Power Customization meets Traps.


Eva Destruction

 

Posted

I apologise if this seems unproductive, and I have indeed bugged all of these, but I just need to say something.

As we all know, the Power Customization interface has some... Problems with it, such as the inability to see your customization choices on summoned entities, such as trip mines, the Voltaic Sentinel, the Gun Drone and so forth. However, my Bots/Traps Mastermind found that these shortcomings masked a far more sinister set of bugs with Traps and Power Customization - the fact that some powers are bugged when customized, and for some it's impossible to tell what the heck you are changing. The two that I saw were:

Forcefield Generator. Normally, this power creates forcefields anchored to the chest of a character, which move with the character as he is animating. When customized, however, the forcefields are actually anchored to the character's hit box, meaning that they do not respond to the character's animations, meaning in turn that characters' legs stick out from to bottom of the bubble, characters doing jumping animations like Total Focus leap out of the bubble and something as simple as a sitting animation puts the character underneath his own bubble. This looks really bad, and prevents me from customizing my Forcefield Generator. I don't want misaligned bubbles.

Poison Trap. At first I thought it was just the awkward interface not letting me see what the gas cloud's colour would be that had caused me to use the wrong colour, but it turns out that customization DOES NOT alter the colour of the gas cloud that the Trap creates. The cloud is always a light white-cyan colour regardless of what you choose. The only thing customization changes is the colour of the bottle and the colour of the little aerosol spray right as it triggers, but the gas always just looks like steam.

In addition to these, I want to cite Trip Mine. Changing the colours on Trip Mine appears to simply change the colour of the trip beams, but it also, in fact, changes the colour of the explosion fireball. How? I'm not really sure. I've seen it before on other characters, but since this Mastermind is too low for the power, I have no idea which colour does what, since the power customization interface won't show me what I'm actually changing.

I'll try to get pics, as well.


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Originally Posted by Arcanaville View Post
Samuel_Tow is the only poster that makes me want to punch him in the head more often when I'm agreeing with him than when I'm disagreeing with him.

 

Posted

Eugh. Glad I left mine all on default, from the sounds of it. That sounds horribad.


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Originally Posted by Zwillinger View Post
GG, I would tell you that "I am killing you with my mind", but I couldn't find an emoticon to properly express my sentiment.
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Originally Posted by Captain_Photon View Post
NOTE: The Incarnate System is basically farming for IOs on a larger scale, and with more obtrusive lore.

 

Posted

I has pix!

Picture 1: This Poison Trap is set to be Red/Red, and both the bottle and the spray are, indeed, red, but the gas cloud is still cyan.



Picture 2: This Battle Drone is doing a sitchair1 emote, which has allowed it to slip almost completely out of its bubble. This does not happen on normal settings.



Also, my solution is the same one as Tech - I'll be leaving Poison Trap and Forcefield Generator on Original settings, but it's a pity I have to do it because of bugs that I've already reported before.

*edit*
In completely unrelated news, bulldozers and forklifts all over the country have gone white.


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Originally Posted by Arcanaville View Post
Samuel_Tow is the only poster that makes me want to punch him in the head more often when I'm agreeing with him than when I'm disagreeing with him.

 

Posted

I think the one that annoys me most is trying to choose colors for the aura on the ground around Triage Beacon... what you choose never seems to be what you get (I would like red! No, that's bright orange...), and not being able to even see it in the editor doesn't help.


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Originally Posted by Patteroast View Post
I think the one that annoys me most is trying to choose colors for the aura on the ground around Triage Beacon... what you choose never seems to be what you get (I would like red! No, that's bright orange...), and not being able to even see it in the editor doesn't help.
Ugh... Yeah, I still have to get this one and see how it looks. That'll be another round of tailor shenanigans and paying money multiple times because I'm operating blind.


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Originally Posted by Arcanaville View Post
Samuel_Tow is the only poster that makes me want to punch him in the head more often when I'm agreeing with him than when I'm disagreeing with him.

 

Posted

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Originally Posted by Samuel_Tow View Post
Ugh... Yeah, I still have to get this one and see how it looks. That'll be another round of tailor shenanigans and paying money multiple times because I'm operating blind.
Very much agreed. At least the test server works sorta for it. Could hope for a training room type place to test/experiment power/customizations actually on the main game.


