Rudra
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Everything posted by Rudra
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There are 2 timed missions that are problems in my book, and one of those is intentional in design. (You are supposed to fail it, but if you remember where the glowies were on the previous map, you can get them on the timed map and not fail.) The one that wasn't designed to be a problem was a red side mission that was a defeat all for Freakshow and it had the Arachnos layer cake room. With one of the Freakshow somehow all the way on a ceiling pipe where he shouldn't have been able to get to. (You get 90 minutes to finish that mission, and I had less than 10 seconds left before I finally found him and defeated him.) Barring odd spawning like that lone Freakshow though? Yeah, there is ample time to finish a timed mission.
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There kind of sort of is one? I can't remember which one, but there is a mission where you infiltrate a Longbow base and have to take out the Longbow supervisors or night watch, and one of the Longbow targets is "Wait, you aren't the snack machine guy!". (Or something like that.)
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The arena has an old bug that never got fixed where players that exit the map after the first person are "locked" into their now completed arena event. The game keeps checking for the event, but it isn't there any more, and it thinks you are trying to get into it. From personal experience, the more arena events you do, the more those messages stack up for each prior run. It doesn't always increase like that, but the messages will continue until the memory is purged. Most easily accomplished by logging off the game and then logging back on. Though I've heard of players that needed to actually clear their computer memory to actually get the messages to go away. I should note that the arena event is still tracked by the game, and it shows it on a list of events if you do a search for it. I don't know how long the game tracks that data for, but it seems like the game is trying to access the historical event like it is an active event, but can't, giving the event does not exist message.
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Well... for Run To Nearest Door? A lot of outdoor maps don't actually have a door... they have an area that lets you back out. So there is nothing for a mob to run to on an outdoor map if you set their behavior to run to nearest door. (For that matter, I'm pretty sure only 2 outdoor maps have a door, and that is because you need to go inside a building to accomplish the objectives on those maps. So my guess is that specific map is still technically an indoor map. The rest of the outdoor maps? While the presentation is of doors? They are not. They are just static scenery because they can't be opened to access anything. You can see that on some of the missions where there are doors you can't open and have NPCs to save. When those NPCs run, they only run to a door that you can open, even if it is much farther away than the cosmetic doors that are just there for scenery.)
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I would like a knife sheathed at the back of the waist as a belt option. (Or as a back pack option that places it at the belt.) I have a character that is supposed to carry a knife. The knife isn't for fighting the various mobs in the game, it is for slaying a specific entity (that isn't in the game but is the reason the character wanders the Rogue Isles doing things). So I can see a use for cosmetic only weapons.
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Praetor Sinclair Arc Finale Resistance choice did not advance mission
Rudra replied to Oubliette_Red's topic in Bug Reports
Like @Frozen Burn said. When I went to do this mission, I had a friend with me. I ran into the problem of no Belladonna and submitted a ticket. Then my friend called out that she had found her. She is very much out of sight in the mission. So my question is, did you explore the map? You have to jump down to find her. -
Believe it or not, police used to be trained to aim for the pelvis back in the day. They would draw a revolver, squat all the way down to the ground and fire at the pelvis one-handed, it was believed this would disable the target and be less lethal than a chest shot. And understanding of gun wounds has progressed since then. Police are no longer trained to do so. Instead, they are trained to fire for center of mass because it is more reliable. Further, firing to maim, such as by firing at limbs (or the gut) has been deemed illegal for police (and others shooting to stop a threat). I believe in every state. I'm not entirely sure of the reasons, though I do know that firing at the gut has been intentionally abandoned by law enforcement. (And to the best of my knowledge, was so before any of those movies you are citing were made.) Edit: Anyway, it's your proposed set. You can pitch whatever powers you want. I just think Gut Shot doesn't fit. Especially with the theme you are referencing with your clips.
