
Rudra
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Everything posted by Rudra
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Aggressively reduce price of basic enhancements
Rudra replied to Pleonast's topic in Suggestions & Feedback
I actually skimmed them before posting. So correct, I didn't do an in-depth reading, but I did check to see what they said. I explained what player experience meant to me. You said to look it up. So I did. And neither of those say anything about players being at max effectiveness to have a good player experience. And my personal experience says you don't have to be at max effectiveness to have a good player experience. -
Aggressively reduce price of basic enhancements
Rudra replied to Pleonast's topic in Suggestions & Feedback
https://www.universityxp.com/blog/2019/9/10/the-player-experience http://www.digra.org/digital-library/publications/spectrum-exploring-the-effects-of-player-experience-on-game-design/ Edit: So lets compare apples to apples then. Enhancements are upgrades to our powers. And in WoW, it cost a preposterous amount to upgrade the character's powers. Or even buy new ones. While CoX gives new powers for free, but not the upgrades. -
Aggressively reduce price of basic enhancements
Rudra replied to Pleonast's topic in Suggestions & Feedback
I'm not following since the player experience I'm aware of is how the game itself is played, not if I can keep all my enhancement slots filled. Even in WoW I would run around without all my equipment slots filled because I couldn't get equipment to fill them. So I'm not understanding how empty enhancement slots are such a big deal in driving off new players. Edit: Here's another thing. I keep hearing that new players expect to be able to fully slot their powers because that is what they do in other MMORPGs. And yet, when I was playing WoW, you couldn't even afford to buy your next power or power upgrade just using drops and sales. I remember every time I leveled up in WoW, it would cost easily 100x more money than I had just to upgrade my powers. For instance, I remember one power cost 5 gold to get, but the mobs were only dropping coppers and the occasional silver. In a game where it took 100 copper to get a silver and 100 silver to get a gold. So if they are coming from other games and thinking they should be able to keep all their enhancement slots filled, my question is why? -
Aggressively reduce price of basic enhancements
Rudra replied to Pleonast's topic in Suggestions & Feedback
And the response being given is that the game is not balanced around having your slots filled. Even at high levels, most ATs can do just fine without any enhancements at all. The ones that can't can still complete the missions, but it is more difficult/dangerous. The expectation is that players will slot something to improve their capabilities, but not that they will slot everything. And it is the mindset that the player needs to slot everything that we are trying to explain to you is what needs to be explained to new players as being unnecessary while also explaining how they can get more enhancements for their slots. Correct, because we are expected to make use of the AH to get what we want and we have IOs we can craft/buy to bypass that concern. Which isn't even necessary as already stated. Until you hit the end game and start tackling things like Hard Mode, you're perfectly fine running around with empty enhancement slots. SOs aren't the lowest tier. DOs are. And if you just go for DOs, slotting SOs as they become available through drops, it is far easier to keep your character slotted. Which you don't even need to do until late game. (Edit: Especially if they make use of the free enhancements from START.) -
Now I'm curious. Horus was the Egyptian god of weather, though Tefnut was the goddess of rain and dew. So who are you referring to?
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Then your character was corrupted. It happens. If you haven't already deleted the character, you can request the character be recovered.
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Badges, what they have become, and what they could become.
Rudra replied to Wavicle's topic in Suggestions & Feedback
My personal bias on patrol xp is exactly that, mine. When it comes to talking about how others are affected by something, I have to take a step back and view it in more neutral terms. Or at least try to. I don't expect anyone to think I'm in favor of patrol xp in any matter, but in this case, we're not talking about patrol xp itself as a game mechanic, we're talking about explore badges awarding patrol xp instead of regular xp like they used to. When they awarded regular xp, it didn't matter how long it had been since any given character was played. Unless they had xp turned off, they got the xp award even if they were maxed out on patrol xp. Now, if they are maxed out on patrol xp, the explore's xp reward simply goes away. Or if they are unable to run off and grab the explore during the course of playing, as will often happen to a player on a team that is not willing to wait on said player to possibly have to race across the zone and back to grab said explore, leaving that player as a non-participant on the mission that depending on the distance to the explore will find the team exiting the mission and going to the next before the explore grabbing player even gets back, then again they don't get the benefit of the patrol xp until it doesn't matter any more. So players with lots of alts that don't play them more frequently than every 10 days and players on fast moving teams will over the course of a normal game session find the patrol xp reward the explores now give does not benefit them. Whereas an increase in regular xp would still benefit them the same way it benefits everyone else. -
Try clearing your computer's memory. It can retain old data and that can cause problems. Otherwise, have a GM take a look at the character in question. The character itself may be corrupted.