Let's Dance!

 

Posted

Oh, yeah, this reminds me: The power customization bug that makes custom forcefields misaligned isn't actually restricted to Forcefield Generator. All of Forcefields suffers from the same, and that's including Dispersion Field and the two ally cast shields. I know that's true at the very least for Masterminds, and I'm pretty sure it's true for all versions of Forcefields, as well.

And, yes, I have bugged that, too. Did it some time last year, if not the year before that.


Quote:
Originally Posted by Arcanaville View Post
Samuel_Tow is the only poster that makes me want to punch him in the head more often when I'm agreeing with him than when I'm disagreeing with him.

 

Posted

Quote:
Originally Posted by Samuel_Tow View Post
In addition to these, I want to cite Trip Mine. Changing the colours on Trip Mine appears to simply change the colour of the trip beams, but it also, in fact, changes the colour of the explosion fireball. How? I'm not really sure. I've seen it before on other characters, but since this Mastermind is too low for the power, I have no idea which colour does what, since the power customization interface won't show me what I'm actually changing.
Yeah, I was in for a rather rude surprise when my trip mines, colored blue 'cause I was Archery and I had a blow with a blue laser and wanted to match, started blowing up blue. I think the secondary color you pick shows up in the explosion too.

It would be nice to be able to see these in the editor. It would also be nice to be able to see what all our toggles look like together (Dark Armor, I'm looking at you, or at least I'd like to before I use up a costume token) something I vaguely recall BaBs saying he would look into but we never heard another word about.


Eva Destruction AR/Fire/Munitions Blaster
Darkfire Avenger DM/SD/Body Scrapper

Arc ID#161629 Freaks, Geeks, and Men in Black
Arc ID#431270 Until the End of the World

 

Posted

Quote:
Originally Posted by Eva Destruction View Post
It would be nice to be able to see these in the editor. It would also be nice to be able to see what all our toggles look like together (Dark Armor, I'm looking at you, or at least I'd like to before I use up a costume token) something I vaguely recall BaBs saying he would look into but we never heard another word about.
Yeah, that's part of what I'm saying. The current customization interface only really works with click powers, and more or less fails with toggles and summons, because they're treated like clicks, which they aren't.

A toggle power, to my eyes, should be able to be set as on and left as on for as long as one is in the interface, similar to how you can toggle them on for numbers purposes in Mids' Hero and Villain Designer. Have the toggle play its activation animation when one has selected it specifically, but leave it on thereafter until one specifically chooses to turn it off.

For summons, I'd suggest spawning the pet and letting it either cycle through all of its powers in order, or otherwise expend its duration. Things like Rain of Fire and Burn would be best set to show the pet's entire duration, while things like Jack Frost and the Auto Turret would be best set to cycle through their powers. I'm not really sure what one would do about Mastermind henchmen, but considering we can't customize those anyway, I don't feel it's a problem worth thinking about.

In fact, for pets it might be a good idea to give an option to replace the player with the pet, and give a list of the pet's powers, to be played at the player's discretion, with still only the two colours available for customization anyway. For instance, if I summon a Dark Fluffy, then replace my character with Dark Fluffy and let me see its powers in action as I change one of the two colours it can take, so that I can see its Twilight Grasp and its Fearsome Stare and how they look in its new custom form.

Really, though, my biggest problem is that I have no idea what I'm changing when I customize these powers, meaning I'll have to be paying a lot of money for Tailor fees at the War Zone, which is the only place with passive dummies to try your active powers against. Why aren't their target ranges at Icon and the Facemaker? And when is the Praetorian seamstress woman getting her own interior shop?


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Originally Posted by Arcanaville View Post
Samuel_Tow is the only poster that makes me want to punch him in the head more often when I'm agreeing with him than when I'm disagreeing with him.

 

Posted

Quote:
Originally Posted by Samuel_Tow View Post
I has pix!

Picture 1: This Poison Trap is set to be Red/Red, and both the bottle and the spray are, indeed, red, but the gas cloud is still cyan.
Isn't that just mad science?


@Golden Girl

City of Heroes comics and artwork

 

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Originally Posted by Golden Girl View Post
Isn't that just mad science?
No, it's Weird Science.


There I was between a rock and a hard place. Then I thought, "What am I doing on this side of the rock?"