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chi1701

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  1. Really do appreciate this thanks.
  2. Just thinking on lines of self buffs, help manage when I need to reapply if the cooldown is shorter than the buff it self. Help, for me anyway, reduce amount of button bashing. Got this on follow, any more suggestions can add here.
  3. 🧱 Developer‑Facing Feature Summary: Self‑Buff Duration Tracker Overview Introduce a new optional UI element: a Self‑Buff Duration Tracker, designed to display the remaining duration of player‑only buffs in a compact, tray‑style format. The module uses existing UI systems (power tray icons, cooldown overlays, auto‑apply indicators, UI scaling) to minimize implementation complexity and ensure visual consistency. 1. Purpose Players currently have no clean, centralized way to track self‑buff durations separate from the crowded buff bar of which powers flash before their duration ends. This module provides: A dedicated, user‑controlled tray for self‑buff durations only Clear visibility of remaining time Familiar icon behaviour (cooldown shrink, auto‑apply ring, numeric overlay) A layout that integrates naturally with existing UI elements 2. Core Behaviour 2.1 Slot Structure 10 slots (matching existing power tray width) Each slot contains: The buff’s icon (required for identification) A duration timer overlay Optional cooldown overlay (if the buff’s power is on cooldown) Optional auto‑apply indicator (green ring) 2.2 Duration Timer Displays remaining buff duration Uses adaptive formatting: 30m for long durations 1:30 for mid durations 45s for short durations Timer overlay matches icon size and scales with UI settings Timer can be square, retangle or circle, but constrained to icon width/height to avoid layout distortion 2.3 Cooldown Behaviour Reuses existing power tray cooldown logic: Icon shrink animation Red numeric countdown Color shift as cooldown nears completion If auto‑apply is enabled, the green ring appears exactly as it does in the power tray 2.4 Empty Slots Empty slots show no timer, no cooldown, no overlays They remain neutral placeholders until a buff is assigned 3. Assignment Logic Players manually assign buffs by dragging a power icon into a slot The tracker does not activate powers It is purely informational Only self‑buffs are supported (no external player tracking) 4. Layout Options Two layout modes: Horizontal Mode 10 slots in a single row Duration timer appears inside the icon Compact width to minimize screen footprint Vertical Mode 10 slots in a single column Same icon behaviour Duration timer appears inside the icon Ideal for placement near the existing buff bar Both modes use the same slot logic and scaling. 5. Visual Integration Icon centers use the same lighter, more opaque style as power trays Surrounding tray background uses darker, semi‑opaque UI textures All elements scale with existing UI scaling settings No new rendering systems required 6. Engine Feasibility This feature is intentionally designed to reuse existing systems: Power tray icon rendering Cooldown overlay logic Auto‑apply ring UI scaling Buff duration tracking (already displayed in buff bar) Drag‑and‑drop assignment logic No new engine subsystems are required. This is a UI composition feature, not a gameplay or engine rewrite. 7. Why This Is Safe and Low‑Risk Does not modify existing buff bar Does not track other players Does not alter buff mechanics Does not introduce new gameplay logic Only displays information the client already knows Uses existing UI assets and behaviours This keeps the feature stable, predictable, and easy to maintain. The image is a functional mockup assembled from in‑game UI elements. It is intended to illustrate the layout, slot behaviour, and timer placement only. The numbers in the mockup (e.g., 1:30) are example values only. In‑game, the tracker would display the real buff durations pulled directly from the client. Also, appologies for the terrible looking image.
  4. Was sentinel using Cat5, didnt put character into combat, neither for PB with photon seekers.
  5. Might be helpfull to add additional information regarding your laptops specs.
  6. Targeted is the word. Targeted powers = supressed stealth, non targeted = stealth not supressed.
  7. Point out, that Meteor is a Ranged (Location AOE) with rest of seismic being targeted. Think that is why stealth aspect isnt supressed. Shatter is a single target ranged attack, you pick and select a target, hit it, and the target takes x damage. Game knows, you hit someone. When its a location AOE, you have summoned an effect, which is why I believe the stealth wont be suppressed, the game seperates you and the ability. The ability deals damage on your behalf, such as pet. This make sense?
