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srmalloy

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Everything posted by srmalloy

  1. It's probably a lost cause, but can the AI for rescued hostages in instanced missions be made just a tiny bit smarter, so that after you rescue them, they run toward the exit of the mission (i.e., mission door or elevator to the earlier floor), rather than to the closest exit from the current floor, which is often taking them deeper into the mission where the mobs you haven't cleared yet are?
  2. Back on Live, I was working on a story arc in AE, and had gone out of the Quiet Room to the main floor to test the mission I'd just finished, when someone sent me a tell out of the blue asking me to invite them to my farm, and when I tried to explain that I was testing a storyline mission, not a farm, they responded that if I wasn't running farms, I shouldn't be in the AE, and I had to have a full team for the best rewards, so I should be inviting them. I responded with something like 'go find someone who believes that bullshit', put them on ignore, and logged out.
  3. ...drag the invite window off to the side where it's only marginally getting in the way of your playing the game as yet another window that will capture your keyboard input and stop you from using your powers until you notice and click outside the window...
  4. It's slightly easier if you plan ahead of time and pre-position alts in the Hive or the Abyss, depending on which Hami raid you're alting for, but it can still be a crapshoot for not hitting a full zone.
  5. Won't work with some of the opponents in the TFs, as the mobs cap out at certain levels, and wouldn't scale properly to 50 — it would be necessary to create new versions of the mobs at higher level ranges. There's a reason why, say, the Clockwork disappear at level 20, and we only see them again as the 'psychic Clockwork' in Tina Mac's introductory mission; the regular Clockwork don't have the range of powers (or combat logic) to be viable opponents at higher levels. This was commented on by the Paragon Studios devs when asked about this on Live.
  6. It's still something that you have to actively turn on and off to manage declining invites; having an automatic 'decline repeat invitations from same source within X minutes' option would mean you'd see (and accept if you were interested) the first invitation, but not repeated attempts to invite you. That would depend on how that check was implemented internally; if it was a "this character is not eligible for you to invite" check that happened before it got far enough for you to decline, it wouldn't be a problem, since you wouldn't be declining.
  7. It's personally annoying that there are so many of the "Funko Pop" style mini-pets, when there are others that are properly-proportioned miniature versions of the original; spending the crafting cost on the recipe and getting a hydrocephalic cheap Chinese knockoff is disappointing, and having the 'mini-me' costume power do the same thing is even more so.
  8. Yeah, I'm pretty sure that the 'grabbing your target, pulling it to you, and eating its head' animation won't be found anywhere in the game currently...
  9. I know that one of my suggestions was implemented, although I forget off the top of my head whether it was here or back on Live. I had noticed that during the monster phase of Hamidon raids, when you got an inspiration drop that included an EoE, there was always an 'ordinary' inspiration that dropped, too, and the ordinary inspiration dropped first -- so if you only had one open slot in your inspiration tray, you could never get another EoE. My suggestion was to reverse the drop order, so that when you got an EoE and something else, the EoE dropped first, so that you could maximize your EoE drops more easily. It got put into the game, but I never saw it in the patch notes, because it didn't really affect the way the game played at all.
  10. Stop eating at Taco Bell, and you'll have more control over your wind.
  11. And the Ultimate inspiration is in the collective group of the 'Huge' inspirations, not the 'Large' inspirations, so receiving it as part of the dingbonus inspirations would be inappropriate in any case.
  12. I don't see where your original request/suggestion specified a separate "non-combat toggle", just that you wanted to be able to hit something to turn off despawning when not in combat, without indicating that the summoned Phantom Army would be anything other than the regularly-summoned -- and fully combat-capable -- pets: Nothing there about the non-despawning PA magically becoming noncombat and invulnerable pets.
  13. If you have this modularity, then having ignore-for-invites set for a character/account means they won't be able to invite you to any team, even one you may want to join. Having a repeat-invite lockout still allows them to send you invites; it just prevents them from spamming you with invites after you decline one.
  14. In the costume editor, if your character has the Huge body type, all of the 'raised' sunglass options, high or low, from "Sunglasses up High" to "Shield 1S (High)" are positioned forward and up on the character's head, so that they're standing away from the character's head.
  15. Yes, this is specific to the team/league invitation. The autofire invite bind is a clever use of what little scripting functionality the game allows, and I think that killing it entirely is too draconian a countermeasure; that sort of ingenuity should be encouraged, and an autodecline repeat invites would both let them keep using their bind and let you accept an initial invite if you wanted to join their team/league without making you play with your invite settings every time.
