Let me detoggle walk when stunned


Bloodspeaker

 

Posted

Right. So I'm having to escort a hostage. After having them decide, thanks to the twitchy AI and/or pathing, to examine the random shiny bits off to the side and get lost for the umpteenth time, to just toggle walk on and have them follow me.

So we get an ambush of Malta and their wonderful stun grenades. Right on top of me.

(No, I normally wouldn't use walk here, but was because of the lousy AI. And yes, if I had time, I'd have shut Walk off when I saw the NPC speech. But there was literally NO time to react.)

So there I am, walk still toggled, and stunned. No problem, just create another breakfree since I'd used several already - except I can't because of walk. And I can't detoggle walk because I'm stunned.

Let me be blunt. That's pants-on-head stupid not to be able to DEtoggle a power. Especially Walk, which locks everything else out. (You can't use or combine inspirs.)

Can we PLEASE be allowed to detoggle Walk when stunned? I'm assuming it's the same way with being held, too, but I wasn't going to stick around to find out. While we're at it, can we fix the AI so it's slightly better than a braindead monkey and give them a little more speed to keep up with us even when we're not using travel powers?


 

Posted

Walk is not meant as a combat toggle. As such, it's not really designed as anything more than a bare bones power. I'm surprised that you can't actually toggle it off if you're mezzed, but I don't think I could support the developer time required to fix it.


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Posted

A) when we were given Walk, it was meant to be a show offy downtime power. Specifically, it's a bad idea to use it at any time when you might be attacked.

B) the follow AI for rescues/hostages isn't great, but never so bad that you need to use Walk. Hostages are meant to be less likely to follow than someone you're rescuing, because they don't actually want to go with you. You need to watch them a little more closely. Even so, I've never had issues even with inherent Fitness as long as I stop whenever they get 40-50 feet behind, or at corners or other places they can get hung up.


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Posted

Sounds like a bug to me.

That said, Lemur, I *have* had to go that slow to get even rescues to follow me. No stealth, no anything, and I'd still lose them. Either that or do a backwards run for 100 yards, stop, watch that they were catching up, rinse, repeat.

If it's not a bug, yeah, that should be fixed. If nothing else, because you *can* misclick and hit it. Even if it's not on one of the primary trays


 

Posted

Quote:
Originally Posted by Lemur Lad View Post
A) when we were given Walk, it was meant to be a show offy downtime power. Specifically, it's a bad idea to use it at any time when you might be attacked.

B) the follow AI for rescues/hostages isn't great, but never so bad that you need to use Walk.
If it were good enough to keep up with me, I wouldn't have BEEN using walk. Had sprint off, no stealth powers, and a fairly easy map, and the nitwit hostage still would stop and stare off into space even though I'm going in a straight line. So, yes, I used walk. It's not the first time I've had to, either. It's about the same, time wise, as having to just sprint a short distance ahead and wait, or keep going back for them over and over again, especially if you don't see their "I'm lost" chatter.


 

Posted

Quote:
Originally Posted by Model 75 View Post
If it were good enough to keep up with me, I wouldn't have BEEN using walk. Had sprint off, no stealth powers, and a fairly easy map, and the nitwit hostage still would stop and stare off into space even though I'm going in a straight line. So, yes, I used walk. It's not the first time I've had to, either. It's about the same, time wise, as having to just sprint a short distance ahead and wait, or keep going back for them over and over again, especially if you don't see their "I'm lost" chatter.
You don't have to use walk. Just turn off sprint and be more careful not to outrun your hostage by simply tapping the "W" for short bursts of movement.

You chose to make yourself vulnerable by using a power that was only put into the game for RP purposes and blocks all of your powers.


 

Posted

Quote:
Originally Posted by Forbin_Project View Post
You don't have to use walk. Just turn off sprint and be more careful not to outrun your hostage by simply tapping the "W" for short bursts of movement.

You chose to make yourself vulnerable by using a power that was only put into the game for RP purposes and blocks all of your powers.
In the post you quoted to reply to it was already stated that Sprint was off.

The hostage AI is buggy enough that I've had the same issues at times, and I never move very fast as it is inside missions.

EDIT: That being said, Walk should never be used inside a mission or any area where you might be attacked. /unsigned


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Posted

Quote:
Originally Posted by Forbin_Project View Post
You chose to make yourself vulnerable by using a power that was only put into the game for RP purposes and blocks all of your powers.
... and you think being able to *de*toggle this while stunned is bad ... how again? Given you're still stunned and having to deal with that?