  8. Il go one further, 100% intangiable for x seconds till they attack something which cancels the effect. Allows time for pets to be buffed.
  9. Simple question and or suggestion. Possible to add a option to favourite or save some maps and add favourite or saved to the search options so its easier the maps you want instead of trying to remember their exact name and scrolling though maps you have reviewed?
  10. Edit: Fixed for Robotics /macro_image Robotics_BuildRobotArmy Drones "powexec_location me Battle Drones" /macro_image Robotics_ConstructProtectorBot ProtectorBot "powexec_location me Protector Bots" /macro_image Robotics_AssembleAssaultMech AssaultMech "powexec_location me Assault Bot"
  11. omg! how? Can you provide a command line please There is a work around, thinking on lines of photon seekers but for permanent pets. Which can be done for any pet based power, not just MMs.
  12. Tweaks are not designed to change or adjust pets direct combat effectiveness. Tweaks may or may not be possible, if you know why, would appreciate response. 1: Summoning pets from click location to player based area effect. Allows player to continue what they are doing without taking them out of a situation. 2: Upgrades from click aoe to either player based aoe click or toggle based aoe. Not sure if toggle could work, but would mean but both would remove waiting for pet to fully spawn and able to select them. 3: Pets are x range dont despawn and respawn but instead teleport. Last time played a MM, when pets despawned, buffs where removed, this includes going up/down elevators. 4: Storage ability. For visual, pets can be stored inside a (insert description based on which pets) flying object (based on mm preference) which cannot be attacked or targeted and wont cannot agro npcs. Non visual, pets are simply teleport, stored dimensional pocket etc to be summoned when needed. This for me, would help with map tracking issues (stuck in doors or other map related objects), stealth or potential other reasons, without having to dismiss them, to later re-summoning and having to again, apply buffs and upgrades. Buffs would continue to countdown and expire as normal. Health bar would be greyed out to indicate store. Cannot be used during combat which includes pets that are in combat. Can have a cooldown for balance if needed. 5: Better AI responses and new command. AI response to aoe ground effects, atm, they stand inside the effect and take unnecessary damage and or debuffs. New command, "Stay" which speaks for its self, a command to make pets stay where they are. "Guard" commands pets to follow and attack targets that are attacking the guarded player. Visual icon on pets so that players can visual see which "stance" or "command" pets are currently on.
  13. For me, CoX is a fun game to play with like minded players. There is no judgement on what set bonuses you have if you have any as long as you do your best when playing and this community is great for this. At the moment, investment is better done once and once only, at level 50 with the cheapest io (if available on ah) to supplement your build untill you can buy/make the sets you need. Since characters tend to only flurish at 50 with set bonuses with builds already planned out, power leveling is prefered method of playing. Hit 50, get sets, and then gameplay starts. If sets and io's had only a minimum level and the stats them selves improved as you leveled, players may actually take their time to reach 50. Since recipes are random and can come at any level and the materials are extensive, for me wouldnt become a mind field and if you did decide to make sets at low levels to end game, feel that your more likely to spend more time crafting and playing the game, since cant gurantee that the crafting materials you need will drop or the recipes them selves. Il try to sumarise. Crafting sets as you level I believe is impossible, with so many slots, I feel that it would be impossible to get the recipes and mats together. Leveling wouldnt be needed to be done ASAP for builds.
  14. Believe this is intended, looking at the available channels, there is nothing that might imply any of them will show any debuff hitting a target. Damage is simply damage. Edit: to see if the debuff is working, hit a target, the target will show a debuff fx
  15. Simple suggestion, minor damage buff for one ability and possible nerf to another. Damage is as follows on my build: Glinting Eye - 178.14 Bright Nova Blast - 156.22 Bright Nova Scatter - 150.20 Bright Nova Detonation - 136.54 Im looking at adjustments to Nova Blast and Nova Scatter to increase the damage gap between these two abilities so that single target does more than multi target.
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