Author Topic: Paragon Chat Development Roadmap and Wishlist  (Read 103772 times)

Nyx Nought Nothing

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Re: Paragon Chat Development Roadmap and Wishlist
« Reply #320 on: August 01, 2016, 04:06:34 PM »
Also, current status: Working on a metric crapton of backend framework necessary to make something work that will cause a lot of people to flip out. Before you get too excited, it's something that's already on the roadmap. But it's close to being functional enough for initial testing.
/e tantrum
/e crosses fingers hoping for teleport.
One of things i miss most is my whimsically named PB, general incompetence. With his battlecry of "I know what I'm doing!" he only achieved 30 levels of making villains look bad before the shutdown.
NPC: "I heard the Council museum heist was foiled by general incompetence!"

LordRayken

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Re: Paragon Chat Development Roadmap and Wishlist
« Reply #321 on: August 02, 2016, 03:41:48 AM »
Also, current status: Working on a metric crapton of backend framework necessary to make something work that will cause a lot of people to flip out. Before you get too excited, it's something that's already on the roadmap. But it's close to being functional enough for initial testing.

I just want to play CoH again  :'(

Acanous

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Re: Paragon Chat Development Roadmap and Wishlist
« Reply #322 on: August 02, 2016, 04:43:42 AM »
Powers, Slotting, and enhancements just as a thing you could do. A levelup system so you can be "Lv 50" and people can see you as "Lv 50".
Targeting VIA friendlist would be amazing, but I understand that's handled by the combat engine that we don't have, so.

Codewalker

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Re: Paragon Chat Development Roadmap and Wishlist
« Reply #323 on: August 02, 2016, 04:47:47 AM »
Targeting via friends list should work, I thought, but just like on live only works if they happen to be close enough to you to be in draw distance.

Targeting via team window is supposed to work regardless (team member positions are sent no matter the distance). Team support is a high priority item on my agenda that will probably be in the next release or two.

MaidMercury

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Re: Paragon Chat Development Roadmap and Wishlist
« Reply #324 on: August 06, 2016, 06:49:38 PM »
Just thought of something...
whenever we've right clicked a contact, NPC , or dayjob, whatever character,
we could choose" follow or Chat."

I guess I miss the little story arcs they would tell, about their plight or a favour asked,
usually a mission to do for them..
That would be neat to see again. :roll:

MaidMercury

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Re: Paragon Chat Development Roadmap and Wishlist
« Reply #325 on: September 17, 2016, 05:45:58 PM »
I have been playing with 'tumble weed' in First Ward.... Interesting you can kick them around.
 :D
I was thinking, if they could somehow be adjusted so the 'down counter' (they disappear) isn't so short,
players might be able to 'kick' them around and play soccer? It would be something to do in chat
.


Just an idea to give some life to paragon chat

Nyx Nought Nothing

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Re: Paragon Chat Development Roadmap and Wishlist
« Reply #326 on: September 19, 2016, 04:00:53 AM »
I have been playing with 'tumble weed' in First Ward.... Interesting you can kick them around.
 :D
I was thinking, if they could somehow be adjusted so the 'down counter' (they disappear) isn't so short,
players might be able to 'kick' them around and play soccer? It would be something to do in chat
.


Just an idea to give some life to paragon chat
i was under the impression that debris and objects like the tumbleweeds were specific to each client in much the same way as the objects summoned by Propel. You can kick that tumbleweed all over the place, but no other players will see the same tumbleweed in the same place since that's handled entirely within each player's client and is not tracked server side.
One of things i miss most is my whimsically named PB, general incompetence. With his battlecry of "I know what I'm doing!" he only achieved 30 levels of making villains look bad before the shutdown.
NPC: "I heard the Council museum heist was foiled by general incompetence!"

Super Firebug

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Re: Paragon Chat Development Roadmap and Wishlist
« Reply #327 on: September 20, 2016, 07:53:43 PM »
i was under the impression that debris and objects like the tumbleweeds were specific to each client in much the same way as the objects summoned by Propel. You can kick that tumbleweed all over the place, but no other players will see the same tumbleweed in the same place since that's handled entirely within each player's client and is not tracked server side.

That would explain why, when teamed with grav 'trollers, my exclamation of "Hey, that's MY car!" got so little response. :/ The prop department was at fault! (throws hands into the air in exasperation) I've had it! I simply CANNOT work under these conditions! I'll be in my dressing room!
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Tahquitz

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Re: Paragon Chat Development Roadmap and Wishlist
« Reply #328 on: September 21, 2016, 12:16:49 AM »
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AmberOfDzu

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Re: Paragon Chat Development Roadmap and Wishlist
« Reply #329 on: September 21, 2016, 12:45:59 PM »
I have been playing with 'tumble weed' in First Ward.... Interesting you can kick them around.
 :D
I was thinking, if they could somehow be adjusted so the (they disappear) isn't so short,
players might be able to 'kick' them around and play soccer? It would be something to do in chat.

I wonder if a bot-character could be created that would act like a tumbleweed/soccer ball/etc?

Codewalker

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Re: Paragon Chat Development Roadmap and Wishlist
« Reply #330 on: September 22, 2016, 03:00:34 AM »
As high as playing repel ball is on my personal list of demandswishes, sadly 1 second latency due to XMPP batching is just way too much to credibly do something like that.

Even if that weren't an issue, trying to do multi-master synchronization of physics is a very difficult problem that there isn't a true solution for.

