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Rudra

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Everything posted by Rudra

  1. Then he may have been the previous mayor. He has notes of being re-elected and the only elections I can find about him are mayoral.
  2. Emil isn't elusive. He is the current mayor(?) of Paragon City.
  3. I prefer BWI function like Cage Consortium, a separate entity from Crey that Crey wasn't able to bully out of existence or absorb out of existence. There has to be some since Crey is only one of the major corporations according to the game. Especially with how much the zone hypes up Emil Christie. A new faction that makes Crey (and Cage) edgy lends itself to more varied stories than the same ole trope of "It's all a Nemesis/Crey plot". And Emil Christie having connections to BWI either as a controlling member or owing them debts for helping him restore KW opens far more doors than "They were secretly a Crey op all along!". Especially with the Altruist Division being Crey's newest attempt to paint a pretty face on themselves as benevolent protectors and the likely frustration of having to go through BWI for processing caught criminals in KW. (Edit: And current evidence in the game points to BWI and Crey not being affiliated with possible tensions between them.)
  4. Take it as BWI propaganda to justify themselves. Remember, KW was unavailable to the civilian public even after the zone was made available to players (as an empty zone).
  5. Yeah, and when you get to the streets, that weird waypoint is going to remain and mark nothing. It may mark the cave exit that put you on Adamstown, but it is only close to that point. (Edit: And only in reference to the Adamstown portion of the mission map. It seems to serve no purpose on the cave portion of the map.) That waypoint itself may be a bug, I don't know. All I know is the door to Adamstown is part of the stalagmite in that large room and has no interactions available until after the player talks to Hermit Turtle after defeating the 6 waves of DE.
  6. Okay, that's why then. That makes sense. There are two ways to find it. Method 1 is when Hermit Turtle runs off after you agree to team, follow him to the door. He runs straight to it. Method 2 is in one of the large rooms on the cave map, there is an odd stalagmite obviously made of multiple rock terrain pieces put together in basically the middle of the room. On one side of that object is a door. That is the door Hermit Turtle runs to. If you try to click on the door before talking to Turtle Hermit after all 6 waves of DE are dealt with, nothing happens. No notices or anything. After you talk to Hermit Turtle, the door becomes active and clicking it takes you to Adamstown which is overrun with the DE you attracted. No waypoint for the door is given.
  7. No, once you get on the street map through the cave door on the (multi-)stalagmite, there are no further doors for you to use. The first time I ran this arc (with a friend), we were wondering where the hostages were. We stumbled across 2 because they were right at the start of the street map and freed them automatically by accident. We then spent the next half hour wondering where the others were. Turns out, either the Altruist Division characters had freed them or had inadvertently drawn the hostage holding DE to us, or we had inadvertently drawn the hostage holding DE to us. So we wound up doing laps on the map running up to every civilian we saw until we realized the ones we wanted weren't moving, just cowering. (Which finally made it a little easier to find the hostages.) Without the hostage holding DE to mark them for us, finding the last two of them became more problematic because they could only really be seen from the correct angles because of where they had spawned. So if you are on the Adamstown map, with the streets and buildings and smashed cars, then no, you aren't missing any doors to go through. That is not to say you didn't find some weird bug that prevented the hostages from spawning or spawned them off-map, at which point calling for a GM to assist to verify would be best, but I am telling you that the hostages on that mission are themselves weird because once they are freed, they do not run to you or the door as freed, but instead adamantly remain in their spawn space cowering until you go up to them.
  8. The hostages are there. They don't get marked on the map, but they are there. Further, if the Devouring Earth that are holding them are defeated, they still do not count as rescued until you or another player on your team walks up to them. This means that if the Altruist Division characters free the hostage(s) or if you pulled the Devouring Earth away from them without noticing the hostage(s) or going to them, then they stay flagged as not rescued until you do. (Edit: I think that waypoint is there just to mark the entrance to that part of the map. Maybe in case you need to retreat? I don't really know what purpose that waypoint marker serves.) (Edit again: So if you've cleared the map? Look for cowering civilians that don't also run around.)
  9. If you are solo, can't afford the Signature Summons, and need to call in help because you need a tank or melee DPS to help deal with a tough Archvillain, you still have the option of calling for help on a chat channel. A lot of players are more than happy to say yes. And I have never seen them stick around for any longer than the requesting player needs. (I've asked for help many times, had someone pop in to lend me hand, smack down the problem, and wish me well as they returned to whatever else they were doing previously.) Edit: There are also other temporary powers that can be purchased from the START vendor for significantly less that makes taking down problematic targets much easier. Edit again: Or, if it is specifically a tough AV giving you problems, you can turn off AVs for that mission and clear it as an EB. Maybe even lower the level adjustment to give you more of an edge.
