Rudra
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Everything posted by Rudra
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Yes, I changed to a different mission on the affected character as per below: No, I did not complete the second mission. That is never necessary for a reset. I am not aware of any timed missions having the option to drop. No, I cannot check to see if I can drop the timed mission and then take it again, it is a timed mission that I got over 2 hours ago. Edit: And quitting (logging off the game completely), waiting for at least 5 minutes, and then wiping my own system's memory should have reset the timed mission's objectives for when I logged back in the game.
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Edit: Things I did to reset the mission (with no success): Grab a radio mission and set to active mission, clicking to accept abandoning the timed mission. Logged to a different character, started a solo TF, entered first TF mission, quit TF, then logged back to first character. Logged to a different character, selected an available mission as active, entered mission, then quit the game and waited 5 minutes. Quit game again, waited 5 minutes, cleared system memory, then re-checked timed mission.
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Normally, if something goes sideways on a timed mission, I can exit, reset the mission by choosing another mission or logging off for a while, and then going back to it. In the Rescue the Auction House Workers from Dr. Ann-Marie Engles, I cannot reset the mission. Please note that I am not talking about the timer. The timer always keeps counting down. I am talking about the mission objectives getting reset. I do this from time to time when I suffer a defeat on a mission. (Edit: Yes, I even quit the game and waited to make sure I could reset the objectives.)
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In the Rescue the Auction House Workers mission (edt: from Dr. Ann-Marie Engles), the rescued beat cop gives you a ledger. It says: The beat cop you rescued found this ledger in the auction house office. It shows that a number of expensive relics that been moved through this auction house. The profit from these sales has been channeled to an unnamed source. The funds from the last few transaction haven't been moved yet; they are still in the company's accounts. There should be a "have" between the "that" and "been" so it reads as follows: The beat cop you rescued found this ledger in the auction house office. It shows that a number of expensive relics that have been moved through this auction house. The profit from these sales has been channeled to an unnamed source. The funds from the last few transaction haven't been moved yet; they are still in the company's accounts.
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Request for Escape Mobs to NOT Start at Escape Points
Rudra posted a topic in Suggestions & Feedback
So I got a mission to stop Archon Romano (random name for Council cell mission) from escaping from Lorenzo DiCosta. Usually, I don't mind these types of missions since they were changed to hitting the fleeing NPC stops him from fleeing rather than desperately chasing after the fleeing NPC who flees halfway through the fight and ignores all attempts to be stopped. After all, I see the fleeing NPC running towards me and I hit him before he gets to the exit, he stops, and now I can complete the mission. One small, itty bitty, teensy weensy, little problem.... Archon Romano had been spawned at the elevators. So I got to his floor, his running away triggered, and he was already at his escape point. See the problem? (I still don't know how despite his having entered the elevator as I hit him, he suddenly appeared out of the elevator and proceeded to fight me rather than the mission failing. Just going to count that as a lucky break bug.) So my request is to please, please, PLEASE do not let the target boss runner spawn at or near their escape points. Bad enough when you have three different directions you can go and you have to hope when you trigger the running you are on the correct path, but having the runner spawn already at the runner's escape point is a bit much.-
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And if done by a zone transit, will restore power icons to their proper positions after the transition if the player doesn't move them around after the respec.
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Zone/Mission: Warehouse_45_Layout_04_01 Position: [264.8 0.0 663.0] Doing the "Investigate the Chemical Hijacking" mission, and the provided location has a double glowie. Problem is, I can only get one of them because it obstructs the other for being in the same spot. Am hoping I don't actually need the other glowie to complete the mission.
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Get rid of minimum level on most (non 50) IO requirements
Rudra replied to Starhammer's topic in Suggestions & Feedback
If you can have the courtesy to read a few posts above, you will see I confirmed you can have six slots on a level 49 power, but why bother reading when you can be insulting I'm missing something. What about the post you quoted is insulting? Edit: Also, I think you and @tidge crossed discussions/threads. -
MidsReborn does allow a 49 level power to have all 6 slots No kidding. That is the version of Mids I am talking about.
