
Blackbird71
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issue 27 Patch Notes for April 20th, 2021 - Issue 27, Page 2
Blackbird71 replied to Jimmy's topic in Patch Notes Discussion
I explained in detail exactly how each keypress achieved what I wanted it to do in each situation. And I really shouldn't have to explain how "one key, one power" works. It's like everyone spends so much time putting together the most complicated and convoluted binds that they forget what it's like to just have single keys activate single powers, exactly as if you had clicked those powers. -
issue 27 Patch Notes for April 20th, 2021 - Issue 27, Page 2
Blackbird71 replied to Jimmy's topic in Patch Notes Discussion
I'm not trying to be combative, but I'm getting frustrated with having to spell out the simplest of details that I already explained. I'm literally trying to keep myself from smacking my head into my desk right now. Asking a question when you literally quoted the answer to that very question tells me you didn't bother to read what I had written, and sets the assumption that you won't read further replies, and that is a frustrating basis to set for any communication. -
issue 27 Patch Notes for April 20th, 2021 - Issue 27, Page 2
Blackbird71 replied to Jimmy's topic in Patch Notes Discussion
Is this really so complicated I have to spell it out? As I said, I bound each power to it's own key. /bind lalt+numpad4 "powexec_name Hover" /bind lalt+numpad5 "powexec_name Fly" That's it. I use a gaming macro keyboard, so I have a macro key assigned to "lalt+numpad4" and another one to "lalt+numpad5", so I can trigger each with a single keypress, but I could get the same result by binding the same commands to any other single key. I could also achieve the same thing by just using the default key command for whatever tray slots I have Hover and Fly in. Really, this isn't a complicated setup. One key, one power. -
issue 27 Patch Notes for April 20th, 2021 - Issue 27, Page 2
Blackbird71 replied to Jimmy's topic in Patch Notes Discussion
I did. You quoted it. I literally just assigned one key to each power. What is so difficult to understand here? -
issue 27 Patch Notes for April 20th, 2021 - Issue 27, Page 2
Blackbird71 replied to Jimmy's topic in Patch Notes Discussion
Um, what part of my explanation did you not understand? This was literally the simplest setup possible: One key assigned to toggle Fly, and one assigned to toggle Hover. Done. I honestly didn't think it would be until I spent more time playing it. I didn't realize how often I need to switch between these, or switch one of the powers on or off. It became very annoying after a short while. I tried something like this, but it still requires a third bind to turn off either or both powers for when you don't want any of them running (e.g., if Super Jump is already running and Combat Jumping is off, and you want to turn off Super Jump without activating Combat Jumping, that's a new key or a manual mouse click of the power). That's three keys needed, one more than before. My key real estate is limited, and it's (what should be) an unnecessary complication. Add to this the fact that I gain literally nothing from being able to run both Fly and Hover at the same time, as I've never had a situation where I want them both at the same time, and this update is extremely frustrating. It's a "fix what isn't broken" change that ends up breaking something else. In my estimation, that's a worse than worthless change. -
issue 27 Patch Notes for April 20th, 2021 - Issue 27, Page 2
Blackbird71 replied to Jimmy's topic in Patch Notes Discussion
Double click is more than I had to do before; as I said, each function needs to be doable with a single keypress. This was all perfectly manageable before, and did not require any keybinds beyond setting Hover and Fly each to an individual key. Single keypress to go from on the ground to Fly active. - Press "Fly" key Single keypress to go from on the ground to Hover active. - Press "Hover" key Single keypress to toggle from Fly to Hover - Press "Hover" key while Fly is active Single keypress to toggle from Hover to Fly. - Press "Fly" key while Hover is active Single keypress to turn off Fly. - Press "Fly" key while Fly is active Single keypress to turn off Hover. - Press "Hover" key while Hover is active All of this in no more than two buttons. Anything more than that is worse than what we had before the patch. - Two keys, one for Fly, one for Hover. Done. Any way that I try to substitute this functionality with complicated keybinds after the patch requires at least three keys and/or double clicks. It's definitely a QoL decrease for me. -
issue 27 Patch Notes for April 20th, 2021 - Issue 27, Page 2
Blackbird71 replied to Jimmy's topic in Patch Notes Discussion
Here's what I need: Single keypress to go from on the ground to Fly active. Single keypress to go from on the ground to Hover active. Single keypress to toggle from Fly to Hover Single keypress to toggle from Hover to Fly. Single keypress to turn off Fly. Single keypress to turn off Hover. All of this in no more than two buttons. Anything more than that is worse than what we had before the patch. -
issue 27 Patch Notes for April 20th, 2021 - Issue 27, Page 2
Blackbird71 replied to Jimmy's topic in Patch Notes Discussion
Any version of that I make to meet my needs is going to be clunkier and use more keys than what I could do simply before this patch. That's the problem I'm running into; there is no way to do it as simply as it was before, and it's becoming a significant hit to gameplay QoL for me. -
Hunt missions. "Kill X in Zone Y." Running all over a map trying to find enough clusters of 2 or 3 of the right enemy type is not my idea of fun. You know you don't have to hang out at the portal the whole time, right? Kill one incoming group, then you've got some time to range out and kill a couple more groups, and get back to catch the next incoming group on the path in.
