Rudra
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Everything posted by Rudra
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Oh, yeah. About churches in the game. It isn't a delicate point so much as an extremely risky or map intensive one. There are multiple reasons to not add churches, but three immediately come to mind. 1) Even in the Christian faith, which is what churches are typically associated with, every denomination within the umbrella of Christianity has their own take on churches. For instance, where I am, there are 5 churches about a block from me. Only two of them are styled in the manner I readily think of as churches. Two of them I didn't even realize were churches until I read the front sign and the building label. So which denominations would get represented by being added to the game and why that one or those ones? 2) Paragon City is in the US and we have more places of worship than just churches. There is a mosque I drive by almost routinely. So would mosques and synagogues also get in-game representation? And how much map space should be devoted to all these churches, mosques, synagogues, and other places of worship on the already full maps we have? 3) Paragon City is awash in gods. Most of them are player characters, but also NPCs like Tielekku and Hequat. How do we address places of worship for these gods too? And if they don't get their own places of worship, then why not? City of Heroes has actual gods walking the streets, so shouldn't the civilians pause in awe or run in terror even in Paragon City from the honest to goodness deity walking around? Or maybe prostrate themselves in abject worship? So yeah, adding religion beyond current story driven interactions to a video game like City of is problematic at best.
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Good point. Like in the Laura Lockhart arc, in the timed mission, the mission is timed to keep the 5th Column and Council from destroying the apartment building at the end. And as far as gas stations go, the only one in the game is boarded up and being used as a derelict storage area, so maybe Paragon City cars don't use gas any more. (And I haven't seen any cars in Praetoria or the Rogue Isles that I can currently remember.) (Edit: And maybe the schooling is done online?)
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Okay, I'm at the end of the Erin West arc, and this map ( Zone/Mission: UTOPIA_COMPLEX_01) has multiple glowy locations that either have multiple glowies in the same spot or the glowie requires double clicking but only lets you click once. For some, like that egg earlier in the mission, you can find a shell fragment that lets you click it a second time and clear the glowie. Others, like the body bag at [1439.3 -1634.5 5222.4] doesn't have a spot to find the second glowie or trigger the glowie to make it stop... uhm... glowie-ing.... Edit: Another break in the mission: The DE won't attack me. I kept some of Alpha team sane, and the DE are not trying to kill me for some reason. Never mind. They remembered they hate me after I left the room.
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I finally got out of the lab room on this map. Every time I passed through the starting area of this lab room, I was stuck. And I do mean every time so I am not going to go back in and try to get better coordinates than this. This was the only part of the map where I ran into rubberbanding, and like I said, it happened every time I went through that area. My current coord's are: Zone/Mission: ABANDONED_TECH_45_UNIQUE_01 Position: [-1127.6 0.6 139.5] The problem area is due south of me around the ramp up and between the two lab equipment bays. So a fair-sized chunk of the room on that side of the divider. Now, this may just be my connection, that was only causing problems in that area, the two times I went through it, and only in that area, but I find that not particularly likely. Edit: It may be my connection after all, because it just happened again. Different map, different spot, and only at that area. Zone/Mission: ABANDONED_TECH_45_UNIQUE_02 Position: [1518.4 0.0 457.7]
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Not a typo, but putting it here because it is still text that needs to be fixed. Per a dev, the wandering NPC statements cannot be extended to accommodate the assigned text, so this is one that needs to be shortened: [NPC] Jamel: Whose side are you on anyways, <name redacted>? Word is that you saved some heroes. What's next, rescuing kittens from tree
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Considering the amount of 'errors' the bio window text editor induces when using special characters like quotation marks and line returns, I don't think an auto-save function would help you near as much as you think it would. Even moving back and forth between Word and the bio screen, I find the text file just goes bad in the game. So I get why you want that function, but I more recommend just writing up your bios in Notepad, Word, or absolutely any other text editor than the game's, and importing what you came up with to the game.
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Possibly a pair of dumb idea for epic/patron pools
Rudra replied to Urthstorm's topic in Suggestions & Feedback
My apologies. I apparently mis-clicked Stalker in Mids when I went to verify Mastermind PPPs. Thanks. -
Possibly a pair of dumb idea for epic/patron pools
Rudra replied to Urthstorm's topic in Suggestions & Feedback
Melee ATs don't get access to armor powers or melee powers in their APPs or PPPs. They already get a full set of melee powers in their primaries and armor powers in their secondaries (except for Tankers who reverse that) and the APPs and PPPs don't add to what the ATs already get, they expand what they can do. (Though MMs do still get access to Arachnos pets from their PPPs.) -
Just spend the 10k and call it good. Infinite uses without having to recharge it slowly.
