Jump to content

Starhammer

Members
  • Posts

    252
  • Joined

  • Last visited

Everything posted by Starhammer

  1. So I have wdwload in a convenient bind (along with some other utilitarian stuff on my joypad. Normally, it works great to reset the UI in lieu of individually closing various windows that have been opened, like email, auctions, and more. The one instance where it is problematic however is the queue window for joining trials, like DFB, etc. Should I accidentally hit the button that triggers it, the queue window disappears, making it impossible to hit the green button to join a trial. Attempting to wdwsave with the queue window open does not fix this (My initial hope was that if I am in a queue, the window would open upon wdwload... this is not how it works though). So, my suggestion/request, is could we have the queue window made to ignore loading saved window files, and stay on screen until you press either the join or quit button? I'm not certain, but I believe the "Go to hospital" window works in this manner, and may be a place to salvage working code from for this.
  2. I'm curious to see how the UnbindAll ends up functioning. All of my binds are pretty extensive, and I overwrote the commands that are necessary to do some of the base item manipulation long ago, and don't seem to be able to reset them without creating a brand new character with all my bind files moved so they can't be loaded. Hopefully this will allow me to fix those... though I can't help but wonder if it will actually work, since base edit mode and normal play mode don't seem to store binds the same way...
  3. Can we revisit the damage % requirements to qualify for badges? It seems lately teaming for GMs is less common. I've even seen folks met with outright hostility for requesting to join a team for GMs. There's a disconnect it seems. Because you can qualify so easily for the merit rewards (which is all some seem to care about), a lot of folks seem unaware that badge requirements are steeper than just getting a hit in. I can understand if it's desirable to maintain more difficulty than just getting a hit in, in order to compel active participation, but could we maybe see something like scaling the requirements to match how many are in your team, or to be met by doing other things that may contribute but don't cause actual damage (like taunt, force fields, or healing)... maybe calculated through the agro mechanics? It just kinda sucks missing out on a badge because others who either already have it or don't care about it aren't interested in anything but the "loot."
  4. Something I just noticed the other night... Arsenal Control > Sleep Grenade shows as accepting Ranged AOE sets, but does not accept them. (I tried placing a damage proc) Obviously it would be nice if it accepted the sets, but at least having the text updated to match what it does would be acceptable.
  5. So I have "Monitor Influence" from Combat Attributes enabled on every toon. Just something I set at creation. Since the patch, each one has had it disabled. if other attributes are also being monitored, those are unaffected. In some cases it's been replaced with a blank line, that does not go away even if I stop monitoring everything to clear the window and monitor inf once again. Not game breaking or anything, but indicates something isn't working quite right.
  6. Personally, I think an outright name change will just add confusion, and impair practical communication between players who have been used to the existing names, and players new to the game after the change. Ad "S.T.A.R.T." as something like a title or SG name. Update the lore on their info accordingly, but even with the change, I don't see myself (or many other players) calling the vendors by anything other than "P2W" even if it's entirely scrubbed. Also, update Keister in the Breakout tutorial with the title. It was years before I noticed he was a P2W, and even then only because of a misclick.
  7. It's not so easy as you seem to think. It's highly counterintuitive to not buff allies in this game (especially if on an AT whose primary purpose is buffing allies, and even more so with a buff that is so commonly requested because of its other effects). The fact that increased movement speed is not universally appreciated (I don't like it either, I get hung up on terrain bad enough even without it) is bad power design, not something you should be blaming on players who may not understand why it doesn't work well for some others. Frankly, I think we should be pushing for a change to be made to the base power itself. While "thematically" there may be sense to "Speed Boost" giving both a movement boost and a recharge boost (plus the end boost that everyone really wants), in practice those effects are very different, and maybe shouldn't be in the same power... or maybe better yet, should give the receiving player more control over how they're used. I think the best way to do this would be to make use of the travel power popup tray, and when you apply Speed Boost to someone (or Group Fly for that matter, or anything that alters the receiving character's movement performance), give them a toggle power covering the movement performance aspects in the popup tray that allows them to turn it on if they choose. And if none of that is sufficient, perhaps the terms of use should be updated to include acknowledgement that by playing the game, you are consenting for your character's appearance and performance to be potentially affected by other player and non-player entities 😞
