Fix Walk/Hover-board!
I'd swear I couldn't 'footstomp' while 'only self affected', but you're probably right.
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What would such a hypothetical tech be called? 'really really only affecting self'? |
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FYI, Foot Stomp does not work. Accelerate Metabolism and Radiant Aura do. So it looks like PBAoE buffs/heals do work, but only on yourself (but more importantly they animate), and PBAoE attacks don't work (or animate).
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Legacy of a Rogue (ID 459586, Entry for Dr. Aeon's Third Challenge)
Death for Dollars! (ID 1050)
Dr. Duplicate's Dastardly Dare (ID 1218)
Win the Past, Own the Future (ID 1429)
FYI, Foot Stomp does not work. Accelerate Metabolism and Radiant Aura do. So it looks like PBAoE buffs/heals do work, but only on yourself (but more importantly they animate), and PBAoE attacks don't work (or animate).
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Just switch the stumble around slowly with zoom around on a board / carpet / 4 legs.
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There are usually two sides to every argument but no end.
Everything placed above this line is always IMHO, YMMV and quite certainly not to be taken too seriously....
So let the no-animation travel powers use a stun like debuff. When stunned, offensive toggles drop but not the defensive ones, ctrl-clicked powers dont fire, we cannot start any animation at all and stumble around slowly.
Just switch the stumble around slowly with zoom around on a board / carpet / 4 legs. |
I have no idea whether that helps them at all, but it's a good suggestion based on our limited knowledge. Thanks.
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Legacy of a Rogue (ID 459586, Entry for Dr. Aeon's Third Challenge)
Death for Dollars! (ID 1050)
Dr. Duplicate's Dastardly Dare (ID 1218)
Win the Past, Own the Future (ID 1429)
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. |
Couldn't it at least be reworked to not drop toggles, or maybe put the character into "only affecting self" mode? This is something I've been running into a lot lately, as I use the hoverboard and carpet as alternatives to travel powers on some characters because of concept, and in some cases, there's a fair bit of really irritating retoggling to do whenever I get where I'm going. I kinda get that there should be drawbacks to keep the pool travel powers palatable. Same goes for the coyote run power, actually.
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Swift : Freedom Server
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Couldn't it at least be reworked to not drop toggles, or maybe put the character into "only affecting self" mode?
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For example let's say it takes a week to code Rocket Board for toggles on one new power set. Add Magic carpet and now it's two weeks. Add Coyote and it's three weeks. Now add another power set and it doubles to 6 weeks. A third power set increases it to 9 weeks.
Next question is how often do we get new power sets. Well since Freedom launched we've gotten/will be getting
Beam Rifle
Titan Weapons
Street Justice
Time Manipulation
Beast Mastery
Darkness Control
Staff Fighting
Darkness Affinity
So again I'm guessing by making the non combat powers as they currently are the devs have removed a ton of extra work from the equation and that is allowing them to bring us new power sets and new non combat travel powers a hell of a lot faster than they otherwise could.
To be fair Forbin, a good chunk of those sets don't have any toggles.
"You don't lose levels. You don't have equipment to wear out, repair, or lose, or that anyone can steal from you. About the only thing lighter than debt they could do is have an NPC walk by, point and laugh before you can go to the hospital or base." -Memphis_Bill
We will honor the past, and fight to the last, it will be a good way to die...
Honestly, I'd be happy with toggle suppression when using Rocket Board and other powers like it. I'm OK with Rocket Board having to kill off all my powers for it to work properly, I just dislike using it and then having to spend 5 minutes retoggling a bunch of powers from mission to mission, or even during a single mission having to get over obstacles and move around tall missions it becomes kind of a bummer.
So Devs, can you folks make it suppress toggles instead of deactivating them completely? If not, that's OK, I'll live with it, but it would be such an awesome QoL fix.
Thanks for reading.
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To be fair Forbin, a good chunk of those sets don't have any toggles.
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My intention of listing the sets was more to illustrate how the work could become overwhelming.
And that's only if my guess is right that suppression would have to be coded separately for each (power in a) set.
I openly admit my theory is based only on an interpretation of what Clockwork said. I have no hard evidence to back up my speculation.
If what I'm guessing at is wrong then by all means use suppression instead of detoggling.
"You don't lose levels. You don't have equipment to wear out, repair, or lose, or that anyone can steal from you. About the only thing lighter than debt they could do is have an NPC walk by, point and laugh before you can go to the hospital or base." -Memphis_Bill
We will honor the past, and fight to the last, it will be a good way to die...
What you should be asking for is new tech that allows toggles and passives to remain on when activating the hoverboard if the toggles are already on, but not to be activated if they're off. That would prevent people from using animations while on the board, but would still allow toggles and passives to remain on.
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