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You responded well after I had edited my comment. And my comment was: If you are providing an ally to the player, that ally does not need to be a fun fight. If you are providing an ally that will betray the player, that fight does not need to be a difficult fight. And that makes no sense to me to do whatsoever. It would not at all. Because depending on the boss' build and the player character's build, that new middle step boss would still be either a joke to the player, an elite boss aggravating match to the player, or a brawl to the character. Just like bosses can be. We can't make incarnate enemies in AE, but there are arcs in AE that challenge even incarnate characters. It is all about how you build the mob and how the player builds the character.
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Patroller is a day job that has no location. Just being logged off earns you credit towards Patroller. It does not conflict with other day jobs because it is the day job everyone has to get regardless of where they log off. Predator doesn't work the same as Patroller. I just ran into Siren's Call. While near the Arachnos Flier, I had the Predator day job available showing me I would get credit for the Predator badge because I was in a PvP zone. I then entered the villain hospital. The Predator icon went away and I got the Pain Specialist icon showing me I would get credit for the Pain Specialist badge, but the Predator icon was gone showing I would no longer get Predator credit because I was now in the hospital. (Which is below the zone's area like every other building internal on a zone map.) You cannot get credit towards two day jobs concurrently as far as I am aware. The entire zone (not counting specialized under zone areas like the hospital) of a PvP zone awards the Predator badge. Even already established day job locations like graveyards and cemetaries for the Mortician day job don't grant any credit to their day job while you are in a PvP zone. I checked Bloody Bay. Nowhere in the graveyard did the Predator icon get replaced with the Mortician icon. (Yes, I had to mouse over the icon constantly to verify.) So where would a new day job badge be placed in them?
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The constraint is that each hat (that has hair) is made specifically with that hair so that the hat and hair do not clip each other.
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New Power Set: Rune and Sigils for all!
Rudra replied to Spectre7878's topic in Suggestions & Feedback
Eh, I'm actually pretty okay with this one. While runes and sigils are typically associated with magic, runes and sigils are just old forms of writing. It isn't Magic Runes set or Magic Sigils set, so there is some play with it for ideas. Not a lot, but some. (Edit: Strip out the "conjure", "cast", and "summon" entries from the descriptions, as well as the "spell" entries which can be replaced with "power", and maybe just say "use", "place", "inscribe" or something else more generic, and we can just about call it okay.) -
And that was contested by who where? I'm objecting to something I don't see adding any benefit to the game for the stated purpose of more accurately making a mob the equal of a player when any given boss can already be no threat to a player or a near insurmountable threat to a player depending on the player's character. You cannot make a mob that regardless of the character a player makes, will be the absolute equal to. Not unless that mob was built to match that specific character. You keep saying Electro and Scorpion versus Spider-man for example. Okay. Let's take Electro and pit him against Storm. Suddenly, he isn't even a speed bump character. Let's take Scorpion and pit him against Wolverine. Suddenly, we're trying to identify who Scorpion used to be from the scattered bits of flesh and bone Wolverine left him in without even trying. Edit: And you still haven't said what the new proposed boss tier would scale down to.
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Did you complete any SSAs? I don't think it would show on the rewards menu for a level 29, but maybe it did. And even without doing incarnate content or e-mailing Astral merits to yourself, you can get them (once per week) from completing a SSA.
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Why does the ally boss/EB need to be a "fun fight"? Scale your EB down to a boss and let the player, who is supposed to be the main character of the story, be the main character of the story rather than the custom character's sidekick. (Edit: Especially if the ally is supposed to betray the character at any point.) Scaling up difficulty via the difficulty settings is an option for players that find foes too easy to fight. Making sure your boss meets the "Hard" or "Extreme" difficulty settings of custom characters also makes sure it is more of a threat. Bosses are not easy fights for every character. It depends greatly on the character and the boss. For instance, I have a Brute that doesn't care what bosses I am fighting even at +4/x8 until a psionic boss shows up. Then I'm panicking and struggling to survive. And several times, a Fortunata Mistress buried me and I had to hurry back to the fight before she could heal enough to do it again or I had to make sure I had the inspirations to survive her. (Edit again: Hells, a few times, a single Fortunata Mistress or the Tarantula equivalent obliterated my Brute multiple times before I finally won. Even after I had already cleared out her supporting mobs. So yes, bosses can still be threats to players.) And my squishy characters? Couldn't care less about how sturdy a boss is, just whether or not that boss can hit my character and floor me. EBs are supposed to be a big threat to players. That is why they were added in the first place. Because some players were complaining that bosses were too easy. So making them weaker, even if only their damage, takes away the threat they pose and defeats the purpose of their addition. What would the new enemy tier scale down to when bosses are turned off? Bosses scale down to lieutenants and elite bosses scale down to bosses. Are we also going to create elite lieutenants or whatever for the new tier to scale down to?
