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Posts
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In the real world I would set up measures like this all the same. The same way someone planning on drinking has someone hide their keys.
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Until a dev exclaims on the matter, and says it's utterly impossible, or far too difficult to impliment, then i'd leave it alone, well maybe. But until then, there is no reason not to suggest it, and see what they say.
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That's what we pay them for! I'm not saying it needs to be in effect tomorrow or i'm quitting the game, but no reason that it can't be worked upon. At the same time, you're also assuming that changing to code to work that way is near impossible as well.
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Quote:I'm not making more prompts, I'm simply stating more OPTIONS for certain prompts.No matter how much you try to deny it you are suggesting the devs add more prompts to the game. As it stands now we have three "Are you sure you want to delete" prompts. 1 each for recipes, salvage, and enhancements.
You are suggesting the devs increase the number of delete recipe prompts from 1 to 4.
Common, Uncommon, Rare, and Ultra Rare.
And if they are doing that for recipes they'll have to do the same for Salvage.
Common, Uncommon, and Rare. Three more prompts.
Oh wait can't forget Enhancements.
TO's, DO's, SO's, and IO's.
Wait DO's and SO's are broken down into origins so we better add prompts that ask a person if they are sure they want to delete an SO or DO they can use.
Oh and let's not forget that IO's also come in common, uncommon, rare, and ultra rare varieties. Better add 4 more prompts to verify if players want to delete them as well.
And all of those additional prompts will automatically start enabled on each character so players will have to go through the list every single time and disable them. Yeah that's not going to be a PITA.
Even if the devs limited the additional prompts to just recipes and salvage they would be replacing two prompts with seven new prompts.
A much better idea will be to ignore this idea and let players pay attention to what they are deleting.
It only takes 1 second to look at what we are deleting and skip over the purple recipe.
Let's say you get 16 recipes. 8 commons 4 uncommons, 2 rares, and 2 purples.
As it stands now, that would be 16 prompts. But let's say you can choose which type you get a prompt for. So let's say you take out the common prompt. Now you only have to deal with 8 prompts for the other recipe's you might actually want. See, less prompts.
More OPTIONS to fenangle with, but less prompts. And personally I'd rather set the options for which recipes i get prompted for once at the beginning of a character, instead of risking deleting a good recipe EVERY time.
Yes i have no problem it being for the other items as well. It's an option, turn it to how you want it, and you're done.
This is a QUALITY OF LIFE feature. The very term QoL derives from things being useful and helpful, not "necessary".
Saying to someone to just pay attention more, when a simple solution such as this can be placed, completely denotes a QoL change. I'm asking this to improve my quality of life with the game, so I don't have to worry about deleting a good recipe when deleting tons of commons very frequently for example. -
You're both clearly missing the point. It wouldn't create more prompts. As it stands now, if you have prompts for deleting recipes on, you're at FULL prompts, for EVERY recipe. Having let you separate what the prompts work for means that you won't get them for commons for example, but you would for uncommons/rares/purples. Therefore less prompts overall.
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You still clearly don't see it. There is a huge difference between deleting all the commons you're full up on, and accidentally clicking on the purple in the process. Having that filter on all the time when you click EVERY common you're deleting constantly is no good, and there should be an option set for each level of recipe.
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Quote:You APPARENTLY didn't read what I wrote. I said SEPARATE prompts, between TYPES of recipes/salvage, not just "a prompt in general"The game already has automatic prompts that ask us we we are sure we want to delete Salvage, Recipes, and Enhancements, etc.
You chose to turn those prompts off.
So you have no one to blame but yourself for deleting that purple recipe.
The devs do not need to add a new feature on top of the pre-existing one that does the exact same thing as the feature you turned off.
/unsigned
As to the filtering, it would be an option. Options are good. -
I went to the english forums, and didn't see any section for suggestions. And yes an options, but not for the text necessarily, for the box you have to click on, so you don't click the wrong one by accident.
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After recently accidentally deleting a purple recipe, i'm quite annoyed. And what i'm saying has been in my thoughts a while now. But there needs to be 2 things to avoid this. One, being able to select WHAT kinds of recipes/salvage you're being notified before deleting. Common, uncommon, rare, and purple. So that you can say, delete any common/uncommon fast, especially the commons that drop that are fairly useless since you can just buy them if you're going for the crafting table badge. And not fear accidentally deleting a good rare or purple recipe.
Second, as noted by having to delete common recipe's so often, it would be nice if we could filter out what dropped so say we don't get any common recipes or salvage, training enhancements post level 12 etc if we don't want to. "market influx" it will reduce such salvage, to the point where they become expensive enough that it's worth stopping the filter again to sell them if it comes to that, or you can have your own drop for you. -
After recently accidentally deleting a purple recipe, i'm quite annoyed. And what i'm saying has been in my thoughts a while now. But there needs to be 2 things to avoid this. One, being able to select WHAT kinds of recipes/salvage you're being notified before deleting. Common, uncommon, rare, and purple. So that you can say, delete any common/uncommon fast, especially the commons that drop that are fairly useless since you can just buy them if you're going for the crafting table badge. And not fear accidentally deleting a good rare or purple recipe.
