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What are the petty but real annoyances in CoH?


DougGraves

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Gold Star problems:

The 4 extra clicks between each mission (non-TF) it takes me to show the rest of the team where we're going.

 

Open mission window, click mission, click active, close mission window...

 

Is there a /setactivemission command I don't know about?

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They don't point out the signature story arcs. There's enough stuff in the game even without them but I keep making heroes and keep not finding the signature story arcs. I'm reliably given a contact for Graham Eastson, but not for the actual signature story arcs. I mean... if I DID care a lot I could look it up on the wiki, but it's still head-tilting.

Edited by Lost Deep
Clarification
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Being a costume creator aficionado and not having a color swap button!

 

I have been asking for one since about i6 and even had 1-2 o.g. devs agree it was a good idea... just in time for the game shut down.

 

Every time you want to change from say "white on blue" to "blue on white" it takes 4 clicks but a color swap

would make it a one click affair. 75% of needless clicking would be eliminated and

mouse fingers and tired wrists everywhere would rejoice! rFYv2e1c_o.gif

 

Something like this...

512362327_ColorSwapButton.jpg.b378d733d530c49ef12fe44dc0c02104.jpg

 

Edited by Christopher Robin
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Like the Costume Creator? Enjoy a challenge? Love to WIN?

You really should've clicked here before 6pm on Sunday the 18th!

07K1tHnz_o.png

 

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And in the same vein of costuming colors, I'd say palate choices.  It's annoying to get different palate selection for different functions in the creator, especially if you had goals of using costume colors with power colors, or skin tones.  Much rather have one master color palette with all the colors (and possibly a few more.  They don't do a range of tans very well, for example)

 

Also costume finishes.  I keep running into just the right costume item only to find it's only in matte finish when I need metallic, or leather when I need cloth, etc.

 

Tab targeting grabbing some crazy out of range, out of the way target, sometimes even behind you out of camera shot, when it should be grabbing one of a dozen close and in front, at least in cone arc, if available.

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58 minutes ago, Christopher Robin said:

and even had 1-2 o.g. devs agree it was a good idea... just in time for the game shut down.  

 

Which developers said it was a good idea. A simple binary switch should've been quick to implement if you had say Positron's ear?

 

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Zoning causing missions to be removed from the navigation window.

 

powexec_location target failing to activate a power on a target within range, forcing the player to switch to manual targeting and activation.

 

Having to adjust the camera every time I log in.

 

PBAoEs not hitting anything because a lag spike fooled the server into believing I wasn't in the middle of the spawn when I activated them.

 

Needing two tray slots for every macro - one for the macro, one for the power so you know when the it's recharged.

 

Pop-up windows.

 

Reward text obscuring everything on the screen for a couple of seconds.

 

Frames per second turning into seconds per frame when multiple Nemesis Jaegers fire off their booms at the same time.

 

That weird Stealth fade that still leaves some things, like masks, visible, and causes the entire character to flicker like a television with bad antenna reception when you pan the camera around.

 

Contacts who offer only street sweeps and Security Chief missions.

 

Leveling up mid-mission and receiving a reduced mission/story arc completion reward as a result.

 

Spelling errors in the game's text.

 

Transit helicopters, and the Striga boats, having ten year long pauses between clicking and zoning.

 

The volume of the sound effects for the portals in Portal Corp., the waste outlets in the sewers, and Hover.

 

Having to set up power trays all over again after a respec.

 

That jarring moment when a mission boots you for failing to protect X.

 

Escorts/hostages failing to follow Stealthed characters.

 

The screwy hit boxes on destructible submarines.

 

Blinded lasting forever and a day.

 

That one neighborhood in Faultline which plays music for five minutes.

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Get busy living... or get busy dying.  That's goddamn right.

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41 minutes ago, Icanav said:

Which developers said it was a good idea. A simple binary switch should've been quick to implement if you had say Positron's ear?

 

I wish. No I never got the chance to speak with Matt Miller (Posi) in person or text.

 

Pohsyb was the first dev. He was the guy who made the on screen power trays bendable/arrangeable

and was tasked with making Quality of Life (QoL) improvements and he mentioned running

it past another who also agreed but I don't know his/her name. Also not sure what the

approval process was or how far through it my idea got but it never happened.

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Like the Costume Creator? Enjoy a challenge? Love to WIN?

You really should've clicked here before 6pm on Sunday the 18th!

07K1tHnz_o.png

 

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Here's a few base building annoyances I run into a lot:

 

- Selecting an object to shift it and having your cursor perfectly on the item, only for something to lag the moment you go to move it and you end up selecting and moving a wall behind it across the map instead. Thank god we have a ctrl-z function now.

 

- On a similar note, items with selection boxes that get in the way of other nearby items. I can't tell you how many times I've been trying to select one object only to keep ending up grabbing a nearby tree instead because my cursor was too close to its leaves or something.