I'm (appropriately) stunned that this would (a) go to live this way and (b) anyone would argue that "yes, not only should you stay stunned, but you shouldn't be able to detoggle the power."

That's ridiculous. And the arguments I'm seeing against it are rather *thin.* I still think, quite frankly, that it's a bug that you can't detoggle it when stunned. "RP purpose" or not. If you're thinking punitively ("It's your fault you used it!" - which isn't always the case, as I've misclicked it on before) you're already adding time to detoggle it. And the argument's rather petty.

Seriously. This should be fixed if a bug, or changed if not.


 

Posted

Quote:
Originally Posted by Memphis_Bill View Post
... and you think being able to *de*toggle this while stunned is bad ... how again? Given you're still stunned and having to deal with that?

I'm (appropriately) stunned that this would (a) go to live this way and (b) anyone would argue that "yes, not only should you stay stunned, but you shouldn't be able to detoggle the power."

That's ridiculous. And the arguments I'm seeing against it are rather *thin.* I still think, quite frankly, that it's a bug that you can't detoggle it when stunned. "RP purpose" or not. If you're thinking punitively ("It's your fault you used it!" - which isn't always the case, as I've misclicked it on before) you're already adding time to detoggle it. And the argument's rather petty.

Seriously. This should be fixed if a bug, or changed if not.
I didn't say what your are implying at all, but since you brought it up what the devs should do is make it so walk is suppressed inside a mission.

Problem solved.


 

Posted

Quote:
Originally Posted by Forbin_Project View Post
I didn't say what your are implying at all, but since you brought it up what the devs should do is make it so walk is suppressed inside a mission.

Problem solved.
Not until they fix the AI it isn't. There's a good reason - listed in a few posts now - where people ARE using walk inside a mission.

The problem would be solved by ... allowing it to be detoggled while stunned. Seriously, there is absolutely no good reason for that restriction. Zero. And that includes "Well, it's an RP power."

Edit: Especially because I've gotten more "Ooh, that's cool" when my characters, say, stick a hold on someone, toggle walk to saunter casually on over to what's held, then toggle it off to slam it with a mallet or other big hit to finish it off. The regular sprint we do (even without Sprint) doesn't have anywhere near the same effect.

The OP's not asking to turn ON toggles while stunned. He wants to turn one OFF. Your "problem solved" is akin to bricking up the garage because the car won't start.


 

Posted

To my mind, not allowing us to turn our toggles off when incapacitated is just unnecessary. That's going from one extreme to the other. Once upon a time, when I was held, all my toggles dropped, I fell from the sky, my shields disappeared... Now, when I'm held, I can't stop flying, I can't turn off the expensive toggle I wanted to run for just a few seconds... Just seems like overkill.

Anecdote time: Once upon a time on my Blaster, I popped a Break-Free and nuked a Malta spawn with Nova. When this was done, I kneeled down to Rest. As I was Resting, my Break Free expired and I fell under the effect of a TacOps' Stun Grenade. Only not for the standard 45 seconds, oh no. You see, Rest actually debuffs your status resistance by quite a bit, so you can get held of I think up to three times as long. I'd have disabled Rest and abandoned my healing process, but you can't disable a toggle while stunned.

Similarly, I've had instances on that same Blaster where I'd fire up Personal Forcefield, get stunned for 45 seconds almost immediately, and then end up practically incapacitated. Why? Well, the PFF doesn't toggle-drop. Its defensive value suppresses, but its "Only Affecting Self" doesn't. What this means is I'm trapped in the field, I'm not protected by it, but I still can't use my Defiance attacks through the status effect anyway. Ouch.

Or how about this? When you're stunned in the air, your "grip" is reduced to nothing. What this means is you cannot accelerate almost at all, and if you're already moving, you cannot stop. What this means is if I get stunned while hovering, I have about an equal chance of drifting into the next spawn over uncontrollaby, or otherwise be HELD up in the air since moving with Hover while stunned is practically impossible. Before, I'd have dropped to the ground and been able to stagger out of damage patches and around corners, but now not only won't being stunned drop me to the ground, I can't stop flying even if I wanted to.

It's very irritating.


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Originally Posted by Arcanaville View Post
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Posted

Quote:
Originally Posted by Memphis_Bill View Post
Not until they fix the AI it isn't. There's a good reason - listed in a few posts now - where people ARE using walk inside a mission.