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The entire PvP zone is its own day job. The entire PvP zone awards the Predator day job badge, and other than Patroller which is everywhere in the game (unfortunately), day job locations block you from getting other day job badge progress.
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I don't see the connection. Just because you know how to build a building doesn't mean you can walk into just any building and automatically know how the floor plan is laid out. And besides, Reveal is only 10,000 inf' to buy. Does the added day job have to give some mechanical benefit? Can't it just be a badge? Players that hunt badges are going to spend the time getting it anyway. So will those who want the badge name as a title and those that want the badge for RP reasons.
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Then make him a boss or lieutenant instead. So will that EB ally. EBs turned off? Then there are no EBs unless something causes it to spawn after the mission has started. (That is why you can see Council lieutenant Archons turn into boss War Wolves when you have bosses turned off. After the mission has been set and started, what new spawns can spawn at normal strength.) I've been on several missions where my boss ally was only a lieutenant because bosses and EBs were turned off or my EB ally was only a boss because bosses and EBs were turned off. (Edit: You want to make sure the players face off against an enemy EB in your AE mission? Make sure the EB doesn't spawn when the mission loads. Make it be triggered to spawn late in the mission, and it should still spawn as an EB even with the no bosses setting turned on.) (Edit again: I even went into AE to verify that it works in AE the way it works everywhere else. Turned off bosses on my character, grabbed a test map, threw a EB Goliath War Walker as an ally on the mission, went in, and wow, it was a boss. Because difficulty settings are not enemy only settings.) Nope. I have yet to see a mission where I had bosses turned off and anything that wasn't an AV spawned as an EB. Not even an ally mob. So that EB will start the mission as a boss and will stay a boss when (s)he/they/it betrays you. This is typically held to be lieutenant or boss strength. Unless you're using IO sets to really crank your character up. Not unless you build them to be. Such as using IO sets and a good build plan.
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The ranged characters should be staying out of the boss' or EB's reach anyway. (Edit: Do you really think Jean Grey is going to just stand within the Hulk's reach and try to tank his hits? [Edit again: And if she wants to stand that close anyway? She can call the rest of the X-Men to help. Teams are great for that.]) Edit yet again: That is also why AE arcs carry warnings for stories that have custom enemies, elite bosses, and AVs.
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I would call it a boss with an armor set. Pick an armor set as one of your two power sets and give the boss all the non-crash powers from it.
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I would like to request the following side worn (worn to the side of the head, slightly raised) masks be added to Detail 1 for the head: Plain (just the mask object without trim) fox mask Plain (just the mask object without trim) cat mask Plain (just the mask object without trim) panda mask Plain (just the mask object without trim) eastern dragon mask Plain (just the mask object without trim) western dragon mask Detailed (not a lot required) fox mask Detailed (not a lot required) cat mask Detailed (not a lot required) panda mask Detailed (not a lot required) eastern dragon mask Detailed (not a lot required) western dragon mask Oni mask Tengu mask I would also like to request the following masks be added to Detail 2 for the head: Plain (just the mask object without trim) fox mask Plain (just the mask object without trim) cat mask Plain (just the mask object without trim) panda mask Plain (just the mask object without trim) eastern dragon mask Plain (just the mask object without trim) western dragon mask Detailed (not a lot required) fox mask Detailed (not a lot required) cat mask Detailed (not a lot required) panda mask Detailed (not a lot required) eastern dragon mask Detailed (not a lot required) western dragon mask Oni mask Tengu mask And finally, I would like to request a faceless option for our characters' heads. Preferably without nose, but nose is fine if not possible to have without. This means no eyes, no eyebrows, no mouth, and (if possible) no nose. If not possible to make a faceless head, then I would like to request two new versions of the Carnival mask: a completely plain version (all trim and other features removed) and a completely plain version with no eye holes. Edit: The fox, cat, and panda masks are decorative masks, not animal masks, so no muzzles please. Just flat masks. For instance, for the fox mask, the fox ears are at the top of the mask and the tip if the nose is at the bottom of the mask. Edit again: So something like these (as the "detailed" masks): Edit yet again: If you remove the red from the white mask above, but keep the black nose, that is a good "plain" mask. (Yet another edit: You could even use one mask using the provided pictures as example, where the colors are applied to the basic mask and the detail/markings so that a player can use the same color for both for a plain mask or different colors for a details mask. So instead of 2 masks for each type, plain and detail, we can make the 1 mask plain or detail by our color selections.)
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Certain tips seem to be specific coded for specific zones. The high level tips that send me to Atlas Park or Port Oakes for instance are always the same tips, and they always send me to those zones. I'm guessing the Dark Astoria one is one of those tips. And if tips were added before the Mot arc like I think I remember, that would make sense because it was a level 23 zone at the time.