Rudra
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Server: Everlasting Zone/Mission: CoT_45_Layout_02_03 Position: [530.9 -78.0 891.3] The CoT bridge is not connected. The nearby bridge connects at a lower point in the wall, but this one doesn't connect at all. (Edit: Found the problem. The bridge shifted. It is embedded halfway into the walkway at the other end. So the bridge just needs its position shifted back to where it is supposed to be.)
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Could ask for a new day job badge. GAMBLER Location: Golden Giza Effect: Lose 100,000 infamy/influence per hour logged off at location. Mag 2 Confuse protection for up to 1 hour (due to focused anger from the House taking your money). (Gain 1/24th hour confuse protection per hour logged off at location.) Edit: Unlocks Use Slot Machine emote when badge is earned. (Spawns a slot machine at your location that you use once each time you use the emote. You lose 100 inf' each time you use it. Has a 1% chance of awarding 1,000 inf' each time used. Has a 0.01% chance of awarding 100,000 inf' each time used.) Edit again: For clarification, no, I am not being serious.
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You're probably thinking of the in game strategy to jump just before you trigger your attack so you remain in motion while you attack. The root still happens, but since you are not in contact with the ground and already moving in a set direction, often the game keeps the jump going. This lets you shoot and get behind cover to draw targets to you or to attack while staying in motion so you can get out of melee range with a mob. (Edit: Though some times the root overrides the jump instead and your character just plops straight down to the ground at the point the power activates.)
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Enabling player gambling at the Golden Giza.... because where else would a hero or villain in full costume spend their time except gambling the day away while there are crimes to either commit or stop, and ambitions of either a heroic or villainous nature to fulfill. When if you really want a gambling experience, even in the game, you can just take your character up to a slot machine and alt-tab to your preferred slot machine game online or on your PC to get the same effect without having to add a whole new game (most likely in different iterations or there will be those that will complain that all the slots in the casino are the same) to our current game.
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My memory on the matter is also rusty, but I want to say there was a previous discussion about name colors with someone testing it and getting different colors for the same name. That is just running off memory though, so take that statement with a bottle of salt.
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I haven't noticed that either. And I pop inspirations charging into combat or when running for my life too. Particularly greens and purples. The thing about attack chains in this game, aside from setting up a power to auto-trigger when it times in, the game can only track one attack being triggered by your character at a time. So even during times of peak lag, you won't see your character launching an attack chain unless you keep at it trying to make that chain work. And while I have never heard of the Z key de-queueing an attack, I know I've successfully stopped attacks or other powers from triggering by hitting the ESC key to drop the target. No target selected? No attack happens. (Except for location AoEs. Though ESC still stops those in my experience as long as the power has not already activated.)
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Once upon a time, in the rogue choice for the Wanted:Kelly Uqua. Dead:Alive mission, the 2nd Death Scorpion spawned after you defeated Kel'Uqua. Now he spawns when you finish talking to her. Except he still screams about you having defeated Kel'Uqua. Who is standing right there fighting alongside him. So my hope is this is a bug and the 2nd Death Scorpion is spawning too soon. If he is supposed to spawn after you finish talking to Kel'Uqua so he can try to protect her, please let me know and I will move this post to the typo section of the bug reports forums. Edit: Even more frustrating, if an injured mob from another spawn runs near her, it skips the dialogue and spawns the 2nd Death Scorpion. She remains friendly, but the mission completes upon the Death Scorpion's defeat without even having spoken with her. (Edit again: Though at least you can still talk to and fight her after the Death Scorpion despite the bug.)
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The downside to this request is when NPCs or mobs move you when you trigger an attack. Your character would have moved and that would cancel your attack, even though you wanted that attack. Worse if you needed that attack to land. Triggered your nuke but you got faceblasted with knockback before it fully activated? (Edit: Or an enemy or passing NPC slightly jostles your character trying to get closer?) Buh-bye, nuke.
