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Rudra

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Everything posted by Rudra

  1. Doesn't Mercy have the same SF as Atlas Park, just with a villain twist?
  2. You can do the same thing calling out "Hey, I'm running the Mind of a King story arc. Level 15+" without needing to make it a TF. (Edit: Or just calling out "Hey, I'm running <insert contact name>'s story arc. I'm level #. Sound out if you would like to join.") And then as players either need to quit or become available to join, you can change your team on the fly.
  3. Eagle Eye only introduces Vic Johansson though. And you can get introduced to Vic Johansson from 13 different contacts and Vic Johansson refers you back to 10 of those contacts. So I'm still not following. If a player wants to do as much of the available content as possible, they are going to have to turn off xp until they finish completing the content of each level band. None of which will be impacted by changing how the story arcs from the contacts are run such as by converting them to TFs. TFs don't introduce players to contacts. (Edit: Even when players do the story arcs through Ouroboros, those contacts when done as a TF/SF through Ouroboros are stripped of their continuing lines.) Edit again: And if you are wanting new contacts to be introduced to everyone on your team for teaming with you while you did a contact's story arc, I have to ask a few questions: 1) What if those players teaming with you already have those contacts? 2) Why should a contact introduce new contacts to people (s)he wasn't dealing with on his/her concerns? It's not like the contact cares who you hire to help you, but neither does the contact have any reason to trust the random people (in the contact's eyes) that are working with you. 3) If players want to progress their progress with a contact alongside you, then what is wrong with the share mission completion option we already have which will also net them new contact introductions at the same time?
  4. Can I have your stuff when they lynch you?
  5. The old contacts in city hall you are referring don't have any actual story arcs and don't give merit rewards, so what are you talking about? And you can still do their content even if you are doing the Habashy et al content any time you want as long as you haven't out-leveled them just by walking into their offices and talking to them. Edit: And doing their content still starts their contact chain.
  6. If you have the arcs changed to run like TFs, then you run into the current problem/complaint players have about Ouroboros: you can't add new members on the fly. And while some missions don't share arc rewards with team members unless they also have the mission, others do. My best guess is that it is because some rewards are deemed more valuable than others or that at least those stories are too personal for the entire team to share credit. That is only my best guess though.
  7. It isn't well guarded. Just temporally overrun. That's why you see those large crates during the arc. And the pylons can be quickly set up. Further, if you look at how the pylons are arranged and how they don't fight back yet, it looks like they are just starting to be deployed. And they very well may be Rikti pylons. Arachnos has the tendency to steal anything they can to use against their enemies. And are even working with the Restructurist Rikti. The story arc addresses how they were able to get there and set up so quickly. As for them being only an entry-level threat? Why wouldn't Arachnos use their cannon fodder for such a risky venture in the heart of Paragon City rather than their more valuable troops? If the cannon fodder are successful, then more valuable troops can be deployed to secure the location. You don't play much red side, do you? Players encounter Arbiters even as enemies well before the end game. And when we fight those Arbiters, they are just re-colored Wolf Spider Huntsmen. Even when we fight Arbiters in the late game, they are still just more powerful re-colored Wolf Spider Huntsmen. Only Arbiter Sands has shown any difference in capabilities so far.