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If it is supposed to be an Assault set (Dominator secondary), it is fine as is. If it is a Blast set (Blaster primary), then it needs some serious changes. Keeping in mind what @Frozen Burn pointed out, an option could be as follows: T1: Gut Shot (not sure why you would shoot someone in the gut instead of the chest, but whatever) Damage would be light or minor as the T1. T2: Heavy Shot T3: Suppressive Fire (Cone attack) T4: Grazing Shot (ST light or minor damage attack with Stun effect) T5: Feeling Lucky (Except it also gets a slight damage buff component) T6: Dodge This T7: Focused Shot (edit: or Far Shot) (Snipe attack) T8: Pistol-Fired Grenade (TAoE attack. Place holder for someone to come up with a better idea) (edit yet again: If kept, would attach and then fire a grenade) T9: Empty Pistol (Cone nuke) Yes, when it comes to revolvers, Empty Pistol is going to be weird, but it also wouldn't be the 1st time in Hollywood, cartoons/anime, or comics that someone fired more shots than their weapon should be capable of. (They just give different reasons why it happens.) Edit again: And if you want punches and bats for the character? Then draft a Brawler/Pugilist secondary set for Blasters to complete the theme.
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Advanced difficulty (general settings?)
Rudra replied to PancakeGnome's topic in Suggestions & Feedback
Those aren't very much of a challenge. And I hate the idea of removing my own powers to have a challenge... it's like "ok, i guess I could tie one hand behind my back I guess". But I'd rather have a challenge that can match my characters full power and everything they can do. Challenge in game? Check. AE provides options for challenge in game. Even before you get into the 801 series. You hate the idea of removing your own powers to have a challenge? Like @Uun said, you can play with enemies buffed and you debuffed. Still full access to to your powers, inspirations, and enhancements. Coupled with the already available difficulty settings that seemingly everyone runs at +4/x8? You will get that challenge. I think you can add new team members after starting an AE arc too, but I'm not sure. You can definitely gather friends to play with you before starting one though. So you have full access to teams, powers, enhancements, and inspirations, while getting standard rewards from the mobs/missions and facing a challenge from being debuffed while your enemies are buffed. I fail to see the problem with the proposed solutions since as far as I can tell, they meet your needs perfectly. AE isn't "real world CoX"? Neither is "real world CoX". Where everything you do (except in Praetoria) affects nothing else in the game. You fought Captain Mako in a dev created arc and defeated him? Well, depending on your character and what your character does, you killed Captain Mako. Except, you didn't because he is still in GV, in Recluse's command/throne room, still giving out missions and turning up in other missions. AE just lets you access a portal to reach your mission anywhere in the game world just like they do in the Vanguard base in the RWZ. You aren't walking up to a contact to get your missions? You are still talking to and engaging with the contact. Just through a holographic display so you don't have to keep running to some random location to deal with the contact. You are starting with the contact's phone number already available, except with the benefit of a holo unit so you can see the contact. You think any new difficulties the devs make are any different than this? The more stars you choose for the Hard Mode content, the more the enemies are buffed in relation to the players. And AE (and Ouroboros) let you do the same thing with just 2 little flags. -
[RP Feature Request] Filtered Popout Chat Box
Rudra replied to The Mighty Pencil's topic in Suggestions & Feedback
The only manual interaction you need is for the other players to join your team. Which is far simpler than trying to create code to let players somehow filter out other players in chat without using ignore. If however, you prefer to not deal with a team for your RP? Then you can still already filter out other chat in the area. Add the other players you don't want to hear to your ignore list. Then remove them when you are done. Filter already present. -
Yeah, the proposed set is definitely a Dominator's Assault secondary. If that is what the author is after? Then it works. Wholehearted agreement. The images do so much more to keep me from understanding the OP than it does to help. I didn't even realize there was a set actually presented until @General Idiot's post made me go back and re-read it. Just got flustered near the bottom and abandoned the thread.
