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Rudra

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Everything posted by Rudra

  1. 1386 entrants. Forced to spend 15sec looking at each one, would be almost 6 hours lolol And if it was for all players with a single costume for a single character across just the US servers? That's 13.3125 hours if they have to spend 15 seconds reviewing each costume and get moved automatically to the next costume at the end of those 15 seconds. Before you even get to alternate costumes for just that one character (because there are other categories to be judged in to try to win on that character), additional characters from each player, the players not currently online that also make submissions for their chance(s) at those badges and rewards, any new players that join and decide they also want to try for those badges and rewards. That is a very... cumbersome... process for just a few people to be able to get a badge.
  2. Oh, not at all. By all means, tell stories about them. One of the best (relatively speaking) missions I did was an official mission that has your (level 40?) character go into a Skulls mission to save a starting hero. (Because it's really a Malta mission, but the map is full of Skulls that pretty much wet themselves when they see you and run away.)
  3. And if every person submits just one costume, that is 3,195 costumes to review at current online population (from server status), or just 1.386 for just the Excelsior server. And then you have players that have multiple costumes per character. And you have players that have multiple characters. And you even have players with multiple characters each with multiple costumes. And from that, just 12 will be randomly selected for review, or the 3,195 entries for them to page through and then (hopefully) give an unbiased, honest, critical review, so that 1 person in each category can get a badge. No thanks.
  4. The Dr. Graves arc keeps your character in a set portrayal of villainy. You're a petty, noob villain. Painfully so. You are so severely naive that Dr. Graves, Scirocco, the big bad (avoiding spoiler just in case), and even Crosscut all use you to their own ends. Back on Live, Dean John Yu was so obvious about using your character for his own purposes in the Dr. Graves arc, I felt like screaming "I'm NOT an IDIOT!" every time. (He still uses you, but while he is still relatively obvious about it, he isn't quite as obvious about it as he was back on Live.)
  5. If you have multiple summons available, the other summons can shift the P2W pet forward, and the P2W pet is not subject even to MM commands. And the only real chance of keeping the P2W pet alive, at least at low levels before AoEs become prolific, is by keeping the P2W pet as far behind you as you can manage. (Edit: I can't recall how often I've tried to have my MM re-position the P2W pet to keep said pet alive, only for said pet to not comply and then promptly die.)
  6. The factions that don't already scale would have to have new mobs made for the group for each of the level ranges. (And Hellions, Skulls, and similar groups are only starter threats. They are basically the minions of the minions of another group. They barely qualify as small fry.) I can get behind adding the level 45+ versions of the Sky Raiders to AE. Easiest way to do this? Select them with the Ally advanced mission goal. Set the settings to None Selected for Surrounding Enemy Group, Ally Behavior to Nothing, Combat Abilities to Non Combat, and Betrays When to Does Not Betray.
  7. I have a couple /Traps MMs that can (sometimes) keep the P2W buff pet alive. (And so far? Only my MMs have had any luck at keeping the P2W pet alive for any amount of time.) At low levels, the pet was actually rather helpful (if I could keep the pet alive). In order to keep the pet alive, the enemies have to use no AoEs (at all because P2W pet is guaranteed to die in an AoE), the P2W pet has to be summoned last (if you have other summon powers) and behind the character, and the P2W pet has to always stay behind the character. If the pet moves even a little bit forward? Pet gets shot and destroyed. If you don't maintain a relatively constant stream of damage on all foes? Pet gets shot and destroyed. At higher levels, the buff the P2W pet gives is almost unnoticeable. So I eventually just stopped summoning the pet (even though the pet is part of the character's concept/appearance) because the effort it took to hopefully keep the pet alive was a lot of work, for it only to fail waaaaaayyyyyyyyy more often than not. (Personally? I wouldn't mind a non-combat version that didn't disappear every time I changed locations and couldn't be harmed but went away if my character was defeated, happily trading away the combat buff for the thematic appearance.)
  8. Badges should have an objective measure to get. Costume contests and bio contests are not objective measures. (Edit: Anything that is a goal with a reward should have a replicable, non-subjective means of accomplishing. Relying on others to rate you is not objective and cannot be replicated between contests.)
  9. Bugs should be reported on the Bug Reports forum. From the Development And Testing Page, it is the 3rd forum topic. https://forums.homecomingservers.com/forum/32-bug-reports/
  10. You are just so confusing to try and understand. "Let's have badges for costume contests!" "Why are you people so fixated on badges?!"
  11. Well, the P2W buff pets have 1 HP and I believe -10,000% resist all. (Maybe it's only -1,000% resist all?) So yeah, having at least some ability to survive someone in the same room sneezing would be nice.
  12. Just join a costume contest and be happy if you win. That's my take. Too much subjectivity. I still remembering losing a costume contest because the judges thought I wasn't using enough costume elements. So I listed out for them every costume element I had and pointed out it was impossible to have more costume elements than I was using. To be told "your costume isn't good enough for not using enough parts" when in fact the costume has something from absolutely every costume section (including all possible details) is a good example for why I think having others rate your costume for badges is not a good idea. (Edit: And the person that won? Was using the default Roman costume set in a flat, monochromatic yellow. So yeah, costume contests for fun? Sure. For badges? No.)
  13. That actually gets brought up in some superhero cartoons and comics. Such as an episode in Justice League where Superman and the rest of the League are upset that Flash did commercials and now people are associating the commercial's products with the League. Or another cartoon where action figures, t-shirts, and other merchandise were being sold from the super in question, sometimes with their approval (and fees for sales) and other times against their will (requiring action to be taken to get the vendor to stop).
