Fix Walk/Hover-board!
If time truly is money then they should have allowed toggles to stay active during rocket board/magic carpet. They would have made way more money and thus their time would have been worth more. Instead they suckered themselves out of money. I bought the rocket board you know how the old saying goes "fool me once shame on you, fool me twice shame on me"
They lost a customer in me and others. I would have bought every travel power released if only toggles were allowed to stay active. Now I won't. Those words that's money flushing down the toilet for paragon studios cause some lazy developer couldn't spend a little extra time to code that toggles stay active while these travels are active. Wish I was allowed to half *** my job like some of these devs do lol. |
And not purchasing any further non combat travel powers is the most effective way for players to show their dissatisfaction with a particular product.
However the devs are going to look at the total numbers of sales made when they listen to customers making complaints. If the sales are lousy then they will either stop making the powers or redesign them. If the sales are high then they will view that as proof that the majority of customers are satisfied with the powers and they'll continue to make them as is.
I should've stopped reading this thread after the first few posts, but yea... I'm a glutton for punishment.
Just to throw my own 2 cents in-
Never assume something is easy or even relatively easy for that matter.
The only thing that I would tend to agree with regarding rocketboard and walk is that I think the powers should suppress instead of turning completely off.
Walk, Rocketboard, the Carpet, even Beast Run and Ninja Run are pretty much cosmetic consumables- They're meant to supplement what's freely available in game.
The in-game counterparts of these powers have no restrictions and should be used as such.
Also to note:
Beast Run/Ninja Run = Slower than Super Speed
Rocketboard = Faster than Flight
There has to be somewhat a trade off. It starts to become "Pay to Win" when the stuff you buy in the store is better than what's available in game for free.
| Home Server: Virtue |
Twitter: @ZFLikesNachos Save City of Heroes (Titan Network) [Successful "The Really Hard Way" runs: 4] [Click ^]
They lost a customer in me and others. I would have bought every travel power released if only toggles were allowed to stay active. Now I won't. Those words that's money flushing down the toilet for paragon studios cause some lazy developer couldn't spend a little extra time to code that toggles stay active while these travels are active.
Wish I was allowed to half *** my job like some of these devs do lol. |
Remember, every time the devs don't do something EXACTLY the way you want, it's because they're lazy. Absolutely no other reason.
*rolls eyes*
I didn't buy the rocket board, not because I couldn't use powers on it (which I knew ahead of time,) but because I thought it looked silly. I didn't buy the flying carpet, because it doesn't work with any of my characters, not because of any power restriction. I bought the wolf transformation despite it disabling powers, and am perfectly happy with it on the characters it fits. And I bought walk... no, wait, I didn't, we were given it completely free for the heck of it as a requested RP power, done in BABs' spare time.
Wanted: Origin centric story arcs.
If you've only played an AT once (one set combo) and "hate" it - don't give up. Roll a different combo. It may just be those sets not clicking for you.
I think the bottom-line here is SUPPRESSION, which has been suggested/requested before. I think that most players would be satisfied with the non-combat travel powers if they were to to SUPPRESS toggles, not disable them entirely.
There are already powers in the game that function this way, so it shouldn't be all that hard to change these powers to suppress toggles or trigger "affect only self" status. No, I haven't seen the code, and no, I'm not a programmer for Paragon Studios (although I have written computer programs), so I cannot assert that with absolute certainty. However, given the obvious evidence of other existing game features and my own experiences in programming, I can infer that it might be relatively easy to accomplish using existing tech.
Whether or not Paragon Studios wants to make such a change a priority is entirely up to them. It might indeed be fairly easy to do, but they simply don't think it merits diverting resources assigned to other higher-priority tasks. Like everyone else, we're all bound by time and resource constraints.
So, the best we can do here is make the suggestion and hope for the best.
If time truly is money then they should have allowed toggles to stay active during rocket board/magic carpet. They would have made way more money and thus their time would have been worth more. Instead they suckered themselves out of money.
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They lost a customer in me and others. I would have bought every travel power released if only toggles were allowed to stay active. Now I won't. Those words that's money flushing down the toilet for paragon studios cause some lazy developer couldn't spend a little extra time to code that toggles stay active while these travels are active.
