Group Fly ... and You


Another_Fan

 

Posted

The other day, I saw a Necro MM in Sharkhead flying around with pets in Group Fly. It was actually a little ... creepy ... to see all those zombies hovering around, with the glowing lights supporting them in the air. Then later that same day, I saw a Robots MM hanging around the Black Market in Cap Au Diable ... and the bots had been left to hover in the air while the MM concluded their market business. That was really cool, seeing the "rocket boots" on the bots burning away.

So I'd like to ask that any masterminds with Group Fly post some screenshots of your pets group flying with you. I know that different pets have different group fly animations for them, and I'd like to see them all ... without having to get 5 MMs to 20 in order to do it.

So ... screenshots anyone?


It's the end. But the moment has been prepared for ...

 

Posted

I think only robots have flight animation, everyone else looks pretty much the same.


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Posted

Quote:
Originally Posted by Redlynne View Post
The other day, I saw a Necro MM in Sharkhead flying around with pets in Group Fly. It was actually a little ... creepy ... to see all those zombies hovering around, with the glowing lights supporting them in the air. Then later that same day, I saw a Robots MM hanging around the Black Market in Cap Au Diable ... and the bots had been left to hover in the air while the MM concluded their market business. That was really cool, seeing the "rocket boots" on the bots burning away.

So I'd like to ask that any masterminds with Group Fly post some screenshots of your pets group flying with you. I know that different pets have different group fly animations for them, and I'd like to see them all ... without having to get 5 MMs to 20 in order to do it.

So ... screenshots anyone?
how was he ablet o leave the robots flying ? >_> BUH!?! or did he just kinda, fly down to the market and hover above the market?


 

Posted

I have a build with group fly, and it looks cool, but my robots can't keep up with me. I gather this is a problem everyone has to some degree, but I think I have it especially bad because I also picked the speed boosting power from the fitness pool on my way to getting stamina. After reading the fine print, apparently it ONLY affects personal speed.

I can personally vouch that group fly totally, utterly sucks when you have the speed power from the fitness pool. Does anyone think it's managable without it? I don't want to burn a respec just to confirm it still sucks even without it.


 

Posted

Quote:
Originally Posted by Dr_Brainbottle View Post
I have a build with group fly, and it looks cool, but my robots can't keep up with me.
Easy and common solution to this problem:
  • 1. Put all pets on Follow.
  • 2. Select *a* pet (doesn't matter, too much, which one).
  • 3. Have your mastermind Follow selected pet.
  • 4. Issue Goto command to selected pet (and only selected pet!).
  • 5. Repeat step 4 until you arrive at your intended destination.
The reason why this works is that the pets are all following YOU, and you're following A PET which is the only one who is receiving commands to Goto (somewhere). You follow the selected Pet and the rest of your entourage follows you (through the sky). Because your mastermind is following A PET, you (the mastermind) don't travel any faster than any of the pets do ... meaning that no one falls out of the Group Fly PBAoE radius. Everyone flies at the same pace ... which is what you really wanted to have happen in the first place.


It's the end. But the moment has been prepared for ...

 

Posted

Quote:
Originally Posted by Redlynne View Post
Easy and common solution to this problem:
  • 1. Put all pets on Follow.
  • 2. Select *a* pet (doesn't matter, too much, which one).
  • 3. Have your mastermind Follow selected pet.
  • 4. Issue Goto command to selected pet (and only selected pet!).
  • 5. Repeat step 4 until you arrive at your intended destination.
The reason why this works is that the pets are all following YOU, and you're following A PET which is the only one who is receiving commands to Goto (somewhere). You follow the selected Pet and the rest of your entourage follows you (through the sky). Because your mastermind is following A PET, you (the mastermind) don't travel any faster than any of the pets do ... meaning that no one falls out of the Group Fly PBAoE radius. Everyone flies at the same pace ... which is what you really wanted to have happen in the first place.
KLUGE


To the devs please fix grp fly


 

Posted

Quote:
Originally Posted by Gypsy_of_Paradox View Post
How is it broken?
Group Fly, nor the Pets, are broken at the system level. However, the behavior of both is not in line with the behavior Another_Fan expects. The event is NOT a Kludge as Another_Fan calls it.

Something Another_Fan doesn't seem to realize is that Group_Fly has been around a heck of a lot longer than the ExpandAlone City of Villains. It, and the Tier 4 Teleport Power, were designed for a different style of gameplay and with different intentions, than they wound up being used for. Group Fly wasn't ever intended to be used as a Travel Power for Mastermind's, and the base power-system never really has been modified to account for the gameplay changes City of Villains brought to the game.

What Another_Fan expects is to be able to activate Group_Fly, hit the Heel Button for the Pets, and have all of them keep close proximity to him as he flys through the air. However, the travel logic of the Pets means that even if you just casually walk down the street with Heel on, the pets don't actually stay preciously with you. They also generally travel at a slower rate than you. So it's very easy to out-run, out-jump, out-fly, the pets. Part of this is down to the basic pathing of the game. As most of us realize, NPC's have next to no AI. They simply pick a path, and follow-it.