  16. Today I ran into an overly-inventive use of binds that overtly resembles the annoyance of Group Fly -- I had a character in Echo: Dark Astoria waiting for the timer to run down until Adamastor could be resummoned, and got a league invite, which I declined. Shortly afterward, I got another from the same character. Their explanation was that because inviting the characters assembled to take down Adamastor was 'hectic', they'd set up an autofire bind to invite everyone nearby (presumably using the target_custom_next command to get the next live friendly target). Now, I know that you can go into your team window and set 'Not accepting team invites', but this is something you have to preemptively do -- and then turn off again afterwards if you want to be able to be invited to join TFs or teams elsewhere. I recognize the utility of being able to light off a bind as autofire and have it walk through nearby characters inviting them to team/league, but either having to repeatedly decline invites or turn off accepting invites, then turn them on again later, is another of the "Oh, you can just go to Null and turn off being affected by Group Fly" problems. Is it possible for a new entry in the Options list to be created that would have your character auto-decline repeated invites from the same character within an adjustable period (likely a slider, from 0 to, say, 5 minutes), so that people using an auto-invite bind like this can keep using it, but you would only have to decline their invite once and you wouldn't get hit with repeated invites?
  17. Because we see your reasoning as being "I want A changed because of B, which doesn't affect A at all" -- you describe wanting to have a real (and repeatedly discussed previously) issue changed, but use a justification for the change a non-existant problem. Suggesting that the exit point be moved/changed because you exit the mission running into the helicopter and the other team members and Lore/pool pets jam up the exit is a valid reason; requesting the change because non-obstructing pets obstruct you is not.
  18. The problem with your suggestion is that having the Decoys out in non-combat situations means that, regardless of the recharge state of the summons power, your Decoys will be out and available to retaliate if you get attacked. If you amend your suggestion so that the Decoys disappear if you're attacked, then you're asking the Homecoming staff to special-case the behavior of one power because you want to have a cosmetic effect.
  19. If you leave the healers alone to heal the rest of a spawn, it makes it more difficult to take down the spawn, and you'll be "wasting" more attacks to counteract the healing than you would if you just whacked the healers right off.
  20. Are you certain that they're the MM primary pets, and not pets from the secondary, like /Dark's Dark Servant, or from an epic/patron pool, like the Tarantula from Mace Mastery?
  21. Any aura power that enemies notice, especially if it's not a damage aura, is fun, because the Embalmed just go into an endless loop of acting constipated, then having their explosion interrupted and having to start over.
  22. Surgeons, Sappers, and Engineers are all, if I'm on an appropriate character, primary targets of opportunity for Confuse, preferably with Power Boost active. Having the most annoying mobs switch sides and start playing for your team is endlessly risible.
  23. The default position for pets can be significantly disruptive to play. Catherine Wheel from the Pyrotechnics set, for example, wants to run right up behind its caster, particularly when going through doors to enter a mission. When this happens, your entire camera field of view is looking through the Catherine Wheel, and by the game's built-in targeting priority, only the Catherine Wheel is targeted -- even if you can make out a hostile mob through the pet's VFX, you can't click on it to target; any mouse clicks will target the Catherine Wheel. This also happens when leaving elevators. This can be obstructive in other situations as well -- running up to a door to enter a mission, if you wait to let your Catherine Wheel catch up, it will assume a position right behind your butt, obscuring your view of the door and forcing you to make camera gyrations to be able to target the door. Can we get the 'default' position for pets looked at and shifted a bit to one side or the other, so the default camera position is not looking through/past/over the pet, where the game code will cause the pet to absorb mouse clicks? Either that, or fiddle with the mouse targeting code so that having a pet behind you but in your camera cone doesn't make the pet absorb mouse clicks?
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  24. It's not an issue with the Yin TF because of the level range, but it's even more misplaced to blame MMs for pets piling up in the mission-exit helicopters, because some other pets do block movement — my Pyro/Marine controller's Tarantula from the Mace Mastery pool, for example, blocks movement while neither her Catherine wheel nor Barrier Reef do. Until the issue of exiting a mission into a helicopter resulting in you/your team running into the helicopter gets addressed, my inadequate solution has been to immediately back up out of the helicopter, rather than try to turn around to run forward to leave it.
  25. The problem with moving objects isn't that you can't stand on them, but that you can't stay standing on them, as we see with all the cars/trucks and the blimps/dirigibles; I think it was a decision by the original devs to make the boats intangible rather than deal with the issue of people sliding up and over the gunwales (or having a collision box where you couldn't land on the deck, and would just slide smoothly off); the cargo ships are big enough that making people slide off them would be immersion-breaking.
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