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UltraAlt

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Everything posted by UltraAlt

  1. Travel swiftly to the Heaven of Heroes, @Robotech_Master It's a reminder of how precious time is. We never know, when it's our turn to go. Be safe everyone. Live your lives to the fullest.
  2. I see some problem players, but ignore seems to clear that up pretty quick. I don't like to over use it. I used to have to use it on gold farmers all the time. I don't know the kind of game exposure that others have run into. The /shout chat in DCUO is out-of-hand. I have never run into such toxic chat in all my years of online gaming (starting way back with text-chat gaming RPGs on Compuserve). What politics, racism, gender phobia, etc? They have it all over there out in the open on chat. Want to argue about if the Earth is flat or not? You'll love the chat over there. THE CITY is a special place and there are a lot of haters out there. I honestly think that they have to throw hate on it because of how great we really get along with each other. If you are looking for grief in THE CITY, you must be going out of your way to look for or you are the kind of person that is a magnet for it (probably due to your behavior). Good people do get in bad positions, but it is so easy in this game to avoid those that you don't want to interact with .. and there as so many people that are positive to interact with. I am so glad that THE CITY is back. I honestly think it is better now than when I stopped subscribing a year before the Sunset because I didn't like the direction the game was going.
  3. Is there a way to ignore another player in the forums? I hate to have to us ignore. But I use it when I don't want to be annoyed by something. Unfortunately, there is another player annoying enough that I want to put them on ignore so that I don't have to see their posts. is there a way that can do that? I went to their user page and I don't see an option there to "ignore" them.
  4. And I'm not saying that I think that it is conceptual only to go into a mission and beat up the bad guys and "Thanks for saving me". I think escorting a NPC out of a mission against responding against enemy forces trying to stop you is very superhero. The escort AI is way better at following than it first was. Better NPC AI to avoid terrain features? I can agree with a better game design on that.
  5. I think people here aren't seen the word "might" in my post.
  6. The reason that game balance matters in a PVE environment is that any archetype .... 1) ...should be able to survive the same kind of situation if they are built for solo play. A defender should be able to heal, debuff, and damage as much as a tank can shield, heal, damage .... Scraper damage, avoid/shield/heal ... blaster damage, control, heal...etc. (That being said, the power sets are build to allow you to build any archetype so that it is for your benefit or for the benefit of your teammates) 2) ... should get as much influence and xp for the encounter ... solo or in a group. If you want to break it down on a team, characters should get as much xp for healing as doing damage and as much for controlling/debuffing than doing damage 3) ...allows players a feeling that they are not nerfing themselves by playing "weak" class. (better worded "Promotes players to explore the different Archetypes and power sets in the game") I understand entirely that there at Tanks that they are playing the most important archetype in the game. When City of Heroes came out, that was definitely the case, but should not have been that way... it was that way due to the fact that archetypes were not balanced. A tank could level faster and gain more xp because they did more damage and were more prone not to have to go to the hospital. A defender on the other hand did less damage so gained less xp and less influence and was more likely to get sent to the hospital. From that Tanker point of view, "I should get more XP and influence. I'm power powerful than some weakling healer. All they do is heal. I am the one that defeats the foe" From the Defender point of view, "Freaking tank wouldn't taunt. If hadn't been healing him, he would have died to. And I debuffed that AV so it made it easier the tank to hit him. I don't deserve as much XP and influence?! what?!" Before the Auction House, I had a level 17-20 something Defender. Other players on a team were outleveling me left and right. I didn't have enough influence to even buy enough training enhances to fill my slots. It was horrible. Then game balancing of the archetypes. My defenders started to get equivalent xp for being part of the team and not simply for how much damage they did. Certainly, I was getting no xp for healing or debuffing. What really balanced the game for me in PVE was the Auction House. Well, I don't know if balance PVE is really saying it correctly. The Auction House on live was the best PVP in City of Heroes. Everyone was equal. The only balance difference dealt with how much salvage, recipe, etc. you could hold and how much infl you had to start with. So yeah, as an Alt-jumper that has played most of the archetypes (I don't think I ever played a Widow, but I think played a Spider/Crab once) and a lot of the archetypes, I can see an imbalance and for most players ... they aren't designing for flavour ... they want that cookie-cutter min-max on the OP archetype to get the most bang for their F2P. That still goes on. So from a game balance perspective and "easy mode" of player creation, it would make sense to allow each archetype a generic (cookie-cutter min-max) build which min-maxed out (more on this in a moment) and that character load-out is then balanced against the others. Each of these generic Archetype character selections could have 2 modes (much like DCUO) one for solo and one for teaming; however, you do don't pick powers or slots. These are automatically added as you level. You also don't slot enhancements. You have pay influence in mass and then the load-out automatically add enhances to a level you are able to pay influence for. It automatically changes the enhancements to the enhancement sets that you have enough influence to purchase. I really didn't even want to go there, but that is the way may players end up playing by using Mids. It just takes away the extra layer of going to Mids. ... but it does hit that balancing thing again because you don't want to leave player with..."that archetype is useless. Why are you playing that?" [And, yes, I have been Archetype/power-pick shamed in CoH before ... on more than one occasion] That being said, most of the players that are going to want to cookie-cutter, min-max are likely to just want to beat up stuff anyway. To say it another way, finesse and style take too long. So to me, it is always about game balance because I want to explore the various archetypes and power sets ... and especially my character conceptions.
