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Rudra

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Everything posted by Rudra

  1. Warhammer 40K is a science fantasy game. (Not even really sci-fi. It's Warhammer Fantasy with spaceships.) So it doesn't fall under the Superhero/Supervillain bit. Are there superheroes or supervillains in GTA? If there is, then it falls under what I was saying and I sit corrected. If there aren't? Then it doesn't. That's actually not what I am saying? I am saying that most people that come to play a superhero game do so to play as superheroes, because they prefer to be called good rather than evil. That gets into the philosophy that most people I know don't want to bother with. It's a game with superheroes and supervillains? Then obviously the supervillains are evil and cruel and ruthless and generally need a good stomping on. That is the view I hear from most people just discussing superheroes and supervillains in general, not just in this game. I'm not sure where you are going with this. However, as I have stated on multiple other threads, keep the PvP out of the PvE zones. There are lots of instances in which heroes go to the Rogue Isles and villains go to Paragon City. They are specific missions on set maps, typically after someone on the other side smuggles you in and gets you to where you need to be so the community of that zone doesn't butcher you. I actually agree with this statement. I don't see any out of game advertising for the game, but if all people see is the game name, they may not think they can play villains too. Once they get into the character creator though, there are two ways for them to find out they can play as a villain; at the start and at the end of making their character. (Edit: Hence my comment being that even new players to the game are not likely lacking in awareness of there being a playable villain side as it is in their faces twice while making characters.)
  2. You're right. It should probably be forearm mounted rather than wrist-mounted.
  3. So ask for 1-handed animations with a corresponding weapon hand. (Edit: Or use Savage Melee.) Edit again: Better yet? Ask for a hook hand weapon option.
  4. I've heard the Monster Hunter response a few times. And I've seen it. I agree it looks crazy. (Edit: It doesn't look like bare-handed combat to me, just crazy. Like a lunatic about to get eaten by the critter.) As for the assault rifle request? Provide a wrist mount weapon to do that, and I'm all for it. Being able to turn weapon sets into integrated power armor abilities would be nice. However, it would still need a weapon model, in this case a wrist gun or a shoulder gun.
  5. Let's go down the line again. Sentinel Nuke: Damage: Archery (Rain of Arrows) Summons pet that inflicts the damage. I'm not bothering with figuring it out. Assault Rifle (Full Auto) 138.308/57.195 damage Beam Rifle (Overcharge) 137.8187/56.7669 damage Dark Blast (Blackstar) 137.8187/56.7669 damage Dual Pistols (Hail of Bullets) 92.1541/37.9868/Swap Ammo used/not used (added damage) damage Electrical Blast (Thunderous Blast) 137.8187/48.937(?)/56.7669 damage Energy Blast (Nova) 137.8187/56.7669 damage Fire Blast (Inferno) 137.8187/56.7669/DoT 19.26897 damage Ice Blast (Blizzard) Summons pet that inflicts the damage. I'm not bothering with figuring it out. Psychic Blast (Psychic Wail) 137.8187/56.7669 damage Radiation Blast (Atomic Blast) 137.8187/56.7669 damage Seismic Blast (Meteor) Summons pet that inflicts the damage. I'm not bothering with figuring it out. Sonic Attack (Dreadful Wail) 137.8187/56.7669 damage Storm Blast (Category Five) Summons pet that does lots of crazy stuff. No way in hell am I tackling that. Water Blast (Geyser) 68.8788/tidal power (63.6429-79.86498)/56.7669 damage So as you can see, all the Sentinel nukes do approximately the same damage. (All data pulled from City of Data https://cod.uberguy.net/html/archetype.html?at=sentinel for Sentinel nukes.) They all have the same recharge at 90 seconds and the same END cost at 15.6. So what is the problem with them? Edit: From the game: Archery: 130.53/53.76 Assault Rifle: 152.13/62.92 Beam Rifle: 137.82/56.77/24.48 Dark Blast: 137.82/56.77 Dual Pistols: 39.6/96.12/39.6/96.12 Electrical Blast: 137.82/56.77/48.94 Energy Blast: 137.82/56.77 Fire Blast: 137.82/56.77/27.54 Ice Blast: 148.83/61.09 Psychic Blast: 137.82/56.77 Radiation Blast: 137.82/56.77 Seismic Blast: 137.82/56.77 Sonic Attack: 137.82/56.77 Storm Blast: 139.2/57.57 Water Blast: 68.88/tidal power (68.64-86.13)/56.77
  6. No, the difficulty scale is +0-4/x1-8. However, on a character that never had their difficulty changed while playing the game, the difficulty shows as +0/x0. There is no x0 difficulty, but it shows that for some reason on all characters that never have their difficulty (for team size) changed. Once you change your team size, it is impossible to get back to x0 because it does not actually exist.
