long activation toggles and cause it to be skipped or untriggered. You seem to be thinking that I'm unable to activate a large number of toggles, rather than I'm suggesting something to make it simpler and nicer.
  3. First, insomnia sucks... Stuck thinking in a squirrel cage, it occurred to me that the current devs in homecoming have literally worked recently on toggle exclusivity in just this last issue creating new powers that are mutually exclusive, modifying existing powers to become exclusive. So while I don't think it would be trivial, I don't think changing the armor sets to allow most of the toggles to be activated by the first power would be super onerous either. I mean, walk disables almost every power currently except AT inherents and some accolades. And those may be things that were just missed and no big deal. So that makes me think it could be very feasible. And desirable, as activating 8 to 10 toggles is a pain in the ass. Dark armor and fighting is pretty common.
  4. I noticed you ignored anything that could be construed as a possible rebuttal. Like the fact that some of the coding had been done in the past (exclusive toggles that turned off the opposite), like I mentioned. And just like you, I've been here since Beta. But nope. More important 'to win' the argument. It's much more important to shout down possible ideas than even think that they might make life easier and less of a hassle.
  5. Why, if it so useful for Kheldians wouldn't you want to port this as a feature and benefit to have less hassle for your players? Are you really so petty that something is only good for one thing and shouldn't be shared for the benefit of all? He very well might be. It may not be a total rewrite of code, considering that the developers have indeed changed the way individual toggle powers work (exclusive toggles that turn off the other power). In fact, it's basically the same functionality, except to turn on those other toggles. And yet, he states as if totally certain fact that it would be too much work. But I'll be very truthful, the absolute negative attitude here towards ideas is really harmful to suggestions. Even if you don't think it's something you would work on, instantly naysaying means that the idea would not have been mentioned as a wonderful fix for Kheldians. And that came from this discussion.
  6. I know you like to post that as total fact, but you aren't an actual developer as far as I know. Or I might want to play a tri-form kheldian?
  7. That doesn't mean that [toggles] aren't an odd thought and don't actually fit that thematically. Activating the toggle with long animation times that can be interrupted/replaced with activating other toggles (mean you could miss key them in order if you aren't careful) is a rather overcomplicated set, especially if you have a lot of toggles. So I feel the idea that when you activate your T1 armor power and it activates all of your armors at once is actually a nice Quality of Life change, especially for Kheldians and their shape changing. The fact that it would make life much less of a hassle for armor mains can only be considered a benefit. Animation lock during a fight is for what reason? To give the enemy a chance to kill you so you can earn more debt? To annoy people into not playing a tanker?
  8. And yet when some things are brought up that isn't fun for some people (like having to retoggle all your armors regularly) people complain that it's part of the game and experience. And it doesn't seem to match up thematically from any comic books I've ever read. Superman - "Sorry, hold up a second. I'm so tired for a second that I accidentally dropped my invulnerability and I need to strike a pose as I turn on my invulnerabilities!"
  9. And so we should all be playing on Rebirth with no Quality of Life improvements? Why are you here then? That is an assumption that it would break the code. It may not be simple of feasible, but saying any change breaks the code is just kind of lazy in argument.
  10. I've been on the City of Heroes and here forums since closed beta, so please don't talk like I'm new to City of Heroes. While you may think this is no big thing, missing a toggle when you are rezzing after a wipe is not 'no benefit'. Heck, seconds of less aggravation after getting toggles dropped by death or end drains is not 'no real benefit'. Less annoying is not 'no benefit'.
  11. It does make it a popular one that might indicate that to most people it is a good idea and be looked at. For some pretty good reasons, we aren't all playing on Rebirth, you know.
  12. I was not actually wanting people to make this a cheer section, but just 'no' with basically nothing as a response other than 'this isn't broke, don't fix' is not useful for feedback. And here in feedback, that seems to be the only response I get 90% of the time. So it pissed me off a little bit. (And I took a self imposed break from the forums.) But back to the idea of making life less annoying by having to click less toggles, what would people think if you clicked your first choice in armor toggles it actually activates all non-offensive armor toggles and Tough/Weave? And if you click Maneuvers or Assault it activates the other two leadership toggles?
  13. And yet did not provide anything constructive or usefully critical. And I know I'm not the only one that would be happy with a slightly easier way to activate all of those toggles. If you aren't here to do either of those things, why are you in Suggestions and Feedback? You did not offer suggestion or any useful feedback.
  14. And the 'nay say party' group has arrived to shout out any ideas that might make life easier or nicer. Good job, downers!
  15. I think you want to hit 'fresh start'.
  16. Would it be too hard or just too amazing that purely defensive only toggles (not buffs/debuff) toggles be allowed to activate all at once? I swear that I could hear the joyous weeping of Tankers, Brutes and Scrappers everywhere breaking out if they could make one super-macro of turning on all toggles.
  17. It kind of ignores that the original IP of your characters is actually shared jointly by NCSoft and the player (it was designed that way). While I don't think that some of these ideas can just be copy-pasted from other servers, I also don't think Homecoming's devs should just 100% ignore the other servers and what they are doing. I mean every one of the other servers barring Rebirth (which is too dogmatic on being the original experience) has some mechanism of mez protection inherently for ATs that did not have them. That seems to indicate that most people think that's a good idea and it doesn't actually impact the ones that have mezz protection now (and in PvP, everyone loses mez protection for mez resistance anyways.) Really, I think that the 'source-code' for power templates and AT templates should be open sourced so that people can work, improve and even balance them.
  18. It's sorta fixed on regular TFs and such when the main is exemplared/malefactored down to the lowest level, people that are sidekicked up to them become even level. It was rather nice not being -1 and fighting extra hard with less powers and slots.
  19. So I think we can say the consensus is that the purple patch can hit side kicks (and masterminds) extra hard on edge cases and the -1 sidekick is that purple patch kicking while your down.
  20. I think we want to think simple changes/fixes that resolve the issue, not thematic but complicated idea to resolve it.
  21. That sounds like you're trying to solve a different problem there.
  22. I was talking to lowbie player Goldside on Everlasting who was asking about crafting in Praetoria and wondered if there were any crafting benches in the Resistance, which I had to tell him no, you have to go to Imperial City and the university there to do any crafting. Since I didn't see him posting here, I'll chime in. So yes, some crafting benches in the Resistance bases and maybe in the police stations might be useful for players goldside.
  23. They were +2 to me as the sidekick, so they were only +1 to the mentor, so 'yes' working as intended, though I'm not sure that the devs meant them to be that hard.
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