  7. Sounds like you might need to team up with a someone with AOEs. City of Heroes was designed to be a game that promotes building teams and co-operation between team members. I understand that there are solo players. I solo play some myself, but some missions require help ... those with AV's for example. To me that mission is like protecting a football/soccer goal. And, yeah, having someone with AOEs to hold them down from escaping until they can be eliminated is what that mission is all about. The thing is that people are hesitant to lead a team. On the flipside, many will tend to join a team ... especially if you yell out "I need help doing/with [insert info here]". Asking for help happens all the time in the /help channel. Helping other people is what heroes do. For some of us, that is why we play this game.
  8. That statement is an opinion and not a fact. Simply because you don't like... let's say "Kill All" missions doesn't mean that they are bad game design. Rescuing a kidnap victim or taking a witness to safety is very much in the super-hero cannon. It is logical game design. I can see someone that wants to be stealthy all the time not wanting to have to "decloak" and risk their exposure to enemies, but that is life. Learn to work around it. Deal with it the same way you would a "kill all" if you are all stealthed up. You still have to "arrest" them, but you do it your own way. Treat the escort the same way. What's going to happen? Worried about getting ambushed on the way to the door? I guess you know an ambush is coming. They rarely will kill an escorted NPC. So how would you deal with mobs when you didn't have an escorted NPC? Cloak up and deal with the ambush the same way you would any other mob. You can decloak after the mobs are dealt with in order to lead out the escorted NPC. Different sort of mission parameters are there to mix up the game play. I'm glad that there are escort missions. I like rescuing people from harm's way.
  9. They can move their characters from server to server for free. They could move over to the PVP server for a tournament and then move the characters back to their home server.
  10. Yeah, not only is it destroying your stuff in the base, but you had to pay for the base items with prestige that was earned by players in supergroup mode. If I recall correctly and I'm kind of half guessing even - I think it cut your influence gain in half when you were in supergroup mode earning prestige. Oh, there were definately people sending tells in PVP about what a loser you were if you lost a fight. Some of them would mock you until you put them on ignore. At least that was my experience. That didn't drive me form PVP so much as make it less likely that I would want to participate in it. You never HAD to get involved with base raids. There were these things called Items of Power. You would put them in your base they gave every supergroup member in supergroup mode a boost (https://archive.paragonwiki.com/wiki/Items_of_Power). As long as you didn't have one of these in your base, you couldn't be raided. But to your point, the number of players that want to participate in PVP in THE CITY is small compared to the population. The ones that want to base raid are a fraction of that. They are working to try to get others to try PVP so that they can put pressure on the DEVs to work on PVP. To make it clear. If you enjoy PVP, then I'm glad that you enjoy PVP. The variation in gameplay in THE CITY is huge. Explore it and make it the game that you enjoy coming back to for whatever reason. I already brought up in the past what drove me away from re-subscribing to THE CITY before the last year before the Sunset. It was no PVP that drove me away. PVP has always been optional in THE CITY. There is no requirement to PVP at any point in the game. Honestly, I even think most badge hunters avoid PVP even though it has a ton of badges.