  7. Just so you know, the mutually exclusive in single power set alternate powers have been declared by the devs as not ever going to happen again because of how much of a royal pain it was to make work in the 1 set that has it currently.
  8. I have to disagree that (new) players go blue side because they are not aware of red side. It may say "City of Heroes Freedom" and "City of Heroes Going Rogue" on the initial page where you select your origin, but also says quite clearly on that same page that players can be a hero or a villain. Then when they go to finish character creation if they choose to skip the tutorial, it flat out asks them if they are playing a hero or a villain. And if they choose to go into any of the tutorials, it quite plainly says which tutorial is for heroes, which is for villains, and which is neither (but lets them choose what they want to be in it). So there is ample notice that (new) players can play as villains. And experienced players (either returning to the game or already playing it) already know they can make a villain. So it isn't a lack of awareness that I can tell. I do have to agree with the statements previously made by others that it most likely is because players come to play as superheroes and have a dislike for supervillains. After all, not many people want to play as a character that per (child friendly) comics and cartoons exist solely to be beat up by the heroes and lose over and over again. (Edit: Or kick puppies for fun. Or beat up little, old grannies before tossing them on the street in front of oncoming traffic. Or blow up buildings that their friends may have been inside. So on and so forth. It isn't like a fantasy game where players are typically willing to play either side. In fantasy, these days those evil orcs are often portrayed as honorable but misunderstood beings fighting for a purpose, sometimes imposed upon them. Or other reasons. Heck, 2nd edition D&D created a means of players playing drow by having a kind/benevolent offshoot that explain to non-drow players that the drow remember when they lived on the surface and were good, and they want to go back to that, but Lolth prevents it. An 'evil' side in fantasy has already been explored in surprising detail for good and evil in fantasy not being black and white like it used to be, even casting "evil races" as being forced to be evil but with a desire to be good. [Edit again: Even current versions of D&D, Pathfinder, and other fantasy games often portray evil races as not evil per se, but evil in general as enemies with good ones being around to help the players or be player characters themselves. So they are less evil and more different and typically hostile when encountered.] Superheroes and supervillains however? Especially when you know the content red side is all about conquest, greed, destruction, or other traits many people don't want associated with them? Supervillains are "evil" and there is a mental block in getting people to accept that may not necessarily be so, especially when the content reinforces it. Note however, I am not asking for red side to change.) Edit yet again: TLDR: My best guess is players prefer blue side because they don't like being evil. It works for fantasy but not so much for supers. You can have a good aligned mind flayer, but you can't have a good aligned villain. Doesn't matter if you play your good aligned mind flayer paladin or your superhero as a genocidal murderer, as long as on 'paper' they are good people.
  9. It's there for me. (Edit: Try zooming in more to get past the clutter.) (Edit again: Or try mousing over that point on the map to see if it jumps out like it did for me.)
  10. That still requires a change to the code, not just turning it back on. Which is part of what I am saying. If all the devs do is turn it back on, then it will function exactly like it did back on Live sans possibly any existing changes that were already made. And if prestige is to work even more differently than that? Especially if t is to track things it did not back on Live? It has to be recreated. Which given the known nature of the game code, would result in a completely different function being made from the ground up.