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Then ask the Chaos United (Everlasting branch) SG leader to put in a Personal Storage Vault. (Edit: Check to make sure there isn't one before you do though. Looks like a massive hinged vault door.)
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I'm against this. You can already use the /ah command unless in a mission or a SG base to offload stuff and even to buy salvage for crafting.
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If you are the SG leader or at least have base edit permission, then put in a Personal Storage Vault. It only stores salvage and is keyed just to the individual character using it. So even if you somehow have 1,000,000 or more characters interacting with it, each one will only see their own personal salvage storage.
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Maybe implement a system like CO used. There is a search window, you type in what you are looking for in it, and in that window it brings up a list of everything associated with what you typed. Made trying to remember where specific pieces were easier, especially when they are not available in the costume part option you chose. And double clicking the search result applied the costume part in question as long as it was a valid piece for your current costume set up.
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I don't recall that. I just recall that it was meant for two characters and only two characters, and per the wikis' explanation, that is how it worked.
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@UltraAlt, please tell me you are joking. Okay, let's break this down. First, a single character can only be level pacted with a single other character. Second, both characters to be in the level pact cannot be higher than level 5 when they enter into the leveling pact. So let's take a look at your SG scenario. So to start, you are saying that 8 players have decided to make 8 characters each to exploit this for a total of 64 characters. First, they would have to sit down and make all those characters. At this point the scenario falls apart, because like I said, a single character may only be in a leveling pact with another single character. So Player 1 cannot have a leveling pact with the other players at the same time. Player 1's currently active less than level 6 character can only enter into a leveling pact with Player 2's less than level 6 character or Player 3's or Player 4's or any ONE of the other 4 players in question. It's a leveling pact, not a leveling pack. A contract between two and only two characters. This is a repeat of the failed scenario explained above. No, they aren't, because each character can only have a leveling pact with a single other character. So the scenario changes to the SG having 32 separate leveling pacts, 4 of which they can field at a time if they play their level pacted characters, or 8 if they are trying to exploit the system. So 8 of those 64 characters will level as normal because those players are playing them per their leveling pact, or 16 will be leveling at half normal rate. Most definitely not 64 though. If those 8 players choose to try and exploit the system in this way, then like in my preceding comment, they can only do so for 16 characters, and those characters will be progressing at half speed. Even slower if they have any defeats on any of those characters as debt will reduce what XP both level pacted characters get. Per the wiki, your guess would be wrong. I am never okay with exploits being used in the game. However, the exploits you and @biostem say are there, just really aren't. I mean, seriously, I even linked to Homecoming's page for leveling pacts and the original Paragonwiki page for leveling pacts. Everything I am saying is explained there. This isn't some new system. People argued the system would be exploited back on Live when it was introduced. And guess what? It didn't work out anywhere like they said it would. We were never more than 20 feet apart. (Edit: And neither of us suffered a defeat. And since were are both still under level 10, we can't accrue debt yet anyway.) I can't recall every using the leveling pact back on Live. However, I do recall there were some problems with it. Like @Greycat said, it is known to be buggy. Most notably for dropping the leveling pacted characters from the leveling pact randomly after they level higher than 10, if I remember correctly. At which point they can no longer be in a leveling pact. That would need to be fixed.
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I can accept that they were causing undue stress on the servers like @SeraphimKensai said. I can accept that they were buggy, randomly broke, and generally problematic like @Greycat said. I fully understand that even if they were to be brought back, it would be a low priority and they apparently need to be fixed before then. All of that I can accept. It's like Patrol XP. Something I have to live with. (Though at least this situation doesn't make me want to scream, cry, and give up the way Patrol XP does.) What I can't accept is the statement that leveling pacts need to stay gone because it will allow players to single-box their way to level 50 via power leveling with 2 characters instead of 1. Especially since leveling pacts can only be entered into by characters level 5 or under, and both characters have to be present at the same time at the same place to even enter the leveling pact, which requires the said player to dual-box anyway.