  11. I used to love to run PuG teams before the Sunset. I'm trying to get back in the groove. Unlike other games, people are usually pretty accepting if you are leading the team. As long as you are honest up front with the "looking for group" content most people want to join and help. And, I think that you are correct, that a lot of people are scared to run teams. Players flee when you say "who wants the star"? They freak out. The thing is, THE CITY is not like other game. The majority of people that play CITY OF HEROES are not the kind of gamers that play other games. I do think that PUGs (pick up groups) are the best. No one knows each other most of the time so their really can't be any drama. It's just working together to complete the missions. I don't think anyone should be scared to yell out in "looking for group" - I'm looking for people to help me with Hollows missions... or I'm doing blah-blah. And, yeah, I mostly alt out and run lower level content. The end game gets too flashy for me. Eyes can't handle it so much and I can't see the enemies half the time. So I'm always looking for lower level and mid level teams and taskforces. I've been trying to lead DFB teams when I'm low level for the first 7-10 levels at this point. Not to bypass those levels, but because there seem to be a lot of people to run DFB but there are few that are willing to lead it.
  12. 🙂 This is no contest. You know you are older than me, Doc. And you know my line that I give people in-game about my age :: I'm older than the hills, but younger than the mountains.
  13. I disagree. My issues with the base raid system had to do with the fact that a large Supergroup could easily demolish a small supergroup's base. Also the random timing of raids allowed supergroups with people on around the clock to demolish bases of those that couldn't have enough players on to defend their base during the raid time. So this would lead to supergroups to not participate because they didn't have enough players/round-the-clock-coverage to protect their bases. This meant fewer people being involved in base raid and here weren't large number of players playing PVP in general. I can see why the stopped putting resources into the base raid system. Again, I can see why some would like to destroy other people's bases. Maybe you found enjoyable to try to stop other people from destroying your base. I don't have details so I don't know. Which one is it? Is Warbug the one that has the turrets and the Iconic encounters? That was the most enjoyable PVP for me. The NPCs and turrets added a balancing factor that allowed smaller groups to function in the environment to have an enjoyable experience with some PVP mixed in. I haven't PVP in THE CITY since I've been back. I don't really have time for it. It isn't the most enjoyable content in the game to me. I thought I would input on the thread as to the aspect that would make me more likely to PVP and why I don't PVP in THE CITY.
  14. I don't think it's necessary to point out that those that disagree me love or have passion for the game. They wouldn't take time to post their views if they didn't. Are you trying to indicate that I don't have love or passion for this game? Why would I have taken time to post in the forums if I didn't. If we are talking about "potential", then I think that lies in the level experience and not the end-game experience. I can voice that as my own view and others can voice their own views. The longevity of this and any MMORPG is a good gaming community, gaming with friends, and diverse play experience. I believe that COH is the first game that allowed MASSIVE Alt creation in order to explore the game fully. I understand full well that some people simply want to play one character, game with the same people all the time, and play at the very tippy-top of the end-game. That being said, the tippy-top of the end game is the top of the pyramid and there are few players there. Where are the mass of players in Homecoming now (as I see it - I shouldn't have to say that), above 50 and below 1/2 way to the tippy top. Players conditioned to not want to play lower levels for some reason. I'm assuming for some that it is simply a matter of having all their powers unlocked. I can see that, but don't agree with it. I will say that even content heading on level 50 is an issue for me due to all the flashing lights and simply not being able to see what I'm fighting most of the time. It turns into relying upon the targeting window and cycling powers, and that simpy isn't as much fun to me as the leveling experience, learning how to interact with new powers and Pick-up-group teammates. To each their own. I don't need to be told that other people love the game that I love for different reasons. That's a given. And, yeah, I'm being defensive because I feel like I was attacked.
  15. Wow, yeah, I see. I thematically have problems with which control set to pick, but I didn't even realize that they had the bird attacks in that set. Thanks for the info.
