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The ability to disable Group Fly/Teleport needs to be made into a command.


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To be clear I don't have the issue with how it is now its my teammates who are constantly complaining I have group fly and demand I take it off because they are too lazy/forgetful to go to PD and do it themselves.

 

this is just one example of what I deal with, I redacted this person's name cause I'm not sure if naming and shaming is allowed..

 

Quote

 

[20:54:08] [Looking For Group] LEADER:  Yin TF LFM 20+

[20:51:15] [Tell] --> LEADER:  hi ill join

[20:52:03] [Local] LEADER: yuk group fly

[20:52:18] [Local] Project Red:  turn it off at pd

[20:52:56] [Local] LEADER:  or just dont do it in a group

[20:53:20] [Tell] --> LEADER:  u have the power to control this but out of lazziness refuse yeah ur a bad leader im out

[20:53:33] [Tell] LEADER:  good i was about to kick you anyway

 

 

Having this decision tied to an NPC in a single zone is not good and is disruptive to teamplay.

 

How it is now just makes the person using the group ability appear like the disruptive one because you are demanding they go to a whole different zone to solve the issue while they are demanding you untoggle a single power. One result is instant and the other one going to PD and back can take minutes depending on that persons access to travel utility.

 

Please please just make it a command I can have ready to tell them to use so this friction can stop.. Yes I know I am in the right here but not having to deal with this team friction of constant complainers while playing MM would be amazing /end rant

 

EDIT: many people have pointed out due to game limitations it can't be a command so really any solution that makes it easier to opt out of group fly/teleport for others is something I desire I don't care how it gets done. having it tied to just one NPC is too disruptive.

 

Edited by Mystoc
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I would really like this, but unfortunately it is not currently possible.  The abilities to disable Group Fly, Speed Boost, and Team Teleport are tied to tokens.  Sadly, only NPCs can grant tokens to player characters.

 

As a compromise, I'd really like to see the tokens added to zone trainers (at least the ones in Atlas Park, Mercy Island, Nova Praetoria, and the Rikti War Zone), as well as new NPCs in The Hive, The Abyss, and the instanced Rikti mothership raid.

 

In the meantime, at least you dodged a bullet.

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Null the Gull gives characters a power that makes them unaffected by Group Fly. That was the only way to get Group Fly to not affect us. And we aren't going to be given a command that gives us powers.

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8 minutes ago, Rudra said:

Null the Gull gives characters a power that makes them unaffected by Group Fly. That was the only way to get Group Fly to not affect us. And we aren't going to be given a command that gives us powers.

then can the devs just give the power to ignore group fly to all characters by default when they are created?

 

99% of players don't want to be affected by group fly/teleport by default anyway it seems like the perfect fix to me.

 

 

Edited by Mystoc
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12 hours ago, Mystoc said:

Please please just make it a command I can have ready to tell them to use so this friction can stop.. Yes I know I am in the right here but not having to deal with this team friction of constant complainers while playing MM would be amazing /end rant

Other people have said why this can't be done -- and in quite a few forum threads since Null the Gull was added to Pocket D -- but you have to drag everyone back to the brownish spot on the ground where the dead horse used to be before it was pounded into mulch indistinguishable from the dirt it was lying on.

 

What you should be arguing for instead are changes that would allow you to keep your henchmen with you without imposing your power choices on everyone around you. Group Fly existed before City of Villains was released, and it had its role as a tool to allow your teammates to fly in situations where their chosen travel power would have made moving through some missions difficult, and it was well understood that if you took Group Fly as a power choice, it would affect the characters around you. A change that would restore Group Fly to the oddball power pick it originally was (before the ready availability of temporary flight powers made it unnecessary as a power choice) would be to make Fly and Mystic Flight automatically spread to your pets -- and only your pets -- to allow you to keep them with you without forcing everyone around you to work around your build choices. But of course it's not your problem, it's theirs for not wanting your 'gift' of flight, so the 'obvious' fix is to change the way everyone else's character works to accommodate your playstyle.

Edited by srmalloy
grammar cleanup
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We have literally already had this thread, and not even that long ago. Group Fly is an ability that, when used, does not give your teammates a chance to "opt out." Yes, people can go to Pocket D to turn it off, but you can't do that once a TF has already started. If you are not the team leader, then you need to obey the team leader's requests. If they tell you to turn off group fly, then just turn the damn power off.

 

Group Fly is not necessary to play an MM or to play an MM well, just turn the power off if asked or go about soloing because you are not in the right for forcing your playstyle onto others without their consent, especially if you're not the team lead. There are many powers in the game that require the user to be on the ground to use them and Group Fly disrupts that.

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47 minutes ago, arcane said:

Something rubs me the wrong way about “Yes I know I am in the right here” coming from a person who thought Group Fly was a good power pick.

I am right because they can disable my power affecting them but instead choose to complain. I don't have the power to choose who my group fly affects that's their decision not mine.

