Keep Paragon City Clean! Remove the objects from Propel!
You realise you can remove the objects that stay around by adjusting your graphics settings?

@Catwhoorg "Rule of Three - Finale" Arc# 1984
@Mr Falkland Islands"A Nation Goes Rogue" Arc# 2369 "Toasters and Pop Tarts" Arc#116617
Never mind. Fiddled around a bit and found it. (Just a matter of turning Particle Physics Quality to None.)
Thank you very much, Cat. That was becoming a real frustration.
I haven't tried to do it since the Ultra mode came along, but I believe it is dropping the particle physics section down to a lower level.
I seem to recall it used to be a seperate slider with a maximum number of objects.

@Catwhoorg "Rule of Three - Finale" Arc# 1984
@Mr Falkland Islands"A Nation Goes Rogue" Arc# 2369 "Toasters and Pop Tarts" Arc#116617
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This part has me scratching my head. Phys objects don't exert any kind of force on the player that I've seen. I'm not sure how one could become trapped by them. Not to mention they can't block doorways either.
Long story short: I used to love the object summoning thing with Propel. It was fun and quirky. But over time, I have grown to loathe it--objects cluttering the battlfield, large objects blocking hallways and doorways, objects blocking my field of view during combat, objects getting tangled in the geometry and trapping me so that I get body blocked and ganked ...
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Never surrender! Never give up!
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They don't exert force, but they are solid, so you can't just move through them.
This part has me scratching my head. Phys objects don't exert any kind of force on the player that I've seen. I'm not sure how one could become trapped by them. Not to mention they can't block doorways either.
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Blocking the doorway: one time, I summoned up a huge globe thing in an office building. The globe was bigger than the doorway of the hall I was in, so when I ran forward, I kicked the globe forward, and it lodged in the doorway, and then I butted up against it, and for several tries to get around it, it kept rebounding off me, then the wall, and then lodging back in my way. Same sort of thing happened with a street lamp. Small room, narrow doorway, and the streetlamp turned sideways, hitting the door jam and lodging between the walls. When I tried to jump over it, I banged against the top of the door jam. Finally had to kick it, bounce it off the doorway, then jump over it on the rebound.
Getting trapped: I was in Perez Park, and I bounced a treasure chest off a Thorn Caster. The chest bounced back, landed behind me, and got stuck up against a bush. A bunch of Circle of Thorns Guardians and Thorn Casters closed in around me and body blocked me, so I tried to jump out, but I couldn't, because I kept getting snagged on the treasure chest, which was jittering around because it was getting booted around in a tiny space between me, the CoTs, and the bush.
I know, they seem like odd, random events--"Oh well, that doesn't happen very often, so it's not a big deal," kind of things. But it's happened often enough to become really frustrating, and I had a particularly horrible night last night. For one mission, I was in this small office building, low ceilings, narrow doorways, and throughout the entire mission, I kept summoning things that filled the hallways and rooms I was in. It was just ridiculous.
As a side note, turning off Particle Physics has fixed my navigational problems, but I still like the idea of an alternate animation for Propel. Some kind of energy ripple or wave maybe. Just for characters whose concept doesn't really fit launching street lamps and microwave ovens at their foes.
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I've absolutely never seen such a thing happen though. IME, phys objects are almost completely weightless and have extremely forgiving clipping, to the point of allowing you to walk right through them, probably to prevent occurrences like the ones you described.
They don't exert force, but they are solid, so you can't just move through them.
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In fact I just went to check in game, and what I said held true. Objects could not block my character in any way.
It's either an extremely bizarre technical issue or what you're experiencing is unrelated to Propel. (Or my phys objects have somehow been consistently 'broken' for 4~ years.)
Never surrender! Never give up!
Help keep Paragon City alive with the unofficial City of Heroes Tabletop Role Playing Game!
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Or maybe it's just a bit of random chaos: it could happen, given a set of very specific but unlikely circumstances, and my experience just happens to fall near the narrow end of the bell curve.
I've absolutely never seen such a thing happen though. IME, phys objects are almost completely weightless and have extremely forgiving clipping, to the point of allowing you to walk right through them, probably to prevent occurrences like the ones you described.
In fact I just went to check in game, and what I said held true. Objects could not block my character in any way. It's either an extremely bizarre technical issue or what you're experiencing is unrelated to Propel. (Or my phys objects have somehow been consistently 'broken' for 4~ years.) |
Or maybe the universe just likes to f___k with me.
Or maybe one of us is just nuts. You probably think it's me. :-) (Big, wet sloppy kiss if you get the allusion.)
Long story short: I used to love the object summoning thing with Propel. It was fun and quirky. But over time, I have grown to loathe it--objects cluttering the battlfield, large objects blocking hallways and doorways, objects blocking my field of view during combat, objects getting tangled in the geometry and trapping me so that I get body blocked and ganked ...
I suggest getting rid of the summoned objects completely and reconceptualizing Propel. Instead of, "You can open a gravitational rift and retrieve a heavy object, then Propel it at your foes for Smashing Damage" it would be something like, "You generate a focused gravity pulse that sends a single foe flying, propelling them into walls or other objects and inflicting Smashing Damage."
Along with cleaning up our battlefields, this would allow Propels cast time to be reduced. The long cast time seems to be the main mechanical issue with the power, and the reason for the long cast time seems to be the summoning animation. So reduce the cast time, probably to somewhere between Lift and Gravity Distortion, and increase the recharge accordingly. You wouldnt have to change any of the other numbers, and Propel could maintain some of its current character (high, single target burst damage with powerful KB).
If this is too much, if people are simply too enamoured of the object summoning (which I can understand; like I said, I used to love it), then how about this: at least provide an alternate animation that doesnt summon random objects. This wouldnt allow for reduced cast time (and it wouldnt fit the description, but meh) but it would give those of us who dont like the object summoning an alternative.