Hotmail and Outlook are blocking most of our emails at the moment. Please use an alternative provider when registering if possible until the issue is resolved.

Rudra
Members-
Posts
8634 -
Joined
-
Last visited
-
Days Won
49
Content Type
Profiles
Forums
Events
Store
Articles
Patch Notes
Everything posted by Rudra
-
🙄
-
To put one thing inside another simply requires the player to place one object inside another object. That's it. For instance, using the merit vendor and slot machine example. You would place either the merit vendor or the slot machine where you want it in the base, and then place the other object in the same spot. Adjust the two until only the slot machine is visible, but make sure the merit vendor still gives the interaction icon. Now you have a slot machine that dispenses merit rewards.
-
What? Getting an explore badge does not generate an e-mail that has attached patrol xp. Getting an explore badge simply gives your character patrol xp.
-
This is the very first link after your thread in a search.
-
Percent sign % at end of mission goal name wrecks AE save files
Rudra replied to Almafeta's topic in Bug Reports
You don't need a GM to delete the thread. All you have to do is choose to edit the thread (OP) and select Hide to make it go away. As far as anyone not a GM or dev is concerned, the thread would be gone. No one would be able to see it any more. I don't think even the author of the thread, you in this case, can see the thread once it is made hidden. -
Correct. Both the disorient and KD are child effects governed by the targeting flags above them. If that is true, then why is my Brute able to knock down my selected target? It's only been a few weeks since I played that Brute, but I have routinely knocked down most of the targets gathered around my Brute, including the main target of my attack. (Edit: I have Thunder Strike 6-slotted with Superior Unrelenting Fury, so it isn't a proc' causing the KD.) Edit again: Okay, never mind. I was misremembering. Just ran the character through multiple groups of enemies, and the main target never fell with Thunder Strike. It was Lightning Rod. My apologies.
-
Like @Bel said, the 80% chance Mag 0.64 KB lacks the flag. Edit: Though you are otherwise correct about the damage and -recovery, so I still stand corrected.
-
Join the dev team as a 3D modeler and animator. Make the power yourself and add it in.
-
It says the same thing for Brutes. And my Electrical Melee/Willpower Brute can knock down the primary target with that attack. Checking City of Data, for both Blasters and Brutes, the power reads the same. For description and effects (other than the 0% fire damage Brutes show and the Therapy Static and damage buff Blasters show), but not damage. (Edit: City of Data does not show any flags to separate targets for effects other than player and critter.)
-
Steak or stake? Just wanna make sure. 😜
-
Show me where. Not your translation of what I said, but where I said that. Where are you going with this? Comfort I can understand. Safety though? And if a player wants to only have others on their ignore list for brief periods of time, how does this even factor? What? If someone is capable of causing you harm, then you need to report them. To the GMs at the very least. To the police with GM/dev assistance if needed. Okay. As I already stated, I'm not against the OP.
-
That is not what I said, nor is it what I am saying. I wholly understand why players would want to add other players to their ignore lists. I even have someone on the forums on ignore, as I stated in the post previous to the one you quoted. Stop trying to make my statements other than what they are. Correct, I don't care if it is implemented. And where did I ever say that? I pointed out that the ignore list can be added to and subtracted from as we see fit. That means the list is as temporary or permanent as we choose. Am I wrong? Okay, now I have completely lost your point. Do you not also make lists for things you want to keep track of? Or maybe take the time to understand what is being said instead of trying to call someone else out for being in opposition to something that person has already said they are not. I understand what the OP is asking for. This is not the first time such a thing has been asked for. Not by a long shot. However, I can point out in game methods of accomplishing things players are asking for, and having a temporary ignore function is something we can already accomplish in game.
-
My response isn't going to change. Our ignore lists are as permanent as we choose to keep them. Personally, I feel if players are going to put other players on ignore, then they should also be sufficiently incentivized to see what global got added to their list when they choose to ignore someone if only to be aware of who they actually added. Doing so also enables said player to go "I'll remove this person later" and know who they want to remove from the list. And if they have poor memory? They can write that down. I write myself notes even for things I should have no problems remembering. So no, I don't understand. However, I'm also not saying I am against a more flexible ignore system. I am pointing out that with even just a little bit of effort, you can already do what you are requesting. So if the devs decide to make this? I won't care. If you choose to not do what I pointed out you can already do? I also won't care. Edit: There is another aspect to it. If you have an ignore list, you look that list over, and don't know why some people are on it? Then maybe its time to take them off the list and give them another chance anyway.
-
In game or on the forums? Either way, I don't even need to look. My in game list is empty. I tune out the chats I don't want to see. My forum list is a single person. And I know full well why that person is on my list.
-
There have been requests for Energy Aura to get visual force fields as alternate animations.
-
Good point. I stand corrected. (Edit: Though in its case, it has a LOT of downtime with a 90 second duration and base 300 second recharge. As opposed to Shadow Fall's toggle and Faraday Cage's 4 minute duration and base 10 second recharge.)
-
Ignore is only as permanent as you choose it to be. You can remove players from your ignore list at any time. That lets you temporarily or permanently ignore a player as you see fit.