Second, as noted by having to delete common recipe's so often, it would be nice if we could filter out what dropped so say we don't get any common recipes or salvage, training enhancements post level 12 etc if we don't want to. "market influx" it will reduce such salvage, to the point where they become expensive enough that it's worth stopping the filter again to sell them if it comes to that, or you can have your own drop for you. -
It would be very helpful if on lists like when choosing a location for a teleporter/train to have those selections be larger so you don't click the wrong one. Especially for base tp-ers, why when there is only 2 selections on the one, are the options so skinny? Would be a nice QoL Improvement.
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Are you using an old version of Mids? I copied and pasted but it says it's unable to read it
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Tazer stays, they won't get rid of it, and they don't need to. Devices will NEVER get build up, and I don't want it to. I'd like to see a +damage constant buff but lower value on targetting drone, but not build up.
Trip mine, and time bomb definitely need shorter cast times. But on the mine field idea, i'd see just a larger radius on the current actual explosion. -
I'd be happier if it gave a +damage buff with it, more-so than the range boost but I'd be happy to have that added as well. And Trip mind/time bomb need their cast times reduced, TM to 2 seconds instead of 4, and TB to a 4 second cast, 6 second wait or so.
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That wouldn't be too bad either. Either way I'd agree that it needs to last longer. A low end cost toggle would be very good too though and I'd personally go for that over a longer recharge. So annoying forgetting when it's not on and trying to use a power and wondering why it's coming up short lol
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I didn't say that they weren't doing the proper damage for their recharge, but the set craves and makes too much sense that they'd be on 3/6 recharges and respectively damaged. Unlike other sets like elec for example which also doesn't get a 3rd tier ST attack, it at least doesn't have to worry about redraw all the time if you use a ST attack that you gain from your secondary.
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I hardly see it as being nerf-able, it's just range, makes cones easier, single target, most enemies can hit you from as far as you're going to be anyways, and devoids your melee skills that lots of secondaries have.
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Burst and Slug should be on 3/6 second recharges and not 4/8 especially since the set doesn't get a tier 3 single target attack and they are lethal damage which is the most resisted type in the game. Plus it's a weapon where you just pull a trigger so there shouldn't thematically really be much time between being able to use it again if you think about it anyways.
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I don't think that will happen, but I see no reason that controllers don't get traps.
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Don't suppose there is/has been any word on controllers getting traps yet?
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Quote:No, this is true, and I've been complaining about it ever since that. For one, it makes no sense, they WERE actually working fine, before they did the pet recharge nerf, which was SUPPOSED to be instilled to "fix" their AI, when all it did was both break, and nerf jack/stone/fly trap instead. So they got bugged/nerfed at the same time, for no reason.Jacks been messed up ever since the pet recharge nerf. I remember when him and poo-man used to be extremely agressive on fighting mobs (killing everything they aggroed on the way back to you), but now its like they just stand their picking their noses until the main attack is recharged. Some people say pets got worse when they introduced demons to the game but I think it happened before that. I think they should just give them a few more melee attacks so no matter what they will always have an attack ready to use so attacking for them is more fluid instead of attack wait 6 seconds, attack wait 6 seconds.
Prior to that, I've studied them, especially focusing on Jack, who had the worst problems with that, and with or without speed boost, he attacked just fine. Now, it's just plain terrible. They really need to drop that stupid "pets don't get buffed with recharge buffs" crap. It's a cop-out. I'd be most willing to bet, especially since they have ZERO reason to say it affects imps, that they put that to try to nerf fire/kins even further. Since they only have one attack, it couldn't possibly mess up their AI. It's just stupid.
It completely ruins my ideas for like my earth/kin and ice/empathy thatI was going to play specifically for the fun of boosting their recharge, but now :/. Chock up another /petition or /bug in the game as well to raise awareness . -
Quote:Top mounted fan, i figured you put that on the bottom? The case is solid at the top so the fan would have nowhere to blow. And you mean exceed the standard to maximum size of the tower not the fan right? Otherwise I'm confused.A couple of things.
First, a service manual I downloaded for that style case doesn't have any info about replacing the PSU so I can't tell if there is an additional retention mechanism in that case other than the four screws on the PSU. The reason that this is important is because in some instances the additional retention mechanism may limit this length of the PSU to the standard ATX12V spec. The "standard" size is 150mm x 140mm x 86mm. Most PSUs with top mounted fans exceed the standard to maximize the size of the fan. Also modular PSUs are also longer to accommodate the plugs for the modular cable harnesses.
Second, Ultra doesn't have a sterling rep when it comes to PSUs.
I would recommend the Antec's EarthWatts line. They are the "standard" size and the 430 watt version puts out more 12 volt power (32 amps Vs 30 amps) as that Ultra one. -
Just in case there is anything I'd want to upgrade in the future that would need it, and I figure it would boost a little performance no?