
DrRocket
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Make the power tray bar grow to 10 instead of the 3
DrRocket replied to DrRocket's topic in Suggestions & Feedback
I described the ability to both in my original request -
Make the power tray bar grow to 10 instead of the 3
DrRocket replied to DrRocket's topic in Suggestions & Feedback
Rudra, notice I asked for a quality of life improvement, which you seem to have missed it all together; all you did, is to describe the obvious on what I have been doing as a work around, which is exactly what I am asking for relief of. Also the work around is not without issue, at random times when I enter a mission the GUI chooses to move my trays to random locations and place the inspiration tray smack in the middle of the screen which usually gets me killed when I enter hot entrances. -
This i sonly a QoL request, do not know how easy or hard this is to do But I took a screen capture to show what I am talking about... If you look at my power trays, you see the standard 3 expanded trays, and you see the spacing I left to make room to see enhancements and the other 5 trays I added, you can tell the added trays have a different scale, so it does look tacky, when I enter some missions the inspiration tray is moved to the middle of the screen, which is annoying. Could it be possible to be able to expand the trays from 3 to 10, while if I do want to have a rogue tray elsewhere on my screen, I could click the + and then place the tray anywhere on the screen, this way both styles can be accomodated? Thank you V/R
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Is it possible to allow the sell of IOs who had been boosted, seems a waste that +5 x "+1 bonus" placed on an IO to be stripped and thrown to the garbage for all I know, seems like such a waste Regards
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Its only a suggestion...Being that I am a bit autistic... Oro basically connects to all the red sectors but not Mercy, so why not complete the deal? Regards
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Its only a suggestion for the developers when thinking of new material to make. It would be nice if each red and blue zone had a TF/SF of its own, perhaps some TFs in gold side may be exciting? Lastly, can we fix the current TFs to be limited to the zones they are supposed to be the TF at? For example Synapse you go to Skyway and then the lion's share of the missions in steel canyon, why not limit the missions for synapse to be in Skyway and stop the needless inter zone travel time sink, and oh please too many of synapse missions are blatant same ole thing which makes them terribly boring, at least dump them or try to actually try make them different. Manticore used to be mostly done in Bricks with a visit to Crey's Folley, then somehow it got "upgraded" to become a zone tourist tour, perhaps we can remake it to be vastly Bricks It could be a shortcut to this suggestion to move Apex and Tin Mage to PI seems really both are missions against Praetoria and they are really portal corp type missions and really have nothing to do with vanguard The second mission of Positron is really in faultline, why not have for Posi 2 to have another instance of positron in Faultline? Only a few suggestions
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Either I do not understand the issue, or it falls in the category, why should I care?
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New powerset kernel: All Knockback Control set.
DrRocket replied to Steampunkette's topic in Suggestions & Feedback
Would rather have knockdown, knockback is one of the worst group effects there are, normally you want mobs tightly together around tank so the PBAOErs can demolish them in no time, knockback is very very counter-productive Regards -
Only a Quality of Living suggestion... Is it possible to have a Pv2 vendor in bases, I am slightly autistic and not having them at my base bugs me... Only a suggestion Regards
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I have noticed that when defeating Surgeons in an ITF they yield no experience, and when the robots animate as you fight the console, and you take on the robots they yield no experience nor influence either. I would really like to understand the logic behind that, maybe it is an error or coding omission. From my perspective the Surgeon seems to have incredible defense and if you don't take them down, the fight on the mob group satisfied by them just does not end, and when I go after a surgeon, it seems all the mobs near him goes after you! So it is a deadly proposition and as a result they should award exp and inf. The robots around the console while de-activated can't be harmed, they really should, but hey its the story right? But when they activate, they pack a huge DPS punch wise and I see a lot of players going down under their massive fire. My thoughts is, if a mob can hurt and kill you, then it should award exp and inf when defeated. Any thoughts in this matter? Regards
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Maybe there is a way, but I am baffled at this time... I used the /vis_scale 20 command, and I can tell that I can see more detail on buildings from afar, and even building that were once just a foggy area. But what I am after, is an increase of the range, i can see the mobs in an area? Is such thing possible, or just I simply do not know how? I am open to be taught how, would be great if possible Thank you
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Allow slider bar for World Detail to go over 200
DrRocket replied to DrRocket's topic in Suggestions & Feedback
I do not think the /vis_scale 20 is working, is my syntax right? -
I truly regret getting Kinetic Melee, it really has very long and beautiful graphics, but as a result the DPS is pathetic. I know changing the graphics to be shorter would be a pain, but I would appreciate the damage the power with the stupid long winding graphics have the DPS corrected to allow for it. I go in TFs and the winding is so long, other players jump in gets two hits and kill it, while I am simply looking stupid as my power attacks the already dead mob. It would be a small consolation that the power really packs a wallop, but it does the same damage as the attacks the other players used and got two hits... Regards
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Quality of life suggestion... I get it in the old days were the world detail slider stopped at 200 since in those days the graphics cards would not likely handle it. But today with modern computers and high performance graphic cards, it would be highly desirable to have higher values like 400 or more V/R
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Claws (crab/scorpion), Scorpion tail, stinger tail, cheerleader pom poms, nurse hat V/R
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I support this on and off switch via the Gull or via options like its done for teleport and should be also there for group fly... V/R
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A simple quality of life suggestion... When doing missions such as TIN MAGE and APEX, the ride into a mission is via helicopter, which is fine. But when you exit the helicopter, the characters appear outside the helicopter and then run to get inside, which often traps characters trying to get out of the helicopter and getting stuck inside with other players and specially pets. Could it be possible, to reverse the helicopter dismount to be we start inside the helicopter and then run outside? Thank you
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Also they were able to add challenge by leaving support classes exposed, since the taunter can't keep all the aggroe...
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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
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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
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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
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I am in Everlasting, both my wife and I lead a lot of content, if ever in Everlasting look for @sue or @forsetti
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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.
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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
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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