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If (s)he/they are playing Mids, that is easily fixed using Mids. Clicking the "Normal" button near the top left corner of the Mids window changes it to "Respec" and the person using Mids can assign his/her/their enhancement slots however (s)he/they wants. Including 6-slotting the level 49 power.
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@CoeruleumBlue, here is something that may help you understand what is/was going on. When the Live devs sat down and started working on City of Villains, they declared they did not want City of Villains to be a "re-colored" City of Heroes. (My translation, not their specific words.) To give potential buyers a reason to buy City of Villains, it was decided that simply adding new zones would not be enough incentive, so they created five new ATs specifically for villains. (Those new zones were added partially because they faceplanted into problems of integrating villains into the hero zones, but that is a side note.) Those ATs were attempts to make a more villainous themed approach to play. Tankers and Defenders were effectively simply reversed versions of themselves with altered numbers, making damage their focus instead. Stalkers were sneaky and could plan out their crits. Dominators were given assault sets to lean more into a villainous or aggressive mind set. And Masterminds were created out of whole cloth as a dedicated pet class. The red side ATs are not "basically hybrids of blueside classes, so you can basically just support yourself in solo play", they are an attempt to have a whole new approach to the game so people would have a reason to buy City of Villains in the first place.
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I'm running around on a Radiation Emission/Dark Blast Defender and I've noticed something weird about the Dark Blast attack sounds. There are times when instead of the normal sounds for the Dark Blast set, my attacks have the Vazhilok crossbow attack sound instead.
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Again, what? Red side and blue side were both designed to be able to team and play solo. Where are you getting your (mis)information from?
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What? That is not why Pain Domination exists. Pain Domination exists because Empathy was deemed not appropriate for villains. Empathy was only available on blue side and Pain Domination was only available on red side. Proliferation made them both available to all.
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No thanks. Indirect attacks are fun in things like Hero System's Champions or GURPS because you can leverage them to get around the enemy's defenses (like say hitting an enemy with a directional force field without having to get through the force field), but indirect attacks even in that system still let the enemy know it was you doing the attacking. It doesn't matter how many times your fist or blast comes out of a portal to smack an enemy in the back of the head, that attack has a source and it is obviously you unless the attack is bought with the invisible advantage, your character is well beyond the enemy's perception range, or your character is otherwise not in line of sight. I'm not a dev, but I would imagine having attacks that only notify mobs after a specific count can't be a particularly easy thing to do with the game's code and very dated engine. And finally, add in that being able to attack enemies in the game without them knowing they were being attacked would give players an absolutely massive advantage. (Edit: Though if you really want indirect attacks? You can grab powers like Lightning Storm, Rain of Fire, and others already in the game. Those are indirect attacks that already exist in the game.) Edit again: Example: How to never suffer any enemy hits on a Blaster: Grab the Indirect Blast set. Hit target enemy with your two biggest attacks. Wait to drop out of combat. Hit the target with your two biggest attacks. Wait to drop out of combat. Hit the target enemy with.... Enhancement slotting for build? Set bonuses that boost damage and accuracy, fully six slot your two biggest attacks for damage and accuracy, nothing else matters.
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Yeah, this isn't a unique to Water Blast thing. You can see t happen with various snipes where mobs react to the snipe before you actually fire it, moving to close and attack, and with some assassin strikes where mobs turn and blast you just before you launch the actual attack, and some nukes like Rain of Arrows. I think it is a question of animation time before effect versus mob notification thing.
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Correct. Any already purchasable login badge that has a limited window of purchase allowed. (I think we can already buy the winter ones all year.) I do not and never will support being able to buy any badges that are for defeats, missions, TFs/SFs, trials, raids, or anything else that requires game play. (And that includes things like accolades that are given for having gotten the prerequisite badges. If it requires game play or badges that require game play are prerequisites to get it, I will never support being able to purchase them.) So yes, this request is only for login badges.
