Let me detoggle walk when stunned
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And suddenly the angry mobs of RPers descended, and Forbin was no more...
If he can't use walk inside a mission it won't be active and prevent him from using a break free inspiration.
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Leave Walk alone
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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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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.
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- Don't use walk in a mission.
"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. |
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.
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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.
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.
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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
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.
I think you should be able to use insps at all times so how about they just fix that up.
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The explanation is really simple:
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. |
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.
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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. |
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Um....
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. |
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.
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]