  8. Yes, the basic effect is the same - moving an entire team, but no, you've missed the point. I did specifically say in my earlier post - which you don't seem to have read - that there are differences between the two. The point was that both can move an entire team, yet people aren't wasting a pool and power picks to take one in favor of just buying a power from the P2W vendor or crafting and using Incan. You're suggesting that people should waste a power pick just to fix a broken and problematic game mechanic when tagerts get stuck from holes in the map geometry in lieu of the suggested temp power. I read your post. I even went back and re-read it to make sure. Your argument fails because the reason why players take ATT from START and not Team Teleport from the Teleport pool is because those powers have nothing in common other than they teleport the team, and players far more often need to call team mates to them than transport them with them to a destination given the ample options players already have for travel powers. Players are getting free movement powers in the form of Athletic Run which they can exchange for Ninja Run or Beast Run for free at the START vendor. They can also purchase jet packs from the START vendor or other flight powers that don't need to be recharged routinely (but can't be used with attacks because of animation issues) and so have flight powers without needing to grab Flight or Mystic Flight from a power pool. They can also get a free jet pack by logging out in the correct location(s). With travels being everywhere without need for taking them as powers, Group Flight and Team Teleport have fallen out of use except for MMs for the most part. One power being purchased from a vendor and another not being selected from a power pool is not causation for each other just because they both happen to teleport the team in some fashion. That argument is flawed. Especially coming from someone that routinely complains that KB should die and be replaced with KD instead. My response, that you have taken fault with, is that we have powers available to accomplish what the OP wants. And I am against more "free" powers being available from START. (Free in this case being not requiring a power pick and so letting players stack on even more powers on their characters.) On previous threads where a slash command to move the stuck mob to the nearest pathing beacon was requested to address the OP's concern? I was and still am fine with that option/request. Giving players what amounts to Teleport Target as a purchasable power from START on the pretense that it will only be used to get target mobs, pets, and/or players that are currently stuck in the map geometry and free them from it we pinky swear that is all it will be used for and nothing else is not something I can agree with. The problem with the slash command, which is also the problem with the author's request, is that the game does not know something is stuck in the geometry as far as I can tell. Mobs hop around trying to move, sure, but they also (rarely) do that when they are simply attacking me too. A mob can't be attacked because it is stuck in the geometry? I routinely see mobs that can't be attacked despite nothing between us because a crate or similar object that is not actually between us is blocking my attack's line of sight and preventing it from activating. Especially on warehouse maps. Every issue that arises from mobs being stuck in the map geometry also turns up when mobs are out in the open. Like simply walking after us in escort missions and the escorted mob can't figure out how to navigate an open hallway with nothing in it and then cries out that (s)he can't see us despite us being only 10 feet away. The game can't tell what is going on. Some of the options other players have provided in this thread I agree with. Just not a Teleport Target power that can be bought from START like how I read the OP as. (And yes, the author did come back and clarify that was not his/her/their intent, so I am quite aware that was not how the OP was intended now.) And one such person even gave a good reason why Teleport Target, let alone Fold Space, may not be available to players to use even if they choose to take it. None of that matters to you however because you just saw an opportunity to pick another fight with me and don't care why I posted anything I did or what I am willing to accept on this matter.
  9. So if the basic effect, such as teleports the entire team, regardless of how it is applied makes everything the same, then I take it you won't have any further complaints about players using knockback instead of knockdown or knockup? After all, by your logic, they are all the exact same thing because they move an enemy.
  10. They also have to be close enough, but it looks like the Spec Ops was close enough, just lacking LOS. (Edit: Though as far as it being a bug requiring LOS and being in range? I have to disagree since non-MM pets won't even attack the vault door or any other door even if you get them adjacent to it and looking directly at it.)
  11. Players take ATT because it yanks the rest of the team to you. As opposed to Team Teleport which requires the team to already be gathered at you and then wait as you teleport the team slowly across the map. There is no comparison.
  12. No, it doesn't. It is resisted by a great many enemies, but it is not a minion only affecting power. (Edit: You are correct in that it cannot affect bosses or higher, but not about lieutenants. I've yanked many a lieutenant with Teleport Target with nothing slotted in it. At higher levels, more lieutenants resist it, but that does not make it a minion only affecting power.)
  13. Then please enlighten me as to how. Because out of the 6 bases I have for my and my closest friends' use in the game and the several bases I've visited to sightsee at other's recommendations, not once have my pets ever moved to follow my character around the base. And I'm not talking about base teleporters to access various parts of the bases like I use in 3 of my bases not letting pets follow. I'm talking about I enter any base and once I leave the room I appeared in, the pets stop as if there is an invisible wall at that room's borders keeping them from following. I can teleport the pets to me no problem. And after I teleport them to me, they don't move. At all except to turn around in place to be looking at my character. They don't follow the Follow command. They don't follow the Go To command. They don't do anything at all. Edit: And yes, I have moved by base portal out of the entrance room on some of my bases too. Most specifically the base I was using to check with after I saw your initial post on this thread. (I moved it and hid the entrance room away because I hate having the base edit window pop up even for people who aren't part of the group but came in to the base to look around.) As did pretty much everyone else whose base I visited to sight see at. So moving the portal isn't some trick that enables pets to follow around the base. Because the pets still don't follow.