  16. I'm late to this conversation, so I'm not going to read all the threads that have already been posted. I'm going to comment on my PVP experience before the Sunset, my views on PVP based on that time, and my views on PVP in general. I do not know what changes were made to PVP here at Homecoming. So let's start with PVP in general. I remember when PVP was fun to me ... everyday all the time. I'm going to go old school to start. Pong was PVP. Yes. Pong the tennis game where it was player versus player in a game of tennis. Perfect balance. No difference between one side or other. All skill. No leveling. No P2W perks. Quickly boring, but honest balanced PVP. From there games advanced. I think that the first PVP or PVE with 2d human fighters that were more than stick figures or 72 pixel max was probably Streetfighter. I can't even remember how much difference there actually was on the original one. They may have been the exact same moves for each side with no difference. Now there were a good number of fighting games early on, but the one that really seemed to be the champion back then was Streetfighter 2. Streetfigther 2 had characters that were easily recognizable from one another and had different characteristics and abilities. I would even say that some (if not all) of them had super-powers. I think the DEVs of Streetfighter 2 did a really good job of maintaining balance. There seemed to be a little bit of rock-paper-scissors to it for me, but that may have been based on my skill level with the various characters. The game was fun to play PvP and my brothers and I did a round-robin thing where we did best 2 out of three complete battles and then whoever lost would let a brother that wasn't playing take a go at it - or, if there was just two of us playing, who ever won would have to switch characters (same with if one brother beat all the other brothers with the same character - they would have to change characters) So that covers the roots of my PVP. There were many other fighters that I played, but fighters is what we called PVP back then. We will roll forward to THE CITY. THE CITY was NOT designed with PVP in mind. THE CITY was based on the concept of getting players to work together as a team to defeat enemies that they could not defeat alone. Yes. A team building game with no infighting. Then someone or some people decided that what CoH was missing was PvP. So a system was created off of the PVE experience to try to make a PVP experience. The problem being that the game was written to be PVE and the mechanics of player characters interacting with each other wasn't built into the system. There was no combat balance built into the Archetype system. The archetypes were built to augment each others abilities for team synergy and not designed like characters were in Streetfighter 2. Episode 4 :: Colosseum (No Villain side until Episode 6) So the first PVP experience was pretty horrible if you weren't a tank (or maybe scrapper or blaster) and, if you weren't a tan, especially horrible if you couldn't fly or if an opponent tank could fly. I like to alt, so feeling like I had to play a tank to play PVP was step one in ruining my experience in PVP. I don't think they got around to an attempt to do some changes to beefed up Controllers and Defenders until after CoV came out. I have to say, I was probably one of the reasons why the quickly rescinded these changes. A Tank could not simply run up to a defenseless controller and rapidly pummel them into a trip to the hospital. I took in my Ice controller and a least one tank felt like a PVE enemy did trying to fight me. The tank was slowed. Really slowed. They couldn't get within melee range, but they were a tank. Agonizingly slowly, my cool powers peeled off their defense and ate away at them like water on an ice cube at slowed down to 1000th of the speed. To me, it was just slow, but I'm sure to the tank it was agonizingly painful for the long ten minutes or so until they finally fell over an I was still at full hit points. The forums were flooded with whining about it wasn't fair that a tank couldn't just run up and crush a controler. How could that possibly be fair?! Tanks had crushed in PVP. Aren't they supposed to be the best and most powerful? Why would any other archetype be able to beat them? See my notes above about Streetfigther 2. The point isn't that you can win all the time, the point is that you 1) have a balance fight so that when you play against an opponent on a level playing field and skill is what allow you to win or lose ... and 2) there might