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No, I didn't. I was running the same four rooftops in a circle. Also, the mobs I defeated did not leave the area where I attacked them, so that also rules that out. And lastly, that mission does not have a neighborhood requirement. Any Circle of Thorns in any location count for it. (Edit: The missions with neighborhood requirements tell you what neighborhoods in the mission briefing. And outside of the Perez Park missions I am avoiding because at level 6 I will be obliterated, Paco Sanchez has no neighborhood dialogue. And even the Perez Park one is zone specific rather than neighborhood specific.)
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So I'm doing the "Learn Circle's Base Locations" mission from Paco Sanchez that requires me to take down 10 Circle of Thorns. I cleared three groups of higher level Circle of Thorns on the rooftops and now I just need one more Circle of Thorns mob to finish the mission. I find a group of five minions that are all +1 to me and decide it's safe enough for me to try to drop one of them to finish the mission. ... and after I defeated the first of the five? I still needed one more Circle of Thorns mob to finish the mission. So I defeated a second. And I still needed one more Circle of Thorns mob to finish the mission. I had to drop three of them before the mission counted any of them towards the mission. And they weren't healed from a previous fight either. They were all in their initial spawn animations doing a ritual on a citizen when I attacked.
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I am of the opinion that Brutes all use Brute Stealth. (No one can ever say you were there if there is no one to say it.) I'm not going to stand in the way of the OP though. I may not think of Brutes as being sneaky, but that doesn't mean they can't be.
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The OP specifically said: If the player is using stealth, especially Superior Invisibility with its 200 feet stealth radius, then the character isn't going to get mezzed unless the character does something to get the mezzer's attention. The only things that should see any character using Superior Invisibility are Watchers, Observers, and Overseers from the Soldiers of Rularuu and Rikti Drones. The player can absolutely dismiss the FFG and sneak around anywhere the player wants, and then re-summon the FFG just before attacking the target enemies. If the player is in a position where (s)he/they has to worry about their character getting mezzed? Then by all means, don't dismiss the FFG. Odds are though, that character isn't using any stealth powers either.
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Sorry it took so long for me to get around to testing this. I just ran the first mission of Agent Watkins arc. And the zoombies and embalmed all exploded on me as they were supposed to.
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Recommendations for Reworking Badges
Rudra replied to CoeruleumBlue's topic in Suggestions & Feedback
That is a "you" thing. The game considers all characters to be their own entities and having their own experiences. If you have alts that are supposed to be variations of the same character and they are all supposed to have the same badges and accomplishments, then you need to play them through that content. Don't make a Temporal Warrior then and you can go get the badges you want for that character. See my first response in this post. (Edit: Here is where your alt argument falls apart. Say you have a level 50+3 character that you want to make a variation of. So you make that new alt and guess what? That alt is level 1. It has just started. So now that alt has to build back up to level 50+3. And you may as well take that alt through the same path you took the original character if you want to say "this is the same character with the exact same experiences, just in a different form". And every new version of that character you decide to make will also start at level 1. You can even have multiple variations of a single character that are all at different levels in the game.) Once being the operative word. And only if they have not already played it on another character to get the associated badges automatically. Considering the OP is "I think this would encourage people to play the story content instead of just farming all the time.", that goes against the OP. Making badges account-wide will do absolutely nothing to get players to look up actual story arcs in AE and play them. And I'm willing to bet that you know that. For that matter, there is nothing preventing players from playing actual story arcs in AE right now. So it is a lack of interest on their part as far as I can tell. And considering how AE player made stories are hit or miss, and how bad some of those misses are, I can kind of see where they are coming from. And making badges account-wide will address that how exactly? Because I don't see any way for badges becoming account-wide to incentivize players to go do that content again. What content outside of possibly trials and Advanced Mode requires different classes and power sets to play? Most TFs and SFs can be solo'ed these days. There are single AT TFs and SFs being run as well. Then do so. AE is in lots of zones. Go run all the custom missions you want. Go get the badges you want. You are not providing any compelling arguments for why badges should all be account-wide. -
Dark Watcher at minimum should know even before you do any Vanguard missions. (Edit: Most likely Lady Grey as well, and probably anyone in Vanguard's intelligence unit.)