Because the radius of Group Fly is limited, it's very easy for pets to fall out of the radius of the cloud as the player flys, simply due to the limited pathing knowledge that forces the pets to avoid impacting with each other in casual travel, and the lower travel speed caps.

The result is that there's no simple Fix, as Another_Fan expects.

First, the developers would need to implement context specific recognizing capabilities in the pets. Thus the pet system would be able to recognize when the MasterMind's Group Fly had been activated.

Second, the developers would need to implement more advanced following NPC follow routines, in order to insure that all the pets moved together as one at the same speed of the owner of the power. This also means buffing or modifying the pets to have the same fly speed caps as the player.

Now, there are a couple of quick fixes that could be implemented. One option might be to implement a speed-check for players with fly. A Mastermind might be able to hit a button and only travel at 10% increments of their maximum speed. This might be possible without having to rewrite or create entirely new sections of code.


 

Posted

no one posted a pic yet??

I read first post thinking ooooo i wanna see that.

??


Consciousness: that annoying time between naps.

 

Posted

Group Fly *is* broken, in that it doesn't do what it's obviously intended to do, that being, allow a group to fly from point A to point B.
If you use it as it was intended to be used, all of your team mates that are following you will drop out of the sky one by one until you are the only one left flying in your group fly. The same thing that happens to your mastermind's pets will happen to team mates following you under the power of group fly.

Group Fly, like was said above, was created long before CoV, but that changes nothing regarding the fact that it didn't work properly back then either.

You can get group fly to work, sort of, by using workarounds when on a team. Usually I only ever saw it used as an actual group travel power during a rare shard TF. The workaround during those times would be to have everyone set to follow ONE person on the team with the stipulation that it NOT be the person who is running group fly. The same workaround was stated by a poster above in regards to mastermind pets using the goto command, which is extremely clunky and not at all how this power "should" work.

As for why this power has gone over 5 years without a fix? *shrug* Who knows. I sure don't.


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Posted

Well in a sense its not broken as it does make the group fly. Flight speed it grants is another issue really. A boost to the flight speed it grants would pose an easier "fix" to the mechanics of the power. Even granting more speed and range when it comes to affecting Mastermind pets. Granting a speed faster then the person using the power logically makes sense.


 

Posted

Quote:
Originally Posted by Donna_ View Post
no one posted a pic yet??

I read first post thinking ooooo i wanna see that.

??
That's because masterminds, unlike their pets, do not have a one track mi- OOOOH SHINEY!


It's the end. But the moment has been prepared for ...

 

Posted

Quote:
Originally Posted by je_saist View Post
Group Fly, nor the Pets, are broken at the system level. However, the behavior of both is not in line with the behavior Another_Fan expects. The event is NOT a Kludge as Another_Fan calls it.

Something Another_Fan doesn't seem to realize is that Group_Fly has been around a heck of a lot longer than the ExpandAlone City of Villains. It, and the Tier 4 Teleport Power, were designed for a different style of gameplay and with different intentions, than they wound up being used for. Group Fly wasn't ever intended to be used as a Travel Power for Mastermind's, and the base power-system never really has been modified to account for the gameplay changes City of Villains brought to the game.

What Another_Fan expects is to be able to activate Group_Fly, hit the Heel Button for the Pets, and have all of them keep close proximity to him as he flys through the air. However, the travel logic of the Pets means that even if you just casually walk down the street with Heel on, the pets don't actually stay preciously with you. They also generally travel at a slower rate than you. So it's very easy to out-run, out-jump, out-fly, the pets. Part of this is down to the basic pathing of the game. As most of us realize, NPC's have next to no AI. They simply pick a path, and follow-it.

Because the radius of Group Fly is limited, it's very easy for pets to fall out of the radius of the cloud as the player flys, simply due to the limited pathing knowledge that forces the pets to avoid impacting with each other in casual travel, and the lower travel speed caps.

The result is that there's no simple Fix, as Another_Fan expects.

First, the developers would need to implement context specific recognizing capabilities in the pets. Thus the pet system would be able to recognize when the MasterMind's Group Fly had been activated.

Second, the developers would need to implement more advanced following NPC follow routines, in order to insure that all the pets moved together as one at the same speed of the owner of the power. This also means buffing or modifying the pets to have the same fly speed caps as the player.

Now, there are a couple of quick fixes that could be implemented. One option might be to implement a speed-check for players with fly. A Mastermind might be able to hit a button and only travel at 10% increments of their maximum speed. This might be possible without having to rewrite or create entirely new sections of code.

So much wrong above, so little time.

The Kluge is the fix for the not well working power by following a pet then steering the pet.

The power needs fixing because its garbage. The simple fix is to make group fly so everyone flys at the same speed for the power. It would also be a nice idea to take out the ACC debuff so people might want to actually use the power. After all just how many penalties does it need after the insane endurance costs.


Oh and before you go on about how long its been around and used for a different style of play hover and fly have both been corrected, grp fly probably not because virtually no one takes it.

And just a finall little bit on your code rant, the bots are aware of when they are flying, their animation changes. The rocket boots activate, seeing as they and none of the other pets fly on their own there is your state indicator. Using this as you tried to suggest ? Channel the argument ?? is even more Rube Goldbergesque than the original follow the pets around.