be a little of rock-paper-scissors in the mix (Controllers>Tanks>Scrapper>Blaster>Defender>Controller kind of thing) <-- but this isn't the major thing, the balance is. Why most people don't play PVP in City of Heroes. First off, City of Heroes is a team-building game at the heart of it. THE CITY is about getting together a group of heroes to pummel the enemy (my preference to pummel are those no-good, dastardly villains, but to each their own) Arena style combat gives advantage to melee as the space is small enough to not allow ranged attackers to use their maximum range to their advantage to avoid melee attacks. Melee wants to "catch you on the ropes" so you can't get away from their pummeling. Ranged attackers want to stay out of melee range and snipe opponents. Open-world PVP in THE CITY has goals other than just fighting PVE. This was a good edition to give Villains a little bit of a chance as there has always been far fewer villains than heroes. Most of the time in a PVP experience getting the drop on the enemy is the main factor in winning. Villains could sneak up on heroes working on a goal and get the drop of them. This allowed a single villain or a small group of villains to engage with a larger group of heroes and at least have some fun even though they knew in the end that the heroes would defeat them. But this kind of thing is only so entertaining on the one side and annoying to the otherside. The Goal of PVP Is the goal of PVP to beat your opponent every time ... relentlessly ... with no remorse... and being able to bad-mouth your enemy because you ground them into paste? If that is your goal, then there is no wonder no one wants to PVP with you. PVP has to be about having a good time and having the chance of winning against your opponent. If you have no chance of winning a PVP, why is that enjoyable experience worth continuing? Wrapping it up PVP in THE CITY simply does not work for me. PVP doesn't work in DCUO either, but they have even more factors to increase the imbalance than THE CITY does. At the core, the systems don't allow balanced characters to fight against one other. Even two teams with one of each archetype is only so balanced as a skilled team goes for the weakest enemy first (which tends to be the Defender or Controller) which causes a cascade effect. This situation forces you to throw character conception out the window and build a character that made cookie-cutter for PVP. Were DCUO went more correct was to have players play Iconics. Unfortunately, they immediately went with making the Iconic characters imbalanced intentionally. Good PVP is about keeping the balance without totally throwing the new player under-the-bus. If a player doesn't have enjoyable experience playing PVP and they have no choice of winning, why would they want to play PVP when they're are so many PVE enemies to defeat with the aid of your friends in enjoyable gameplay? City of Heroes was designed to be a team-building game where players work together to accomplish a common goal.
  17. So in-game most the the LFG chat for a task force messages are simply : ABC LF2M. Send tell. It is not intuitive nor is it inclusive of the rest of the community that don't know what an ABC is or what level it necessary to participate. The tasks forces have changed to some degree and, honestly, I don't even know how some of these abbreviations even relate to the task force names that I was familiar with before the sunset. Task Force Name Contact Min Size Level Range Merits The Rule of the Three Positron 3 10 to 15 60 The Fall of the Clockwork King Synapse 4 15 to 20 58 Clamor and Destruction Sister Psyche 5 20 to 25 50 *The Kheldian War Moonfire 6 23 to 28 32 Citadel's Children Citadel 6 25 to 30 40 *The MegaMech Cometh Ernesto Hess 6 25 to 30 15 Smoke and Mirrors Twilight's Son 1 25 to 34 4 A Tangled Plot Katie Hannon 6 30 to 34 7 Following Countess Crey Manticore 7 30 to 35 32 The 5th Column Overthrow Mender Lazarus 1 30 to 39 6 Soul of the Woodsman Numina 4 35 to 40 36 *Time's Arrow Imperious 6 35 to 50 25 *Explorers and Exploiters Dr. Quaterfield 8 40 to 44 122 *The Legend of Ruladak Sara Moore 8 40 to 50 64 *The Saga of Faathim Justin Augustine 8 44 to 50 42 *The Saga of Lanaru Faathim the Kind 8 44 to 50 73 Ms. Liberty Task Force Ms. Liberty (Independence Port) 8 45 to 50 37+2+2 The Lady Grey Task Force The Lady Grey 8 45 to 50 37 Trading Places Mender Silos 1 46 to 50 14 So what if any of this has changed and what are the abbreviations for these task forces? Example. I look at this list and I have no idea what an ITF is.
