-
Posts
459 -
Joined
-
One small change/option I'd like to see added is the ability for people to not only see your handle when you chat, but also have the option of seeing your current character name as well.
Leave this as an option for the message sender to turn on or off.
Right now their messages appear in chat as:
handle: msg
and with the option on their message would look like
handle(charname): msg
This is because I notice one of the most pervasive GC questions is "Who are you on as?"
-
[ QUOTE ]
Global Chat seems to be working again, at least for the time being.
For some reason though, all my channels were removed from the tabs I added them too, so I've had to add them all again. Other people in my SG have had the same problem. So if it looks like it isn't working... check that the channel is actually being displayed somewhere!
[/ QUOTE ]
That seems to be a pervading bug. I know I get this happening about 50% of the time I log a character in, this existed before today's changes. -
[ QUOTE ]
One thing I discovered is that global chat is currently limited to five channels. This is seriously not a lot of channels; if someone plays 2 or 3 characters on 2 or 3 servers and is in multiple supergroups, the chat channels could be used up very quickly.
We have the ability to put up to 10 tabs in a particular text window...why only five channels?
[/ QUOTE ]
Yes, I agree RM, 5 channels is extremely limiting. I'm already having issues as I've got 1 channel to cover my SGs multiple groups, and there are 3 channels for Justice one of which I started that I belong to. I'd like to belong to the Tanker and Blaster channels, but I can't be on both because that'd be 6. -
[ QUOTE ]
Somebody should point out that you can keybind the Global Chat Channel menu thingy.
/bind <key> "menu$$contextmenu 2"
will allow you to open and close the window.
[/ QUOTE ]
You can also just use \ and then W to open/close the window. -
[ QUOTE ]
-Please oh please put a "Close window" button on the Channel Members/Admin window.
[/ QUOTE ]
And a confirmation dialog when leaving a channel. Right now I know a lot of people are making the mistake of clicking the "Leave" button to try to close the "Channel Members" window. This will leave the channel, but not close the window, and you then have to re-invite them.
For the time being though, if people haven't remapped their \ key you can use \ followed by W to open and again to close the "Channel Members" window. -
Some bugs I just reported:
1) Right clicking on a player in the Global tab under Friends will use their hero name for chat when it should be using their @handle.
2) For a consistent naming convention the "Shard" column should be renamed "Server" -- nowhere else in the game client or game docs are they referred to as Shards.
3) Status should be renamed to Character -- unless its going to show something other than a character name or OFFLINE.
4) As others have see Map is showing the map filename and not the actual name of the map for display when a person is in a mission. Likely this is just a busted LUT.
5) The Global tab doesn't like to resize properly, and you have to play games expanding and contracting it and then clicking through tabs so it will show all the neat columns -- including Team Size.
NOTE: Please add Team Size to Supergroup and Friends windows. -
[ QUOTE ]
Just a couple suggestions/comments. There is no quick button for selecting a global channel as your send channel, and if there is a slash command for it i do not know of it. Currently the only way to select a global channel as your send channel is from the right click menu. As someone who uses the slash commands to chat in diffrent channels at the same time it make it somewhat of an inconvience.
[/ QUOTE ]
Actually there is a 2-click for setting your global chat channel. Click on the typing box leader (will normally read something like "supergroup:" or "team:") and then you'll get a menu and your joined channels will be displayed and selectable.
[ QUOTE ]
Also the channel member window has no close button. the only way to close it is again through right clicking the chat window and turning it off.
[/ QUOTE ]
Known bug, right at the end of the intro mesage for global chat posted in Announcements. -
[ QUOTE ]
If its needed everytime you log in (not sure yet as it doesnt work on Pinnacle), hopefully this is changed. If its already on Permanently after typing /chatbeta 1, then disregard this comment.
[/ QUOTE ]
Yes every time you log on, and its a beta on the live servers. Hence its optional to participate. That's why there's a command to turn it on.
I'm sure when its out of beta that there will be no command required. -
Two questions:
1) Why the limit of being joined to only 5 channels? Seems too limiting. 10 or 20 (or heck no limit) would be better.
2) Will channels made during the "live beta" be wiped prior to Global Chat going officially fully live? -
[ QUOTE ]
Are we supposed to use the /chatbeta 1 command to turn it on, or should it turn on automatically?