 

- Wall attachment points being so inconsistent on the various wall props, especially the brick and indoor wall pieces. Even on 1/4 grid I find objects hovering inches off of the wall instead of flush against it, and worse yet sometimes on the same wall piece one item might attach just fine in one spot on the wall, but hover or get sunk into it if I place it on a spot just a couple pixels over. It makes trying to line up windows and other wall details a major pain.

 

BASE DRIFT.

 

- Trying to hide the entrance room in some way when building above the base plot. I'd love a way to have a base plot that's just one single room that can be filled in with walls for an above-base build, without having that random lone box of the entrance room tucked away in a corner to try and hide away under some scenery.

 

- "Base object does not fit" error message even with room clipping enabled and the object is well within the base boundaries. I've had it do this to me with stuff I was just trying to attach normally to a wall, especially annoying if I've already attached other stuff to that bit of wall already without getting the error, sometimes even the exact same item, only to find just one random void of space along the wall where it thinks an item is too far outside the base boundaries, even if it's completely within them.

 

- The flickering when two items overlap. I swear most of my time building is just spent trying to hide or fix flickering items.

 

- Trying to select an NPC that's already been placed, their selection boxes are just so overly specific and downright impossible to grab if they're near any other objects. This makes trying to reposition an NPC after placing them a huge hassle at times.

 

- So many of the various flat surface/floor pieces not having built in Floor attachment points. There's a couple that do like the white tile floor piece and wood panel floor piece, but most of the other items in that tab don't register as "floors" so you have to constantly set each individual item you place on them to attach to all surfaces, or overlap them with one of the other mentioned floor pieces. Similar thing with how most of the items in the Desks tab actually register as "floor" on their tops for putting items on top of them, but other stuff like the counter pieces under Cabinets or any of the tables don't have the same feature.

 

- The Icon/Facemaker NPCs in bases aren't flagged as Surgeons. I constantly find myself forgetting this when trying to use a base to tailor costumes on characters where the height/model varies between costumes.

 

- Did I already mention base drift?

 

- Base drift.

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Just now, Doomguide2005 said:

@ArctiqueNot a "base builder" but I did spend some time editing and creating some inherited or smaller, friends-only SG bases.  And I have to ask, base drift?

 

It's a bug with bases, I don't know what exactly causes it but occasionally items will just "drift" ever so slightly from where you placed them. A lot of the time it's barely noticeable because it's usually just an object getting scooted a couple pixels in some random direction, but in some cases...

 

wHubgy9.jpg

 

Lklcd01.jpg

 

If it happens to an object that needs to be lined up a very specific way, it can cause infuriating issues like this. What's worst is in both the above cases I've tried moving the drifted objects back to their original positions, only for them to just drift again the next time I load into the base.

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Constantly having to pop between the SG base and anywhere else to use the auction house while crafting. 

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8 hours ago, DougGraves said:

Having to go into the police station to see the detective when there is another detective standing right outside.

 

And also, not being able to call the detective on the police radio or cell phone.

 

Traveling like a magnificent super hero and getting stuck on a telephone wire or bush. Or in a building, getting hung up on a chair or the protruding edge of a wall at a corner.

 

Hitting "Mission Teleport" and being sent to the first mission in the list instead of the mission I had selected because I forgot to click "Set Mission" after talking to the contact.

 

If a critter dies while I'm activating an attack/buff, the power fails.

 

When I pick a target for Ion Judgement and the target runs off across the map away from any other critters and the Judgement doesn't Jump 😞

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13 hours ago, Luminara said:

Frames per second turning into seconds per frame when multiple Nemesis Jaegers fire off their booms at the same time.

 

That weird Stealth fade that still leaves some things, like masks, visible, and causes the entire character to flicker like a television with bad antenna reception when you pan the camera around.

Doing the "Cure the Lost" mission and targeting the boss in the middle of a big group of minions, then having all the minions whip out shotguns in unison and blast the now-immune NPC simultaneously, creating a sound spike that is physically painful.

 

Looking through an invisible character and seeing the invisibility wipe away visual effects on other mobs.

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Agree with the long duration of Blinded. A team can get wiped out before it passes.

 

But #1, not mentioned unless I missed it... getting pushed around by those fraggin' civilians!

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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

 
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2 minutes ago, AerialAssault said:

When enemies are really inconsiderate and fight back when I'm trying to take all that xp off their hands.

 

That's why I like Death Shamans. "But oh, kind sir, my XP is hardly worth your time. Allow me to raise some more for you."

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

 
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11 hours ago, Heraclea said:

Constantly having to pop between the SG base and anywhere else to use the auction house while crafting. 

Since the /enterbasefrompasscode change I've started doing most of my crafting either in RWZ (pretty much every service is right by the SG base portal) or just using the portable crafting table and going somewhere quiet to do it.

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