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Players don't currently need to dual-box right now as is. There are constant farms going. That is one of the reasons I remove the LFG chat from all my chat tabs. Whether other players choose to be power leveled or not isn't my business. Nor is it yours. They are already doing so. And they are already doing so single-boxing, dual-boxing, triple-boxing, even quad-boxing in some cases, as they see fit. Bringing back leveling pacts is not going to change that any more than not bringing back leveling pacts. Players that want to just skip to level 50 are going to do so no matter what you or I do. They are already doing so. And as a matter of convenience? The leveling pact is not the god bullet you seem to think it is. Take a level pacted character into a fire farm. Sit at the entrance. Level up two characters at the same pace it takes you to level up two characters normally for all I care. They are already doing that. What is the leveling pact going to change that isn't happening already other than letting two players that want to progress together do so? It will let players single-box their way to level 50 by just sitting in a farm on two characters in one window? Oh no. What are we going to do? I mean, they are already AFK leveling those characters. There are players that are single-boxing their way to level 50 right this very second as I type this post on their umpteenth character, and as soon as that character is 50, they are going to swap to another character and do the exact same thing. In many cases? Immediately after the current getting power leveled character hits 50. No down time. I've seen players do that. So what is bringing back the leveling pact going to do? Those players are still going to devote the exact same amount of time leveling those two characters regardless of whether they are level pacted or not. I don't understand your opposition at all. Edit: Look, bringing back leveling pacts is not going to provide a better way to power level. Players will still have to devote the same amount of time and effort to get their two characters power leveled while in a leveling pact as they do currently with just one. Nothing is going to change on that front even with the return of leveling pacts. It's more convenient to be able to single-box two characters to 50 at twice the time it takes to single box a single character to 50? That's still twice as long before they can start trying to earn inf' on either of those characters and make them playable other than just sitting there and AFK leveling. That's still at least twice as long before either of those characters will see any real play time. So that's twice as long before they can finally try out their brand new never been played level 50 character. That doesn't sound very convenient to me.
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I didn't see this when I did a search, so here goes. On the tip mission "Exotic Armor Schematics" there is an inconsistency in the punctuation. In the mission briefing, there is a section that reads: 'Shorten length of arms' 'Add shield emitter' 'Increase power output' 'Add anti-missile chaff'' 'More plutonium'. The "Add anti-missile chaff" part either has a quotation mark or a double apostrophe where it should be an apostrophe for consistency.
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To the contrary, I don't see it granting any better benefits than dual-boxing. It will still take twice as long to power level a level pacted character as it would to power the same character outside of a leveling pact. Especially since if the player in question is not doing the power leveling for the sake of avoiding dual-boxing, that level pacted character is going to wind up on a full team being power leveled. (While there is a possibility of a smaller team, the farmers I've met gather full teams so as to not waste their own time.) So either the player in question still has to multi-box, or they will spend as much time getting that one level pacted character to 50 as (s)he would be getting both characters leveled to 50 outside of a leveling pact. So, I don't see a difference. No matter how you approach a level pacted character, that character cannot under any circumstances get any more than half the XP (s)he/it would get if not in a leveling pact without the level pacted character also being present. Which means that both characters have to be present to get equal XP to the other characters on the team in the farm. Edit: And it isn't like a level pact is going to change how inept or skillful the player in question will be with those characters. They would both be getting power leveled even without the leveling pact, so the player would be just as inept with them with or without the leveling pact. Edit again: Look at it this way, using the claim that players can get a brand new level 1 character to level 50 in 3 hours getting power leveled, which I don't believe but is the claim, then it will take that level pacted character 6 hours to get to level 50. As opposed to 6 hours to get each character power leveled to 50 being power leveled individually outside of the leveling pact. The difference is being level pacted, it takes twice as long for getting half XP, while not being level pacted, it takes the normal amount of time for each character, resulting in the same 6 hours. Edit yet again: And while the x2 XP buff is applied to the earned XP before it is halved, so is any debt the earning character has. So it is possible for there to be 0 XP transferred to the level pacted character. Edit yet again redux: As for a more self-sufficient character being able to level up a much less so character without having to dual-box? What is the difference between that and just planting the other character in a farm and getting leveled that way? No need to dual-box. Just join a farm, personally do anything else, and enjoy while your character is getting leveled. Just make sure to track when the mission ends so you can exit for the next one.