[/ QUOTE ]
Yes, you need to do this to turn it on. -
Guaranteed Crash:
1) Edit Tab
2) Create Channel (e.g. bob)
3) Click OK
4) Make sure typing box leader says "channel:" where channel matches the channel name created in (2) (e.g. "bob :")
5) Edit Tab
6) Select channel created in (2)
7) Leave channel
8) Click OK
note: at this point you can actually still chat on the channel created in (2) even though you've left it
9) type "/chanleave channel" where channel is the name of the channel created in (2) (e.g., "/chanleave bob")
you will crash at this point -
Make "The" work like it does for character names.
Right now one group could be "League of Justice" and the other could be "The League of Justice" because of the way the system works. -
[ QUOTE ]
[ QUOTE ]
Your supergroup leader should be on top of things enough to be able to make the conscious decision to boot someone.
And for those of you whining about your group leader/creator being inactive... I say make a new supergroup... problem solved.
[/ QUOTE ]
AMEN, Blackbird7
Would be a real shame if the SG leader went on holiday and came back to find he had been AUTOMATICALLY kicked from HIS SG...
[/ QUOTE ]
That's why you make the auto-pruning an OPTION. As in you only need to use the feature if you want to and its not mandatory to use it. The best user interfaces have options that cover everyone's needs. -
As long as you leave shift+# alone I'm good with it.
And thanks, for letting us know the 3rd tray cometh. -
Yes! Thanks for understanding that supergroups need loving prior to CoV coming out!
This is a summary of my prior postings on the matter:
0) True SG ownership. The member of leader status who has been in the SG the longest gets ownership of the SG and becomes the "Owner". This allows them to literally own the SG, kick other leaders as needed (for defunct leader management), and they can transfer ownership to another leader. Should they ever quit without transferring status the next oldeset leader gets control. Should there be no other leader, then the person in the SG the longest gets control.
1) Allow the owner to be able to transfer ownership to another character. If the owner leaves without doing this, automatically assign the person who as been in the SG the longest as the new owner.
2) Allow the "Owner" the ability to promote/demote/kick anyone -- this includes characters that are flagged as "Leader". This means the Owner can kick Leaders.
3) The ability to promote/demote characters even when they are offline.
4) Ability to lock out non-Leaders from having the ability to promote/demote others..
5) Ability for the Owner to lock out everyone else from having the ability to promote/demote others.
6) Allow the option for automatic SG pruning whereby after a certain number of inactive days a character is automatically ejected from the supergroup. Ideally it would be nice to allow this day count to be set, but if you must remain within the 90 day guideline for keeping a character intact, then set it to 90 days.
7) All right click context menu options for players should be available at all times whether right clicking, using the target menu, or right clicking on a character in the Friends or Supergroup window. There is no reason for exceptions to this.
8) Get the bugs with Last Online and Joined columns straightened out. This includes: sorting, showing 49710 as the time, and other issues.
9) Put a line break before the motd after the text "(supergroup) Message of the day:" short messages look goofy without this line break.
10) Add some options to /hide so that a person can remain visible to their supergroup, yet remain invisible for purposes of invites. Ideally: Hide from Friends, Hide from Supergroup, Hide from Find, Hide from Find unless LFG
11) The new chat bubble coloring options don't get applied to certain chat channels, for example supergroup chat. Fix this.
12) Alliances -- these do not have to apply for purposes of raids . But because of the limit of 75 characters per SG there is a great need for some groups to have multiple SGs in existence. And some sort of umbrella ability is needed for these.
13) Allow for people to join SGs by account if desired. Since the 75 char limit exists to help raid performance due to the number of characters during a raid, a person joined by account could only have 1 character on at a time, so the reason for the limitation with regards to raids is not compromised.
14) Supergroup Costume design (not just colors, but a costume slot for each player in the SG). Leaders can design the costume for each body type -- members can just switch to/from the costume.
15) Change SG colors and emblems after the SG is created.
16) Make all available costume chest symbols availabel to SGs.
17) Keep us posted. After you take all this in, just say these are the things you like. These are the things you dislike, and why, and these are the things you'll never do and why. Those of us that manage SGs need the tools and are anxious for them.
Thanks for your time. -
[ QUOTE ]
Eighth - you've hit the nail on the head! Positron and I were just talking about this; part of the beauty of the game is that you don't need to wait in order to get to fun. I don't want to lose that in the rush to encourage grouping. Like I've said, I'm going to review the missions this week and see how many have bosses at the different level ranges.
