Jump to content

Kalthea

Members
  • Posts

    17
  • Joined

  • Last visited

Posts posted by Kalthea

  1. 1 hour ago, Rudra said:

    Incorrect. All debuff toggles are flagged as notify enemy effects. So the moment a debuff toggle was placed on a friendly, whether that friendly was part of the team or not, and there are any enemies within the range of the debuff toggle from the anchor, they are notified and begin attacking. Which means they would start attacking the player character that had the unwanted toggle placed on them for the sake of griefing. Like say a Stalker trying to sneak suddenly having another player placing a debuff toggle on them and now all enemies are active and attacking the Stalker. When you apply the toggle to an enemy, your character is the source of the effect. When you apply an effect to another character, that other character is the source of the effect. And the source of the effect notifies enemies when those toggles are activated.

    Limit the application to partied entities at that point, that would resolve most of the issues with trolling using that system. And if that doesn't, then you'd just need to remove the person responsible from the team. Dunno if that's possible in the game's programming, but it's a way of changing it.

    1 hour ago, Rudra said:

    I think you are misreading my post.

    You're talking about how you have to manage the ability constantly, which is why I'm suggesting this change in the first place. I don't really see how I'm misreading that?

     

    1 hour ago, Rudra said:

    The term affliction is from the power's own description. Nothing loaded about it. The power afflicts a target with its debuff effect.

     

    Which we already do by afflicting the target with the power.

     

    I used that example because htat is how the ice armors from Corrupters and Defenders work. You apply them to others, never yourself.

    These make it seem like you're limiting yourself to changing things based entirely upon how an ability's description currently reads, and not how it can possibly be changed to become something else. You can change the wording from "afflicts" to "afflicts enemies in its area".  And the in-game description doesn't even use the word "affliction" for Snow Storm (in Storm Summoning, anyway).

     

    1 hour ago, Rudra said:

    The point of the Hurricane comment is that it is a debuff storm effect that is centered on the character. Not what its specific effects are.

    Then the purpose for bringing up Hurricane was entirely "you already have an ability that is centered on yourself"? I don't really see how that helps in the conversion, but please correct me if I'm wrong on that would, as I could be misunderstanding that.

     

    1 hour ago, Rudra said:

    Edit yet again: There is also the consideration of whether the OP would change Snow Storm, Darkest Night, et al. to targeting allies to affect enemies, or to targeting either/or. If it is changed to targeting allies, then I can't solo with most of my characters any more because I very much rely on those toggles to carry me through things like boss fights. If it is an either/or bit, then at least I can still solo.

    Ahhh, perhaps this is where you're misunderstanding my idea. I'm not suggesting to change the entirety of the targeting system to be ONLY usable on an ally. I still think it should be usable on enemies on well, but also have the option of anchoring it on an ally, thus making the ability usable in solo still.

  2. 1 hour ago, Luminara said:

    There'd have to be an aggro redirect to prevent them from being used as a griefing tool (placing the debuff AoE on another player character specifically to draw enemies to that character).  And an additional graphics option to allow the effects to be disabled by the anchor, to prevent another type of griefing.

     

    But I don't see this happening at all unless yet another change is made, that of allowing the player to choose, on the fly, whether to toggle it on an enemy or ally.  An outright switch to targeting would impact gameplay for a lot of players who are already accustomed to enemy-targeted toggles.  It would also make it impossible to use this type of toggle solo for any player who doesn't have a pet.  I'm sure there are any number of people would would strenuously object to having their primary method of mitigation taken away, and more who would object to being "forced" to respec into a PPP and take a pet they don't want, or feel they need.

    The person who is tagged with the ability wouldn't be pulling aggro unless they used something to damage the enemies or taunt them before the effect of the ability hits the enemy. This would be less "griefing" and more "pre-pulling", as it would cause someone in the back who has placed the effect on the Tanker to be taking aggro before before the Tanker does (as an example), but then that can be resolved with communication (or the person who used the ability dying because they over-pulled before the tank could get aggro).

     

    2 hours ago, Rudra said:

    I know this won't change your or anyone else's mind, but for me at least, activating a personal toggle is the only activate and forget thing. Activating a targeted toggle is not. I have to watch to see if that mob suddenly rabbits so I can turn off the toggle so I don't wind up with more aggro than I or my team can manage. I have to watch to see if the fight shifted away from the anchor, possibly necessitating me turning off the toggle to re-apply.

    ...[SNIP]...

     

    Another consideration? I've watched teammates run off and do their own thing randomly. I've watched the team leader just up and abandon the team randomly, just running off to do something else. Sometimes I agree with their reason. Other times I think that person is just an... nevermind. While not a frequent occurrence, that still puts you back in the same position as with the defeated anchor. Your buff ran off and now you have to de-toggle, select a new anchor, and re-apply.