  18. I would like to see the game continue the way it is being run today - through donations as a non-profit. Keep the game free of P2W mechanics. I think this the best way to keep monetary corruption from damaging the player base. This includes gold farmers (the ones that sell in-game currency for real world dollars), elitism (there are going to be elite regards, but P2W mechanics intensify this behavior), and exploitation of those with compulsive behavior. The Homecoming team seems to have good judgement. If the Homecoming team believes that they need additional monetary resources or people-hours to work on specifici game projects, I would think this would work best if funds and personnel were raised individually for each cause. People volunteering to work on this game have the ability to prove what they have done to the rest of the gaming community and could very well be a foot-in-the-door for upcoming game programmers, zone creators, creative writers, scenery and costume designers, etc. Keeping the community small is a good thing. Keeping the game non-profit stops investors from forcing the game into becoming a money-reaping machine. And I am saying reaping versus profitable. The win for Homecoming is that it is not profitable. The game is more than adequately supported by the player base. Why so I say adequately supported? 1) The Homecoming team has enough to keep the servers operationational. 2) I don't know if it has taken more than an hour or so to get all the donations that the team needs for any given month. I would also like to point out that even donors really don't have a right to say, "I'm a paying customer, blah, blah" They are donating to something they support. They aren't paying anyone's salaries. They are volunteering their donation so that they can help all of us enjoy the game. There are many more that would donate, but the income need for the servers and operation is limited due to the non-profit status of Homecoming. The people that support this game love it for what it is. There is no need for big changes. There is no reason for it to move away from non-profit status. If legal licensing ensures that the Homecoming team has a continuing perpetual license to run game servers without outside interference then I can understand the Homecoming team wanting to do so.
  19. I can almost guarantee that those players (insisting it needed to have rewards) were all players that had already figured out how to exploit and an build missions already to do just that ... and, at least some of them, were gold farmers knowing full well how much these exploits would give them rewards that they could turn into real world money. - Plenty of players would have used it without the xp and influence rewards. It would not have been orphaned, and the game would have been better off for it. But I "remember when" I found this on the City of Heroes forums ... (it isn't mine, but I saved it because...well, it should be obvious that it how so many felt) It was about a year after I had stopped subscribing because of all the AE PL/farming/abuse that was going on had ruined my gaming experience. I still would log into the forum from time to time to see how the game was going and hoped that there would be changes that would bring me back to the game. I'll try to be quiet about my feelings on the issue. This picture kind of sums it up for me even if it wasn't created for that reason. I've very glad that Homecoming is here and I am able to enjoy the game the way that I enjoyed it before I stopped subscribing. Thank you, Homecoming team.
  20. I know. I was one of them. It could have been one of the best things. Easiest fix. No XP gain. No Influence gain. Then only the people that wanted to enjoy creating stories and playing stories would have had a use for it. Isn't that really what it was made for? The DEV post that I posted in my original post indicates to me that the answer is "yes". Alternate leveling path? Possibly. Definitely not created to power level past all content or generate huge influence rewards. ... but this is probably a discussion for another thread at this point. So do you "remember when ...", it was just before the CoV beta server was shut down?
  21. yep. My point exactly.
  22. I remember long, long ago on a server long since probably discarded even possibly before the sunset, that I had a defender. My character was like in the mid-teens or twenties level-wise. I didn't have enough influence to buy enhancements for most of my power slots. This was in those sometimes forgotten days when there was no Wentworths. There were no crafted enhancements. You might win a costume contest, or some good soul might give you some influence. The character was stuck like that. I couldn't even level as fast as the rest of the team because I was an empathy defender. I was healing people most of the time and the xp came from killing things. Everytime I managed to level, my gear was getting weaker and weaker. I was outleveling its usefulness and the new enhancements cost even more than before. Not only couldn't I benefit the team as much by healing, I was having a harder time getting what few kills I could because my attacks were less accurate/powerful. It really did suck. I kept the team alive and they leveled faster than me because I was keeping them out of debt by healing them. (but I alt jump, and alt jump I did) Then things changed. There was Wentworths and the University. I could craft my way to enough influence for gear. I think it took a good while for them to fix the XP gap so that I could actually level at the same rate as my teammates. Things were looking better. At some point, you don't need to have trillions of influence. You shouldn't need it. Honestly, I have more than I need, but I still like to play the market game (best PVP that THE CITY has ever had). I don't farm. I don't turn off earning XP to get more influence. I am really sorry to hear that Gold Farmer tried to attack COH in these current incarnation of the game. I do consider Gold Farming to be an attack. Possibly this is one of the reasons that I have such a strong dislike for AE farmers (really any type of farming). And I'm really glad that I don't have to start every play session by putting the new batch of gold farmers on ignore ... every single day. So, I don't know what you are doing correctly to keep them at bay, but I really appreciate all the DEVs that have put work in keeping them away. Thanks.