  14. Did you leave the entrance area? It doesn't matter if I set my pets to Follow or if I use the GoTo command. The pets won't move past the entrance area. That is because SG bases don't have pathing beacons. Pets, just like every other NPC in the game that moves about on the map, have to follow pathing beacons in order to do their moving around. If we were given the ability to add our own pathing beacons, all pets can follow their PC around the base. Sometimes, MMs can be their own beacons, but that is unreliable at best, and even then, pets don't move far beyond the entrance room.
  15. Sure. That's why when I give my MM's pets the Go To command in any of my SG bases, they don't move.
  16. Once upon a time, in a City of Heroes far, far away, PC pets and minions could follow their PC's through SG bases. I'm not sure what happened to make that no longer happen, but for this request, I would like to ask for player placed NPC pathing beacons to be added to SG bases. Just some beacons we can select from the available objects in the list and place in our bases to create paths our flunkies... I mean slaves... I mean... our followers can use to follow the PC around the base with.
  17. I wasn't and am not making it an argument. People were responding to my comments, so I am responding to theirs. That said, like @srmalloy points out, how is the game supposed to know if the target the player chooses to use your proposed power on is actually stuck in the map geometry? Edit: Players don't get "stuck" flags and I'm pretty sure NPCs don't either. I'm not even sure the game can even check for that. That's why players use the /stuck command in some of my bases even when they aren't stuck. It moves them back to the entrance regardless of where they are and what they are doing at the time.
  18. So? Nerio's request is trying to address a concrete bug. That shouldn't require a player to adjust their build. And yet my response you are quoting and that @Nerio72 elected to respond to as if I was directing my comment to @Nerio72 was a response to @Pleonast. That powers exist that do what the OP wants but takes a power slot choice is not something I find to be a problem. If players don't want to use said already available options? Fine. More power to them. "It costs a power slot" though as justification for another power? Not an argument I will ever accept. (Edit: At least @UltraAlt made a sensible argument in favor of the OP. That even Teleport Target may not be an available option. Even if only in select situations.)
  19. Seconded. For multiple reasons.
  20. Those powers can do a lot more than knock a foe free from geometry. How is that a bad thing? So?
  21. Teleport Target and Fold Space are powers anyone can get.
  22. That's not what I meant. What I meant was, at the time you got the mission, was your character inside a building? Like inside the abandoned warehouse where Mr. G is. If your character is inside a building at the time you get a mission, the mission way point can get messed up when you exit the building.
  23. I play with bosses and AVs turned on. It doesn't help her. (Edit: Well, that's not true. She would probably be killed by the 1st crystal if I wasn't playing with bosses and AVs turned on.)
  24. I think this has been asked for in another thread, but a quick search didn't show it. So... Can we please have a way of telling Sister Valeria to sit her keister outside the mission or stay at the entrance? Or at least have a route where she doesn't notice us and join? Without a healer running with me, I can't keep her alive. Even if I clear out the mobs in the area while she is hacking away at a crystal so she doesn't have anything to aggro on, she stands near me for all of maybe 5 seconds almost dead and then goes charging in to fight something else that isn't even in view. Barring that, can she at least be made to be less suicidal? Maybe reduce her aggro radius to something less than planetary radius? From a sadistic point of view, her dying grants me relief in that I no longer have to race to try to keep her alive. And yet it frustrates me to no end to see her die over and over and over no matter what I try. (Edit: I've managed to keep many combat NPCs alive despite running solo with no heals, even the suicidal ones, but Sister Valeria is insistent on her suicide.) (Edit again: And yes, I turned down my difficulty to try to keep her alive. Something I don't normally do. Running at x1, she still gets savaged, beaten, and butchered like nothing.)
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