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"I saw my advantage and took it. That's what heroes do." - Homer Simpson.
I think the bottom-line here is SUPPRESSION, which has been suggested/requested before. I think that most players would be satisfied with the non-combat travel powers if they were to to SUPPRESS toggles, not disable them entirely.
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That plus, out of self-interest, the same tech might come over for the shields and toggles on Kheldians, which has also been asked for to help with form switching for years.
Wanted: Origin centric story arcs.
If you've only played an AT once (one set combo) and "hate" it - don't give up. Roll a different combo. It may just be those sets not clicking for you.
As I recall from previous threads:
Walk was the personal project of one Dev, done on his own. The fact it even was allowed to be incorporated into the game is amazing in itself. Basically the Dev team allocated NO money for it. It was the original model for these other new travel powers and they all work the same.
So, you can have your cake for your party but don't complain it wasn't very good after you've eaten it all and then realized it could have been better IF it had more icing.
Moral of the story: move it to another tray. Don't try to make the power something it isn't.
/signed to "it's not broken."
And /signed to adding suppression, which would be a good compromise, in my opinion.
Hm, seems everyone here is using the "time and money" excuse for the developers. If we apply this time and money excuse for everything: many things would be improved at all, and many missions would hand out unbalanced rewards. If we were to compromise on the time and money idea, changing Walk would require the least amount of time and money, let alone coyote taking less amount of time due to things already in the works.
It's amazing when most of these people think I want this change "NAO" but in reality I know kinks need to be worked out, the point of this was to request simply to put it on the "backburner".
I should have known better to come to the forums, but the all omnipotent developers pay more attention to this than the in-game support tab.
You're absolutely welcome for my time...
Loyalist, Resistance, Hero, Villain. All boring, Rogue is where the fun is.
40+ month veteran, and only one 50(+3)
My input/requests is just as good as your as I spend $15 Just like you do.
Loyalist, Resistance, Hero, Villain. All boring, Rogue is where the fun is.
40+ month veteran, and only one 50(+3)
My input/requests is just as good as your as I spend $15 Just like you do.
I'll put it this way. If they made these powers to work with combat powers we wouldn't have walk, coyote, magic carpet and hover board. We might have one of them if any. It's simply a matter of 'if you want powers that make you do this for travel, you are going to have to accept that you can't use them in combat due to developer resources.' Because while we're making these nifty new travel powers they are designing new content, SSA content, revamping zones, cranking out costume packs and new powersets and fixing bugs. They've prioritized and this is how things are. *shrugs*
@Mental Maden @Maden Mental
"....you are now tackle free for life."-ShoNuff
It requires the modification of every animation currently existing in the game to work with these movement modes.
Furthermore, it requires every new animation created in the game going forward to be created with these additional movement modes in mind, increasing the number of animations needed for every new power set, emote, etc.
This is not a simple request, it is an exponential increase in time and work for every new animation that is put into the game.
I never said it was broken, I merely mislabeled this thread, sadly there is no edit title just yet.
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To express equal want and need for a fix to the inconvenient problems at hand now
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It requires the modification of every animation currently existing in the game to work with these movement modes.
Furthermore, it requires every new animation created in the game going forward to be created with these additional movement modes in mind, increasing the number of animations needed for every new power set, emote, etc. This is not a simple request, it is an exponential increase in time and work for every new animation that is put into the game. |
(My reaction is more "Yay, recent redname response to prove we're not making this up when explaining that very thing.")
Wanted: Origin centric story arcs.
If you've only played an AT once (one set combo) and "hate" it - don't give up. Roll a different combo. It may just be those sets not clicking for you.
It requires the modification of every animation currently existing in the game to work with these movement modes.
Furthermore, it requires every new animation created in the game going forward to be created with these additional movement modes in mind, increasing the number of animations needed for every new power set, emote, etc. This is not a simple request, it is an exponential increase in time and work for every new animation that is put into the game. |
I'll put it this way. If they made these powers to work with combat powers we wouldn't have walk, coyote, magic carpet and hover board. We might have one of them if any. It's simply a matter of 'if you want powers that make you do this for travel, you are going to have to accept that you can't use them in combat due to developer resources.' Because while we're making these nifty new travel powers they are designing new content, SSA content, revamping zones, cranking out costume packs and new powersets and fixing bugs. They've prioritized and this is how things are. *shrugs*
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Simply have all powers be cycled threw a couple of different animations tuned to each movement power.
