Power Customisation of a sort... macros, binds et al
When I make a macro for a power, specifically, I replace the power icon on my tray with the new macro.
Most of the time I keybind it though - LSHIFT+D runs my bind to shout out "What a rush!", do my lightning costume change to my Domination form, and then activate Domination.
You're simultaneously talking about options which will never be done as a precaution against botting and a somewhat cumbersome menu that I'm not sure would be much more convenient than existing methods of making macros. I've seen the macro-making interface in WoW, for instance, and I can tell you for a fact that I had no idea what to do with it until I spend a few hours on their wiki. And all of that as a favour for a friend mine... Yeash!
I want to single out flight poses: You can't bind those to the activation of Fly. You can't actually bind them to the same button as Forward or Autorun, because you need to have finished the animation for starting to move forward before you can execute a flight emote, otherwise the emote won't work. Binding costume changes to power activation is also problematic, because you can't ensure that a macro call for a power will actually activate this power. You could be animating another power at the time, you could be held and unable to use powers, you could be dead, the power could be recharging or the server could decide to be a dick and drop your power activation packet. But everything ELSE will work every time, so you'll swap a costume without activating the power.
What you're asking for is a pretty serious system that's really skirting the line of both what's permissible and very likely what's even possible.
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.
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I didn't realise the flyposes were so clunky, half the reason I was even thinking about this is that I've never used them because I'd have to look up how they work! Thinking about it more it'd probably be better done as alternate animations selectable at the tailor as current customisation is (at least selecting a default pose that could still be overridden with the emotes). Teleport could probably use a couple of alternatives too, as I'm sure has been suggested many times before. I know pool powers were quite consciously left out along with ancillary powers when customisation was first put in, but I'd consider them the better choice to spend some time on at this point simply because they're accessible to everyone regardless of AT, alignment and all the rest of it.
As for the macro/bind builder, I'd still find it useful having a simple interface - having a text entry line, a drop-down list of all the different commands, possibly split into sub-menus as the emotes list increasingly is (which I think they're doing a great job of - something else I rarely used to make use of because so many of the emotes simply weren't on the in-game list), some simple help text to give some idea what the command does and what additional input it needs (e.g. a power, a number, a name) - work has already been put in to making these commands available, how about some more to make them accessible in a way that more people will use them?
@Hakeswell
Union Ilservian, Evinlea
Defiant Expeditor, Hakeswell
Arc: 70119 Hellion Initiation
I didn't realise the flyposes were so clunky, half the reason I was even thinking about this is that I've never used them because I'd have to look up how they work! Thinking about it more it'd probably be better done as alternate animations selectable at the tailor as current customisation is (at least selecting a default pose that could still be overridden with the emotes). Teleport could probably use a couple of alternatives too, as I'm sure has been suggested many times before. I know pool powers were quite consciously left out along with ancillary powers when customisation was first put in, but I'd consider them the better choice to spend some time on at this point simply because they're accessible to everyone regardless of AT, alignment and all the rest of it.
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In this regard, you are correct. This is best done as power customization, and in a larger sense as customization for our basic movement animations. When I say "basic movement animations," I mean the animations with which we jump, run in all four directions, fall from a jump, drop off a ledge, fly in all four horizontal directions, fly up, fly down (which currently has no animation associated with it, you just float down combat-ready), run with a rifle, run/jump/fly with a right-handed weapon, with a left-handed weapon, with a shield, as well as all the transition animations for landing, swapping directions, taking off, landing and so forth. There's a lot there to customize, put it like that

What you have to remember is that there's every chance that base movement animations CANNOT be customized. Ever. They're built into the system. However, we have the precedent of powers which can override these. Even before Ninja Run and Beast Run, we had a power which overrode the animations we used to move - Hover. Many people forget that Hover once used to use the same "perpetual backstretch" flying animation as Fly, until BABs admitted it looked goofy at low speed and swapped it for the upright Hover, which ONLY plays when you use a Hover or equivalent power, but does NOT fly when you are given a flight status buff without a power to swap your flight animation, such as Group Flight or Energy Group Flight.
What this means is that if we want to customize our running, jumping and flying animation, we may need to always run a "Custom Movement" power that has no actual buff or debuff stats, but alters our basic movement animations and is customizable at power customization. Sprint isn't a good power for this, as it has a cost and isn't something one can be expected to run constantly, and Walk isn't a good place as that has power suppression and a speed debuff on it. We'd need a new Inherent power available to everyone at character creation and customizable along with primary and secondary sets. At least that's how I envision it.
As for the macro/bind builder, I'd still find it useful having a simple interface - having a text entry line, a drop-down list of all the different commands, possibly split into sub-menus as the emotes list increasingly is (which I think they're doing a great job of - something else I rarely used to make use of because so many of the emotes simply weren't on the in-game list), some simple help text to give some idea what the command does and what additional input it needs (e.g. a power, a number, a name) - work has already been put in to making these commands available, how about some more to make them accessible in a way that more people will use them?
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The thing with binds (and macros are just an extension of the binds system) is that they're actually quite complex and require a finer understanding of their internal operations to use properly. For instance, I have what I call a "walk around" bind which sets my character to constantly walk around a target, usually with Walk turned on (and usually on a girl

A +command is set to 1 when you hold down a bind button and set back to 0 on button release. A ++command is set to 1 on button press and then set to 0 on the next button press, and then set back to 1 thereafter, allowing you to toggle it on and off. All movement commands are toggles, in the sense that they you move your character by activating movement commands and leaving them on until your deactivate them on button release. Anything you do which requires movement, such as trying to bind flight positions, will need to work on that principle, and that principle is never explained anywhere that I've been able to find officially. I know about it because a person on the forums told me about it.
Of course, if you CAN design a macro/bind making window that cut out some more dangerous or unusable commands, gave better explanations on the existing ones and had an extensive tutorial to explain about quoted statements, $$ concatenation, + and ++ toggle commands and so on, then yeah, I don't have a problem with it. I certainly wouldn't complain about such a thing. I just suspect it would be a HELL of a lot of work for something that can be fixed with a better in-game help system which included a list of all slash commands and tutorials on how to use them.
Oh, on the other hand: If such a window allowed me to type in binds longer than 255 symbols, then I AM SOLD!!!

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.
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Sam, just an FYI, I'm pretty sure that commands in a customized quickchat let you put in longer commands/text than fits in a chat field.
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.
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IN a very loose sense what the Op is requesting is turning the power icons in the game into the MM command macro icons. I am all for this.
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I find it strange that CoH allows lots of neat macros of various kinds but provides no user-friendly way to access them - many a casual/new player is probably completely unaware that such things are even possible. So wouldn't it be handy if you could right-click on a power and select a "customise" option that presents you with a window to add various functions, such as swap costume, play emote et al, on certains events?
For toggles you would have the "toggle on" event, possibly a "toggle off" event and bonus points if you could get a "toggle dropped" event to distinguish where the toggle turned off because of mez effects. This would be useful for attaching flyposes to the fly/hover powers for example, as well as swapping trays when changing forms on kheldians.
For click powers you would have the "on click" event, but bonus points if you could also have an "on effect expire" event. An example here would be to add a costume change (including costume change emote of choice) when you click your god mode (say, unstoppable) from your normal male-model costume to your huge-model costume (courtesy of the science booster), then switch the costume back when the god mode crashes.
Having a similar interface for building macros and binds would also be pretty sweet.
@Hakeswell
Union Ilservian, Evinlea
Defiant Expeditor, Hakeswell
Arc: 70119 Hellion Initiation