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Earning points for that necromancy badge?
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issue 27 Patch Notes for April 20th, 2021 - Issue 27, Page 2
Blackbird71 replied to Jimmy's topic in Patch Notes Discussion
I have to say I'm finding Hover and Fly not being mutually exclusive to be extremely annoying as it makes toggling between the two powers and shutting off any flight powers inconvenient. It's an extra click/keypress every time I want to swap or land my character. Maybe one keypress is a minor thing, but I find myself doing it very frequently, and it's a constant annoyance. I have not yet figured out a macro or keybind that can restore the previous functionality that does not add new complications that are equally annoying. A significant number of my characters use both Fly and Hover, and as there are no circumstances where I want both powers active at the same time, this is just causing a growing frustration with no personal benefit. Just one player's feedback, but take it for what it's worth. -
How many Respecs do you use to get the build just right?
Blackbird71 replied to FullEclipse's topic in General Discussion
One. Typically I start off a character concept at level 1, and play through the early game via content, no power leveling. This helps me get a feel for the character and decide if I'm going to continue with it into the late game. When I get to the mid-20s, I begin researching builds and trying things out in Mid's until I find a setup I like. Then, I respec at level 27 and begin slotting towards the final build. Once I reach 50, if I need another respec, then it means either I didn't do my research properly or I made a mistake somewhere. If at level 50 I decide I need to change the build either to be more viable at the high end, or for exemplared content, then I'll use a second build slot rather than a respec so that I have both options available. -
Focused Feedback: Power Changes (Release Candidates)
Blackbird71 replied to Arcanum's topic in [Open Beta] Focused Feedback
That part was not directed at you; as I said, a "general observation." -
Focused Feedback: Power Changes (Release Candidates)
Blackbird71 replied to Arcanum's topic in [Open Beta] Focused Feedback
It's safe to say that different people will have different experiences; I merely related my own. I think it's also safe to say that stating subjective experience as objective fact does not help a conversation. Just a general observation. -
Focused Feedback: Power Changes (Release Candidates)
Blackbird71 replied to Arcanum's topic in [Open Beta] Focused Feedback
Wholeheartedly disagree. My experience has been that most often KB->KD enhancements are slotted to keep KB powers from becoming an annoyance to other players on a team. In isolation, If the choice comes down to slotting to save someone else an inconvenience, or getting a build-critical set bonus like soft-capping a defense, there is no question in my mind. But too often people are pressured into slotting these IOs because otherwise they'll get grief from team members. So no, giving up the 6th-slot set bonus is not a "perfectly reasonable cost for turning a power into a KD." -
After Page 2 goes live (and there's been enough time for players to adjust), I will be very interested to see the numbers on how many players put more slots into travel powers than was done before Page 2 (assuming this is data that can be retrieved). My prediction is that, at least at the higher end of gameplay, slotting will be so tight that there will be little to no change in travel power slotting.