  14. So... your suggestion is to do... what? Edit: Nevermind. I get it now.
  15. How do I do that? You get a copy of the actual game. There are other servers, you can ask them where they found the game. (Edit: Considering the recent deal with NCSoft, I doubt the dev team for HC will tell you where to find it.)
  16. This has been requested before. There are some problems with it though. First, costume access. The base editing player does not have access to other players' costume files. (Though they can be e-mailed to each other.) Second, even the NPCs like the Midnighter or Icon employee NPCs in our bases are not set NPCs, but are randomly pulled from a pool of NPCs. So we can't even choose which NPC to place where in our bases other than 'random standing male', 'random sitting female', and so on. (There was another thread about this before even the one I linked, and I believe we even got a dev to explain the problems with the idea in that thread, though I may well be mistaken, but I am disinclined to search for it.)
  17. I just visited both of them and they awarded just fine. Like @Glacier Peak said, check to make sure you don't already have them.
  18. Except those 3 arcs all come from different contacts. They aren't linked to each other.
  19. You can also use any other attack (if you have an enemy at hand to do so or the attack doesn't need an enemy) or zone. (This isn't a new bug. Do a search for Footstomp on the Bug Reports forum and you can find another report.)
  20. What @Ghost means is that you need to install the full game (as if you were a server) and not just the client side application if you want to play the game in single player mode. (Of course, that also means you lose access to any new content.)
  21. Once you reach level 10, unless you have a saved free tailor coupon, no, it isn't free. I've never had that problem. Maybe it is your setting, graphics card, or graphics driver?
  22. Here's an interesting consideration (at least to me): Having an auto-activated power can still be disrupted and prevented by clicking another power to queue before the auto-activating one triggers, and it also delays the player's ability to use another power (until it has finished its auto-activated casting time). Just like would happen if you the player clicked the auto-activating power before or after the other power you are trying to use. Which can already be problematic on occasion if you say go to heal (yourself or others) because your heal has thankfully finished recharging, but you can't because the auto-activated power is now auto-activating. Or you have another power queued and your auto-activating power recharges around the same time you click that other power, but now the auto-activating power can't until the queued power goes through its animation and casting time, which is much less of a problem than the former. I know, that isn't a common occurrence, but it is one I've run into from time to time. (Which is why I typically don't have anything on auto-activate.) And now, there are two such powers. Or three such powers. Or however many such powers as makes players happy until they can just leave the game on auto-play and walk away. (I know, the request is for 1 more, but we all know it isn't going to stop there.) So now you have to contend with two auto-activated powers that may disrupt your usage of higher priority powers for the situation you are in, or you may find them not triggering in the order you want or need because you triggered a power that delayed auto power 1 and auto power 2 has timed in and the game decided to queue auto power 2 before auto power 1. (And for those that want more than 2? Extrapolate for the number of auto-activating powers you want.) (Edit: Note that like I said, this is an interesting consideration, but not really a hit on the OP. Other than the inevitable request to keep giving more auto-activations to use.) So I have to agree with @Clave Dark 5, the game is already too easy to be asking to make it even easier with more auto-activating powers. And the added complication of having possibly 2 (or more) auto-activating powers keeping me from using something I need without having to disable the auto-activation to get back the control for power order in another frantic battle is a problem that should probably be avoided. (And there is still the problem of setting up attack chains with multiple auto-activating powers so that farming gets even easier than it already is. Nothing against the farmers in the game, but they don't need any more tools to do so.) Edit again: Could you imagine where the requests for more auto-activating powers could wind up? With just 2, people can have a 2nd account and have an /Empathy bot following them around constantly spamming Heal Other (targeted on the actually being played character of course) and Healing Aura. At 3? Add in Regeneration Aura or Recovery Aura. At 4? Have both auras. At 5? Fortitude. At 6? Clear Mind or Adrenaline Boost. Get up to 7? And now you have a fully functioning Empathy heal bot following you around making you invincible. And if we can have 2? Then why can't we have 3? Or 4 or 5 or 6 or 7?
  23. It isn't even consistent behavior within a single primary. The Shadow Shard is simply not pet friendly. (Unless you have Group Fly or Team Teleport.) The thing about the Shadow Shard is your pets may or may not make it to the island you went to. They can miss the island (since they don't use the geyser and their super jump won't get them there), so they fall into the abyss. (Edit: Depending on where you are.) When they get so far away, they try to teleport to you, but can still miss the island. (Edit: And that assumes they are sufficiently far away that the game decides they need to teleport, and that does not seem to be a fixed value.) Until the game settles on X and Y coordinates and not the Z one. So your pets are still "gathered around you", but a few hundred feet below. It's why I and any of my MM playing friends make a point of hurriedly entering our missions in the Shadow Shard to get our pets back, or using Fly (or a conveniently purchased jetpack) or Teleport to navigate the Shadow Shard rather than use the geysers so we can pick where we will land so we can either re-summon or wait for our pets to reach us. The Shadow Shard was in the game long before there was even any talk of a City of Villains expansion and its MM AT. So yeah, Shadow Shard isn't MM friendly. Edit again: And yes, @BlakeTheDrake, it actually does affect Robotics MMs. I can say that because I have a few and it still affects mine. It's not a flaw or difference in MM primaries, it is the Shadow Shard is a difficult to navigate area (unless you are skilled at using the geysers, have flight, or have teleport) and is not pet friendly. (And your pets are not gone, they are somewhere. Select one of the missing ones and then look down.)
  24. The police drones and arachnos drones, the levelless always purple ones that guard places, will move to shoot mobs that enter their engagement range. And depending on how far they have to move to shoot their target, they will either return to their starting point or remain where they are. (So if they don't move very far from their assigned location, then after they despawn their target, they will often just stay where they are. At least until a reset or another mob moves them too far away.)
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