  10. That was actually my point to the individual in question. That the individual in question is using either someone else or a level 46+ on another account of said individual to bypass the 'cost of entry' for a badge the individual claims has none. I don't care if people use alternate accounts to help achieve whatever goals they set for themselves. Just the dishonesty of claiming that no such considerations exist.
  11. You get the Invader badge at level 1? The badge you get by getting all the Mayhem mission explores? With the Mayhem missions all having different minimum and maximum levels to get with the first Mayhem mission not being available until level 5 and can't be finished until level 46 unless you have the Hero Slayer badge and are at least level 10 to be able to talk to Lord Schweinzer. (Edit: Hells, even if you unlock Lord Schweinzer at level 10, you still can't finish Invader solo until level 46 because Mayhems are still not available to players until their character is at least of the correct level for it through him.) You get all the Mayhem mission explores, at level 1, as a red sider? Yourself? No one else helped you?
  12. I'm running the Robert Kogan arc again and talking to Old Tire Fire I'm left wondering.... Why don't we just fake arrest him? Why isn't that an option? I mean, he's already pretty talkative and friendly towards the character, and on an earlier encounter you can very much convince him you are working with Altruist Division, so why can't we just claim to be fake arresting him for Altruist Division, evacuate him and the other criminals turned actors, and then go about our business of blowing up the building? It shouldn't take that much work to include that as part of the dialogue tree and then add the results to the mission completion dialogue tree, should it? (Edit: Bonus points if your character can arrange it so that Crey is still forced to pay Old Tire Fire for being fake arrested by you. Making Crey dance to our tune for a change would be nice. Like maybe he ends up telling Blackwing that he was caught by the Altruists when he evacuates as part of you fake arresting him. Crey would get positive press for the arrest, sure, but they would still find themselves in the bombed warehouse.) Edit: And as someone else mentioned in some thread I don't remember how long ago, it would be really nice if the optional objective to warn Old Tire Fire would actually clear when, you know, you warned Old Tire Fire....
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  13. Robert Kogan's second mission, when you talk to Old Tire Fire for the first time, says: From back when you were just starting out, here on Primal Earth! You can't place exactly which group he were working with, but he's definitely not from Praetoria. It should read "You can't place exactly which group he was working with, but he's definitely not from Praetoria."
  14. Except I always see the same thing, just with different summary labels. The KD powers say Mag 0.67 KB but the summary labels on the powers summary page will change between "Foe Knockdown" and "Foe Knockback" depending on power set. Edit: Which leads to the current situation with @Troo where seemingly the power's actual data is disregarded in favor of the summary label which is inconsistently applied.
  15. Robert Kogan's first mission to investigate the Skulls' Superadine lab has a Skull say" [NPC] Death Head Slicer: Say("Morana'd be pissed if she knew we were doing this.") Looks like the say command is incorrectly implemented.
  16. Didn't bother with the wiki. Thanks for pointing that out. (Edit: That makes this an already recognized issue. So this thread can be dropped.)
  17. Kick [Melee, DMG(Smash), Synergy, Foe Knockdown] You strike your opponent with a forceful kick that causes moderate smashing damage and has a small chance to knock opponents down. Knockdown is often represented as Mag (0.67 * Melee_Ones) to Knockback (all affected targets). See examples Chop from Axe Melee or Vengeful Slice from Dual Blades. The attribute is called 'knockback'. I don't think there is a 'knockdown' attribute. We used to have a 'knockup' attribute but it went away with the new vectored knock system was implemented in 2020. Sure, it would be clearer if the attribute was represented as 'knock' or 'kknock' but that's just not how it is. Now instead of just reading the label, click the power and see what it says it does. It literally says for Kick, Cross Punch, Punch, and Haymaker "Mag +0.67 to Knockback (all affected targets)". All four powers say exactly the same thing. The only difference between them are the percentages on the blue subheader bar. Edit: Whomever is maintaining City of Data has the bad habit of being inconsistent in applying "Foe Knockdown" versus "Foe Knockback" labels on the summary page for powers that do KD.
  18. Aren't you one of the ones that always argues with me whenever I tell anyone else the same thing? Given how often I get pushback on that, for the time being, I'm leaving this here. If a GM disagrees and moves it? Oh well.
