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DrRocket

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  1. Also they were able to add challenge by leaving support classes exposed, since the taunter can't keep all the aggroe...
  2. There were some rather condescending replies, to be expected, some folks have to appear to be smarter than others to make up for their personal shortfalls... But take for example Kuji-In Rin, I do engage it before combat(obviously I planned ahead), but it wears out at times before combat is over, so in the middle of it, I have no choice to click it and go retard or allow to fall prey to the spam holds been used in the game. So I would wish, frankly, once you engage Kuji-In Rin it should remain active until the combat is over. I can watch a Bruce Lee movie and he would do a focus move before jumping in, but never saw him stop in the middle of fight and re-focus, I do not have an issue losing a turn re-focusing (even it strikes me as totally stupid) but you take the long "idiotic" animation for it giving all your opponents several rounds of attacks on you. This is a sample of the issue I am after seeking relief from, and yes make the game more dynamic. I don't quite buy the assertion that this game was designed as a turn play game, if a developer sees this posting, maybe they could provide expert opinion as opposed to accept player hear say opinions which may be right or totally wrong. regards
  3. I know that the game was build in such a way that in order to look flashy it would require flashy graphics, and as a result, it would naturally take time for the animation of anything to complete and thus you were rooted for far more than you should, but you looked cool and totally stupid while at it. I think all of the buff button powers (tough, maneuvers, shielding, etc.) should be able to activate as you move, not force you to stop, pose in the middle of combat like some stupid clown, and then after all your opponents got free shots at you, you finally able to play. Most of the buff button powers does let you activate on the go, but not all, would be nice if all would, for example Ageless totally stops me at mid leap and drops me to the ground. A suggestion for buttons, there should be an option for buff buttons to auto fire automatically without the need of pressing them. Now lets talk about the rooting duration, shall we? I view when activating a power, say an attack, there would be a prep, aim, shoot, see the shot, see the enemy get hit, see the enemy tumble or what not from the shot, for a total of 6 discrete events. At this time, we are stupidly standing still for all 6 events while the opponents are getting free shots at you, since their graphics are obviously very short. The question is how we fix or at least alleviate this? Obviously reprogramming all the graphics in the game is a no go, for vastly obvious reasons. Maybe the rooting time of any graphic is halved, and leave graphics alone, despite that some incredibly stupidly long graphics may still be going on, and they would complete as you are moving, perhaps a rather cool effect? Any ideas on how to mitigate this issue? As always, please help make this an educational opportunity, and be comprehensive about your answers, so saying if you jump and fire it does not root, while possibly true, it is not a comprehensive solution and may be in fact be a coding exploit. Regards
  4. Buddy, I think your reference is out of context. I do not think that Prject0r was asking for this. I also do ask you to please take time and read closely the why of the suggestion, somehow, I think you missed the mark and took it the wrong way. Be well, and thank you for commenting
  5. I am in Everlasting, both my wife and I lead a lot of content, if ever in Everlasting look for @sue or @forsetti
  6. Not quite an accurate description of my attitude, the problem and you check my posts on the past about encouraging others to form teams, I find it a pain on the ass to form teams to do anything, especially with Hami and MSR raids that depletes the available population to do anything, so when you can eventually cobble together a team of 8, you can't be too picky, over those who joined you, and thus the rub.
  7. Mmm, maybe something changed... We got stuck we could not kill the greens, so out of lark we opened a can of whoop-ass on Hami and defeated him, but got no mission completion out of it. We had already killed the yellows and blues before we took hami out, but were forced to take the greens out before mission completion
  8. This suggestion, is likely to result with a lot of work on the dev side, especially with the Star version of LGTF, if accepted. The background to my suggestion has a lot to do with how City of Heroes has evolved in a friendlier way, in the very beginning because of the abilities of characters or classes they could be, this was an era before IOs, incarnates, and what not. So because of the limitations, when forming teams to do a TF or even a thread mission, the composition of the team was very important; I remember we would not dare do a TF without a tank and an emp defender! But as the game evolved, that set in stone requirement slowly diminished. Now that I have set a context, I look at the Hami portion of it, and it sadly takes us back to the team breakdown qualifications such as we better have holds, which forces well built controllers and dominators or above these two to have blasters or others with holds. Thus in the spirit of not requiring specific classes and builds to handle Hami, that something should be done about it, I have 2 concepts, but sure there are more to be thought off, which I hope you all will be happy to contribute with. Concept 1: Get rid of the Hami mission altogether, and replace with it another mission of delicious Rikti carnage. Concept 2: Provide a hold temp power you can buy at the P2W vendor, regardless of your alt's power source (magic, mutant, etc.) I know, that many times, the team despite of being randomly put together can breeze through it, and I am sure one of you will tell me you can solo it because you are so legendary, but remember most of the players in the server are very likely to be casual players with modest builds and that the random team recruiting could make Hami a royal pain or not possible to complete As always, please allow this to be a learning opportunity Regards
  9. In the old days, there was minimal interzone travel in Manticore, then there was a rework and now manticore turned into travel agency dream. I would like for those location changes to be reversed. I would advocate for all TFs to minimize inter-zone travel whenever possible lastly another minor suggestions for TFs with exception of Numina, get rid of the hunts, they are just dumb and boring, replace them with a mission please. As always, your observations and comments are welcomed, and please make this a learning opportunity V/R
  10. No need to be rude here, I am not going to judge you as you have me. There is no tram to PI, of course there are bunches of work arounds, but that does not address the simple suggestion. At one time to get to talos you were forced to got SC south tram and hoof it to the north tram, now that has been removed it was assumed that somehow the traveler was transported between trams, it does not take a lot of imagination here. Thinking if you use the same type of assumptions you could imagine that when you arrive at the tram, likely Talos, internal transportation took you to the boat to PI or striga accordingly. it really is not mind blowing difficult to visualize, after this was simply a quality of life improvement...
  11. In the same vein, the tram takes you to town with the boat and a taxi/bus gets you to the boat, type of concept
  12. Let the basic transportation take you to al city zones (still keep blue and red distinct) So from Atlas you could tram to PI, and just accept that there were station transfers along the way. Any suggestions, comments? As always let this be a learning opportunity regards
  13. This is a simple Quality of Life suggestion, which appeals to the completeness freak in me... When in a TF you have missions that takes you to an entrance and thus Team Travel and Mission Travel come very handy and are greatly appreciated by the entire team. But then you get the mission that many call "Fed Ex" missions where a player has to travel to the contact or the recipient of the goodie you just captured. Now everybody has to wait for the victim to travel to the target and do their delivery, to reduce this pointless time-sink, I suggest to have a "Contact Travel" akin Team Travel which allows the user to be transported to the mission contact. It can cost the same as Mission Travel since it is a personal type of travel. Any suggestions> As always, let this be a learning opportunity V/R
  14. Not an entirely true observation, there are kill carny missions too
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