Rudra
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Everything posted by Rudra
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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.)
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True, but without testing it, I have to conclude it wouldn't change the system given that reducing price will also reduce gain. However, your comment to skew the drops to be usable by the player more often likely would have a positive impact.
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Dropping the price of DOs will also drop how much they sell for, maintaining the current system being complained about. I didn't say that what you said was false because you didn't provide a fix. You're again putting words in my mouth like saying I am calling players that don't engage in chat assholes. Stop it. All I did was ask, what do you propose for a fix? We've been arguing in circles to absolutely no end, so all I want to know is what you propose for a fix. I don't know either, but I would hazard a guess it is likely the cost of the enhancement that you would be getting from a vendor for that new level. Which if it is, makes sense to me. And as far as I can tell, the inf' was also increased. Back on Live, minions gave more XP than they did inf'. Lieutenants gave slightly more inf' than they did XP. And bosses gave more inf' in relation to their XP. The biggest issue I see with HC's progression is that we constantly accumulate Patrol XP which shifts that paradigm until it has all been expended. Once you get past any Patrol XP you may have? The XP to inf' ratio looks just like it did back on Live to me.
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Then just answer this one question: what is your proposed fix?
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The fact that it's an extreme take of my comment makes it literally not what I'm saying. This is a textbook slippery slope fallacy. I mean think about it for a second. I already have all my slots filled at all times on all my characters, because I know how to make inf. Does that somehow invalidate the entire enhancement system? Of course not, how could it? Edited 13 minutes ago by nzer Except, by your own arguments, that is not a valid defense. Because you know how to make inf' and keep yourself stocked in enhancements. The argument you were trying to make earlier, is new players don't know how to do that. So how is your statement that you can keep yourself stocked a defense against my argument that simply making the enhancements available to new players wouldn't essentially be the same thing as simply removing the enhancements and automatically incorporating enhancement improvements into your powers as you level? The fact you defaulted to the very same argument being made against the OP boggles me. So is it a problem to get enhancements or not? Adding in previous admissions from those in favor of the OP that the game does not even need enhancements in powers until mid game, how are new players being hamstrung by the system? If the intent is to teach new players how the enhancement system works, and I am only talking about the enhancement system, then how is the current system failing to teach how to get and slot enhancements failing? The enhancement system is not failing even the newest of players if they did any of the tutorials and paid any attention to what the teaching contacts were telling them. The question then becomes, how to keep new players sufficiently supplied with DOs/SOs/IOs to fill out their powers. And the answer is either they turn to others for help either by requesting the requisite funds or requesting advice on how to improve their inf' gains, looking up a game guide or perusing the wiki, by doing the in-game tutorial arcs with their automatically assigned contacts at level 6, or they figure it out for themselves if that is their preference. Players don't know something? They can ask in Broadcast or Help or Local. They don't want to talk to their fellow players? There are in game tutorials that address it, though they don't specify tricks for conversions which they really should not. They don't want to go through the tutorials or ask their fellow players? There are game guides and the wiki and the forums. They don't want to ask their fellow players, go through the tutorials, look up game guides, the forums, or the wiki? Then what more can we do for them? Seriously, what? The information is already being provided. Edit: Absolutely serious when I asked "Seriously, what?". Because while there are comments that the enhancement system should be made simpler or that new players don't have access to certain information as a complaint? I haven't seen any proposed fixes in this thread. At all. The closest is my interpretation that new players should just basically get their enhancements automatically. Which at least to me is simply not an option.
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You're phrasing this as if it's an unreasonable thing, but it's not. The game already has a sliding scale of player power to cost in the form of the DO > SO > IO > IO set progression. I don't see any reason why an unsupported player should be unable to even use all of their enhancement slots on top of that. What does that add to the game? And with that statement, your argument devolves from the enhancement system is too complex for new players to understand (which I obviously disagree with) to new players should be able to always have the freshest DOs/SOs slotted in all their enhancement slots. Which at least to me, completely nullifies the purpose of an enhancement system. With that reasoning? The devs should simply remove the enhancement system and make all powers automatically progress as if enhanced as the character levels. My understanding of your statement is "do away with the enhancement system". May as well incorporate even set IOs and their bonuses as automatic into characters at this point, because new players should be able to just not have to worry about getting enhancements. An extreme take of your comment? Yes, obviously. It is still fundamentally what you are saying.