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Premmy

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  1. Oh thank God, I can see the Warriors filling the street crime/noir gap in later levels, and I’d hate to squander that potential. I genuinely don’t care either way if you chose to give them guns or lasers, Really I just draw the line at robots and monsters. I’d really like to be able to choose to fight human beings in normal clothes wielding human weapons doing normal crimes at higher levels than I currently can and I’d really hope any updates to The Warriors would serve that need.
  2. Here’s a customizable option I put together. control templates.txt
  3. My primary controller for this was this Logitech G F710 It was just what I had lying around. It works alright. It has a Tab for swapping from Direct to X-input. It also has a button for swapping the inputs of the left stick and d-pad. These features are useful because the original version of this layout was made for This Contraption Instead of using Custom Modfier buttons(which didn’t exist at the time) I just… kinda….Stretched my thumbs down to the Ctrl, alt, and shift Keys on the integrated keyboard. I wouldn’t recommend that. It has a built in Gyro mouse and full keyboard, tho, so It worked pretty well, if clunky. It /also/ has a function that swaps the left joystick and dpad. That said, this is a weird edge case and I wouldn’t recommend wasting time trying to factor it in. It seems to mostly just use direct input. When I transitioned to A GPD win 2 in 2020 it was more or less an easy shift of the original layout, with the unfortunate caveat that the Buttons jumbled around a bit, as the GPD uses X-input and the Cideko uses direct. But I was still Hyper-extending my fingers to the keyboard buttons, Swapping from gamepad to Mouse Mode, and sometimes just sliding my hands all the way down to the keyboard and just playing it that way. When Playing on the gpd and Docked to a monitor and USB hub at home, I just plugged the Cideko in and played “normally” (which admittedly still occasionally involved all of the listed behaviors). I never really tried to get the Logitech controller working, as that was mostly for other types of games. And also didn’t have a way to integrate button modifiers until the update. I have a DS4 and several old 360 controllers sitting around my house, but no decent means of interfacing them with my Computer, I might look into some receivers over the weekend. Depending on how much of this you want to be user-facing or which ways you want users to interact with it. You could either have something in the options to Set/define what the mod keys for the current profile is, or do away with defining mod keys within BindControl at all, and instead have a “control customization” tab that users can enter which buttons they want to be modifiers(possibly also the options for virtual mouse controls) and then spits out a copy/pasteable /slash command that will change them when executed in- Dude this was crazy fast, amazing job. I’m not 100% sure when I’ll have access to my pc, due to some issues at home, hopefully in a day or two. But when I get my hands on It I’ll run some tests.
  4. I've got and tested this basic Setup for X-input controls. It works to the degree that I played for about an hour+ of constant mission and open world gameplay without having to use a keyboard or mouse, which is about what I'd consider a success. Put together a basic guide for it that I'd hope would be helpful both for other players and for testing. control templates.txt
  5. Sorry if I came off weird, was just unsure if maybe I was misusing certain terms in a way that was causing confusion ("Controller" Vs "Gamepad" vs 'Joypad") If you're working on that, I'll take a crack at re-creating and revising my old control scheme as a template, if that helps.
  6. The latter, actually. And. uh..Unless I’ve been hallucinating/ confused for years now, or we’re talking past each other and discussing different things, that’s not..true? I’ve been using a rather clunky controller setup using manually crafted Keybind files since 2019. It was intended for a controller that includes a mini keyboard and later exclusively on a pocket PC with a built in controller and keyboard since 2020. Sadly, the Pocket PC died recently and I’ve had trouble retrieving the files from it. With this problem, and the recent updates to controller support, I thought this might be a good opportunity to update my old controller layout format. Unfortunately I can’t get Bind control to recognize input from any of the controller devices I have connected and tested it with.
  7. Hey, I was playing with this a while ago and I was wondering if we could get an update that adds Controller support.
  8. I mean if you want to be an in-game powers literalist about it, you could build for a high defense/resistance to psionics and claim that, but really it’s just a thing I used to do back in the day, I’ve been using less notes lists these days just because of never knowing quite how to do the lists/ data sheets in a way that’s satisfactory. which is why this idea or something similar would be great!