  11. Oh? So you know what the dev actually meant? So you were the dev in question? This is another thing MMOs already were doing and had. You can have different zones that different factions use more often than not. Villains could have been encouraged to stick towards their areas more very easily..... but, again, saying these excuses is a good way to get players onboard with buying another expansion and explaining why it can't be one game that all players can access without opening their wallets... lol So you are saying... that the devs should have made new zones, which they did. And again, you obviously must have been the dev since you obviously know what the dev meant better than the dev that was explaining the City of Villains expansion to the rest of us. (Edit: So I guess the Live devs were lying to us too when they introduced the arenas to the game and told us it was going to be a taste of what City of Villains would be like too while giving them an opportunity to see if there were any issues with the PvP system?)
  12. Not really, no. City of Villains exists for several reasons. One of the reasons that got mentioned when it was launched was because of PvP. Heroes and villains fight each other (and always have in the game since CoV was launched). And the devs didn't want the fledgling villain community to start the game and then quit because they were getting clobbered by the vast multitude of already established player heroes smacking them for trying to commit crimes in their city. While I don't believe that was a major reason, it was a dev stated reason for the separated zones. Another reason was to give villains a place that felt more villainous than the bright and cheery Paragon City, with access to new factions and new areas to explore that heroes did not have. Remember, when City of Villains launched, there were no rogues or vigilantes. You were a hero or a villain. (Also remember that PvP did not function differently than PvE like it does now. PvP functioned exactly like PvE for how powers worked, so if the zones had been combined, we were looking at PvP in all of the zones with no Siren's Call, Bloody Bay, or Warburg coming into existence.) Making the Rogue Isles meant: Villain characters could run around their zones and accomplish their tasks without hero characters hunting them down before the villain character can get developed. New factions could be introduced to the game without needing to displace existing factions. New zones could be available for players to explore. New ATs could be introduced without stepping on the existing ATs. (At the time. Proliferation ended that.) New content could be added without having to de-conflict with existing lore for more evil characters to do. A hidden faction (Arachnos) could be further explored. (Ernesto Hess blue side used to give out an Arachnos pin to the heroes that did his TF as thanks for helping Arachnos before CoV.)
  13. When you say this, it sounds like you would have to pay for your component again if ever turned back on. Turning it on does not have to be associated with it paying for your components. If you can turn something 0, you can keep it at 0, while the thing 0 references is accumulating again What I am saying, is that if all the devs do is turn prestige back on, it will not do anything other than what it did back on Live. With base items having a 0 prestige cost and base rent (hopefully) never coming back, then it would track nothing and be used for nothing other than what it did back on Live. So if base items remained de-linked and base rent stayed dead, players would give up their inf' gains to build up prestige while in SG mode, and that is all it would do. If you want it to do something else, anything else, a whole new mechanic would have to be made. And it still would not be as simple as turning prestige back on. It would have to be created from the ground up, given the same name as the existing non-functional mechanic called prestige, and hoped that because now there are two such mechanics with the same name, doesn't cause code problems.
  14. Yes, x0 difficulty is x1 difficulty. I don't know why it sits at x0 for a new character, but when you check the difficulties, it is only from x1 to x8. However, while I understand it annoys you, I actually get a kick out of it. I enjoy seeing several of my characters at x0 difficulty and avoid changing their difficulty just so I can keep that display. Might I suggest just changing your new characters' difficulty displays to the minimum x1 instead? Please don't take this away from me.
  15. Uhm... sorry, no offense, but you need to use a better translator. I don't really understand what you are saying.
  16. If all the devs do is turn prestige back on, then it would function as it did back on Live. If you want prestige to be based on time like a day job or anything other than what prestige did back on Live, which was pay for base rent each month and pay for base items, then prestige can't just be turned back on. It would have to be redesigned. And with how the game's code works, that would be a whole new animal being called prestige with the original prestige still sitting turned off.
  17. It is a weapon set. It should have weapon models of some type. I don't care what those models are, but weapon sets should have weapons you use. Savage Melee is the no weapon claw set.