     

    Or less trollish, your anchor, presuming a Tanker or Brute so the anchor isn't likely to die, may not be where the main fight is because (s)he/them/it are trying to keep another group from overwhelming the team. Now you are again back to the same problem.

    This interaction is what I'm suggesting this change for. By applying the ability to an ally as an "Anchor" for it, then I wouldn't need to worry about an enemy running off and pulling more aggro than is necessary. Perhaps you enjoy that situation, which is fine. As for teammates running off on their own, that would occur far less than enemies running off towards another group, dying, being left behind in other rooms and forgetting to un-toggle, and what have you. And I don't consider assisting an off-tank with some slow or extra damage to be a problem? Sure, they're in another area holding off a group, but I'm still assisting them. Heck, maybe they're too far away at that point and the power toggles off, so you can re-apply it to a different teammate.

     

    2 hours ago, Rudra said:

    On top of that is the theme. I understand why my character would afflict another with a snow storm. I am trying to hamper that target. It makes much less sense to me to afflict an ally with a snow storm. What did that ally do to upset me? And why isn't my power affecting him/her/them/it? Now, as far as theme goes, I can still figure out how that works. As in I will figure one out eventually. My question then becomes, why wouldn't I maintain the power on myself if it is instead an aura effect instead of a targeted affliction? Placing ice armors on others but not myself is something I've learned a plausible reason for. Maintaining a storm effect of my creation though? Hello, Hurricane. It doesn't make sense to me to apply that to another instead of myself, especially since I can only have 1 snow storm going at a time.

     

    The term "affliction" is loaded here, and implies that I'm "debuffing" my ally. This is not what I'm suggesting, and since it's my super power, and I have control over the weather (with Snow Storm as the example), then why wouldn't I be able to just decide that the Snow Storm is following around my ally while they sit in the eye of the storm being unaffected by the Snow Storm a friend gave them? And your suggestion of why you wouldn't apply it to yourself is easily answered by "Because I want people near my friend to be slowed down to help give them an advantage." And your example of Ice Armor is a bit silly, as I don't see a reason why you wouldn't want to place Ice Armor on yourself if it helps increase your survival. Also, Hurricane is a Knockback/Repel effect, and doesn't suit the same function as Snow Storm other than "it has CC".

  3. 9 minutes ago, Rudra said:

     

    Disruption Field from the Sonic Resonance set and Noxious Gas from the Poison set is what @biostem is talking about.

     

    I have never told anyone "git gud" and I never will. I apologize if that is what you took my comment to mean.

    Oh, sure.  But those powers existing doesn't really make the change all that much different, if anything it just makes me think "So they CAN do it." 

     

    7 minutes ago, biostem said:

    Just for the record - I'm not necessarily against allowing some anchor debuffs to be applied to allies - just that their effectiveness would then have to be adjusted to account for the increased flexibility in their use.  Also, can we please get the anchor debuffs to shut off when their target is defeated,  I hate having to manually detoggle them...

    I'm perfectly fine with some tweaks here and there, but functionality wise I think powers LIKE Snow Storm would benefit from being able to be toggled on an Ally.

    • Thumbs Up 1
  4. 1 minute ago, biostem said:

    The problem with this suggestion is that some sets *specifically* permit you to place an enemy-only-affecting debuff on an ally, as a special feature of that set.  To expand it to all or most such debuffs devalues those other powers, and greatly overpowers them...

    What sets would function that way? I can't think of any off the top of my head.

     

    3 minutes ago, Rudra said:

    I am aware that you don't intend the debuff to affect your ally. I am against taking debuffs like Snow Storm and having a teammate be its anchor.

     

    I can't think of a response that won't be taken as me being rude. So instead I will just say I am opposed.

    I already had the "git gut" joke in my inital post.

  5. 22 minutes ago, Rudra said:

    I am against the idea of placing a debuff meant to affect your foes on an ally. (For that matter, why should Snow Storm function differently than similar powers like Radiation Infection?) Snow Storm has a 10 second base recharge. With no recharge enhancements slotted in it, my Corrupter has it down at a 6.9 second recharge. If I were to throw a single generic recharge into it to go with the endurance reduction I plan on only having on it, that drops to 5.34 seconds.

     

    (Edit: And this character has minimal global recharges in the build. So someone that uses a fair amount of global recharge will get that recharge down even further.)

    I'm not suggesting that the debuffs should affect the ally that it's placed on, only that the ally should be able to "carry" the effect around with them as if it were a damage aura. And I'm not suggesting that it ONLY affect Snow Storm, it should be a mechanical change for all abilities that function the same. And yeah, my cooldowns are super low as well, the problem is that it's repeated button presses in the middle of combat to keep up a power when a body despawns, or when we're in a different room.

