Rudra
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Everything posted by Rudra
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I like this part. Not so much the rest. (I mean, I understand the sentiment. Science isn't limited to a super speed effect, for instance.)
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More Widow and Arachnos soldier uniform slots!
Rudra replied to irishhawk's topic in Suggestions & Feedback
The problem is that they can't sacrifice a costume slot. That was part of the problem when the Live devs were making the VEATs. They had to add an extra costume slot, which the game couldn't really handle, and the devs barely got to work. -
More Widow and Arachnos soldier uniform slots!
Rudra replied to irishhawk's topic in Suggestions & Feedback
@Steampunkette is quite right about the problem with the Arachnos costume slot. Sorry, but it won't happen. We barely got the 1 slot. We even had the devs explaining this back on Live. (Edit: For clarification, VEATs have all the same costume slots as everyone else, plus their own special costume slot. To access the last costume slot on a VEAT requires using a slash command if I remember correctly. And since costume slots cannot be converted to VEAT costume slots, and just adding the 1 costume slot for the VEAT's Arachnos minion look all but broke the game while also pushing the VEATs' costume slots beyond the game's display, we won't be getting a 2nd.) -
Gun and Sword Power set - Make it happen
Rudra replied to plainguy's topic in Suggestions & Feedback
I don't see a heal in Storm Blast. I don't see an Aim equivalent in Storm Summoning. I don't see a summons that chases down enemies and flings them around or an AoE disorient in Storm Blast. They are both storm sets, but they aren't the same power sets. And as far as the OP goes? The author can request any power set (s)he/they wants, just like you. -
Gun and Sword Power set - Make it happen
Rudra replied to plainguy's topic in Suggestions & Feedback
Huh? -
Gun and Sword Power set - Make it happen
Rudra replied to plainguy's topic in Suggestions & Feedback
So let's try "answering" your question with another. Why do we need Arsenal Control? Why did we need Storm Blast? (The answer is because the devs are trying to give us new things to try and to [hopefully] enjoy in the game.) -
Neutropolis zone event "The Great Escape" has useless emote rewards
Rudra replied to Kai Moon's topic in Bug Reports
That's not a bug. I recommend posting this as a suggestion, maybe with something new to replace the two emotes with? (No replacements necessary, though I'm wondering what replacement awards could be given.) -
Yes and no. Enemies would have a hard time hitting you because you are teleporting around before they can retaliate, but they also can't muster a proper defense against you either. And since the game cannot mechanically apply a -DEF effect to your target(s) for not having affected them with anything, it instead grants a +ToHit.
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I'm inclined to say +10% ToHit is not useless, but the point of my comment was why +ToHit makes sense. A brief +DEF would have also made sense, but I'm not worrying about what else would have made sense. And since it is a teleport, nothing can bind you in place because you just teleport away to wherever you want to go.
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How is ToHit a strange fit for Combat Teleport? You're teleporting to locations/positions your enemy is not prepared for the attack to come from. You can't apply a -DEF to a target just by moving, so you have a ToHit bonus instead, because you are catching your foe offguard and having an easier time landing hits because of it.
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Then I guess I just have no feedback.... 😭
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I can fly while immob'd, and yet, evasive still grants immob protection. You can fly while immobilized because you have a power effect granting immobilization protection. Land enough immobs on you and suddenly all you can do is hover in place. You can teleport all day long no matter how many immobs are placed on you. (Edit: And you need Evasive Maneuvers to get that immob protection because Hover provides none.)
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Technically it does? No immobs in the game shut down any form of teleport.
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On a Defender, Tactics is +12.5% ToHit and Combat Teleport is +10% ToHit. https://cod.uberguy.net/html/power.html?power=pool.leadership.tactics&at=defender https://cod.uberguy.net/html/power.html?power=pool.teleportation.teleport_foe&at=defender
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I did not know this. I've been asking for feedback on my AE arc and not getting any. If that is the reason for it, then please, please, please change AE feedback to global e-mails!
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Possibly. Since Hellions, Skulls, and other starter factions only gave out TOs, their drops may be coded wrong for DOs since TOs no longer exist.
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No, it isn't. In my experience, yes. Though they no longer seem to be limited in this fashion for salvage drops, but salvage isn't part of the conversation. I don't know how this information can be fit into either Twinshot's or Dr. Graves' arcs, but a blurb somewhere for new players to find out that enhancements are typically limited by the defeated mobs' origins would probably be helpful.
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It is not an error or a bug. From what I can tell, it is quite intentional. Some contacts you just can't quite get to full friendship with for whatever reason that contact has. If you want it changed? (And I personally would like it changed, but not to the point where I care enough to request it.) Then make a suggestion to make them able to get to that point.
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Several of us have well more than just 10 characters, and your suggestion would require us to give them up. This has already been addressed. I'm going to go out on a limb and guess you don't have more than 1 page of characters. I play any of my characters I feel like playing on any given day. And I don't limit myself to just glancing at the 1st page of characters when I do. This statement is pure garbage. As someone who lost their character name back on Live when I went to remake a character, I get it. However, I still adhere to the first come first serve philosophy of names in this game. If you find someone doing this? Report them and watch their account get banned.
