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Posted

So how about a new Prestige power for the P2W vendor, a personal teleport with maybe a 40 foot range and 3 minute cooldown (immune to recharge reduction). Whole point is for those messed up times when /stuck doesn't quite work, like when you can move freely in a room but an NPC is blocking the door and won't leave or follow you in enough to get out of the way.

Posted
1 hour ago, Starhammer said:

So how about a new Prestige power for the P2W vendor, a personal teleport with maybe a 40 foot range and 3 minute cooldown (immune to recharge reduction). Whole point is for those messed up times when /stuck doesn't quite work, like when you can move freely in a room but an NPC is blocking the door and won't leave or follow you in enough to get out of the way.

If that's the goal, I'd give it a fast recharge but a 5-10 second interruptible cast time.

Posted

I think the targeted vs random nature is supposed to be if you can move, but some NPC is blocking your only exit from the room. And for that, I'd say 1.5-2 minute recast and 10-15 second interruptible cast should be enough to get the job done without stepping on any toes.

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Posted
1 hour ago, Greycat said:

Not sure why this would have to be P2W. Maybe just a /stuck2 command (for "I tried stuck and I'm still stuck") that just moves you randomly to a valid location in some short range.

 

Only if it's called /reallystuckthistime. 🙂

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UPDATED: v4.15 Technical Guide (post 27p7)... 154 pages of comprehensive and validated info on on the nuts and bolts!
ALSO:  GABS Bindfile  ·  WindowScaler  ·  Teleport Guide  ·  and City of Zeroes  all at  www.Shenanigunner.com

 
Posted
17 hours ago, Dragon Crush said:

I think the targeted vs random nature is supposed to be if you can move, but some NPC is blocking your only exit from the room. And for that, I'd say 1.5-2 minute recast and 10-15 second interruptible cast should be enough to get the job done without stepping on any toes.

I was suggesting a short recharge time because it sounded like something that you might not get right the first time.  Like, if there's a very specific place you need to teleport to and other objects are bumping you out of the way, it might take a few tries to get yourself in the right place, and it'd be obnoxious to wait for 2 minutes between each try.

 

I have never had this particular thing happen to me (besides once I got stuck inside a base portal back when they were "solid"), so I'm not totally sure what the scenario is that people are worried about.

Posted
On 1/15/2021 at 10:48 AM, aetherson said:

I have never had this particular thing happen to me (besides once I got stuck inside a base portal back when they were "solid"), so I'm not totally sure what the scenario is that people are worried about.

 

I got stuck in the spikes on top of the Golden Giza once and the GM had to summon Elder Gods to get me free.

 

But I agree, I don't think I've ever run into a situation where an NPC blocked my exit from a room, other than being a foe who had every business being there. Maybe this happens in badly designed AE missions etc.?

UPDATED: v4.15 Technical Guide (post 27p7)... 154 pages of comprehensive and validated info on on the nuts and bolts!
ALSO:  GABS Bindfile  ·  WindowScaler  ·  Teleport Guide  ·  and City of Zeroes  all at  www.Shenanigunner.com

 
Posted
On 1/14/2021 at 6:20 PM, Shenanigunner said:

Only if it's called /reallystuckthistime. 🙂

 

Or /welldontputyourtongueontheflagpolethen

 

Sorry.

UPDATED: v4.15 Technical Guide (post 27p7)... 154 pages of comprehensive and validated info on on the nuts and bolts!
ALSO:  GABS Bindfile  ·  WindowScaler  ·  Teleport Guide  ·  and City of Zeroes  all at  www.Shenanigunner.com

 
Posted
4 hours ago, Shenanigunner said:

But I agree, I don't think I've ever run into a situation where an NPC blocked my exit from a room, other than being a foe who had every business being there. Maybe this happens in badly designed AE missions etc.?

I have. It's been an issue with MM pets, for instance, and I have had NPCs I was rescuing or otherwise escorting block me. Usually you just have to wait (or move back a ways) and they'll eventually move. Not a lot of room to do that in all rooms though. Just being able to shove *them* would be useful.

Posted
4 hours ago, Shenanigunner said:

 

I got stuck in the spikes on top of the Golden Giza once and the GM had to summon Elder Gods to get me free.