  8. So it seems really odd to me that some of the ATs don't qualify for some of the roles, like Corrupter not being in Support or Brute not being Melee Damage. I know they may not be FOTM level best at these things, but they are roles they fill in practice. When you get a Speed Boost, you don't care if it came from a Defender, Corrupter, or Mastermind. Aside from that, this feels like something it would be neat to see a couple accolade powers associated with. For instance, sure, the first time you succeed you get the badge, but have the game keep count behind the scenes, and once you've qualified 10 times, or a hundred, or whatever, you get an accolade associated with it, and if you have the accolade, and you join a TF that would qualify for the associated badge, you have an auto team buff appropriate to the badge during any qualifying mission for the duration of the TF. Nothing that would dramatically shift team power for any one character having it, but maybe something that would be significant if most/all had it. Sure, I get it, having some quantitative benefit might potentially encourage the elitist behavior some are concerned about, but from the other end of the spectrum, such behavior is a good indicator of who isn't worth playing with... at least for me.
  9. This response strikes me as especially petty, a way of saying you don't really want feedback that isn't congratulatory adoration, and that we should take it as you doing us a favor by dumping it in File 13. 😞 Of course, my feedback to this response is probably exactly more of the feedback you don't want to hear, and I will not be surprised to find myself somehow punished for giving it 😞
  10. Ironically, I somehow never really got around to those. It's an error I must fix sooner or later.
  11. Want to exit, or clear the towers after the mission ends? As for the latter, just the other night was the last one I did. As to the former, many of the folks I find myself playing with are pretty enthusiastic about hunting GMs. If that's not you, that's fine, you're under no obligation, but we really don't need you implying it's the ghost town equivalent of a game experience either. Do what you love, let others do what they love.
  12. I haven't seen much in this thread to justify prestige having an actual use going forward... That said, I'd prefer the developers find an acceptable use for it, or find a way to clean it off the SG interface.
  13. I think they're following the same physics rules as the coyote who runs off the cliff but doesn't start falling till he looks down...
  14. I am totally in favor of more giant monsters. Bring on the Kaijumania! I like the Nictu infused Minotaur (hopefully also actually gigantic) after the ITF, or maybe spawning at the gate after the previous mission, since oftentimes parties like to clear towers after finishing the last mission, and a GM spawn would make everyone want to exit ASAP. My personal dream Kaiju fights are to have a mission (preferably in an arc or TF) where we get giganticized and have to fight a giant monster on more even footing (The trick here being to use a miniaturized map of an existing zone, like Talos Island or something... but with a silent power affecting everyone giving every attack a chance to cause KB, and eliminating everyone's KB protection. It's thematically appropriate). The other is a bit more involved, creating a new faction that is an Arachnos/Snake hybrid group... Some Arachnos Mad Scientist has gone rogue and genetically altered Snakes giving them Arachnoid "arms" growing out of their backs and darkening their scales to black & red (because of course). So the new Arachnophidian hybrids end up in a civil war for dominance with the rest of the snakes (make that a three way war because they also want to be free of Arachnos control). The players get sucked into the Snake Civil War, working on behalf of whichever side(s) suit them (with some minor changes/phasing outcomes based on who they help/hurt), as they explore/fight their way through a new Snaketopia zone (Basically like the sewer network, but for the Rogue Isles, made up of various interlocking, otherwise preexisting Snake Cavern maps). The Snake Civil War climaxes with a war in the streets between all three forces in a random Rogue Isles zone, and at a certain point in the combat (kinda like Nemesis Invasion) the brand new Arachnophidian Giant Monster rushes up from the ground below, needing to be defeated. Arachnophidians fight more or less like regular snakes, but with some extra melee attacks from the new arms, and they can also spit a ST Immob web attack that also does toxic DOT (AOE for the GM). Finally, something I've wanted to see since the game began, a Giant Alligator in the Sewer Network.