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Except in Adamastor's case which really is just simply walking up to his ritual and clicking to complete the ritual to summon him.
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Badges, what they have become, and what they could become.
Rudra replied to Wavicle's topic in Suggestions & Feedback
And you're missing the point too. The XP award from explore badges could have been boosted to give the same reward as the patrol xp the explores now give and not have compromised anyone's playing be rewarding those that play their characters more consistently while penalizing those that don't. Edit: You can call the situation @Frozen Burn, myself, and others find ourselves in niche cases all you like, but it doesn't change the fact that we are still part of the gaming community in this game and the explores now awarding patrol xp is still a change that penalizes us for not playing our characters more often than every 10 or more days unless we specifically stop a normal game session to go looking for explores, interrupting our teams if on one or our own play sessions, all in the name of rewarding players during a normal game session. Which is what the dev said was the intent on the other thread, for players to get the reward over the course of their normal game session. (Edit again: And please don't insist on comparing the change to how the awards used to be for value when the discussion is about what they could have been bumped up to as regular xp as opposed to patrol xp instead.) -
Okay, so I have a few questions: Was this on a single play session or multiple play sessions with that character? Have you ever successfully summoned minions on that character? Did you have minions summoned and then dismiss them for any reason before the problem happened in that play session? If you previously had minions on that character and you dismissed them prior to the problem appearing, what were the exact circumstances under which you dismissed them? When you encountered the problem and logged off then back on to try and be able to summon the pets, how long did you wait before logging back on the game? Did you try a system reboot? Did you try clearing your computer memory?
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Yes, that's why the Council was made and the 5th Column sidelined for a few years. It doesn't change the game lore which is being misrepresented on this thread.
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Not that I've seen and I've run a new character through that level range since it was added. A popup when you get to level 20 or 21 would be fine in my book. So would adding a mission to the appropriate level contacts that sends you to Striga to find him like some other contact missions do. I'm just against like a broker introducing him.
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Will you please go read the lore. The 5th Column came into existence in 1938. (Edit: Founded by Requiem, Arakhn, and someone else.) The Nictus have been on Earth since Cimerora. Likely even before then. The Council was a break off group from the 5th Column that usurped the 5th Column's place but did not eradicate them. The Council and the 5th Column are embroiled in a war of dominance against each other. The 5th Column has sleeper agents in the Council, because the Council includes a lot of former 5th Column troops in their numbers. The Council and the 5th Column have Nictus troops. The 5th Column is led by Reischmann. The Council is led by The Center. Neither the Reischmann or the Center are Nictus or Nictus-infused. Requiem and Arakhn are Nictus-infused, in different ways, and are trying to take over as leaders, but neither actually leads either faction. (Edit: Which is why you find Requiem in the process of taking the 5th Column from the Reischmann in that incarnate arc. He has finally grown powerful enough to defeat Reischmann and take back the 5th Column.)
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What does this have to do with new players? (I'm also against more GMs just being plopped in zones.) You got a random mission from Vince Dubrowski. You can just abandon it and he will give another mission. His other missions, other than the talk to one(s), are instanced missions. And he is a level 20-24 contact, so he is an appropriate contact for your level. (And The Pit is a level 23-27 area. With a little bit of searching around, you can find lone Scrapyarders of manageable levels to fight.) Oberst Straxt is in Striga. I can agree with a contact referring the player to him or giving a mission to go talk to him, but not as a contact given out in Sharkhead Isle itself.
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Can you give any more information? Just logged on my merc MM and had no problems summoning or upgrading. Edit: Just in case: when you summon your MM pets, they are a location summon. So when you click the power, you also have to click a point on the ground to summon the pets at. If you already knew this, I apologize for the explanation. Aside from this (most likely not needed) explanation, do you have any more information you can provide to help figure out what happened?
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one of these days I'm gonna get around to doing those SF/TF thingies its just not easy building a team at 4am.... its good to know that those mechanics are not just one offs though Except for Lady Grey and Reischmann, all those missions @lemming listed are not TFs/SFs. They are regular missions/arcs.