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Okay, let's use your really cool room with doors of odd height analogy. My answer to that? Put up warning signs. That is the point of the tutorials. Want to add a blurb that starting at level 7 they can start crafting IOs? Then we ask for it and probably have it added to the basic tutorials at the end after the new player has experienced the benefits of the tutorial given free enhancements. Warning sign for the first door, check. Then you include a blurb to see the P2W vendor, though I have to wonder why a new player wouldn't just see the P2W vendor right there and go "Oh look! This game has pay to win? Well, that kinda sucks, but let's see what is there", though I digress. You include a blurb in the tutorial where they are already telling the player about enhancements and give the 2 free enhancements, that they can get even better enhancements for free from the P2W vendor that will be nearby when they exit the tutorial to help get them started. Warning sign for second door (or second warning sign for first door?), check. Then when they go through the level 6+ arcs (provided they choose to go talk to the automatically assigned contact for those tutorials), they get introduced to the market and the university already. And the market one already states that players use it to make money. So warning sign for third door, check. And since those tutorials also introduce the player to the university, they are already right there where the crafting tutorial is, so warning sign for fourth door, check. If the devs can be convinced to skew the drop rates to say 25% or 30% origin match? (Because I'm willing to bet they will never agree to the 100% match even with an arbitrary level cap assigned.) Then now you have a crutch as well to get into that room. Seriously, we have a tutorial that explains enhancement basics (the Break Out, Galaxy City, Outbreak, and Praetorian tutorials), another tutorial that again emphasizes enhancements as well as showing the player where they can find the market, how to access the market, and where they can find the university in the Twinshot and Dr. Graves arcs, a tutorial just for the IO crafting system available in Cap au Diable, Steel Canyon, and Imperial City available at level 10 (which I can agree should probably be available at level 7 since that is the earliest characters can slot IOs), and free enhancements that never degrade available from P2W. (Which is like right there when you enter the zone. Want them moved to be more visible? Fine.) New players have access to the information about how to get enhancements, how to get money to buy those enhancements, instruction for never degrades enhancements, and with a little bit of curiosity on their part, immediate access to free enhancements that also never degrade. The information is all there except for merit conversions and other tricks for maximizing inf' to buy their enhancements, and that information should not be presented to new players because like someone stated earlier, we can't expect it to stay that way. You want an extra crutch for new players? I can agree with a slightly improved DO origin matching from drops. Edit: Hells, you want to make it more obvious about the market being a source of revenue for players? Add a blurb stating that many things sell for more on the market than to vendors in the popup players get when they are sent to the market.
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Introduce them to IOs. Not even set IOs, I'm just talking the generic IOs. We can even see about having IOs mentioned in the tutorials. (Both the game introduction tutorials and the level 6+ ones.) My best guess is that what is turning them off from "keeping up on gear" is they are mentally stuck on gear from games like WoW. Where your gear never stopped working as long as you kept it from breaking. The best thing I can say for those players is to point out that they aren't equipping gear as evidenced by the lack of changes to their characters, they get to keep their characters looking how they wanted because of that, and they can still get gear-like enhancements starting at level 7 if they craft IOs. Edit yet again: And what about pre-level 7? Take them to the P2W vendor and have them grab the prestige enhancements since they are basically free IOs. (And sure, maybe add a blurb in the pre-game tutorial to talk to the P2W vendor for better enhancements.) (Edit: Can maybe even ask that when the player is sent to the university as part of the tutorial, it includes sending them to the IO tutorial contact with an introduction of sorts explaining he is the one that will tell them about IOs at level 10. Or maybe instead just includes a statement as part of the 'this is a university' popup that names the contact and his minimum level.) (Edit again: And maybe lower the contact's level minimum to 7?)
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Okay, I'm not a dev and not familiar with the game models' limitations, but from what I see in the game and what I've seen from others that did this? 1. The effect doesn't look like blinking in the instances where anyone has tried this in other sources I have seen. Either in 3D modeling, admittedly with rather old 3D graphics programs, or in animations that can be found online, it winds up either looking like the eyes simply briefly disappear or some odd object appears over the eyes and then goes away. 2. Adding an object to the models that actually animates through a blinking motion, even if done faster than we can realistically see, can work, but only if the covering object is sufficiently... what's the word I'm looking for? It isn't overlapping, though that is a large part of what it does. The thickness of the covering model over the texture eyes has to be minimal, and still manage to not clip. I don't know what animation and 3D modeling software the devs are using, but that could be feasible. One thing I should point out? We already have blinking in the game. The Wailers blink. Particularly the Wailer Kings and the giant one. So whatever is going on with those, if it could be replicated on character models, would meet your desire. 3. Adding eyelashes to characters for the blinking? I'm not sure how well that would work in this game. In the instances where our characters already have eyelashes in particular since unless those model textures got revamped to remove them for adding animated eye lashes for the blinking, it would get weird. 4. Sorry, but I'm against an animated decal for mouth movements or even blinking. Every time I see it done? It is horrific. For mouth animations, the models would need to have the heads redone.
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Why not? No one in this game is trading low level DOs, not even to alts. I can't imagine what the benefit of preserving this system would be. Someone said something about the goal of this thread being to teach new players how the enhancement system works and how to get the enhancements they want? Well, if all you do is just spoon feed the desired enhancements to the players and then they out level the arbitrarily decided cut off point, then congrats, all you did was shift the point at which the complaining starts. (Edit: I still remember when I was a new player and how jarring it was to go from TO enhancements to DO enhancements. "Huh? Why can't I slot these new enhancements?!" That was my honest reaction when I got my first DO drops back on Live after just experiencing TOs up to that point.)
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I can get behind skewing DO drop rates to providing correct origin more often, say 25-30%. I can't get behind all drops should be usable. (Edit: By that character for their powers. Selling or trading? Sure. They already are. Not for every enhancement that drops for your character is always going to be the correct origin.)
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Villain Movers Inc. "We move you in faster than the last guy moved out." (In game joke among players I know for when our paper or tip missions have us using the same door back to back. Often in triplicate.) (Edit: I think it would make for a good red side billboard too.)