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frostcape

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Posts posted by frostcape

  1. On 1/21/2020 at 9:45 AM, r0y said:

    Roy's Travel Binds:

    @@ SJ / CJ typical:
        /bind ` "powexec_name Super Jump$$powexec_name Combat Jumping"
        /bind T "powexec_toggleon Ninja Run$$powexec_toggleoff Ninja Run"
        /bind T "powexec_toggleon Beast Run$$powexec_toggleoff Beast Run"

    Great set of binds, I got some great ideas in there! Another way to do the above would be:
    /bind T "powexecname Ninja Run"

     

    Since it's a toggle power, it'll automatically turn on and off, each time it's 'exec'ed 🙂

    • Like 1
  2. 30 minutes ago, Tad Cooper said:

    I think the concern is that someone'll get kicked off a TF/SF if they accidentally walk out the wrong side and then complain on the forums about how that stupid door cost them two hours of their life, a million merits, and their future spouse or something. But I agree it's super annoying and there are probably more elegant ways to do it.

    Perhaps 'remove all alignment based checks' would work. Would fix the doors, getting dropped from TFs, as well as the fun 'you can't invite an enemy (walk thru a portal) invite away!'

     

    Made sense, when it was designed. But now, it would probably be nice to just remove all 'are y'all the same alignment?' checks completely. 🙂

    • Like 1
  3. When you switch to a vigilante or rogue alignment, every time you leave a neutral environment, such as Pocket D, you are warned that you're entering 'the City of Heroes' or 'the Rogue Isles', and then, ARE YOU SURE? 

     

    Honestly, what's the impact  if people weren't asked? Nobody on the other side of that door cares, not at all. As a vigilante, a hero side alignment, I can walk right up to Recluse and talk to him. All he says is 'not now', or something. There's no risk, no danger beyond standard mobs. 

     

    Could we please get this question removed, or, at the very least, an options toggle to say 'disable prompt that you're entering a different aligned area?'

     

    Thank you!

    • Like 1
  4. Each 'instance' of the power is supposed to provide one hour of game time of the buff. However, I've had the 8 hours (max) of the buff expire twice on a character that has been created for maybe three hours max. This has happened repeatedly, as well. I'm betting that whatever time is assigned to the 'buff' is not correctly adding one game hour, maybe it's adding real world timer?

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