-
From my experiences, this is across all zones for all areas in those zones. There is a gap between the areas, and around the areas at the map edges. Where those neighborhoods actually start and end does not perfectly align with the map. Close, but not perfect. If you have to defeat enemies in a specific neighborhood, and you are in that neighborhood, it doesn't matter. Where the mobs are is what matters. And if they are on the edge of the neighborhood, they may not actually be in the neighborhood. So for cases like that where you are fighting near the edge of the neighborhood or the target mobs are outside the neighborhood, draw them to you. Make sure they fully enter the neighborhood. Otherwise they may not count because the game isn't sure if they actually are in the target neighborhood or not. Edit: It's like when a player engages a mob at max range. The attack may or may not fire at max range because the game isn't sure if the target is or is not actually in range, even though neither the target nor your character are moving and the range indicator is steadfastly saying you are in fact in (max) range. (It is also why sometimes you can snipe a target that is just outside your snipe's max range. The game wasn't sure and determined the distance was less than it was showing and let the snipe fire and hit the out of range target. If the distance beyond max is 1 foot or less on the display.) Those limits cause the game fits trying to determine where the target actually is. You can also see it just flying across Croatoa. There is one neighborhood where if you fly due north to the next neighborhood without veering or stopping, the game will say you entered the other neighborhood, then say you returned to the neighborhood you are leaving, and then finally say again that you entered the next neighborhood because you are now far enough in that the game is sure.
-
The borders for that mission are odd. (Because how the zone defines those areas isn't as clear as the map shows.) You need to draw the Tuatha into Misty Wood and make sure they are defeated in the area, not on the edge of the area. Otherwise they won't count even if your character is fully in Misty Wood. Only where the Tuatha themselves are matter. You will see this on other maps like the Hollows where you have to defeat Trolls in the Red River area and you have to draw them into the area completely, not just around the area borders. (Edit: Also make sure they are fully in the area when on the map edges, because the designated areas don't seem to go all the way to the map edge. There seem to be gaps between and around the designated areas.)
-
You're never going to see that because Sentinels are an armor AT. The ancillaries and patrons are supposed to help plug holes in the AT, and more armor powers don't plug AT holes because the AT already gets a full armor set. Shadow Fall and Arctic Fog are stealth and +defense (all). Faraday Cage is resist all mez, KB, repel, recovery debuffs, endurance drains, and +resist all damage except toxic. They may be powers from support sets, but they are armor powers in those support sets.
-
That's why you don't fight near them. For instance, using Lady Jane from the OP, when I see her, I run right past her group until I break aggro with them and then clear out what is still aggroed. That pulls the mobs a little away from her and keeps others from throwing attacks near her. Then when the path to the chest is clear, I go back and fight her spawn away from her. Because they pursued me slightly earlier, it is much easier to do even if I'm on a melee. Edit: And if you need a ranged attack to pull the mobs anyway and you are on a melee character? The origin power like Throwing Knives or the START powers like Blackwand are handy pull tools. (To be used once the path for the NPCs is cleared first.) Edit again: And if there is an ambush after you freed them? Sprint or other fast move ahead into the approaching ambush and murder them post-haste. (Edit yet again: And if you cleared the map before freeing the NPC? You can typically see the ambushes moving on the map and try to avoid them.)
-
Yes, there is. Ignore them and make the path to their destination safe before freeing them. No mobs to aggro on, no mobs to kill them.
-
Percent sign % at end of mission goal name wrecks AE save files
Rudra replied to Almafeta's topic in Bug Reports
Special characters are known to cause problems. I recommend just labeling them without. Like "Ambush Captain Potaczala 75" (without the quotation marks). -
Energy Aura. It exists and Sentinels have access. A force field is literally an energy field around the protected target. A protective aura of energy.
-
So I'm going after Stheno again... ... you would think I have an axe to grind with her... and something weird happened. The swarms of Cobra Hatchlings I was currently fighting panicked and ran, and when they came back, it was with a vengeance. How the situation unfolds is I'm staying out of Stheno's room to avoid aggroing her until I'm ready. I'm also staying well away from the "doorway" to her room because if any combat happens, I don't want any pets aggroing her early. And all the eggs are hatching and the hatchlings are racing out to fight me despite not entering. That's good. I was wondering how to get them to hatch and come out of the room to fight without risking Stheno's attention, and they just chose to do so without any prompting or me entering the room. Very considerate of them. So I'm slowly dropping snakes. Lots and lots of snakes. And suddenly the remaining dozen or so hatchlings that were fighting me just up and run back into Stheno's room. They are running around, sometimes coming back out without doing any attacks before running back in, but just more or less aimlessly running around. More eggs hatch and the running snakes stop running around. Instead, they just swarm me. And here is the part that leads me to think Bodyguard Mode broke. The snakes attacked me, while still in Bodyguard Mode, and my pets took no damage. At all. I died in an awful hurry as my pets started trying to fend the snakes off, still without any of the pets taking damage from the pounding my MM took. (Of course, all the pets died when my health hit 0.) Edit: Yes, I am well aware that Bodyguard Mode only works if the pets are in Defensive Follow and they stay in range. They were all right in front of me, well within Supremacy's radius, when this happened. That is where they returned to when the snakes decided to run.