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Originally Posted by Dr_Dismemberment
3. Minimize/eliminate loading times.
I have a machine with 8 GB of memory, feel free to precache every adjacent zone and every mission that I have.
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That's good for you. Not everybody has such a thing. The minimum requirements for the game still say 512MB.
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Originally Posted by Crazy_Larry
5. I don't know if it counts as QoL or not, but balance blast sets. I hate the fact that I can only really enjoy Fire because all of the other ones have such glaring holes. Obviously the devs are OK with the power of Fire, so in my mind the others should be worked on the bring them to its relative level of damage output so we can have a little more variety in what blast sets people play. Perhaps the only other blast set that doesn't need buffing is Sonic, as the power of its secondary effect may actually make up for it's lack of damage output, unlike any other of the sets.
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Um... they are balanced. Aside from damage type and secondary effects, blast sets are very similar. Not identical, but similar. Fire's 'secondary effect' is more damage, so when you compare a power from Fire to an equivalent power in another set, Fire almost always wins out for damage (though Blizzard can notably pwn Inferno in the damage department).
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Originally Posted by Memphis_Bill
I *believe* we've been told part of the reason we can't is that these aren't pre-rendered cutscenes (such as in Guild Wars or Aion.) The models are there and running through a script. When (for instance) Breakneck jumps down and rushes whatsisface, the NPC model is actually doing that.
The solution for this would have to start with creating pre-rendered videos as opposed to the scripting they use now.
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I haven't played Aion, but the cutscenes in Guild Wars are not pre-rendered. It's very easy to notice if there's a minion master in the party, as the cutscene scripting doesn't effect minions. They'll keep attacking any nearby enemies during the cutscene (though it seems they are prevent from doing any damage). Also, Guild Wars uses paper doll armor character appearances, so your armor and weapons are not set in stone; pre-rendering is impossible.
In fact, in the last mission of the Prophecies campaign, the effective difficulty actually changes depending on whether you skip a cutscene or not. If you watch the full cutscene, the final boss has to travel a long path to reach the staging area for the final fight. If you skip the cutscene, he's teleported there immediately. Considering the area has a number of tough enemies nearby, it's beneficial to watch the cutscene, so that you can pull the other enemies away before the boss shows up.
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Originally Posted by Dr_Dismemberment
1. Eliminate time to redraw weapons.
Many class combinations are made inferior to completely unworkable because of weapon redraw issues.
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"Inferior" is true, in the strictest sense of the word, but the difference is miniscule. "Completely unworkable" is a blatant lie if you're simply looking at DPS. It requires more effort to care about the difference redraw makes than it does to overcome that difference.
Now, if the complaint is aesthetic, that's a completely different issue.
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Originally Posted by Dr_Dismemberment
2. Don't root during power activation animation.
Instead of rooting during a power activation animation, make it so that if you move, then the power is canceled instead.
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That's unlikely to ever happen, for multiple reasons.
The power animations without rooting look extremely silly, which is at least part of the reason why we have rooting in the first place. If you made it so that attempting to move would interrupt the power, I know that a
lot of players would start hating powersets they previously enjoyed, which is not something a developer wants to do.