Jump to content

Rudra

Members
  • Posts

    7641
  • Joined

  • Last visited

  • Days Won

    42

Everything posted by Rudra

  1. Truth hurts, doesn't it, @Uun. It's even in the thread title: Sefu Tendaji ally shields should be positional as well as typed defense If it had been a bug, then the title would have been "Sefu Tendaji's ally shields say they give positional defense, but they don't" or "Sefu Tendaji's ally shields are supposed to be positional but aren't" or something else that states it is not doing something it is supposed to instead of you want something added to it. Now, if you want to pop over to the Suggestions and Feedback forum and re-post this? You would probably not get any pushback. (Edit again: At least not from me. I don't care either way as I avoid saving him until he is the only objective left.) Edit yet again: Or a mod could just move this one there....
  2. None. Standard, Do Not Sell/Share, Do Not Track. It only happens on the Homecomingservers site, so I have no reason to use Troubleshoot Mode. Firefox is my only installed browser. Even IE is disabled/removed.
  3. It's not a bug. It's the power's design intent. A design intent that was updated on the Force Field power set, but was retained on mobs. You aren't posting a bug to be corrected. You are posting a suggestion to bring NPC powers in line with player powers, including powers players don't get (Protective Shield).
  4. Yes. (Which then required me to send a petition to the mods for Vivid Army to restore my account to me.) No. I only use the one desktop for playing CoX or posting on the forums. I do not use my phone for anything on the internet. (And I don't have a tablet.) Firefox. Windows 10.
  5. Lt. Sefu Tendaji does not use the Force Field power set. He uses the same Dispersion Bubble the Council Ascendants and other game critters use. It doesn't matter that he is an NPC ally. All our NPC allies use the original versions of the available powers or their own unique versions as far as I can tell. (Edit: Such as his Protective Shield. Only Longbow Ballistas [like him], Dr. Zeon, and Professor Echo get that power.) (Besides, I have a really hard time believing that SR, Shield, and Ninjitsu characters need his help to max out their positional defense. I know even on my non-defense focused characters, I don't rescue him until everything on the map is dead. And on my defense focused characters, I never even notice his help other than his Repulsion Field knocking foes.)
  6. Nope, even after checking/fixing all that, the site still dumps me. No other site I'm on does this to me, so I don't know what is going on any more. If it only affects me, and from the responses, that seems to be the case, then I guess I have no choice but to put up with being randomly logged off by the site.
  7. While I was not aware of the bonus XP, I've already pointed this out. And this has been pointed out on every thread where someone complains they are suffering an XP penalty for having confused mobs. And some of the people saying that are the same ones on multiple threads, so they apparently don't care about what is actually going on or what extra benefits are involved. They only care that their character is not getting 100% of the target's XP and Inf' value.
  8. That would require the confused target to be forcibly despawned, and not the way Captain Castillo fails to do, and a duplicate 'pet' added to the party. That would also require a cap to be placed on the power or you could have a Mind Control controller with a map's worth of permanent pets following him/her/them/it around at the end of any given map, and that keeps growing because the confuse effect became a permanent effect. @PoptartsNinja's possible method is actually more feasible and would entail less bugs (such as a mind controlled pet defeating the invisible original so that the character gets the pet and the defeat reward). (Edit: That would also preclude the character's ability to mind control (confuse) a target and watch that target attack his/her/its former allies with impunity as they would now be part of the party and the mobs would all immediately attack the confused target. It would also stop AoE confuse effects from having the targeted spawn simply tear itself apart as they all just now joined your party. And you would also lose the ability to damage the confused targets for XP/Inf' since they would now be part of your party. So there is a tradeoff regardless of how this may be addressed.)
  9. And how do you transfer the damage done from source A to tracker B? (Edit: Especially if the confuse were to wear off before a target was defeated making the assigned pseudopet go away.) We're dealing with some rather archaic code on a very old game engine. I'm not saying that can't be done. I'm not a dev and I don't have to sort through the mess they do. I would just be extremely surprised if that worked.
  10. The problem is in the code. In order for the confused targets to grant the player the XP they would normally take from the damage they do, those targets have to be part of the team. For instance, summoned pets and combat NPCs are part of the player's team even though they are not showing in the team window. How do you code random mobs to be part of the team while affected with a confuse effect? Notice that your own pets and teammates do not suddenly get removed from your team while they are confused. Also notice that any pets summoned by combat NPCs to help fight also take away from the XP the defeated targets normally grant because they are also not part of your team. (They are effectively part of your league, but not team. Not sure how they are coded, but again, they are temporary aid not part of your team.) So how do you temporarily add enemies to your team given the current state of the game's code?