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Enhancement Drops Should Always Be Usable
Rudra replied to Terenos's topic in Suggestions & Feedback
That is a matter of perspective. Even running solo, I can get through the game just fine without buying enhancements until I reach level 17. (At which point I start slotting IOs.) Yeah, accuracy dropping as you level up because we don't get that starter boost any more can be annoying, but at least in my experience/opinion, it's just a minor nuisance until I can start slotting those IOs. Just tossing the DOs that drop that I can use into my key powers keeps me afloat. Though that is strictly my experience, and mileage will vary per player. -
Enhancement Drops Should Always Be Usable
Rudra replied to Terenos's topic in Suggestions & Feedback
This has existed in the game since launch. And even when we had TOs, trying to buy TOs using the inf' you get from defeats was futile. So players had to choose what powers they were going to enhance with what as long as they relied on mob inf' to get by. As far as I know, which is not even certain, this is to encourage players to sell their drops to each other in order to get what they want/need. -
The Rikti aren't doing anything. Except showing up in force, bombing the zone, and sending troops to fight the supers. Yep, I see your point. No invasion has ever occurred where the invading force only showed up in force and attempted to defeat the defending force. No invasion has ever run across an area they were looking to fight an opposing force at, find the opposing force not present to fight, and then move on to locate the opposing force or fall back to figure out what happened in case it is an ambush. No invasion has ever occurred where the invaders were stopped because they needed to resupply or regroup. No invasion or attack has ever occurred where the attacking force moved in, attacked the defenders (if they could be found), and then withdrew. I don't know why I never saw it before. Oh yeah, that's why, because that has happened many times throughout history. Wait though! This is a video game, so if we don't fight the Rikti, shouldn't they seize control of the invaded zone? Here's the thing about enemy controlled zones in video games. Even in MMOs like CoX. In any game I've played where enemy forces can seize and hold territory? (Which I admit was just two such games.) Players cannot even spawn in the controlled zones. So if they logged off in said zone and an invasion happened, taking the zone away? They are instead spawned in the nearest still friendly zone even if said zone is above their ability to fight or survive in. And the enemy seized zones? Have better than hazard zone size spawns to show that the enemy is there in force rather than just the vanguard forces or recon forces the players had been fighting up to that point, with enemies being spawned in impossible numbers when a player or a team fights any of the spawns in the seized zones. Requiring leagues to form and take back the zones. (And it does take a full league to get into those zones and survive long enough to get anything done.) So if invasions happen during a low point in game population? Such as when the Rikti invasions are triggered without needing a LGTF run for a week? Or the Halloween zombie invasions? Or the Nemesis invasions which can also happen frequently, even simultaneously, during the week they are active? Congrats, all zones that can be subject to invasion are now no longer available. There is a reason why players in the other games would just log off when they see the map overrun and wait for the server to be reset and clear out enemy control of the zones. You want consequences for players not defending the zones? What consequences can be instated that can't either be ignored by simply going to another zone or rendering the game unplayable until the server populations get large enough to take back each of the zones in turn (or a server rest occurs to restore player control)? Oh! That's right, you said they would only hold the zones for 1 hour. Maybe less. Because that obviously isn't just a game mechanic like you have been complaining about so far. Why did the Rikti choose to abandon the zone(s) they had control of? No players drove them out. No NPC supers either. It was all just a game mechanic, and all we have to do is wait out the timer so we can just go back into the zone. What exactly are you proposing that will change anything you are complaining about? You want to solo a Rikti drop ship because you are playing Superman or Green Lantern or some other high tier character? Then figure out how to do so. Make a build that can soak that ship's attack. Carry a whole hell of a lot of large green inspirations and/or orange ones. When Superman or Green Lantern or any other super runs into an enemy, like an alien ship, that they can't fight on their own? They look for new tactics to make fighting them possible. Or they call in the Justice League for help. Or they call in the rest of the Lantern Corps for help. I have seen nothing in your proposal that will do anything you claim you want other than make you able to solo Rikti ships. I'm ranting now. So I'm dropping out of this conversation. I don't expect the devs to implement your suggestion because it contributes nothing to the invasion. Keep calling for the change though. Who knows how far persistence can get you.
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Type Mastermind into the search box for the Suggestions and Feedback forum. Just be ready for the results.
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Advanced difficulty (general settings?)