  18. No the first post did not call for that. And that's where this discussion got de-railed and you have a bunch of people give "likes" and responses in a way that show they didn't even read the initial post. No one suggestion to have items locked behind badges, instead it was stated to have that left alone. So when the comments aren't even comments addressing the OP but some fiction fabricated by the forum militia springing to action against any perceived threat whether real or not, it eliminates any chance for an honest discussion. Yes, you called for base items to be locked behind your badges. And like @Skyhawke said, that was a major red flag.
  19. I normally agree with more options are better, but not when it comes to no weapons for weapon sets.
  20. I believe one of the last 3 bosses can fly. So yeah, finding him if he flies away can be problematic. What usually happens that 'breaks' the event is one of the stage enemies runs off and finds a good place to not leave. The Freakshow stage I believe can break by having a Freakshow run far enough away that he just despawns. (Edit: Usually though, it just seems that a mob runs off and hides somewhere with no trigger to return. Or maybe they are trying to return, but to their initial spawn point which can't really be accessed?)
  21. Sorry. However, if you want a better example of how the alignment system works and why things work the way they do, we can delve into the mess that is Praetorian alignments and why they can't go red side or blue side until they do the mission that makes them no longer Praetorians. The game engine is ancient and has lots of limitations baked in that the Live devs were and the current devs are saddled with trying to make work despite how much the game tells them "No". (Edit: What makes the Praetorian alignments such a mess compared to blue/red side? The game can only track/process two alignments. That's it. Just two.)
  22. If I remember correctly what the devs were saying, not really. The whole alignment system was a mess from the get go. They couldn't get it to work except by maintaining the original 2 alignments. So regardless of whether your character is a hero or a vigilante, the game can only see you as a hero. And regardless of if your character is a villain or rogue, the game can only see you as a villain. What differentiates vigilantes from the base hero alignment and rogues from the base villain alignment is a flag that allows them to move between the sides. And only by being red side as a vigilante or blue side as a rogue can the game look past your hero/villain alignment and let you on a hero/villain team. It is the zone and your character being in that zone that allows your vigilante to run around on a red side team or your rogue to run around on a blue side team. Take away the zone? And all you have left is hero or villain. And heroes cannot be red side or do red side content, and villains cannot be blue side or do blue side content. So without the zone to maintain your character's validity for the team, your character ceases to be valid for the team and is dumped. Vigilante flag and rogue flag are basically just zone access, and blue/red side content is only accessible from that side. That is also why if your rogue character walks up to a hero contact, the contact tells you to step off, and why the same happens to vigilante character red side. Because your character's alignment is not rogue or vigilante, but hero or villain on the other side's territory.
  23. The game play reason is how the game tracks characters and zones. You cannot invite an enemy from the enemy zone. (Edit: Even if they are valid participants for whatever you are going to do.) When you go into your SG base, or Ouroboros, or other co-op area, your character is not in a red side zone, a blue side zone, or a gold side zone. So as far as I can tell, the game tracks you by your alignment. And since you are the wrong alignment to be on that team, because mechanically vigilantes are still just heroes, except with a flag that lets them go to red side zones, and heroes cannot be on a red side team, you get dumped. Because non-factional zones seem to have no means of tracking you otherwise. You can do co-op content because co-op content isn't flagged for red side or blue side, it is all sides. Side specific content however? Avoid the co-op zones because the game's engine apparently cannot handle tracking your character other than how it does. (This was a discussion from a long time ago.)
  24. No, the team running out of the mission if a GM should appear. Every team I'm on puts whatever we are doing on hold to take down whatever GM appears, no matter how small our team is. (Edit: Not because I stop them, but because they immediately run off to kill the GM.) And if talking about the ITF, then players will have full access to their incarnate powers (if run at level 45+) and will most likely be quite eager to put the GM in its place.
  25. In the tailor, go to the Pool/Epic tab for character customization. Under Hover, you can choose "No Pose" which sets your character to using the Fly animation. Or under the group options for the Flight pool, you can choose any of the 3 alternates and it does the same. Though you will lose the Hover animation at all times while those are active. If that is unacceptable? Then adding the option to change flight pose priorities is fine, as long as that is all it is, an option, and not a mandatory change imposed on everyone.
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