Let me detoggle walk when stunned


Bloodspeaker

 

Posted

Quote:
Originally Posted by Memphis_Bill View Post
"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!"
I think this is an artefact of how NPCs set their own pathing waypoints. It seems like when they move, they give themselves waypoints to go from place to place to place. The problem is that when you're descending an incline, basic run speed causes the NPCs to overshoot their intended waypoint, so they land, turn around, go back up, hit their overshot waypoint, set one farther down the slope, move, overshoot THAT then repeat the same process all the way down the slope. And if you happen to be on one of those long descends in the Shadow Shard, such that Akharist likes to spawn at the top of in Johnny Sonata's arc, this becomes a long, arduous process. NPCs also do this on descending stairs, down hills, down ramps and pretty much every descending incline.

I'm also positive that instances where NPCs can't jump over a railing are for the same reason - they set their next waypoint on the other side of the railing and so they're trying to move to it. If you'll notice, NPCs never jump OVER things, they only ever jump ON TOP of things. For this, the NPC has to set the next waypoint at the top of the thing and execute a jump from waypoint to waypoint which has no clipping with anything while they're doing it. If they don't set their next waypoint correctly, they run in place against a railing.[/QUOTE]

Quote:
Originally Posted by Model 75 View Post
Seriously, what's with the hate for this? Are mere mortals not welcome in here?
For some reason, a lot of people in the Suggestions and Ideas forum seem to thrive on insulting people's intelligence for making a suggestion by insisting the suggestion isn't necessary. It's rather quite unpleasant, but I don't think much moderation happens here, sadly. Ideally, I'd like to see states suggestions discussed directly without descending into character assassination, but you take what you can get.


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 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.
And suddenly the angry mobs of RPers descended, and Forbin was no more...

Leave Walk alone


Quote:
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.
Quote:
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

Quote:
Originally Posted by Techbot Alpha View Post
And suddenly the angry mobs of RPers descended, and Forbin was no more...

Leave Walk alone
As long as it's not the ERPer's.

(Death by guys pretending to be catgirls. <shudders>)


 

Posted

I'm neutral on whether you should or should not be able to turn off toggles while mezzed. IMO the argument really goes both ways.


 

Posted

Quote:
Originally Posted by Memphis_Bill View Post
"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.
- Don't use walk in a mission.

Trust me, I've had plenty of identical issues with "following" NPCs, whether they were mission escorts or the pets of my (numerous) Masterminds. I just don't see how walking (as it stands now) is in any way superior to jogging (sans sprint and it's ilk) a short distance, and waiting for the NPC in question to catch up, or going back to coax them away from a stuck path. If someone gets attacked and defeated while walking through a mission... *shrugs* I laugh. Seriously. The same way I do when a Tank has a bit of a lapse and charges into a mob with all of their toggles off. Why would you do EITHER on purpose, if it leaves you defenseless?

All that being said, while we're on the subject of logic, to me the ideal solution would be:

- Remove the pointless power restriction from Walk.

I don't have any idea why the power is any different from a really, REALLY slow version of Sprint, i.e. a simple movement modification power. I'm sure someone will come along and try to explain how game-breaking it would be to be able to use all our other abilities (barring perhaps other travel powers) while walking. They're certainly welcome to... and I will laugh at them, as well.


Where to find me after the end:
The Secret World - Arcadia - Shinzo
Rift - Faeblight - Bloodspeaker
LotRO - Gladden - Aranelion
STO - Holodeck - @Captain_Thiraas

Obviously, I don't care about NCSoft's forum rules, now.

 

Posted

Quote:
Originally Posted by Bloodspeaker View Post
I just don't see how walking (as it stands now) is in any way superior to jogging (sans sprint and it's ilk) a short distance, and waiting for the NPC in question to catch up, or going back to coax them away from a stuck path.
I would say it is a mental thing. With walk their character is able to constantly move toward the goal. It might take roughly the same amount of time to get to the exit, but all of the running back and waiting is cut out which feels like more progress.

And I hadn't thought of using walk to slow myself down when leading things to the exit..... might start doing that now


"YOU DID NOT READ THE THREAD. GO READ THE LONG, LONG THREAD.
Then, perhaps your butt cheeks will relinquish their grip on your chin." -The_Zekiran

 

Posted

Quote:
Originally Posted by MortisEques View Post
I would say it is a mental thing. With walk their character is able to constantly move toward the goal. It might take roughly the same amount of time to get to the exit, but all of the running back and waiting is cut out which feels like more progress.
Oh, I'll agree that it sounds like a "mental thing" to me, too, but faceplanting as a result is never going to feel like "progress".


Where to find me after the end:
The Secret World - Arcadia - Shinzo
Rift - Faeblight - Bloodspeaker
LotRO - Gladden - Aranelion
STO - Holodeck - @Captain_Thiraas

Obviously, I don't care about NCSoft's forum rules, now.

 

Posted

I think you should be able to use insps at all times so how about they just fix that up.


 

Posted

Quote:
Originally Posted by Bloodspeaker View Post
All that being said, while we're on the subject of logic, to me the ideal solution would be:

- Remove the pointless power restriction from Walk.

I don't have any idea why the power is any different from a really, REALLY slow version of Sprint, i.e. a simple movement modification power. I'm sure someone will come along and try to explain how game-breaking it would be to be able to use all our other abilities (barring perhaps other travel powers) while walking. They're certainly welcome to... and I will laugh at them, as well.
The explanation is really simple:

If we could use all our powers while using Walk, they would have had to redo every single animation in the game to work with Walk, just like with flying.

BaBs created Walk in his spare time, he certainly didn't have enough spare time to make new Walk animations for every power in existence.


Quote:
Originally Posted by Dechs Kaison
See, it's gems like these that make me check Claws' post history every once in a while to make sure I haven't missed anything good lately.

 

Posted

Quote:
Originally Posted by ClawsandEffect View Post
The explanation is really simple:

If we could use all our powers while using Walk, they would have had to redo every single animation in the game to work with Walk, just like with flying.

BaBs created Walk in his spare time, he certainly didn't have enough spare time to make new Walk animations for every power in existence.
Um....

Walk leaves you on both feet. You can use powers while superjumping (barring those that require you to have your feet on the ground.) You can use them while sprinting, ninja and beast running and superspeeding. Nothing about Walk is so far gone from any of those other poses that anything should have to be reanimated. We're not talking the "I want a motorcycle" that comes up from time to time, which WOULD have all of those issues.

Two feet on the ground, one moving in front of the other. Which pretty well any animation is already dealing with (aside from rooting and having their own starting stances.)

Can't buy that argument. And even if it WERE the case, it wouldn't and shouldn't have anything to do with locking out combining of enhancements - which has no animation at all.