Rudra replied to PancakeGnome's topic in Suggestions & Feedback
There are multiple ways to look at AE missions. They can be Danger Room scenarios. They can be dreams. They can be alternate realities you visit through the portal. They can also be active in the real CoH world events that you are accessing through the contact's provided portal, saving you the time of running to the mission door. What AE missions are for you is what you decide you want them to be. And what that is can change from AE arc to AE arc. Edit: And if you are hung up on using the console to access the AE arcs instead of walking up to a contact somewhere in a zone? Just think of it as a mission computer that tracks the various contacts, movers, and shakers in the world so you can contact them as needed on a moment's notice. So you call up the contact and that contact appears in your holo-display to give you the information directly. Then you use your warp portal just like in a base to go directly to the problem location. (Edit again: Like how in the RWZ, several missions send you to far off locations or game zones via the portals right there not far from the contact giving the mission.) -
While I generally agree with this sentiment and would like escorts to follow better, it makes sense for Amanda to be this way. Seemingly more so than other unwilling escortees, she is doing her best to get away from you. However, if you treat her like the typical dumb escortee and watch her on your map to make sure she is staying with you and move slow enough for the no inherent Fitness NPCs to follow, getting her to the exit isn't difficult. (Just annoying.) This tends to happen with escort NPCs on maps with elevators. Since the elevators are so far apart, you have to wait when the game has you exit until the escortee shows up. If you move away from the elevator too soon, they lose lock because of the distance between the floor maps of the instance. MMs complicate this with their pets. If a pet blocks the escortee from being able to exit, they return to the previous floor and lose you. An elevator bug that also shows up from time to time is when the elevators close before the NPC exits, forcing them to go back to the previous floor. This can result in the NPC being lost between floor maps, at neither floor, until they finally manage to exit the elevator. My recommendation is to always wait at the elevator, shifting out of the way of the exit if playing a MM, and wait for the NPC to figure it out.
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[RP Feature Request] Filtered Popout Chat Box
Rudra replied to The Mighty Pencil's topic in Suggestions & Feedback
Make a new chat tab, have everyone be on a team with you, and have team chat be the only chat in that new chat tab. -
Then why are tactics and objectives part of every post you made on this thread? It is the largest part of your post, making the Rikti fight like they are human soldiers fighting a conventional human battle. Which they are not on both counts. The point of an invasion is to defeat the enemy, drive them out of an area, and seize that area for yourself. Attacking random civilians is not what a disciplined army does. So why should the Rikti beam down and attack the roving NPCs? They are not a threat to Rikti forces or Rikti plans. Why should the Rikti attack anything if there are no supers, the only threat to their conquest, present? They either already wasted resources with their bombing or the bombing was more effective than anticipated and there is no opposition left to deal with. Doing anything else is a waste of resources and time. There is no disciplined army that will go into a town and then just start shooting the buildings because they were expecting a battle but the opposing force was not there. You conserve your resources for the actual fighting needed to accomplish your goals. (Edit: And if you need to engage the enemy and they are not where you were expecting to find them? You move on. Even if the enemy was there and you fought them? When your munitions run low as the attacker? You withdraw and regroup. If you drive the enemy out? You regroup and move on. The Rikti have one objective in their raids. Find and eliminate the only threat to them. Everything else can be dealt with later.) Welcome to MMO video games. How is it worse? You are asking for an enemy to be weaker so you can fight it. (The ships.) You are asking for Rikti to spawn and roam rather than make use of their technology and attack us where we are. Which like you said, will make it easier to fight them. Especially when a league gets going and instead of the Rikti being able to concentrate their forces on a sizable super presence, have to wait for wandering spawns to find their way there piecemeal. The only thing I see the OP doing is making the invasion even easier than it is, rather than making it more engaging, while making the Rikti act like conventional human forces instead of the advanced sci-fi race they are. As for purpose? As has already been stated multiple times, there is a purpose. You just don't like it.