  11. That is not an XP penalty. If your target is damaged by something/someone not on the team, the XP for that amount of damage is awarded to the something or someone inflicting that damage. If it was another player, they would get that little bit of XP. Since it is a mob and they don't track XP, you simply don't get it. (Edit: Just like when a random group of players all jump a giant monster and are awarded the XP and Inf' for however much damage they did to the giant monster, mobs getting mauled by other mobs are still dividing up the XP value of the target based on their relative damage inflicted. This was implemented so players could get the XP for mobs even if someone else kills it, unlike when the game first launched and full credit went to whomever defeated the target, even if they only did the very last HP it had in damage, leaving the player that actually fought the target from start to finish with nothing to show for it.)
  12. Aren’t those already in the vendor? Not according to the wiki and I didn't see them listed at the vendor.
  13. Computer just spent better than the past 8.5 hours fixing my c:. Fingers crossed that is the fix. Everything else was already set up correctly. If that was the fix, you have my thanks. (If not, I'm going to be screaming at the web site on my screen for the foreseeable future.)
  14. Like @Greycat said, the code was always... questionable for function. Like there are maps where you defeat all but one group, the last group will be marked, and then more groups will be marked as ambushes spawn. (Which I find convenient and don't want to go away. [Edit: Being able to see the ambushes approaching is helpful, especially on a map with multiple paths so I can avoid them on my particularly squishy characters.]) Or you can be running around in a defeat all, screaming at the game and reaching for a handful of aspirin because you just spent the past 2 hours running laps on a map unable to find a missing mob or even a full spawn because there just is no marker. And when that happens on a timed defeat all? It's that much more frustrating. Or you can be trying to find a missing mob/spawn, run to the marker and find nothing there, or see lots of markers because those cell doors and labs count for some reason, and be running around trying to find another marker (that hopefully at least turns to show it is an actual mob and not just another inanimate object). Back on Live I believe, the devs at the time said they had added the marker to help players find the last spawn on defeat all missions. They also added the other marker to show the last glowie to be found. (This other marker is also hit or miss for working. Like sometimes it shows up even with other mobs left on the map to be defeated, and other times you have to clear the map of all enemies for the objective marker to finally show up. And yet other times it never appears at all.) The problem is, if I remember right, is that they said they only applied it to specific missions, with the intent of helping with defeat alls. Except the marker shows up on other missions as well and still doesn't show up on missions where you need it, like multiple defeat alls I've done the past few days. Those specific missions never have the marker in my experience.
  15. To me, that would have been more along the lines "Hope it's not my soul, I'm not sure I have one." or anything else of similar approach. I don't see any other way to read the current dialogue line except as straight up offering your soul (because you think so little of it). And while that may be a trope for villainous beings bargaining for power, your character is not bargaining for power, just for information on how to take down Zephyr. (Which is a ridiculously paltry thing to trade your soul for. And typically, when a character trades their soul, they gain arcane or demonic/infernal power.)
  16. I would agree with that except for the line used. The line is: "Price, huh? Do you want my soul? I'm not really using it...". That is not using an expression. That is quite plainly offering up your soul, with no idea how to actually do so. (Edit: Apologies for the very rapid response. I was adding the last edit on the OP, which took me 4 tries because the site kept logging me off and not saving what I typed.... So I was already on the page when you posted your response.)
  17. In the 3rd arc of the Hearts of Darkness, the 1st mission has you go to a Fortunata Fateweaver to discover Zephyr's weakness. When the Fateweaver says a price would be demanded, your character, regardless of background, morality, or intelligence, idiotically offers up his/her/their/its soul. Even if said character wouldn't even have one. There are multiple points in the Hearts of Darkness story line that I find... not well thought out... but this one is most likely the most egregious in my book. (At least Dean John Yu's lines have been updated since Live so he is less obvious about using your character. Still obvious, but less insultingly to the player in just how obvious it is.) So my request is this: A new line of dialogue selectable by the player is added to the interaction with the Fateweaver. A more generic dialog option such as simply asking what the price for the provided information is instead of the hamfisted forced on the player choice of offering up their soul. For players playing characters willing to offer up their soul? That dialogue option would remain. For others? An alternate approach that may fit their character concept better. (Like a robot character being able to inquire as to what the requisite price would be instead of offering up something it does not possess.) (I get that the Hearts of Darkness and Shining Stars arcs are built around newb characters that haven't got a clue so the player can learn about game features the basic tutorial doesn't cover, but come on.) Edit: It's like a DM/GM arbitrarily telling you what your character rolled for a check without anyone rolling anything or telling you how your character has to behave or act. Edit again: Just because a character is a newb/noob, does not mean the character is an idiot. And even from the assumed human perspective of the game, there are a plethora of reasons why the human would either not be able to offer up their soul or would be unwilling to offer up their soul.
