Rudra
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Everything posted by Rudra
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New Power Set: Whip (Tankers, Brutes & Scrappers)
Rudra replied to Kizabum's topic in Suggestions & Feedback
But at least its coming from someone that would pass as authoritative in the subject, be good bad or indifferent It already came from someone authoritative. From the devs back on Live. When they flat out told us the game engine didn't let them make a proper whip set, so the attempted set was rolled into Demon Mastery instead. Just because you are hearing it now from players instead of devs does not make the information invalid. -
So I brought back a character from Live and found the name already taken. Not a problem, first come, first served. So I tried some variations to see if any of those were available. Settled on a variation as tolerable and pressed on. Later I decided to check other variations to see if there was a better one. One of the variations, that I thought I checked when I brought the character back, is listed as both available and unavailable by the game. Checking the name Syndra in the character creator shows as available, but if I try to rename the existing brought back character Syndra, the game says the name is already taken. Check the name for availability in the character creator again, and the game says the name is available. Try to rename my character to it again and the game says it is not available. Rebooting the game to clear name searches and trying it the other way nets the same results. Trying to change the character's name to Syndra has the game say the name is not available, and then creating a new character and checking the name has the game say it is available. Kind of makes naming characters a bit of a challenge when the game tells you conflicting information.
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No more so than my inability to stand on any other boat more than large enough for my character to be on because I just fall through them into the water because they move around as opposed to the ones that don't move that I can get on.
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That is what I said in that comment you quoted: That is countered by the fact they could have just left the bridge down and the cargo ship on either side rather than locking the bridge up with the ship always there. It is further countered by the game having moving boats like we see in Talos Island moving around (that you can't stand on), the Ghost Ship we see transiting Independence Port and Talos Island, and the Rikti Dropships that follow their specific to zone map paths during Rikti invasions. All of which were in the game well before Kallisti Wharf was added. (The cargo ship could have just moved from zone sea door to zone sea door in the War Walls following a set path like the dropships. The game already has that capability and we see it used.) (Edit again: Though in that case, an elevated or arched bridge would have been better for the ship's passage.) Fading away works just fine. The devs showed they were fine with things fading in and out when they added the phasing to Atlas Park and Mercy Island. And phasing was added well before Kallisti Wharf was. Hells, the sea doors of the Kallisti Wharf War Walls could have used phasing to give the impression of them being open as the ship enters/exits until we got close enough for it to fade away like how many mobs do in Atlas Park and Mercy Island. I get the impression I'm not going to convince you. And I know you can't convince me. The arrangement of the ships, the placement of the cargo ship permanently keeping the bridge raised, the ease with which the bridge's presence and ability to facilitate the passage of large ships like the cargo ship could have been implemented in numerous ways without having a transit obstruction, the ease of which the check points at the bridge to stop traffic could have been implemented without changing anything about those posts even with the bridge down, and that big ships like that have gotten stuck before even in places where it was suitably deep and wide enough for the ship to pass but human error (or other factors) caused the ship to run aground, get stuck, or suffer unexpected damage all leads me to believe the tug's and the cargo ship's arrangement is intentional, and the cargo ship is stuck. Just without any above water indicator of why/how.
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This didn't turn up on a search for "council of evil", so here goes: In the final mission mission from Veridian for the Council of Evil arc, Nemesis says: [NPC] Nemesis: And As for me, well, this body is merely a robotic duplicate! The a in "As" should not be capitalized.
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I specifically avoided making comment on that because I have no clue what is going on with that. My intent was to help you understand what is the deal with Warburg as opposed to other PvP zones.
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Warburg is the only free fire zone. The rest are standard PvP zones. So yes, it is only Warburg where that happens.
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That isn't a bug. That is how the zone is set up. If you talk to the NPCs, they warn you that Warburg is a free fire zone. As in everyone can attack everyone else. That is very much intentional. (Edit: Basically, Warburg is set up so that only players on your team are not a threat to you. So if a team member suddenly disappears from the team roster? Check your back because odds are you are about to get an unhappy 'greeting' from the former teammate.)
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None of our powers are supposed to scale up as we increase mission difficulty. That goes against the whole reason for us to increase mission difficulty. And MM pets are just another power in an AT. So if you can't boost your pets to handle +4 difficulty, it really isn't up to the game to make the highest allowed difficulty more feasible for players. (Edit: And yes, MMs can solo +4 content. In my experience, it is an absolute slog and isn't worth it, but it can be done. It takes near constant re-summoning, a very careful advance to attract as little attention as possible at a time, and lots of running away to recover/reset from the fight.)
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Zone/Mission: CENTERS_DANGER_ROOM Position: [10.2 -64.0 875.9] Looking north at these coordinates, there is a gap at the base of the ramp letting you look under it. Looking west (just barely) slightly north of these coordinates, you can see the ramp does not reach the wall either, with another (or the continuation of the same?) gap. There does seem to be floor and walls under the ramp, so I don't think a player can use this gap to get under the map and safely fight anything, but the gap is there nonetheless.