 

But I agree, I don't think I've ever run into a situation where an NPC blocked my exit from a room, other than being a foe who had every business being there. Maybe this happens in badly designed AE missions etc.?

I remember getting stuck in one of those train missions and couldn't get out.  GM was online and got me out and added me to his group for some good xp and influence doing missions.

I went to Ouroboros all i got was this lousy secret!

 

COH bomp bomp: 

 

 

Posted
1 hour ago, Greycat said:

Just being able to shove *them* would be useful.

 

And OH so satisfying. Seems like villains, at least, should be able to push around a few civs...

UPDATED: v4.15 Technical Guide (post 27p7)... 154 pages of comprehensive and validated info on on the nuts and bolts!
ALSO:  GABS Bindfile  ·  WindowScaler  ·  Teleport Guide  ·  and City of Zeroes  all at  www.Shenanigunner.com

 
Posted

The big Council and Malta bots *always* fall over in the middle of the narrow sewer map or office doorway. And block you in until they fade. Because they're jerks. <_<

 

Getting past that not-so-little problem is just one more reason to love Sorcery's Mystic Flight teleport option... But I wouldn't be opposed to having some little "X number of charges, for Y bit of INF" short-range teleport P2W temp power for people who don't want to go that route.

 

It's a minor annoyance, sure. But it IS annoying.

Taker of screenshots. Player of creepy Oranbegans and Rularuu bird-things.

Kai's Diary: The Scrapbook of a Sorcerer's Apprentice

Posted
17 hours ago, Coyotedancer said:

The big Council and Malta bots *always* fall over in the middle of the narrow sewer map or office doorway. And block you in until they fade. Because they're jerks. <_<

 

Getting past that not-so-little problem is just one more reason to love Sorcery's Mystic Flight teleport option... But I wouldn't be opposed to having some little "X number of charges, for Y bit of INF" short-range teleport P2W temp power for people who don't want to go that route.

 

It's a minor annoyance, sure. But it IS annoying.

Are fallen bodies tangible?  I can't remember ever being blocked by one.

Posted
47 minutes ago, aethereal said:

Are fallen bodies tangible?  I can't remember ever being blocked by one.

The large robots seem to be. I've been blocked by knocked-over Council bots in sewer map doorways more times than I can count. 'Pretty sure it still happens with Malta Hercs and Zeus bots as well, though I see Malta in missions much less than Council so it isn't as frequent a thing.

Taker of screenshots. Player of creepy Oranbegans and Rularuu bird-things.

Kai's Diary: The Scrapbook of a Sorcerer's Apprentice

Posted
On 1/16/2021 at 4:26 PM, Greycat said:

I have. It's been an issue with MM pets, for instance, and I have had NPCs I was rescuing or otherwise escorting block me. Usually you just have to wait (or move back a ways) and they'll eventually move. Not a lot of room to do that in all rooms though. Just being able to shove *them* would be useful.

HC has made it so you can walk right through MM pets now so that shouldn't be an issue anymore. 

 

Which is something I wish they'd port over to other pets.  Phantom army can still be annoying as they are still (ironically?) solid, especially since there are three of them.  I have sometimes had to wait for them to despawn.  Also had teams get testy with me a few times due to them blocking stuff.

Posted
9 hours ago, Riverdusk said:

HC has made it so you can walk right through MM pets now so that shouldn't be an issue anymore.

My wording there was bad. I was trying to indicate it was an issue with the past. (Plus I'm fairly sure it was a live change, but that's neither here nor there.)

Posted
On 1/19/2021 at 9:18 AM, Greycat said:

My wording there was bad. I was trying to indicate it was an issue with the past. (Plus I'm fairly sure it was a live change, but that's neither here nor there.)

Only the MMs themselves could walk though pets on live.

 

'All players can now move through Mastermind henchmen and push them out of the way, not just their owners.'

 

It was the same update as the double inf exploit fix, so it was easy to miss in the multi-page meltdown that followed.

Reunion player, ex-Defiant.

AE SFMA: Zombie Ninja Pirates! (#18051)

 

Regeneratio delenda est!

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