  9. I was literally just thinking about suggesting something like this a few hours ago, Greycat, “Greyt Minds think alike” etc. honestly I would be happy with just the option to have a second Bio window. I’ve long struggled with making bios that are pleasant to read, informative, and also useful tools for inviting RP. The typical format is something like (RP) paragraph detailing the characters whole “Deal” Ala a one page origin, elevator pitch or Trading card blurb Followed by a list of “RP Notes” that’s just: * immune to psychics * Smells funny, but in a super way * looks different than the game lets me depict(normal) * looks different than the game lets me depict (super) * is famous(derogatory) * is infamous(also derogatory) * genitalia, no not those, the other ones * some other BS * blah blah And while both have their place I’d love to have them separate mostly for formatting and information options. Having the notes that’d be most relevant to random players up front and a more detailed bio on a second click would be much appreciated
  10. 1: not sure. My only interpretation of this makes it about something I couldn’t possibly care about in the current version of the game. I personally feel like the game has too many archetypes and not enough variation of powersets within those archetypes as it is. But these are the sort of issues to raise way back in 2002/3 alpha versions of the game and not literally twenty years later. so I really don’t see what AT “identity” would even entail. If a given set doesn’t fit my interpretation of an AT’s playstyle I’d just play a different AT or power set. No reason to keep it from others if it’s all the same. That said, in regards to dev time/effort resources 2: I want literally every extant primary and secondary power set to be ported in some meaningful way as Ancillaries/epics to every AT and I want that before any proliferation or new powersets are added this would effect every character I currently have and every concept I would possibly build. The simple ability to pick a Third “Main” Power concept opens up immense possibilities. The last is more Manipulation and assault sets. I’d like Broadswords/Axe/Warmace(as single sets with weapon customization of all three) and Claws for blasters and Doms in particular The Single Handed weapon sets have more thematic use for me as general use weapons than the hyper specific ninja blade and Claws feels like good way to fuse the sort of range gauntlet blast concepts into melee. I’d also like most of the throwing knives powers from martial assault as a blast set: Martial Blast or Shurikendo or Flechettery or some such. ALL of these come third and fourth after Pool, Ancillary, and Origin sets, though. 3: Aside from my previously stated priorities,Nah. I’m interpreting “not want” here to mean “want it to not be proliferated” as opposed to “don’t care either way” of which I have a few, but that’s not a reason for the devs not to do it. 4:As long as the central “gimmick” of the set is maintained and it works reasonably well.
  11. I remember making this exact same suggestion back when Swap ammo was still a click power in beta and being told by one of the Devs “You ain’t shooting fire outcha guns” and I still stand by the idea that this color change should be done.
  12. So this suggestions is mostly in regards to overall mobility and zone travel, less so combat and build value, but to address your points. 1:Super Speed Has Running greater than and now Jumping on par with Infiltration for it's mobility in addition to Stealth and it still has Speed Phase as an additional power. 2: Defense out of combat is somewhat useful but not nearly so much 3: As Far as I understand the game isn't meant to be balanced around IO set builds, so I tend not to consider it. Actually this is a good point, thank you. I guess since it's been there from early-ish in Live and it's not a power you actively engage I hadn't thought of it as a "power" per se, but it absolutely is, same for Super Speed's new "momentum". The "Bonus" powers seem to be primarily useful (I can't argue design intent, just what I've experience as utility) as boosts to mobility or ways to temporarily make up for the Travel weaknesses of a given Travel ability: Speed Phase and Momentum let Super Speed Overcome it's verticality and control(getting stuck on NPCs and zone geometry) problems Speed's stealth also helps overcome Speed's issue with being directly exposed to more potential Zone enemy Aggro( being stuck on the ground where most enemies are) Teleport's Hover Gives the player safety from sudden falls and makes the inherent Complexity of Teleporting more Tolerable with a "breather" period between ports Super-Jump's Hi-Jump gives more Aerial control and Speed Flight's Afterburner gives more defense and Speed Mystic Flight gains a bonus to speed with Translocation and a bit more indoor maneuverability Speed of Sound Gains Verticality and the ability to escape aggro with Jaunt and Mighty Leap gains More Speed as well as a way to disperse aggro with Takeoff The Utility of any kind of Teleport, Jaunt, Translocation, or Other, here is to give Infiltration users more verticality while keeping in theme with the Concept of Concealment.
  13. True enough, and they should look into ways to address that but 1: That is outside the scope of this specific suggestion 2: It's not a Travel Toggle and thus not directly relevant to this specific suggestion
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