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I get that. However, I need to point out they aren't actually saving any time doing so. The XP gained is halved between the level pacted characters. Which would double the time it takes to power level the character getting power leveled from the leveling pact. And if they have both characters from the leveling pact in the farm being power leveled at the same time? It still boils down to the same rate of XP gain for having them both in the farm without being level pacted. Edit: As for @lemming's comment? Sure, but like I said in regards to @biostem's comment, they won't be saving any time doing so. If Account C power levels Character Z from Account A and Character X from Account B, Character Z and Character X will progress half as fast as they would if they weren't level pacted. Even with P2W's x2 XP bonus. If defeated Mob N grants Y XP to every member of the team, Character Z and Character X both have the P2W double XP buff, and they are level pacted to Character W and Character Y, then Character X and Character Z would each actually get 2Y/2 (which simplifies to just Y) for XP. Whereas if they weren't level pacted, they would get 2Y XP. So the only time they would lose is however long it would take them to log off the max level character and swap to another, which can be as little as 0 seconds to log off depending on where they are, like AE or Pocket D. (And if Character Z and Character W were both present in the farm? Then they would each get 2(2Y/2), or just 2Y after simplification, just as if they weren't level pacted and both were in the farm.)
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Level 25-28 Banished Pantheon hunt mission suggests Dark Astoria
Rudra replied to Kai Moon's topic in Bug Reports
Not arguing the OP, but aren't they also there during the day? There are always BP near the sealed gate regardless of time of day in my experience. Just no masks until night time. (Edit: Though for expedience sake, I typically just hit up Echo: Dark Astoria since the numbers in Talos are so small.) -
luncer wa ssen tlast thrusy
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I thought about that, so I made a random character and tried the arc solo to test them. The glowies are worth exactly nothing. They grant no XP reward at all.
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Leveling pacts were pretty much always buggy, randomly broke and were generally problematic. I don't recall sidekicking having anything to do with it. "A Leveling Pact is a feature introduced in Issue 13 (and disabled in Issue 21 after changes to the Sidekick system had reduced the need for it)" Copied directly from the HC wiki. https://homecoming.wiki/wiki/Leveling_Pact (Edit: It says the same thing on the archived Paragonwiki. https://archive.paragonwiki.com/wiki/Leveling_Pact)
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I'm an Elec'/Elec' Dom'. My powers at the time were Tesla Cage and Charged Bolts. She's a Beast Mastery/Empathy MM. Her powers at the time were a Howler Wolf and Healing Aura. So no confuses.
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What does that have to do with anything? *I* do not want to have to at the end of our gaming sessions wait for her to log off and then run around defeating mobs until I'm caught up. And if our roles were reversed? She can only play 2 days a week for an hour at a time, which would have put her in a worse situation. And when we aren't pairing those characters, there are a plethora of other characters I prefer to be running solo*, both already made and stewing in my mind waiting to be made. And setting that aside? How are we even leveling at different rates while teamed and doing the exact same things? That is the issue I want to resolve by bringing back leveling pacts. That a couple of friends can make characters and have them run around together, leveling together, growing together, and not being reduced to a sidekick on a character that did everything at the same time as the other character because XP isn't for whatever reason being awarded equally. (Edit: The whole point of what we are doing is because usually she is the one playing catch up while I retread the same thing so she can be caught up while we team. And for at least one time, we are trying to do things simultaneously and help each other progress. Together. Simultaneously.) Edit again: * - Dominators are not an AT I typically enjoy running. Since our characters are always going to be together, or were supposed to be until I had to make up for unequal XP awards, we both decided to try something outside of our norms.