Jump to content

Rudra

Members
  • Posts

    5861
  • Joined

  • Last visited

  • Days Won

    22

Everything posted by Rudra

  1. And with that, I'll simply say I oppose just throwing all the costume options onto all the costume option menus regardless of whether they make sense or not.
  2. Not usage, when it was added. If I remember correctly, the different costume pieces have a link that tells the game what costume pieces to pull up for the character. Those links are made sequentially. So when you add new costume pieces to the appropriate menu, it needs a new link for the game to read and know what costume piece to pull for your character. Those new links are sequentially after previously existing costume pieces. In order to alphabetize the costume pieces, all those links would have to be re-sequenced. However, when a player loads their character, the game just looks at the links the costume says are needed for the character and pulls the costume pieces for it. Which would drastically alter existing costumes requiring players to go to a tailor and completely rebuild their costumes from scratch with the new links. (Edit: Though I do think a dev previously said they were looking at doing just that.)
  3. Okay, I'm tackling this part first because it causes me the least headache. As you were previously told and you yourself figured out in a previous thread, NPCs are not made the made the same way PCs are. That means they get to have radically different options in their design because they do not use the costume creator like players do, but rather have their models designed from the ground up as a single unit. So it isn't that some NPCs use duplicate details, it is that they do not use the costume creator. We've discussed this before. You can't just take costume options from one list and simply dump them in another. Detail 2 for instance is the lower face/head (except on Full Masks where it is Detail 3 instead), so throwing hair options in there makes no sense. If you want expanded costume options, ask for the costume options. For instance, if you want back of head tattoos for Detail 1 of Full Masks? Ask for the tattoos. That would most likely be the correct detail option for that since that detail slot is hats and other head but not face options. If you want hair with Full Masks, then why are you using Full Masks and not Standard which includes hair options? You're not going to be able to get a selectable hair option and a selectable top/back of head option because those use the same costume/model slot.
  4. The snowing in AP is enabled by applying a patch and removed by removing said patch. Rain would be the same way.
  5. Well, the Jounin do get Hide with the 1st upgrade power, but only the Jounin do. Though like you said, the Spec Ops from Mercenaries get Stealth with their 2nd upgrade.
  6. That would be so welcome as an update to the set. I don't remember how many times I've asked for this.
  7. No, you can't. For the same reason you can't access it from inside a mission. You are on an instanced map when inside a SG base. Someone else can give a better explanation.
  8. There is no need for you to stop playing or posting. This just wasn't one of your better ideas.
  9. ...I mean.... he's not wrong? Look at literally any FromSoft Game... What @CrusaderDroid said. Edit: Look at it from this point of view. Imagine your mez protection inspiration cannot be used while mezzed. You are fighting an enemy that does severe energy damage and mezzes you. If you don't use your mez protection armor, you get held to death. If you use your mez protection armor, you get 2 or 3 shot by the enemies' attacks. (AVs, EBs, and bosses didn't scale down back then.) So you pop your mez protection inspiration and have your energy resist armor active. The enemy keeps weathering your attacks and you are getting close to winning, but you've burned through your mez protection inspirations because of the length of the fight, your last inspiration times out, you get mezzed, and now you're dead. You hosp', get back to the mission, and the enemy has fully healed in the time it took you to get back to him. So you buy yet more inspirations and try again. There is no pattern to avoid or learn. There is no real strategy you can employ beyond what you are doing. And you keep dying. Does that really sound fun?
  10. That...really doesn't make any sense to me. The advantage of missions is the higher density of mobs and the control over their level. Even street-sweeping in a danger zone like the Hollows with larger groups should fall well behind missions *without* end-of-mission rewards, because the mob-density and level can be so much higher. I mean have you looked at how low it is? It's like one extra group of mobs. Maybe street-sweeping was better when you didn't get a real travel power 'til 14, but we get them at level *4* now. And why not street-sweep on the way to the mission if travel is so slow and cuts into efficiency? Once upon a time you couldn't set your difficulty. Everyone was locked at +0/x1 and spawn sizes in missions only increased if you had a progressively larger team.
  11. Because he actually thought dying until you figured out a strategy for that fight was fun. At least, that is what I was told.
  12. No, it really wouldn't. While yes, mobs with both ranged attacks and melee attacks tend to be less dangerous if you can keep them at range, you are (or were) choosing to gimp melees, who have to close with those enemies and face their melee attacks anyway. So the only thing the OP would have done was put melee ATs at more risk for no gain.
