Walk Power and Combat


Bright Shadow

 

Posted

I'm sorry if this has been answered by a developer before. In fact, I'm wondering whether or not a developer has addressed this...

I'm curious as to why combat powers are disabled while the newly-created Walk power is toggled on.

From what we have right now, we can do all emotes when Walk is active. The idle stance is independent of Walk status and we can jump normally regardless of Walk status. We can also activate the Architect Entertainment power thingy while Walk is enabled.

So what is preventing the developers from allowing us to have our combat toggles on during Walk? Or even use combat emotes?

Is it a balance issue?

The only thing that comes to my mind are powers that modify the character's movement speed. There are not too many of those powers. Why not JUST disable those instead of everything?


 

Posted

As BAB said the day the power was put on the Test server: Walk does not play nicely with ANY powers. He would need to code a walk-animation for EVERY power, just like they did for flight.


@Roderick

 

Posted

Indeed. Walk was a "spare time" kind of thing. Taking the time to make it transition properly with all the combat modes would have probably made it a "not while the game was still operating" kind of thing, at least based on things BaB has told us about how that has to be done.


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Posted

Quote:
Originally Posted by Roderick View Post
As BAB said the day the power was put on the Test server: Walk does not play nicely with ANY powers. He would need to code a walk-animation for EVERY power, just like they did for flight.
See, that's what I don't get...

If the idle pose is the same with or without walk, and if combat stance is the same with or without walk (evident from the jump, when you land), how would the combat animation be different?

That's understandable for flight, as all our animations are different in when executed in air. But I just don't get how that works with Walk. Ninja Run has different idle and combat poses, and we have all our powers enabled with that one...

I guess that's just something the developers can explain...


 

Posted

Quote:
Originally Posted by Bright Shadow View Post
I'm sorry if this has been answered by a developer before. In fact, I'm wondering whether or not a developer has addressed this...

I'm curious as to why combat powers are disabled while the newly-created Walk power is toggled on.

From what we have right now, we can do all emotes when Walk is active. The idle stance is independent of Walk status and we can jump normally regardless of Walk status. We can also activate the Architect Entertainment power thingy while Walk is enabled.

So what is preventing the developers from allowing us to have our combat toggles on during Walk? Or even use combat emotes?

Is it a balance issue?

The only thing that comes to my mind are powers that modify the character's movement speed. There are not too many of those powers. Why not JUST disable those instead of everything?
Here is a post by the Developer BackAlleyBrawler discussing the reasons: Walk Power Improvements


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Posted

Quote:
Originally Posted by Katze View Post
Here is a post by the Developer BackAlleyBrawler discussing the reasons: Walk Power Improvements
Ah. Thanks. That's what I was looking for! I see what he means now.

Still, though...I just hope they find the time to do those 64 animations.


 

Posted

Quote:
Originally Posted by Bright Shadow View Post
We can also activate the Architect Entertainment power thingy while Walk is enabled.
Architect Comlink is not actually a power. It's actually a macro of the /architect command and the MATablet emote.
(Note that /architect and /em matablet are both unlocked by the Mission Engineer accolade, so you can't just use /macro MA "Architect$$em MATablet" at character creation)


http://www.fimfiction.net/story/36641/My-Little-Exalt

 

Posted

Quote:
Originally Posted by Fleeting Whisper View Post
Architect Comlink is not actually a power. It's actually a macro of the /architect command and the MATablet emote.
(Note that /architect and /em matablet are both unlocked by the Mission Engineer accolade, so you can't just use /macro MA "Architect$$em MATablet" at character creation)
Can't you actually right-click and edit that macro, just like the special Mastermind Macro buttons?


@Roderick

 

Posted

Quote:
Originally Posted by Roderick View Post
Can't you actually right-click and edit that macro, just like the special Mastermind Macro buttons?
As I recall, yes.


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Posted

And the Gladiator macros, as well (really, they're the same as the Mastermind macros, but available to anyone)


http://www.fimfiction.net/story/36641/My-Little-Exalt

 

Posted

Quote:
Originally Posted by Fleeting Whisper View Post
(Note that /architect and /em matablet are both unlocked by the Mission Engineer accolade, so you can't just use /macro MA "Architect$$em MATablet" at character creation)
/architect can be used without the accolade, provided you are in the main room of the Architect building.


 

Posted

Quote:
Originally Posted by Shadow State View Post
/architect can be used without the accolade, provided you are in the main room of the Architect building.
That said, there was a rather nasty interface bug that happens when somebody who does not have the accolade tries to use that command while not being at the AE building.

I don't recommend trying it. lol

Edit:
Nevermind.. it appears they fixed it. It now gives an error message instead.


 

Posted

Walk is only a quick toggle dropper and new way to gawk at your hot female toon.