  6. I've been playing a Corruptor for a while now, and I enjoy having the use of a variety of powers. However, one ability that's a bit annoying to utilize is Snow Storm, as it requires me to place it on a target. The ability being a toggle doesn't help either, as it can stay on the corpse of a fallen enemy after we have moved on meaning that I have to wait for a cooldown in order to re-cast it if I end up forgetting (just don't forget, I know I know).

     

    Is there a way to make it so you can toggle this power on a party member? Being able to cast it on a Tanker in my team, or on a minion if I'm a Mastermind would be very handy, and I would be able to just keep it toggled on. This might cause some struggles with who pulls aggro first, but I feel that it would smooth out the gameplay a good bit on characters that use powersets with a Toggle-On-Target function, allowing for less button presses when you may already have a slew of things you need to press.

  7. If you use a cast-time ability while you're coming to a stop during flight (in my case, when I use Zapp as a corruptor during Mystic Flight), the ability won't cast, but you will still consume your energy without putting the ability on cooldown. This can result in a loss of all of your energy if you spam the cast-time ability while you're coming to a stop.

     

    Edit: For me, you have to be targeted on an enemy for it to happen.

  8. 9 hours ago, Oubliette_Red said:

    My fault entirely. Total brain-fart on that one, I blame it on the late hour.  🙂  Glad you figured it out.

    Yeah, even male feet are booted, they're just a lower pitch than female so it's less noticeable. To get a softer sound we'd have to swap it out with something like carpet sfx or perhaps sand.

     

    Only problem after doing that is that it would affect all the boot options as well. No biggie though, thanks a ton for helping out, I gave you ♥s on every post you put in here. Take care!

  9. 4 hours ago, Oubliette_Red said:

    I too have the maps mod, it shouldn't have any affect on the playing of sfx.

    Not sure what else the issue could be.  😞

     

    I will have to keep hunting.

    Hey, found the problem by double-checking the Silence/Modify thing in your sig! The file path is meant to be data\sound\ogg, instead of just data\ogg. Slapping it into the sound folder managed to resolve the issue, and the sounds are playing just fine.

     

    Thanks again for the help. It's still a bit awkward since I'm using lizard feet and can hear boots, but this works out on some other characters and is a good cover-all for now.

  10. 14 minutes ago, Oubliette_Red said:

    Not that it should matter but have you closed and restarted Tequila?

     

    If you have access to a base and have edit permissions, you can test the replaced files. Use the /sg_music <filename> to changes your bases music to the file you want to hear. You'll need to up your music volume to hear and since they are not loops, they will only play once. Then you should know if the modified sfx are playing or the original.

     

    I did close Tequila, yes.

     

    Upon doing the sound test that you suggested, the sounds are in fact not playing back as their replacements. Unfortunately, I don't know what I might have done incorrectly? I've already installed one mod, the maps one I believe, and that one is working fine.

  11. 4 minutes ago, Oubliette_Red said:

    So this may not affect everything, I just grabbed most of the hard surfaces and duped the male feet sfx and renamed them with the female sfx file names.

     

    Extracting the files should place them in a 'Feet' folder and you should be able to drop the folder with all the sound files into your data\ogg folder.

    If you do not have a data folder within your CoH file directory, you will need to create it, then within the data folder create an ogg folder, and then drop the Feet folder into the ogg folder.

     

    Feet.7z 161.6 kB · 0 downloads

     

    Thank you so much for helpin' out with this!

     

    After a quick installation into the data/ogg folder, I noticed that it didn't have a "feet" folder to slapped it in there. However, after installing, I don't seem to notice any difference running on Sidewalks, Streets, or inside City Hall or the University. It does seem to affect the flat rooftops on Croatoa, however.

  12. Just now, Oubliette_Red said:

    Not necessarily.  If you provide further info, those of us used to sfx delving can probably locate them.

    Would it help at all if I said that I just want the Female footstep sounds completely replaced with the Male footstep sounds? Not the Brute. I never run around with heels on my characters, so having the Male ones would be far more fitting on my characters.

  13. 1 hour ago, Oubliette_Red said:

    You would first need to identify what surfaces where you hear footfall sounds that you don't like. Like sidewalks, street, tile, etc. Also, is your character female, male, or huge? This is important to know, so that any replacement files are named correctly.

     

    You can do this by running around in zones or missions, but you can also edit your base to have a room full of different surfaces.

     

    With all my delving into sounds, 'Feet' sounds are probably the most numerous. So try to mark down whenever you can, what surfaces you hear the hard-heeled boot sound, that way we can try to catch them all.

    Oh jeez. I'm gonna have to figure out how to explore the files then if I wanna do this.

×
×
  • Create New...