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I disagree. With control powers, you can lock those mobs down and keep them from even trying to run away. (Or even fight most times.) With the suppression mechanic applied to mobs as well, you still have to chase after them, but now you have a chance of keeping up and trying to take them down as they flee. Remember, you still stop moving when you go to attack the fleeing mobs, and they just keep moving while you do so because they are fleeing. So they can still get away unless locked down by control powers, but at least it won't be so aggravating because they won't keep ignoring the players' slow patches and zipping off at Mach 38x10596. (Obvious exaggeration intended as such.) (Edit: By the way? Even with set global movement bonuses, I'm always left just watching the runners disappear unless I can catch them with a hold, immob', or have a ranged attack that finishes them off.) (Edit again: And only specific Alphas improve movement. So you run into the same problem as saying "Well, Evasive Maneuvers makes it possible to keep up with them." It is basically saying that players have to build a specific way.) (Edit yet again: Look at it this way. Your super speedster character loses his/her/their/its super speed because combat started, but that Skull can just turn tail and run from the super speedster character without any concern the super speedster will catch up for at least the next 4 seconds. I understand why the mechanic exists and I agree with it, but does that situation make any sense to you?)
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Well, like @lemming said, she cons red to red siders. And red siders couldn't get into the zone before it went co-op. Edit: I misread your post. Apologies. Please disregard this post.
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I don't have Evasive Maneuvers on any of my characters, so I can't test it. Thank you for doing so. I sit corrected on that matter. However, Combat Jumping adds minor movement speed, so it won't help you catch fleeing mobs. Hover can't catch fleeing mobs either. Fly gets reduced to Hover's speed for the combat duration + 4 seconds. Super Speed and Speed of Sound get their movement buffs removed while in combat + 4 seconds. And you can't expect everyone to take Evasive Maneuvers for their characters since for many it does not fit for theme. So my question is, is it wrong for players to want enemy mobs to be affected by Suppression as well?
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A few issues with your post. Let's start with Fly. Like you said, Fly starts at 58.63 mph out of combat and caps at 87.95 mph. Once you enter combat however, regardless of whether you initiate it or the enemy does, your fly speed is reduced to 21.3 mph. (Which is why if a player wants to just fly through a mission to grab their glowie or defeat the boss, they do so by zipping past the mobs before they can react and knock the player out of normal flight speed.) As for the slotted Sprint, Combat Jumping, Hover, and Evasive Maneuvers? Enhancements in the suppressed powers do not reduce Suppression's penalties. So slotting those powers means almost nothing while you are in combat and for 4 seconds after combat ends. Out of all the travel powers, only Teleport isn't affected by Suppression. The complaint is that players are affected by Suppression, for good reason, but that mobs are not. So you will see Council/5th Column wolves, Crey Tanks, random Freakshow, and other mobs turn tail and run out of slow patches even while stunned at max speed for the mob while the player is left standing there with suppressed movement. The request most people I know is for mobs to also be affected by the suppression mechanic because when a mob runs off at full speed and disappears somewhere on the map not to return for at least 5 minutes, it gets rather infuriating rather quickly. Especially when you need to defeat that mob to free the NPC or it is a defeat all and even when you pursue the mob, it is just gone seemingly nowhere to be found until it casually walks from wherever it ran back to its spawn point.
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I don't know about this specific instance, but I do know on several missions, the rescuee shows hostile but does not fight until freed, at which point they become friendly. Most notably, Shock Treatment and Stardusk do this in a few tip missions. There are other NPCs that do so in regular missions as well, but I don't remember which ones.
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It's been that way for as long as I've been bothering with RV. I don't know if it was always this way, but hero or villain in RV never seemed to matter when the Arachnos AVs took the field every time I saw them. (Edit: I think people were commenting about this back on Live, but I never really paid attention to PvP, so I'm not sure.)
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Auction House (/AH) price refresh seems less effective.
Rudra replied to Yomo Kimyata's topic in Bug Reports
I haven't noticed any increase in what the OP is saying. I've always had the price area turn up blank at least half the time I go to use the market. And I've routinely had to hit the find button after inputting 1 inf' as a bid several times to finally get a price to show up.