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Everything posted by Shenanigunner
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Remove the MACRO attack limitations
Shenanigunner replied to Razorcat's topic in Suggestions & Feedback
So... just what is your ache, here? -
Remove the MACRO attack limitations
Shenanigunner replied to Razorcat's topic in Suggestions & Feedback
The macro and bind system is quite powerful as it stands, and adding anything that further automates, bots or scripts gameplay is... something to be avoided, and for players who don't really get what CoX is all about. If, for example, writing an attack bind that has to be pressed a whole two or three times for an attack chain is Just Too Too Much... you may be in the wrong game. -
Yeah, the other thread makes a good point on this. Too dark. Better than a cryptic 'flag' of some kind but a brighter, distinctive color would help.
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LOVING the /roleplaying tag. But...
Shenanigunner replied to Ion_Burst's topic in Suggestions & Feedback
Seriously? 😛 -
Good one. This might be useful in the same context, or even for general use: /macro SPN "optiontoggle showownername" ...which will toggle your own player name display on and off, so you can check the RP tag and other things.
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(1) The Roleplaying name title is a good addition. (2) Implementing it as a raw toggle command might be confusing. I recommend that it be modeled along all toggle commands, using a 1 and 0 to turn on and off, rather than just being an alternating toggle with no specified status. For one thing, you can't see if it's on or off unless you turn on your personal player name. The ability to do a hard on or off would make it completely reliable.
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I didn't see a mention in this subforum, so move or delete this if I'm bringing old news. The new patch has brought a "Roleplaying" title tag, which positions the word over your player name and titles. It's toggled with the slash command /roleplaying. (No arguments; using 0 and 1 and so forth as with most toggle commands generates an error.) Turn on your personal player name to see the results. Not a big RPer myself but I find this a useful community asset.
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I've used a macro keyboard function for years but this would be much easier. Good one! What I'd REALLY like to do is get past the entire login sequence, including the disclaimer and server selection, so that the game boots to the character select menu. I can't find anything that will get past that Return/Click step after autofilling the login, and it's the slightly tedious combination of the two that is annoying.
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Just had to note... "smacka-smacka-smacka / whiff-whiff-whiff"... I would have known what power you were talking about without any other context. 😄 Great writeup.
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Don't forget a rubber duck and a bar of "Freak Club" soap.
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New forum style - ugh!
Shenanigunner replied to Shenanigunner's topic in Website Suggestions & Feedback
Well, depending on about ten factors overall. As W noted, the new format was peculiarly hard to read while switching to a light format improves things a lot. (Publication designer, publisher, web designer, font maven... all fussy about readability. 🙂 ) -
New forum style - ugh!
Shenanigunner replied to Shenanigunner's topic in Website Suggestions & Feedback
A light theme as an option helps. I like dark themes on most things, but anything text-heavy and needing continual focus is easier to read dark-on-light. Please, do continue the effort to match the light theme to the dark. -
New forum style - ugh!
Shenanigunner replied to Shenanigunner's topic in Website Suggestions & Feedback
Okay. I'm a dinosaur. Roar. 🙂 -
New forum style - ugh!
Shenanigunner replied to Shenanigunner's topic in Website Suggestions & Feedback
...and sorry, didn't see the feedback forum. It's kinda buried. 😛 -
Gotta say, I really, really don't like the new forum style. Too big and spread out, with fonts that are peculiarly hard to read. Forums shouldn't try to mimic social media look and feel; anyone who can't cope with the relatively text-dense layout of forums needs to, well, learn to cope. I appreciate the effort and the maintenance and moderation effort and absolutely everything that's gone into Homecoming... but could we go back to a somewhat tighter, easier-to-navigate and -read theme/style/layout for the forum?
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This. Being able to set one and only one power to auto-fire is... weird. How about none? How about three? How about earning more auto-fire slots? But yeah, having just one, activated the way it is, seems very tacked on. I concur with having def fire automatically and make Hasten a click or bind power.
