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nror

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  1. Thanks for the confirmation Jimmy. I figured it would be tricky but never hurts to ask!
  2. It would be great if devs could confirm what work it would take to realize.
  3. In that case it could/should be added as an FX option for Fly like the various prestige runs have been for the run-based travel powers in the latest beta build.
  4. Bumping this - once the boat has sailed on the travel power rework I don't figure this will get looked at again. Would be really nice to be able to use the Void Skiff like a proper travel power for those of us with that kind of character theme.
  5. Since we're now removing the mutual exclusivity of travel and prestige powers, would it be possible to take a look at maybe adding some of the prestige travel animations (esp. Void Skiff) as customization options for the Fly power pool, or otherwise removing some of the restrictions they have regarding using abilities and detoggling powers while it's in use? I realize there's possibly some trickiness to some of those animations that have resulted in them working the way they do, for instance a character that's doing a kick is going to have to be animated to have their feet leave the vehicle and return. But for those of us who have characters that would like to use the theme of some of these prestige pieces (for example for a Green Goblin-like character using the skiff as a glider), it would be great if they could be usable in combat like every other travel power or at least not interfere with combat by detoggling everything when they're used. The same thing goes for any of the jetpack powers for characters who actually want their characters to be jetpack users. Would be a nice QoL thing along the lines of the great work that was done with Ninja/Beast/Athletic run. Thanks in advance.
  6. Dear devs, To start: thanks for bringing this game back to life and keeping it that way. You're awesome! With that out of the way, I wanted to make a small request: that an option be provided to enable Villain Reticles all the time so that we can quickly distinguish between enemies and allies on crowded battlefields (or that the client be modified to honor the setting when the options.txt file is tweaked to allow this, see below). When running some of the endgame raids it can be very difficult to parse visually where mobs are clustered with the default tab-targeting. Tabbing to target an enemy lets you know where that particular enemy is, but it doesn't give a great representation at-a-glance of where groups of mobs are when there's a lot happening on the screen. MSR and Underground are some good examples of this. You could sweep the screen with your mouse or quickly tab through, but this is tedious and difficult to manage in a fast-paced scenario. I've played around a bit with the options file and what I can report is that while forcing Villain Names and Bars to "Always" by editing their values to "1" manually and then loading the options in the client works, doing the same for Villain Reticles does not work as expected. Additionally, friendly NPCs are lumped in with the "Villain" category and are also shown when Names and Bars are forced on using this method (this is probably more complicated to untangle and isn't a deal breaker). I realize that the complication here will be that if Villain Reticles are always on, how will you be able to distinguish which target you're actually targeting from the rest of the mobs? One possible solution might be making the active target reticle a different color than non-active reticles, granted that would probably require new code to realize. Then again, as of right now the active reticle is seemingly larger and brighter than mouse-over reticles, so maybe not. In the meantime, I think that allowing the client to honor this option file tweak or adding it as an experimental or beta setting despite the drawbacks would be beneficial in certain specific scenarios like raids. For the most part the visual cue of which specific mob is being targeted is not that important since we can use which direction our character is pointed and the target window (as well as the aforementioned differences in size/brightness/opacity) as an indicator. Since the reticle is just a 2D transparency, it shouldn't be unduly taxing from a graphical perspective to enable them all the time, or at least no more taxing than turning on player character nameplates might be in the same scenario. Thanks again for all of your hard work and for taking the time to read this! Best, nror
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