The problem would be solved by ... allowing it to be detoggled while stunned. Seriously, there is absolutely no good reason for that restriction. Zero. And that includes "Well, it's an RP power."
Well we can't agree on everything. Maybe next time.


 

Posted

I don't understand why we can't use powers with Walk. BAB said it was because there's no animations for fighting from the walking animation, but we don't have any animations for fighting from the normal running animations either; every animation starts as if from the normal standing poses. And Walk uses the same standing poses are running.


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Posted

Walk is OP.


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Posted

Was it a tip mish? Some of the newer mishes seem to have intentionally worse follow ai, presumably to make them take longer. I've not had problems in older content so long as i turn sprint and ss off and try not to take multiple corners too quickly.


 

Posted

Quote:
Originally Posted by Memphis_Bill View Post
I still think, quite frankly, that it's a bug that you can't detoggle it when stunned.
Can you detoggle anything ELSE while stunned?

Can you shut off Weave, or Combat Jumping, or Maneuvers, or any number of other toggles you may be running, while you're mezzed in any way?

Last I checked, you couldn't do ANYTHING while held or stunned. No toggling or detoggling, no click powers, no nothing. The only thing you can do while mezzed is click a break-free to get rid of the mez.

So, no, it's not a bug that you can't turn off Walk while you're stunned. Since you can't turn any other toggle off either it's working exactly like it's supposed to.

The fact that the OP happened to be running a toggle that prevents you from even clicking a break-free was his own fault.

Good luck convincing the devs that they need to fix this because a player got stunned while running a power that prevents him from doing anything else....while escorting a hostage in a mission full of Malta.


Quote:
Originally Posted by Dechs Kaison
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Posted

Getting killed because you were using Walk in a mission is a little like crashing your car 'cause you tried to use the makeup mirror in your sun visor on the Interstate. "Don't do that then" is really the only viable response.


 

Posted

Quote:
Originally Posted by ClawsandEffect View Post
Good luck convincing the devs that they need to fix this because a player got stunned while running a power that prevents him from doing anything else....while escorting a hostage in a mission full of Malta.
Then perhaps they should actually improve the AI (or at least the following routines) so that sort of thing isn't needed. A simple "follow me" is one of the most irritating things to deal with in this game.

"Oh, look, a shallow incline! I must run back and forth repeatedly, spin in place like a drunken top, then run backwards 500 feet... Player? Player, I've lost you!"

"OK, Fine, I'll follow - at drag-myself-forward-with-my-toes speed, stopping every five feet. If you're lucky."

Besides, with other toggles, at least you can combine inspirations. Having that ability with walk (go ahead and check - it's greyed out - double checked the OP) would work as well. Even if you can't use other powers because of animation issues, there's zero reason for that to be greyed out. About the only thing more idiotic would be not being able to use chat at the same time.

And re: Verene: I don't know about the OP, but I've had the same stupid AI inability to follow in regular missions. In something like sewers, I can halfway understand it. In, oh, lab maps with lots of nice, straight hallways... nto so much. And don't get me started on the broken Rikti portal room and SHard instance maps with the magical disappearing rocks, platforms and (untargetable when glitched by the map) NPCs.

Frankly, stun, hold, whatever - nothing should prevent you from *de*toggling toggle powers. That little limitation is ridiculous.


 

Posted

Wow. So is this where I get the "In my day, we had to walk naked thirty miles to school in ten feet of snow uphill both ways" speech?

Seriously. It's not like being able to detoggle this or even use inspirations would suddenly turn my Corruptor ten times more dangerous. And yes, the AI *IS* that bad. "Repeatedly tap W" *isn't any better.* That's not a solution. At best, it's an irritating band aid. The Fact it's being suggested and that others are mentioning it should be fairly obvious something's broken.

This game's over seven years old, why is this even needed? Are follows that new?

And to answer some other questions:

  • I didn't have stealth (I think I said that already.)
  • I didn't get killed. I got out of the stun finally, detoggled the stupid power and knocked the ambush back so I had time to heal and fight back.
  • It wasn't a tip mission. It was a patron mission for ghost widow. (One of the ones after 45.) But I've run into this Artificial Stupidity before, quite a lot.
  • Yes, they DO fall behind and go stupid with sprint. And without it. Which is why I used walk.
  • Normally I DO detoggle walk - as soon as I see NPC ambush text. I'm not a moron as some of you oh-so-perfect players seem to want to imply. I had zero time to with this ambush.