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General Feedback: Issue 27, Page 2
Blackbird71 replied to Arcanum's topic in [Open Beta] Focused Feedback
This happens with a lot of objects in game. Some can be seen through an invisible character, and others cannot. I find it's very noticeable in an SG base; if you pan the camera around your character and look through it, you will see some things disappear as you pass over them while others remain. -
General Feedback: Issue 27, Page 2
Blackbird71 replied to Arcanum's topic in [Open Beta] Focused Feedback
All something that can be coordinated among the team before the mission starts. Seriously, who is going to be swapping interfaces on the fly? You want all of that sorted out and locked down before the fighting starts anyway. Besides, if you're just going off of a "quick glance" and not actually communicating, when you see that five of you have the same Interface, who's to say that four of you won't swap to something else, leaving you with only one of the original and likely bulking up somewhere else. Of course the simple solution is to add more settings to the Options menu. We already have some limited control for what icons get displayed in the personal, group, and pet status windows. More customization here would go a long way to making these more useful for everyone. -
General Feedback: Issue 27, Page 2
Blackbird71 replied to Arcanum's topic in [Open Beta] Focused Feedback
Or you could, you know, ask? Particularly since that's not something that needs to be monitored actively throughout the mission/TF, there's no real need for it to be shown among active effects. They either have it slotted or they don't. -
General Feedback: Issue 27, Page 2
Blackbird71 replied to Arcanum's topic in [Open Beta] Focused Feedback
Why have it in the game if it only affects a small subset of characters? Better yet, when most characters have means of dealing with it, why reduce the effectiveness of one option used by less than 5% of characters to bring them on a par with everyone else? ("less than 5%" comes from the HC team's indication that ~5% of characters take the Sorcery pool, and the assumption that not everyone who takes the Sorcery pool goes deep enough into it for RoP) -
General Feedback: Issue 27, Page 2
Blackbird71 replied to Arcanum's topic in [Open Beta] Focused Feedback
Maybe it's just me, but in the chaotic furball of group play, I often have a hard time noticing who is being affected by what. It's all I can manage to do to keep an eye on health bars. -
General Feedback: Issue 27, Page 2
Blackbird71 replied to Arcanum's topic in [Open Beta] Focused Feedback
The devs are perfectly capable of speaking for themselves, and will do so when they feel it is necessary. White knighting for them does not help the discussion at all. On the point, claiming that "entire parts of the game" should not be "obviated," does not equate to "some classes are supposed to get mezzed." I have not seen where they have made this a class-based discussion; it's always been a general mechanics-based discussion. If they have, don't bother to point it out. Let them do it for themselves. If you want to post a link or quote back to something specific a dev has said, without your own commentary or editorial, fine, that's being helpful. But restating and reinterpreting things into your own words adds your own spin, and then it's no longer actually something a dev has stated. That's where it becomes "speaking for the devs," and it can be seen as an attempt to silence others by implying authority you don't have. -
General Feedback: Issue 27, Page 2
Blackbird71 replied to Arcanum's topic in [Open Beta] Focused Feedback
A word of advice: Please never try to speak for the devs. Or for the players, for that matter. Speak only for yourself. -
Focused Feedback: Power Changes (Release Candidates)
Blackbird71 replied to Arcanum's topic in [Open Beta] Focused Feedback
I wish that something like the "Hide Buff Numbers" setting in the game options would suppress the floaters. Maybe this is something that needs it's own graphics/effects setting toggle. Hide floaters on self, hide all floaters, etc. -
everlasting [City of Roleplay] Recruitment Fair & Comic Celebration!
Blackbird71 replied to Ruin Mage's topic in Everlasting
Big thanks for putting this event on; a big success as always! There were some thoughts and feedback in our SG, so I thought I'd share them while they're fresh in my head. Traffic/participation - while the event was definitely busy, we felt that overall the amount of traffic coming to check out the SGs was much less than last time. This might have been the result of holding it inside a base instead of an open game zone. Chat scroll was still a big issue. We had a couple of ideas on how to address this: Restrict all IC/RP chat to League/Team channels (not including IC recruitment/advertisement posts). This would dramatically cut down on Local chatter. However, it would also kill any RP between different SGs as they are sitting around, so could make the event less enjoyable overall. Spread the groups out much further so there is less cross-chat in Local; keep it so that only a handful of recruiting groups are in Local range of each other. If the next event is held inside a base again, it might be useful to post a bot by the portal with the event rules in their bio so that people see it as they come in. Anyway, that's what we came up with; I hope it's helpful! Thanks again!