Super Firebug

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Re: Paragon Chat Development Roadmap and Wishlist
« Reply #331 on: September 22, 2016, 04:41:03 AM »
Also, current status: Working on a metric crapton of backend framework necessary to make something work that will cause a lot of people to flip out. Before you get too excited, it's something that's already on the roadmap. But it's close to being functional enough for initial testing.

(hoping against rational hope that it's base-editing WAY ahead of schedule)
Linux. Because a world without walls or fences won't need Windows or Gates.

Pengy

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Re: Paragon Chat Development Roadmap and Wishlist
« Reply #332 on: September 22, 2016, 11:13:59 AM »

Nyx Nought Nothing

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Re: Paragon Chat Development Roadmap and Wishlist
« Reply #333 on: September 22, 2016, 11:28:09 PM »
As high as playing repel ball is on my personal list of demandswishes, sadly 1 second latency due to XMPP batching is just way too much to credibly do something like that.

Even if that weren't an issue, trying to do multi-master synchronization of physics is a very difficult problem that there isn't a true solution for.
During the first winter event there were a bunch of players holding games of Hydra hockey on the frozen lake in Perez Park. It was probably the most fun i ever had using Force Bolt. (Well, more like third most.) But yeah, i can understand why Repel Ball is not something that's currently practical.
One of things i miss most is my whimsically named PB, general incompetence. With his battlecry of "I know what I'm doing!" he only achieved 30 levels of making villains look bad before the shutdown.
NPC: "I heard the Council museum heist was foiled by general incompetence!"

MM3squints

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Re: Paragon Chat Development Roadmap and Wishlist
« Reply #334 on: September 24, 2016, 05:27:27 AM »
I have been playing with 'tumble weed' in First Ward.... Interesting you can kick them around.
 :D
I was thinking, if they could somehow be adjusted so the 'down counter' (they disappear) isn't so short,
players might be able to 'kick' them around and play soccer? It would be something to do in chat
.


Just an idea to give some life to paragon chat

Reminds me of Base Football. Awhile back when base PvP was enabled we used to play football in bases. The way it works was a team 8 people in the same SG all Grav/ trollers with repel and the enemy that enters the base would be a mastermind with a minion set to non hostile. The object of the game was 4v4 where you used repel to knock the minion into the other person's goal.

Nyghtshade

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Re: Paragon Chat Development Roadmap and Wishlist
« Reply #335 on: November 18, 2016, 05:00:37 AM »
Last year we had random snow in various zones for December, which was awesome!  Thanks, Codewalker and crew. 

Is there any possibility that at some point in December this year we might get lit Christmas Trees (like the ones around the ski chalet) in Atlas Park? 

Paragon Avenger

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Re: Paragon Chat Development Roadmap and Wishlist
« Reply #336 on: November 18, 2016, 05:42:57 AM »
Last year we had random snow in various zones for December, which was awesome!  Thanks, Codewalker and crew. 

Is there any possibility that at some point in December this year we might get lit Christmas Trees (like the ones around the ski chalet) in Atlas Park?

And how about giant christmas presents, either non-clickable or when you click them they reponse kind of like the doors do.

"This package isn't for you."
"Hey, not until Christmas."
"Snowman local 315 on strike"
"Did you see your name on this, go buzz off."
"You peek inside, it's socks and underwear.  You re-wrap the present."
"This package brought to you by NCSoft.  Have a whole lot of nothing."  (ok, maybe not this one.)
I don't know when City of Heroes will return, or do I?

Nyghtshade

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Re: Paragon Chat Development Roadmap and Wishlist
« Reply #337 on: December 05, 2016, 04:22:05 PM »
Is the Jingle Jet data on our PC's, or was it a server-side bit of code? 

Just wondering if there's a way to either add it back for the holidays, or 'skin' a rocket-pack to look like a Jingle Jet and (heck, while we're at it, let's ask for the moon!) shoot snowflakes out the back, and have that little Jingle Jet music?  Aw, that sweet, sweet Jingle Jet.

Floride

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Re: Paragon Chat Development Roadmap and Wishlist
« Reply #338 on: December 06, 2016, 11:24:48 AM »
Is the Jingle Jet data on our PC's, or was it a server-side bit of code? 

Just wondering if there's a way to either add it back for the holidays, or 'skin' a rocket-pack to look like a Jingle Jet and (heck, while we're at it, let's ask for the moon!) shoot snowflakes out the back, and have that little Jingle Jet music?  Aw, that sweet, sweet Jingle Jet.
The Jingle jet was an FX with the music and flakes built-in. You can edit the database to give yourself one but you'll be invisible.
In sqlite on my character 1 costume 9 it was:
Code: [Select]
"1" "9" "11" "NULL" "NULL" "V_COV/ITEMS/HOLIDAY_ROCKETPACK/TEMP_POWER_HOLIDAY_ROCKETPACK.FX" "NULL" "NULL" "None" "Capes" "Back Packs" "-21504" "-1" "0" "0"

The color "-21504" was the closest I could get to the actual original blue jet flame.
It's possible to give yourself a jingle jet back pack thats always there and doesn't make you invis, but it's just another backpack costume piece, which is to say it is without sound or flakes, just the backpack geometry. I found it a long time ago but I'd need to dig through a lot of files to find it again.


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Nyghtshade

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Re: Paragon Chat Development Roadmap and Wishlist
« Reply #339 on: January 01, 2017, 05:41:00 PM »
And then CodeWalker went and just gave us all the Jingle Jets for CoHmas !!  Huzzah!