  18. There was an update, back on Live I believe, that when you cleared a map and only a single spawn was left, they would be marked on the map. The problem is, it only sometimes works. When you're doing a defeat all mission, especially a timed one, that marker is very helpful. Too often however, it just isn't there. (I just spent 88 minutes chasing my tail on a timed kill all trying to find an unmarked spawn. I ran right by where they were repeatedly without them seeing me [despite looking in my direction apparently] or me seeing them [despite looking at them as well]. So I'm inclined to think they were bugged and had spawned off the map, but came back on the map after I left and re-entered.) The fact that marker will show up on a non-defeat all mission but not on some defeat all missions is mind-blowing. So my request is simple. Can that code be set up to always activate when there is a single spawn left on the map regardless of map/mission? Please?
  19. I don't have any viruses. Just ran a full comprehensive scan again a couple days ago. And no other site dumps me, just this one.
  20. I would rather either no change or a 1-2% damage boost from Boxing and Kick than add a -Fly component to Brawl. Things like Air Superiority and the storms having a -Fly component makes sense. Not so much with the generic ability to throw a basic punch. With the debuffs the Fighting pool attacks have inherently and acquire from possessing the other Fighting pool attacks, the debuffs they give Brawl still make sense. (Though I am amazed at the -10% Recharge and -20% ToHit Brawl picks up when you have everything, they still fit with what the Fighting pool does. -Fly does not.)
  21. I have issues with this statement. I went to City of Data, but I am unwilling to try and figure out the expressions listed. So I'm using Mids for this. Brawl with Boxing, Kick, and Cross Punch has a -10% Recovery, -0.1% Regeneration, -20% ToHit, and -10% Recharge debuff. While I never realized there was any -regen' there, the rest is actually rather useful. Dark Melee only imposes a -7.5% ToHit for instance. And with only a single recharge reduction enhancement and no global recharge reduction effect, Brawl can be used every 1.4 seconds. At 0 END cost. That's a lot of debuffing. (Also, my electric characters will happily dispute your claim that enemies can use any and every attack in their arsenal with only 1 END available. I've kept enemies locked to using only Brawl or their weakest attack because it is the only thing they can use when their recovery triggers just before my attack rips that END away. Brawl does not take away the target's END, just their recovery, so you won't see that effect with Brawl the way you would with Electric Melee.) The Detailed Info only gives what the power does. It does not say what it does after the target's damage resistance is applied. That isn't lying. Like @FupDup said, Brawl is a filler power players can use when low level and still lacking their attack chains or when END drained so they can still fight. It is not an AT primary/secondary power. It should not be able to compete with those powers. However, it does rather well when you take up the Fighting pool because with all 4 attacks, you get -5% Recovery, -3% END, and (chance for) KD from kick, another -5% Recovery, -2% END, and (chance for) Stun from Boxing, -10% ToHit, (chance for) KD, and self buffs from Cross Punch, and Brawling finishes it off with its previously listed Fighting pool provided debuffs. (And you can still use Brawl while at 0 END whereas every other attack power in the game requires END to use.) I don't care if the devs decide to make Boxing and Kick boost Brawl's damage as well, so I'm not opposed to the OP. However, your justification is in error.
  22. Yeah... I'm not one of them. More power to them. Buy as many PAP costumes/auras you want. No skin off my back. Not everyone in the game is a multi-billionaire though. And it usually takes me a few months to get to that point on any given character. (Edit: +5'ed?) I'm not saying the PAPs should be more common drops or the costumes/auras you can buy with them should be cheaper. All I'm saying is that you shouldn't hold your breath over seeing those costumes/auras becoming common use.
  23. Yeah... some of us are disinclined to farm enough PAPs to be able to buy those. At 250 apiece, duo'ing 1-star Hard Mode TFs at 2 PAPs a run (especially for soloists who's friends can only play a few times a week for an hour each time), that's a lot of runs (125) to get. And at 3.5M inf' (current rate on AH) for each? That's 875,000,000 inf' per aura.
  24. This isn't a suggestion or feedback, but I wasn't sure if web site bug reports were supposed to go under the game bug forum or here. Randomly, the web site just logs me off. Like just now, I logged on to my forum account and started typing a response on a thread, but when I tried to submit my response, the site said the thread was not available to me for some reason. A page refresh showed I was logged off. This has happened three times today and randomly previously. Sometimes this results in my post completely disappearing, though other times the site recovers my post and I can still submit it without having to try and remember what I had previously typed.
×
×
  • Create New...