  13. No. If you want to make Controllers more relevant to the meta? More power to you. Gimping melee ATs to do so? No. Many power sets already struggle with END management. So I have to oppose this. Edit: And I have to concur with @PoptartsNinja. I was not a fan of when melee ATs had to choose which of their armors they would use. Good example is my Dark/Dark Scrapper from back on Live. The very 1st character I made in the game. When fighting against enemies, I had to choose between my smash/lethal armor, my energy/negative energy armor, and my mez protection. Against spawns that included lethal damage attacks, smashing damage attacks, energy damage attacks, and mezzes all at the same time. So do I choose to be carved, bludgeoned, and roasted to death but immune to the mez, or do I resist the smashing and lethal damage but stand there like an idiot mezzed while they murder me, and so on. Not a fun time to play. I will never agree to go back to those days.
  14. Yeah, if this could be fixed, it would be greatly appreciated. I find it is often better to review my characters' bios in the Personal Info window rather than the Bio window because the text editor doesn't add hidden symbols increasing the character count while reviewing the bio in the Personal Info window. (I find it's better to find the errors I need to fix before opening the bio window so it glitches as little as possible on my bios.)
  15. No, the Homecoming wiki getting moved isn't why I thought it is less reliable. It was the presence of demonstrably false information on the wiki that makes me call it less reliable. For example, Bodyguard Mode on the Homecoming wiki states that Defensive/GoTo and Defensive/Stay also work for establishing Bodyguard Mode for the MM, but if you test it, only Defensive/Follow establishes Bodyguard Mode as evidenced by when or if the pets are taking damage when not the target of attacks but the MM character is. Frustratingly, I went and checked both wikis just now specifically about Bodyguard Mode for my example, and they both state the same thing. So both wikis possess incorrect data. So you can consider my previous statement that the Paragon wiki is more correct (for the parts it has) as retracted. I'll go back and strike out that part now. (Edit: Though for this discussion, I do still find the Homecoming wiki questionable about this topic as I have never witnessed the bugs the wiki says exists for directly inputting petsay commands into the chat window and the Paragon wiki makes no mention of such bugs.)
  16. BenevoLabs holograms and power/aura choices are not available to starting characters. Neither are incarnate powers or epic/patron pools. That is why I am asking for a costume aura option, so that characters that have a force field like field around them for any reason can have it at start. I am not asking for any powers or power effects to be added to costume auras. I am asking for a costume aura that looks like a force field, preferably derived from the Victorian Decor aura so it follows the character's form, for any character that for any reason/concept has a visible field around them that can look like a force field. That's it. A strictly visual costume element to provide options for characters that may possess a force field like field around them for any reason. No defense values. No stealth values. No mechanics of any kind. Just an aura that players can have on their characters.
  17. I am asking for a costume option. Not alternate animations for any powers or power sets.
  18. Then you are misunderstanding what I am asking for. I am not asking for a new power set. I am asking for auras that can work for characters with force fields for any reason. Be they life support fields, keep the muck of my costume fields, defensive fields, or whatever. It isn't an armor set I am asking for. It isn't an AT option I am asking for. It is a costume option that any AT regardless of powers can choose to take for their character concept.
  19. That depends. After all, we have hook hands and peg legs. If the model itself isn't broken by the replacement, it should be fine. (Emphasis on should. Insert SCR here.)
  20. That only partially addresses the problem, because the skirts break in horrific fashion when the movements exceed a certain threshold. (Edit: You can see it to an extent with the Talons Skirt and Martial Arts. Not just the upper legs pops through, but so do the buttocks as the skirt extends and stretches its polygons to the limit. Now extend that to an actual long skirt. The Victorian Steampunk 01 skirt gets around that by essentially just being leggings posing as a skirt. However, it does that by lacking a middle.)
  21. This has been explained to you before. Player characters can't have dresses because unlike the NPCs that only walk around the zone, player characters fight through an expansive array of animations and dresses suffer from extreme clipping. Correct. There aren't any. The various mobs are not built the same way player characters are. That's why player versions of those costume items look different. They had to be made to be usable by the players. It is why VEATs only get their Arachnos uniform in their 1st costume slot as well, because the Arachnos models are not made the same way player costume models are.
  22. Why would a request for something to be added to the game belong in General instead of Suggestions and Feedback?
  23. That could work. One without the tattoos would be better, but that could still work.
  24. Copyrighted characters are. And the 1st thing that draws someone's attention to whether or not a character is a copy of a copyrighted character is the name. So while I'm pretty sure you can make a character named Colossus or whatever, if the character is a mutant male with steel skin that is an Invulnerability/Super Strength character or similar, yeah, you're going to at the very least get generic'ed.
×
×
  • Create New...