  23. The Buggy bits I love using a controller, but, on rare occasions, there are issues. Logitech has done a great job of improving the construction and durability of the Logitech F310 over the years. My last Logitech F310 started going south after about 3-4 years. It was getting short in the wire leading out of the main body and not more than 3 inches out. Generally, they have ended up having a button or two wear out in about that amount of time as well. Every time that I have had one wear out during the Logitech warranty period they have replaced it (I prior years, I have had this happen several times). Hardware aside, there are some software issues that I have run into. The controller losing focus This is when the controller stops registering clicks. Fastest resolution for this in most cases is to toggle out of the game. Swirl the sticks. Click the buttons. Go back into the game. And it is generally immediately fine. Sudden weird button press changes This is one that really is weird/bizzare controller behavior; example - my target nearest button suddenly starts targeting target farthest ... when I don't even have a keybind set for target farthest. Too weird, correct? When this happens, I have generally been running youtube with Chrome in the background. I close out all my Chrome windows. Open up a fresh window. Clear all the cookies, close Chrome, and this seems to resolve the problem 90-95% of the time. The times that this doesn't resolve the issue either by running (my virus checker) Webroot's Optimizer (which cleans some of the registry) and/or restarting my computer. It is rare that I have to do this, but it is the final solution. Prevent Terror on Window start up Avoid the issue. Make sure the settings in global profiler options for General behavior are turned off. If you have it set to "Start profiler on system start up", it does this before you even try to log into to Windows or other operating system. Sometimes a controller will lose focus when a computer is first turned on or reset. The computer sometimes can't figure out where the neutral position on the sticks are located automatically, and it will immediately think that you are entering information in the keyboard - as you have set the global profiler so that your computer thinks it is a keyboard and the sticks are telling it you are entering information as they are not in neutral position. This can be very disconcerting. You can try swirling the mouse buttons and that may help the system figure out where neutral is on the sticks. Worse case - unplug the controller. Avoid the issue in the first place. Make sure the settings in global profiler options for General behavior are turned off.
  24. Oh, I did forget to post two buttons on the controller in the last post. There are three buttons above the sticks. Upper left - left mouse Lower left - (use not recommended) switches the sticks and d-pad Upper right - auto-run (since forward/back is on the left stick your right thumb is free to hit the auto-run button) [might as well check the auction house while you are auto-run flying across THE CITY) A trick with doors is to always try to park the mouse button on your character's back. That way you can just get the character in front of a door so that the hand appears and then click on the button for the left mouse on the controller. With his setup, I'm 80-90%+ hands on the controller with most characters. I use the mouse when I have to select a teammate before activating a power, when I have to click on a target location after selecting a power, or when I have to click on a door quickly. Of course, I use the keyboard for chatting (and who doesn't chat in THE CITY). I mainly try to chat out-of-combat. I sometime will hit F instead of using my follow macro. I don't use the F-keys all that often. Well that's on the basics of my setup and use of a Logitech F310. Next : the Buggy bits
  25. Refer to the post above for tray positions and set-up. The active tray is the tray that labeled as 1 in the position and has the red circle around slots 1-4 and orange circle around slots 5-6 As indicated above, I have a macro in slot 8 of the active tray that I use to toggle the active tray between tray 1 and tray 2. Right face buttons Green button (bottom) - active tray slot 1 Red button (right middle) - active tray slot 2 Blue button (left middle) - active tray slot 3 Yellow/gold button (top) - active tray slot 4 Shoulder buttons (on back). Upper left - active tray slot 5. Lower left - jump. upper right - active tray slot 6. lower right - target nearest. Left d-pad North (up) - active tray slot 8 - tray flip macro South (down) - active tray slot 7 - inspiration heal macro - /macro Heal "inspexec_name respite$$inspexec_name dramatic_improvement$$inspexec_name resurgence" West (left) - target next East (right) - target nearest NE/NW/SE/SW (cornors) - not assigned. The Logitech F310 has two sticks. Left stick x-axis - strafe left/right Left stick y-axis - forwards/backwards Left stick click/button - greater travel power (active tray slot 10) Right stick x-axis - turn left/right Right stick y-axis - move the camera up/down Right stick click/button - lesser travel power (active tray slot 9).
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