  19. It's not a beacon issue. In the 'Alone in the Darque' arc from Efficiency Expert Pither, all three missions have set doors you go to. The first one is always in Cap au Diable. The second and third are always in Grandville. The second mission's entrance popup, when you enter the mission, makes comment about Aeon's lab not being part of the regular Cap au Diable tourist stops. I get the impression that it was originally meant to send you back to Cap au Diable like the first mission does, but it always sends you to the Aeon Corp. office in Grandville. Now, I can file this request as a bug report and I'm perfectly fine with doing so. However, just in case, I am filing it as a suggestion to align the popup text with the mission location. (Edit: And if a GM decides it is better filed as a bug report and moves it, it won't break my heavily carbonized circulatory pump in the slightest.)
  20. Zone/Mission: V_OUTDOOR_SHADOW_CHANTRY Position: [-790.1 1467.1 412.6] The walls and floor don't meet, letting you view open space, all the way around the walkway.
  21. In the 'Alone in the Darque' arc from Efficiency Expert Pither, the second mission sends you after Dr. Aeon. It always sends you to the Aeon Corp. building in Grandville, but the entrance popup says Cap au Diable. I request changing the entrance popup to say Grandville since the mission always sends you to the same door in Grandville.
  22. Except that Kick and Cross Punch are still using KB just like Super Strength. Both sets' powers are set at Mag 0.67 KB. Feel free to view various effects however you want. However, arguing that Fighting is better than Super Strength because it has the same effect applied the same way makes absolutely no sense. (Edit: Especially since the set you say does not get the edge has the better chance of applying it.) You know as well as I do that attack powers in the game include their damage and their secondary effects for balance. So no, a simpler comparison is not simpler. It is biased. In the end, it doesn't really matter as long as everyone involved knows where the numbers are coming from. Going from Tankers to Brutes changes two things: the damage values for the respective attacks and the -DEF from Slash. (That -DEF change is -7.0% for Tankers and -7.5% for Brutes.) So the argument doesn't change (much), as long as what is being debated is known. Edit: And for clarification, the data for Brutes at level 50 is: Jab: 28.36 (Mids)/28.3619 (CoD) damage, 10% chance Mag 2 Stun for 7.152 seconds, 1.07 sec cast, 2.0 sec recharge, 3.536 END cost Punch: 41.71 (Mids)/41.7087 (CoD) damage, 30% chance Mag 0.67 KB, 1.2 sec cast, 4 sec recharge, 5.2 END cost Haymaker: 68.4 (Mids)/68.4023 (CoD) damage, 60% Mag 0.67 KB, 1.5 sec cast, 8 sec recharge, 8.528 END cost Boxing: 31.7 (Mids)/31.699 (CoD) damage, 10% chance Mag 2 Stun for 4.768 seconds, 1.07 sec cast, 2.5 sec recharge, 4.42 END cost Boxing maxed: 41.21 (Mids)/41.21 (CoD math) damage Kick: 35.03 (Mids)/35.035 (CoD) damage, 15% chance Mag 0.67 KB, 1.83 sec cast, 3 sec recharge, 4.94 END cost Kick maxed: 45.54 (Mids)/45.5455 (CoD math) damage Cross Punch: 52.97 (Mids)/52.97 (CoD) damage, 50 degree cone, 5 target cap, 40% chance Mag 0.67 KB, 1.67 cast, 8 sec recharge, 10.66 END cost Cross Punch maxed: 68.86 (Mids)/68.861 (CoD math) damage Swipe: 34.62 (Mids)/34.6182 (CoD) damage, 0.83 sec cast, 2.4 sec recharge, 3.494 END cost Strike: 51.72 (Mids)/51.7188 (CoD) damage, 1.17 sec cast, 4.8 sec recharge, 5.491 END cost Slash: 61.73 (Mids)/61.7288 (CoD) damage, -7.5% defense for 10 seconds, 1.33 sec cast, 6.4 sec recharge, 6.822 END cost
  23. I disagree with your rounding, as in I disagree that the numbers should be rounded, but thanks. At least now I know where your numbers are coming from.
  24. Didn't turn up on a search for Sunstorm, so: In the mission briefing to go after Sunstorm from Abyss (Light and Darkness arc), she says: I don't care how you split up your share of the loot with your buddies, but that's not my problem. The "but" in that statement is superfluous. She states at the start she doesn't care, so she doesn't need a disclaimer to state otherwise at the end. It should simply be: I don't care how you split up your share of the loot with your buddies, that's not my problem.
  25. Did a search for "void" and this did not turn up, so: In the "Retrieve Void Hunter Rifles" mission from Abyss, the entrance popup says: This is a big warehouse, if the Council is here it may take them a while to find the exact crate It is missing a comma and period. It should read as: This is a big warehouse, if the Council is here, it may take them a while to find the exact crate.
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