[/ QUOTE ]
You also have to consider that if the Bosses are now +1 coupled with the fact that bosses could already spawn on missions at +1 you end up with a Boss now effectively spawned at +2. I've had this happen a few times since the patch. -
[ QUOTE ]
[ QUOTE ]
States, it has been the experience of a great many players (mentioned on other threads) that *multiple* unnamed bosses show up on missions that they entered alone.
[/ QUOTE ]
I'll check this!
[/ QUOTE ]
Crey missions are a great example of this. Named Bosses are typically a Power Tank, or just an unnamed Power Tank at the end of the mission. And then you can get a few Paragon Protectors along the way -- even Solo. -
[ QUOTE ]
Am I the only one thinking #5 wasn't answered very well?
[/ QUOTE ]
I agree. He completely missed half the question in #5. The question was basically "why did you add a diffuculty slider AND increase the base difficulty of bosses INSTEAD OF just letting the slider handle it?"
It'd be nice if he'd revisit this question. -
Hey Sayer that's all fine and dandy, but check this:
http://boards.cityofheroes.com/showf...Number=1755265
[ QUOTE ]
The following are Known Issues with the 12/23 version currently on the Test Server:
- If you complete a respec while hovering, you will remain hovering until you zone
- Unable to form Task Force with Woodsman if team leader is exemplar
- System message for Healing Flames indicates that you are protected from Disorientation, but you are not
- Energy Absoption does not give Defense bonus for additional villains
- Enhancements do not increase Toxic resistance on Unyielding
- Mission objectives no longer make sound
- If you are completing a respec a Kheldian, you are not able to assign Enhancement slots to some inherent powers at the correct levels
- Also for Kheldian characters, if you have deleted the level 50 character on your account, your respec may fail. You can fix this by logging your level 50 character in and then completing the respec.
- Tough Hide is named P2055730324
- Deflection Shield does not give Toxic resistance
- Outdoor missions do not count down mission objectives
- Council Mek Men is not visible from afar
- Zone exit not marked on Striga Isle map
[/ QUOTE ] -
Really I agree about typos and bad string tables, but the ones involving defense and specifically Toxic protection are the most inexcusable if they were not addressed.
Toxic protection will be practically required with all the Vahz missions you get through level 20, heck 2 whole story arcs involve Vahz. And 90% of their attacks will be Toxic. Very bad choice considering you just got an influx of new players.
And Energy Absorbtion is they key/crux power for Ice Armor, granted Ice got a boost, but the EA bug is a serious one.
I also think that blinkies not making noise is a terrible bug, sometimes they're darn impossible to see. -
I dunno, most bosses can be taken out with a simple to get 6 luck, 2 enrage, 2 insight combination. I don't really consider that much strategy.
-
[ QUOTE ]
The non-scrapper, non-tanker types *have* ranged attacks for those runners. They don't *need* this fix applied for them, nor did they need it for hurricane, for that matter.
[/ QUOTE ]
Differntiating like that causes more problems then it solves -- just wait for PvP to roll around if you don't believe me there.
We shouldn't draw lines along archetypes, but along attack types, of which there's melee, range, and control. A punch from a scrapper should not behave differnently then one from a blaster or from a tanker (talking general behavior here, not damage). -
Some I'd like answered...
1) While SG size won't be increased will SGs see better functionality any time soon? (ownership? color change? location? level? status tells ala friends list?)
2) Will the melee fix (here) be for all melee (as in blasters have melee too)? Or will it be more junk fixes like Hurricane?
3) Functionality so that a team can follow a story/mission better then just the leader or individual with the mission?
4) Will clicking the "i" (for info) on a completed mission ever NOT kick you out of the mission? (I see a ton of people make this mistake over and over)
5) Will we ever be able to see our influence count anywhere outside of the ID screen and stores?
6) Will we ever see the origins for enhancements listed in their bubble windows? (right now its only in their info window) -
[ QUOTE ]
We're working (or more precisely our wunder-programmer Martin) on a change to melee combat that will enable you to hit runners. No more angling just in front of the fleeing foe - yep - you can punch him from behind!
We hope to get this into Update 3, but it needs testing. But I thought you'd like to know.
[/ QUOTE ]
Great! But...
I hope its for ALL melee combat and not just for Scrapper and Tanker Melee combat.
If this is another fix like Hurricane (where you said not all melee skills are equal), I think you've opened a can of worms that will have serious reprecussions when PvP comes around.