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The most it takes is 40 players. The Tankers and Brutes, especially any with high energy resistance, take the aggro while the rest of the league dumps everything they have into the ship. Just like they do in the RWZ. Then they can move on to the next ship in the line. The point is to get as many players involved as possible and make the players feel like there is a threat. You are complaining that the invasion is underwhelming, and then you ask to make part of it even less dangerous, thus even more underwhelming. (Edit: Oh, and I should point out that not only has Superman been one-shot by a single alien ship, so has the entire Justice League in a single fight. On multiple occasions. They even had their collective butts kicked by a single robot. Multiple times. Just in different stories/eras.) So, the Rikti popping in near to the players does not give a sense that they are trying to eliminate you? Instead you want them to work like mission ambushes, and run from some random location to where you are, while you are most likely moving, instead of taking advantage of their technology and dropping their assault teams on your head? If you want more difficult spawns, such as larger groups, fine. The desire to not have the Rikti take advantage of their technological superiority however? Makes no sense. Especially since outside of invasions, the Headman Gunmen are most known for their teleporting. Again, it makes sense for the Rikti to pop in near their targets. Why should they fight humans on our terms? They have space ships with high power beam weapons. They have mass teleportation technology. Humans don't. Why give humans a chance to set up defenses and then have Rikti forces charge headlong into them when the Rikti have the ability to bypass it and negate any such human strategies? And why should the Rikti care about other objectives? In the first (two?) Rikti wars, they overwhelmed and annihilated human resistance. It was the super heroes that stopped them in their tracks. (Mostly because of the magic heroes and the team sent to the Rikti homeworld.) From the Rikti point of view, the supers are the only objective. Everything else can be dealt with easily after the primary (and only real) threat has been dealt with. That is mentioned in the Rikti arcs and the Praetorian arcs. The supers are the only threat, and so the supers are the only real objective. Look, I am very much for making the various invasions feel more threatening. The best way to do that in my opinion is by spawning larger than normal spawns. This will have the benefit of causing supers fighting in the invasion to congregate more to support each other, thus causing even larger spawns such as players try to force with their invasion leagues, which would also be larger than normal and make it feel more threatening to the players. The problem with that is what we already see in the invasions when leagues get going. The lag and server's inability to deal with the load. (Edit again: Oh, and the near constant Judgments being triggered wiping out Rikti faster than they can be spawned.) Having bosses be allowed to spawn even against lone players can also have that effect. The added objectives though? Just make no sense for the Rikti since they don't need to hold city hall or any other building. They need to eliminate the only threats that have ever proven capable of fighting them, the player characters.
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To the best of my knowledge, the Rikti ships in the invasion are the same ship players fight in the Rikti War Zone. So they should be destructible. (And in testing, they were being destroyed by players.) The Rikti actually do have an objective. Eliminate super powered resistance to the invasion. So they beam to where the players are, because we are that super powered resistance. (Why don't they beam down to characters under overpasses, balconies, or other obstructions? The same reason why they don't beam into the bases and buildings. Their mass teleporters are likely LOS without a portal to move through so they can't, and they don't see the player characters under the obstructions.) So you want to take away one of the threats for the invasion? Why? A league, maybe even a high tier team, should already be able to take them down. They just have to watch out for the other ships in the invasion force while trying to do so. After all, it is an invasion. They are already beaming their forces down to their targets. If you know where your enemy is, why waste time dropping off forces nowhere near them and then instruct them to go find them? (Edit: Especially since that would mean they would then have to fight through any set up defenses, as opposed to popping in behind any such defenses and wiping out the defenders. If you want larger spawns? That would make sense. The consideration there is to keep it so that players can win still. As for why aren't the Rikti moving? Most likely they are holding the area they just took against any other supers that may be trying to get through the area.) This was done in Firefall(?). It made the game impossible to play on many occasions. (Edit: As in players would just not play after seeing the area overrun, and wait to log on after the server was reset.) Edit again: What it seems to me the Rikti are doing in the invasion? Phase 1, bomb the area to sow confusion and panic, scatter enemy forces, and soften the enemy's defenses/weaken enemy force strength. Phase 2, locate remaining pockets of resistance or possible resistance. Teleport forces to pockets of resistance and eliminate them. Attacking force strength to be "sufficient" to deal with detected targets so other forces are available to deal with other pockets or a large enemy force. (That's why if you get a large enough group gathered, you start seeing bosses and EBs, as well as significant numbers of Rikti attacking the players.) Typical conventional forces have already been stated to be no match for the Rikti, so eliminating the super powered threats, the player characters, is a much higher priority than trying to swamp established human defenses.
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Author said was a full team of 8. That overrides anyone's No AVs setting.