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New Power Set: Whip (Tankers, Brutes & Scrappers)
Rudra replied to Kizabum's topic in Suggestions & Feedback
You mean like they did back on Live when the devs announced they were changing the attempted whip set to Demon Mastery? -
That's assuming Kallisti Wharf is normally a large port and the ship wasn't at or near the port's limit for passage. That also assumes there wasn't some other concern that caused the ship to get stuck. The ship's angle does not lend itself to the theory of having been knocked sideways by severe winds and running aground, but I don't recall other large ships like that in the zone. (Will check shortly to see if there are.) So if the pass was dredged, given how small the port we see at Kallisti Wharf is, there is still a chance that a miscalculation on the helmsman's part or some other circumstance we do not see caused the ship to get stuck. The only things I have to base any of this on though is the directions of the two vessels in question and the fact the zone was designed with the bridge always up for a transit that shouldn't take more than a few minutes not counting raising and lowering times for the bridge. (Which also can explain why no previous notices were announced.) Edit: Yep, just verified. That is the only large vessel on the map. So it looks to me like it managed to get in, but is now stuck while trying to get back out.
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Any word on when non-contest judging will be possible?
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Random thought given the drawbridge is stuck up as part of the map design, and what I thought might be going on when I first saw it, what if the cargo ship is stuck and the tugboat is trying to pull it back out of whatever underwater obstacle (a sandbar perhaps that the ship was too big to clear?) it plowed into? (Edit: Otherwise, what would be the point of designing the map to always have the bridge raised.?)
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New Power Set: Whip (Tankers, Brutes & Scrappers)
Rudra replied to Kizabum's topic in Suggestions & Feedback
https://forums.homecomingservers.com/search/?q=whip&quick=1&type=forums_topic&nodes=45&updated_after=any&sortby=relevancy&search_in=titles -
An idea for an actually-useful warning message
Rudra replied to RikOz's topic in Suggestions & Feedback
As for the OP itself? I guess I don't really care if it gets implemented, but I do have to ask: At what point will game hand-holding be considered excessive? The game already has the warning about slotting enhancements over previous enhancements, so when should we expect players to take accountability for themselves and go "yep, that was on me, whoops" instead of asking the game to to disallow it or give us yet another reminder that will get turned off? -
An idea for an actually-useful warning message
Rudra replied to RikOz's topic in Suggestions & Feedback
I do this, like that is going to surprise anyone. Though I follow Mids' order when the game's list and Mids differ. However, I slot as I go, so I haven't experienced what @RikOz did. If I'm going to replace enhancements like the OP did? I use a respec to make sure I don't destroy anything I may want to keep. (Edit: If it helps you understand why some people would do this? It helps me keep track of what I am still missing at a glance. Power A has slots 1-3 filled, but not 4? I can just look at Mids for slot 4 and know what I am still missing.) -
It is known that if a player tries to use a Rogue alignment tip in Paragon City (or a Vigilante alignment tip in the Rogue Isles), the mission will tell you a zone for that mission on that side and attempt to show you a mission door for it, but no mission will be there. To do Rogue/Vigilante content (that isn't Kallisti Wharf content), you must be on the correct side, otherwise you confuse the game and get erroneous directions like you experienced. (Edit: This also applies to hazard and PvP zones, which will not let you open any alignment tips while in them.)
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Wealth redistribution system to help new players
Rudra replied to Intermipants's topic in Suggestions & Feedback
I think that is @golstat2003's point. That a player refuses to do repeatable contacts (which technically includes TF/SF contacts), refuses to team (so can't do iTrials), and so runs out of missions from regular contacts and decides to complain (s)he/they has no more missions to do. (Edit: And since Ouroboros is infinitely repeatable, we can toss that into the repeatable contacts category for this too.) -
Absolute Amazement - the more you have, the less powerful the
Rudra replied to JayboH's topic in Suggestions & Feedback
Hence my edit you quoted when I realized that was probably it. -
Absolute Amazement - the more you have, the less powerful the
Rudra replied to JayboH's topic in Suggestions & Feedback
I fail to see why you are telling me this. I am keeping my own opinion on the matter to myself, doing my best to stay out of the conversation. My sole purpose in that post was to point out to @srmalloy that what (s)he/they is saying about the OP is not what the OP is saying. (Edit: Though my addition of the duration can make it seem otherwise, I guess. Okay, if that is what prompted this response, my apologies for giving the wrong impression.) -
Absolute Amazement - the more you have, the less powerful the
Rudra replied to JayboH's topic in Suggestions & Feedback
Except that is not what the OP is saying. It says: So the -ToHit would go away. (And the immob' being requested most likely wouldn't last any longer than the current -ToHit. So with a full set extending the duration of the Stun, the immob' would also wear off before the Stun.) -
Dear Devs: New Enhancement Set Idea and Request
Rudra replied to Dogooder's topic in Suggestions & Feedback
Sliding is just running using a different animation and Hover is just slow flight with defense boosts and improved flight controls. How and why would they be broken out? Edit: Near as I can tell, Deep Sleep was added to make sleep powers more attractive to players and not render them useless on many teams. Who needs running and flying to be made more attractive for players to take? -
Wealth redistribution system to help new players
Rudra replied to Intermipants's topic in Suggestions & Feedback
I never heard that before! I had to Google it to see what it was from! 😄 -
Wealth redistribution system to help new players
Rudra replied to Intermipants's topic in Suggestions & Feedback
How would you ensure only new players can access it?