Seriously, what's with the hate for this? Are mere mortals not welcome in here? It would seem to be a simple request to be able to detoggle this. Or, like someone else said, let me combine inspirations. "It's an RP power" - yeah, so what? This doesn't make me invulnerable, it doesn't make my defense jump up to 50000%, it doesn't boost my damage, it doesn't give mez protection - and on top of it, even if it DID do those things, I'm asking to be able to turn it OFF!

And I know not everyone's coming down on this. It's not even people disagreeing that's surprising me. I can deal with that, it's what forums are for. It's the vehemence of, basically, "Well, you were stupid!" and the lack of any REAL reason for this to not be done other than "That's the way it is," I guess.

Give me a GOOD reason and I'll be happy to consider it. "You're stupid" and "It's an RP power" aren't good reasons. I'm not asking to attack while walking. I'm asking to DETOGGLE it WHEN I WANT TO. Even if I still can't do anything else after.


 

Posted

Quote:
Originally Posted by Texas Justice View Post
In the post you quoted to reply to it was already stated that Sprint was off.

The hostage AI is buggy enough that I've had the same issues at times, and I never move very fast as it is inside missions.

EDIT: That being said, Walk should never be used inside a mission or any area where you might be attacked. /unsigned
I've never been 100% sure if I should blame NPC (including pets) AI, or if it was more an issue with map geometry. Seriously, when an escort gets stuck on a 4" high cargo pallet, it seems less like "too dumb to walk around" and more like "ahhh, my shoelace is caught!"

Agree that it's a tad daft to walk through a mission. If you know you could be attacked, why leave yourself vulnerable? A mez preventing you from turning it off it kinda irrelevant if the mob has alpha'd you while your trying to respond... and besides, if you're mezzed, what are you going to do even if you CAN turn off walk? Stand there and... still be mezzed?..


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Posted

Quote:
Originally Posted by Bloodspeaker View Post
Agree that it's a tad daft to walk through a mission
From the sound of it, he had probably fought his way through and cleared to there. I know if it's a hostage mission I'm not 100% sure isn't a "Just rescue, no escort" (like Dr. Francois in Striga) I'd do the same. Also,
Quote:
Originally Posted by OP
Normally I DO detoggle walk - as soon as I see NPC ambush text.
so it doesn't sound like he was going "Oh, I don't have to worry about that" and had detoggled it to deal with other ambushes (assuming that wasn't the first in the mission.)

Really, it sounds like someone who's had to deal with the bad AI in the game and had worked out a way they'd use to deal with it that just got jumped on this time.

Quote:
A mez preventing you from turning it off it kinda irrelevant if the mob has alpha'd you while your trying to respond... and besides, if you're mezzed, what are you going to do even if you CAN turn off walk? Stand there and... still be mezzed?..
Possibly, reading through what the OP has said.... create a breakfree to NOT be mezzed?


 

Posted

Quote:
Originally Posted by Forbin_Project View Post
I didn't say what your are implying at all, but since you brought it up what the devs should do is make it so walk is suppressed inside a mission.

Problem solved.
Please explain how that is a better solution.


Issue 16 made me feel like this.
Warning: This poster likes to play Devil's Advocate.

 

Posted

Quote:
Originally Posted by Vanden View Post
Please explain how that is a better solution.
If he can't use walk inside a mission it won't be active and prevent him from using a break free inspiration.


 

Posted

Quote:
Originally Posted by Forbin_Project View Post
If he can't use walk inside a mission it won't be active and prevent him from using a break free inspiration.
No, he said explain how it's a *better* solution. Again, you're bricking the garage door up because the car won't start. That doesn't fix anything, and makes other things worse, quite frankly (IE, removes an option to deal with the problem with AI that led to him using Walk in the first place, as well as removes the option for *me,* as I mentioned above, to do things like... well... walking up to somoene I've just encased in ice and hitting them with a mallet... y'know, using an RP power for a bit of RP.)

"Better" would be:
- Allow the combination of inspirations while walk is active.
- Fix the bloody AI so it actually can follow decently (and give the NPCs the speed to keep up.)
- Fix the pathfinding for the same reason.

Of course, the last two - singularly or together - would likely take more development time than letting people detoggle the power when stunned. Just on the basis of them not managing to fix it *yet.* Following has always been problematic since I've started playing (and yet players can target someone and hit "F" just fine.)