 

Group Fly is amazing on certain MM henchman in my case that's Mercenaries it's a great power on them with GoTo commands you can keep them safe in the air while they attack with purely ranged attacks from above, lastly normally they travel at 20ish speed now you can double that to 40ish, it's all around a great power on them.

 

if there was group pet fly I would use that instead but there isn't.

 

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1 hour ago, TygerDarkstorm said:

 If you are not the team leader, then you need to obey the team leader's requests. If they tell you to turn off group fly, then just turn the damn power off.

 

Group Fly is not necessary to play an MM or to play an MM well, just turn the power off if asked or go about soloing because you are not in the right for forcing your playstyle onto others without their consent, especially if you're not the team lead. There are many powers in the game that require the user to be on the ground to use them and Group Fly disrupts that.

 

I agree with you another person's forgetfulness or unwillingness to travel to PD, means you can't you use a power meant only for your pets or you get kicked from the team.

 

that is what I want changed I don't care how it happens it doesn't need to be a command whatever gets the job done, I stated on in my original post that having it tied to only one NPC in one zone is too disruptive to teamplay and I stand by that, something needs to change.

Edited by Mystoc
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30 minutes ago, Mystoc said:

 

I agree with you another person's forgetfulness or unwillingness to travel to PD, means you can't you use a power meant only for your pets or you get kicked from the team,

 

that is what I want changed I don't care how it happens it doesn't need to be a command whatever gets the job done, I stated on in my original post that having it tied to only one NPC in one zone is too disruptive to teamplay and I stand by that, something needs to change.

 

Bro, let me be the first to say you're about to be in a world of hurt on this topic for speaking basic logic. 

 

At the end of the day, 99% of the population doesn't use GF, so they are unable to remove their bias and see what you're saying about GF makes perfect sense. 

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48 minutes ago, TygerDarkstorm said:

We have literally already had this thread, and not even that long ago. Group Fly is an ability that, when used, does not give your teammates a chance to "opt out." Yes, people can go to Pocket D to turn it off, but you can't do that once a TF has already started. If you are not the team leader, then you need to obey the team leader's requests. If they tell you to turn off group fly, then just turn the damn power off.

 

Group Fly is not necessary to play an MM or to play an MM well, just turn the power off if asked or go about soloing because you are not in the right for forcing your playstyle onto others without their consent, especially if you're not the team lead. There are many powers in the game that require the user to be on the ground to use them and Group Fly disrupts that.

 

As has been discussed in multiple threads, Group Fly is very helpful to play a Mastermind well in certain situations, especially in open areas.  People's laziness should not dictate to the Mastermind player how to play.  If someone's powers require being grounded, then the player should take the two minutes after making the character to head to Pocket D to disable Group Fly.  If they're too lazy or forgetful to do that, that isn't the Mastermind player's problem.

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I think we have found City of Heroes Trolly problem XD

At the current state of the game you have the option of asking 1 person not to use a travel power that adds a bonus to their pets defensive and utility, or asking those in the league/team who have forgotten about Group fly to go to Null the Gull.

NEITHER is a great option imo and it's something that should be addressed with all these posts constantly coming back up 😄

98x908.jpg

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19 minutes ago, Laucianna said:

I think we have found City of Heroes Trolly problem XD

At the current state of the game you have the option of asking 1 person not to use a travel power that adds a bonus to their pets defensive and utility, or asking those in the league/team who have forgotten about Group fly to go to Null the Gull.

NEITHER is a great option imo and it's something that should be addressed with all these posts constantly coming back up 😄

98x908.jpg

This would be more accurate if the people at the bottom were untied. 

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19 minutes ago, Gravitus said:

At the end of the day, 99% of the population doesn't use GF, so they are unable to remove their bias and see what you're saying about GF makes perfect sense. 

At the end of the day, 99% of the population doesn't understand why they should be forced to accommodate the playstyle of the 1% of the population who uses Group Fly to pull their henchmen up into the air with them, and what they're saying about Group Fly makes perfect sense only to them. Whipping out the 10'-wide brush and tarring everyone who doesn't create a character and immediately run off to Null the Gull in Pocket D to disable Group Fly on themselves as "lazy" or "forgetful" is unlikely to improve their opinion of you. If people forming teams for TFs announced 'No Group Fly', and kicked MMs using it anyway, denigrating the MMs as "lazy", "forgetful", or "rude", then by your arguments you would not be in a position to complain -- you can't have it both ways.

 

The HC staff has worked out a mechanism to hand out Athletic Run and a Flight Pack to new characters at character creation; it is certainly possible to hand out the token that disables Group Fly at the same time. That, however, doesn't affect the thousands of characters already created; a more comprehensive solution is to change powers so that MMs no longer need to take Group Fly in order to drag their henchmen with them,.

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3 minutes ago, Gravitus said:

This would be more accurate if the people at the bottom were untied. 