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Or the simplest of all: /bind LeftDoubleClick "powexecname Teleport" I've tried them all and this one is just... convenient. No brains, no complex finger moves, just click and go, click and go. I use MOUSECHORD for +up, so I can jump over obstacles while on autorun, one handed. And the easy look-around, get-moving-from-canyons, emergency escape bind: /bind U "powexeclocation up:max Teleport" Bam. One key and you're up an outta there.
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That's really excellent material on how to write a useful guide post. May it be heeded and used. But... but but... as someone who's written everything from quickref cards to full-length software and product manuals for, well, way too long, I have to say the forum/FB/Reddit-based system of posting what's meant to be permanent reference material drives me crazy. When someone has to say, "Oh, there's a great guide to that on Reddit post 'How to give your female alt great hooters' - skip down to posts 238 and 245" - it's a clumsy-ass system. The wiki is better, but AFAICT no one is updating it these days, and there's lots and lot of outdated entries, as well as many critical ones that remain stubs or simply repeat the same useless paragraph found everywhere else. I do get pushback for the Guide being (1) too big and (2) standalone, not wiki/forum/live, but honest, I don't know how else to present so much info in a coherent manner without writing/rewriting about fifty wiki pages. Which is just too time-consuming; I give what time I have to the community, but it's not unlimited. But my widdle old site is on the obscure side, so it's not as helpful as it should be, either. Not sure what the answer is. It would be nice if efforts were concentrated on Paragon Wiki, maybe, and guides posted there in their cleanest, most polished form after trial runs and comment here. Maybe that's too much work for most player/helpers. I dunno. I do know I find it exasperating to have to page through miles of old posts to find a list of something - over and over, as the standard way of sharing info.
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Ditto. Nice use for a build. Nice work with the advanced macro commands, too.
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Just a note - after using these a while, I created a variation. With the tray folded in half as in the above image, the top five icons convert each type to LUCK. A second row of duplicates, using the Level 2 icons, converts the same five to RESPITE. That lets me create whichever with a click, leaving out only Awaken conversion. Those, and other conversion needs, are so rare I can do them with the tray clicks. You might have other preferences. Being somewhat CDO about my control layout, I put the Break Free conversion icons in the two end slots so that the other colors are paired. (CDO? That's OCD but with the letters in alphabetical order! :) )
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They are square: My guess is that the tray slots are - like nearly all graphic elements - actually square with a circular central form. If you use a square icon, you get a square slot.
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I'm a guy who likes two things: playing the game more or less the way it was designed to be played, sans most forms of power-play, and using my writing skills to document the complex technical aspects. If bang-bang red conversion is a key element for you, the macro is above; a bind set would be even faster. :)
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This is just a detail that bit me while trying to get maximum res from my desktop system, thought I'd pass it along. I could NOT get the game to run at 4K resolution - which was not important to me for in-game visual reasons and has its downside in the teeny text problems, but meant my 3-monitor system did not shift in and out of changed resolutions, messing up other apps and icon positions and the like. Every time I tried, I got a giant game window that overlapped the center and right monitors and pushed critical buttons (like Back and Exit) offscreen. I finally traced the problem to my use of app scaling for the center monitor. For day to day use, the icons and app interfaces are way too small on a 28" 4K display, so I had scaling on that display dialed up to 150%. Turning that down to 100% lets CoX run in full native resolution - a little slow on framerate, but it doesn't muck up my desktop and other apps every time I cycle in and out. I do have to open Display Settings and bump the scaling down, then back up, but it's a small price to pay for overall harmony. TL;DR - if you can't get max res out of the game without oversized game windows, check your display scaling.
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I wouldn't disagree, but really... converting Insps is not the most elaborate or time-consuming or even combat-critical effort. I think I've reallyreallyreally needed to convert three junkers into a green during combat maybe... two or three times. It's all a convenience system, and shows off the macro_image and floating tray possibilities a bit.
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Macros just seem to work better for this power; any could be converted to binds if you really, really insist. :D Um, dumb error in original post, fixed up there now. (It's 'insp_combine,' not the idiotic 'inexp_combine' or whatever power name I managed to invent on the fly...)