  15. A global channel covers the communication, and base entry passcodes get around that shortcoming, but frankly, just being able to have a coalition does it all with so much less encumberance.
  16. Juggernaught in Marvel, Armadillo in Champions Online... even to a smaller extent, the Carnie Strong Men here in CoH... I'd like to see a helmet (and/or Back piece like Armadillo's) available to players that evokes this style. It might require whole new art, which I understand is unlikely to ever happen... It might be as simple as morphing the medieval helmets into something much wider. It might be something that could be attached to the upcoming Clockwork backpack. Just something I feel is missing from our aesthetic options and I'd like to see become available at some point.
  17. I would like to see an opaque think tank, preferably colorable, preferably with multiple choices for "material" (flat, metallic, etc). Also, somewhat related, I'd love to see the Think Tank base, without the tank, offered as a chin detail. We have a shortage of "gorget" pieces, and more would be nice (Like maybe the Cosmic Corsair backpack, but without the backpack part of it).
  18. I absolutely love the idea of poison caltrops thematically... maybe not for this set, but for something. I hope we see it in the future.
  19. I wish we merely had a variety of IO sets that offered a -Fly proc.
  20. Thank you for bringing this up. I wasn't aware it was happening. I have a bind which resets a lot of my preferences to my defaults (/bind HOME "+up$$forward 0$$noparticles 0$$optionload$$chatload$$camreset$$camdist 50$$wdwload") so that may be why I didn't notice it, but I don't use this constantly, only when something is obviously a bit off (like if I move the camera around to look at myself from a different angle). So I'm going to add chatload to a bind I use much more often (/bind F11 "wdwload$$chatload$$dialogueyes") (F11 is what my down button on the d-pad of my X-Box controller). So, the workaround is simple enough to incorporate into my setup (simple, but time consuming... among over 500 alts, I have at least more than 200-300 folders of character specific keybind sets, all of which will need to have this changed in 2 .txt files) though I do hope the devs can change this behavior. I can't imagine it being truly desirable for anyone to not know about a giant monster attack or other zone event just because it happens in a differently aligned zone.
  21. My niche is I'll use it to make a Mandalorian Dom. Cryo hold for carbon freeze projected out of a gun (because it just doesn't fit as well being hand cast as a weaponless set, and I don't want such a thing to be All Ice). Arse Assault will get the bulk of the workload, and I'll just hope the character concept ticks the right feels to make it enjoyable during play. Not like I'm gonna run out of character slots to experiment with. Even then, I don't see myself likely to use this on a Controller 😞
  22. I generally support the idea. I'd be just as satisfied to have an alternate animation selection for Dual Pistols to convert it into a single pistol set. I do like the idea as it was first presented as an assault set for Dominators, and think it would pair nicely with the upcoming Arsenal control for a character that realistically carries a rifle and a pistol. And I'm fine with the revised version, even having a single melee attack, which I don't think would be a problem. In fact, I might suggest making the melee attack a replacement for the sniper attack, and have it hit harder and stun more. and just because I can, I'll offer my earlier thoughts on what a single pistol set might look like as a pool power...
  23. I absolutely love this idea. It's thematically appropriate, and solves the problem at hand.
  24. I am 100% in favor of both ways to do this. Costume parts as base items if just great for obvious reasons, but the ability to put a costume on an NPC would be magnificent, because then we could better populate our bases the way we want to. Of course, alongside these options the other two big ones is the ability to place a spawn point so we can populate the base (some of which are comparable to entire zones), and the ability to save a base layout to a file (so we can copy/paste if our SG spans multiple servers for instance). Such things might make for a neat combined evolution of both bases and mission architect, using one to enhance the other...
  25. While I'm generally ok with manually sorting my characters (I too have altitis, and like to sort characters by SG or theme), I would really love if we could get a little more character info available on the select screen, like what their Supergroup is (if any), what their "real" level is if they haven't leveled up all the way, whether they've completed a Patron arc (so I can tell at a glance if I need to alt to this one when a PUG offers that run), how much influence they currently have (so many times I've forgotten to put a tens or hundreds of millions back in the email before logging off, and if I don't need it for a few days, I may have no idea which character is currently holding the money bag. I think I still have a couple alts that are holding money bags I forgot to remail),whether they have an active mission/TF...
×
×
  • Create New...