You're three missions into a TF, in the middle of a mission, and then the MM pulls out Group Fly and drags their teammates into the air. Seems as if they're pretty tied down to me.

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2 minutes ago, Gravitus said:

This would be more accurate if the people at the bottom were untied. 


I mean the point is it affects both people, don't do anything and the people who didn't go to Null will suffer slower travel speed, some powers unable to work, and sometimes uncomforting to play as they get confused. However if you then tell the single person to turn it off you are weakening their character and putting a stopper on their fun.

I am on the side of OP here with wanting an easier option to turn it off so both the team and the Group Flyer can play the game how THEY want 💛 (Though not a huge fan of how they worded it as they know they are right 😄 but it's a free world and I won't downvote a good idea because of a line or two) 

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Yay! Another GF thread!

 

My latest.   For the Mark & Recall accolade power, you need to take out the Hamidon Seedling.    The temp power it gives only works if you allow Group Fly to have an effect.  For 90% of my characters, no big deal.   For my Super Jump characters and a couple others, GF is very annoying, so I do get it turned off.  But, since they don't fly, they need to fly for the Hamidon.   So, they're stuck with having to pick up a jetpack (easy) or hitting Null on the way to First Ward to turn GF off.

 

None of this is difficult, but it is annoying.

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Don't want to get caught-up in the discourse but...

 

IIRC, the /enterbasefrompasscode or whichever command was stated to be a GM/dev command that players shouldn't have access to but were given until the solution of summoning a base portal with a power was properly implemented. Is it not feasible to make a new command whose only purpose is to grant/revoke oneself the Group Fly token - only that single, very specific token - and purposely open it for general use?

Edited by megaericzero
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1 hour ago, srmalloy said:

At the end of the day, 99% of the population doesn't understand why they should be forced to accommodate the playstyle of the 1%

This is already a flawed outlook. Doesn't matter what the numbers are, the minority shouldn't be denied what powers they should choose when the majority can make a 1-time trip to turn it off forever vs someone can't use a power they chose that exists in the game. 

 

That's why the devs incorporated Null to begin with instead of scrapping GF altogether. Minor consequences for the majority will always take a backseat (going to null) VS severe consequences for the minority (scrapping GF) 

 

You are obviously more than welcome to form teams and exclude GF users for sure, but in turn they aren't required to like your decision either. 

 

 

1 hour ago, srmalloy said:

You're three missions into a TF, in the middle of a mission, and then the MM pulls out Group Fly and drags their teammates into the air. Seems as if they're pretty tied down to me.

That's like saying if weather causes me to wreck my car and I didn't have full coverage insurance, I'm being tied down.... No, you know that bad weather is a thing, we can't get rid of bad weather, and its on you if you weren't properly insured. Similarly, you know GF exists, and you know Null exists....if you didn't make the 1-time trip to cover yourself that's on you.  

Edited by Gravitus
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As @Lunar Ronin mentioned, unfortunately this can't be made into a command.  As an alternative, I'd suggest making the couple of options (not all) Null has available through trainers as well.  In the case of your Yin TF, people could walk the 10 feet over to Aurora Borealis and ask her to disable Group Fly affecting them.  It would also allow players to do this first thing when they speak to Miss Liberty right from the start.  Saves them a trip to PD at least.

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1 hour ago, Lunar Ronin said:

 

As has been discussed in multiple threads, Group Fly is very helpful to play a Mastermind well in certain situations, especially in open areas.  People's laziness should not dictate to the Mastermind player how to play.  If someone's powers require being grounded, then the player should take the two minutes after making the character to head to Pocket D to disable Group Fly.  If they're too lazy or forgetful to do that, that isn't the Mastermind player's problem.

Group Fly is neither necessary nor a requirement to play an MM well, not to mention a massive endurance tax on an AT who already faces higher than normal endurance consumption. If you are not capable of playing your MM without turning off Group Fly when asked to by your team leader, then you are not playing your MM well. Many strong, capable, and high performing MM builds are made without incorporating group fly. Insisting that everyone else conform to *your* chosen play style when you are in a tiny minority of players makes you the lazy one. If you want to use group fly in team play, then lead teams and alert your teammates that you will be using the power so they know whether or not they want to remain part of the team or hit up Null. These things need to be communicated to your team at the beginning when these changes can be made, not in the middle of a TF when people can't turn it off.

 

Group Fly takes away agency from other players just so rocket boots go vroom.

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I primarily play on Everlasting, but you may occasionally find me on Indom. 🙂

Notable Characters: Apocolyptica - Demons/Storm MM; Lurking Monster - Human-Form WS; Environmentabot - Bots/Nature MM; Miss Fade - Ill/Traps Controller; Sister Apocalypse - Beast/Dark MM; Dr. Elaina Wrath - Plant/Rad Controller (Join the House of Wrath, and spread the word of science!); Ruff Ruff Boom - AR/Devices Blaster

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