Like the new coyote power have all melee attacks be something like a tackle maul all ranged a breath blast.
Even extending it further to have animations for cone and AOE (Howl?) to be individual.
Another option is to treat each movement power like a Kheldian transformation with dummy attacks tied to each one.
Something like having a no damage auto knockdown for basic mobs.
Just a handful of caned animations tied to each one that can be activated on command or click.
It would be much more interesting than just run powers by them selves.
Examples would be:
Coyote howl
Hoverbord 360 trick
Magic carpet barrel roll
Walk runway turn
Heck walk could have most of the emotes run from it with out having to drop that stance.
Going of on a tangent, having a way to have a toon drop back into a chosen stance after attacking rather than just going back into the normal default would be nice.
Now why should I and anyone else "just deal" with -anything- we pay for?
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Deal.
No idea how he missed all the explanations so I'm just gonna go with cluelessness.
Paragon City Search And Rescue
The Mentor Project
Oi. Arrogance and lack of relevant knowledge to give any reason. It burns.
Goodbye. Not to the game, but the players. Goodbye. Everyone, remember to have fun. That's all I can say.
It requires the modification of every animation currently existing in the game to work with these movement modes.
Furthermore, it requires every new animation created in the game going forward to be created with these additional movement modes in mind, increasing the number of animations needed for every new power set, emote, etc. This is not a simple request, it is an exponential increase in time and work for every new animation that is put into the game. |
Loyalist, Resistance, Hero, Villain. All boring, Rogue is where the fun is.
40+ month veteran, and only one 50(+3)
My input/requests is just as good as your as I spend $15 Just like you do.
Loyalist, Resistance, Hero, Villain. All boring, Rogue is where the fun is.
40+ month veteran, and only one 50(+3)
My input/requests is just as good as your as I spend $15 Just like you do.
Because you knew how it worked before you paid for it. There was no bait-and-switch here. You knew how it worked and chose to pay for it. It's working as designed and as intended and it's not going to change. And, if you didn't know how it worked, then it's still on you. Only a fool buys something without knowing what he or she is buying.
Deal. No idea how he missed all the explanations so I'm just gonna go with cluelessness. |
Loyalist, Resistance, Hero, Villain. All boring, Rogue is where the fun is.
40+ month veteran, and only one 50(+3)
My input/requests is just as good as your as I spend $15 Just like you do.
I'll put it this way. If they made these powers to work with combat powers we wouldn't have walk, coyote, magic carpet and hover board. We might have one of them if any. It's simply a matter of 'if you want powers that make you do this for travel, you are going to have to accept that you can't use them in combat due to developer resources.' Because while we're making these nifty new travel powers they are designing new content, SSA content, revamping zones, cranking out costume packs and new powersets and fixing bugs. They've prioritized and this is how things are. *shrugs*
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Loyalist, Resistance, Hero, Villain. All boring, Rogue is where the fun is.
40+ month veteran, and only one 50(+3)
My input/requests is just as good as your as I spend $15 Just like you do.
Oh ya and walk was free rocket board/ magic carpet aint.
:::Facepalm:::
Either you're just trolling or just being aggravating at this point.
Right now there are four Non-Combat/RP Travel Powers: Walk, Rocket Board, Flying Carpet, Coyote TForm. All four Powers disable all powers when they are used. That is WAI.
IIRC, it was done in Walk for the simplest reason because the Power was done on the side, by a single animator in his spare time, and didn't require any substantial changes to the game code. Apparently the Devs felt disabling Powers in a similar fashion for any future Powers of this type seemed a good idea.
Yes, Walk was a freebie and the other Powers you have to pay for. The big difference is when & how they were scheduled. I would expect any other type of Non-Combat/RP Powers in the future to be VIP/Purchasable as well.
Thank you for the time...