The Character Copy service for Beta is currently unavailable
×

Rudra
Members-
Posts
8233 -
Joined
-
Last visited
-
Days Won
48
Content Type
Profiles
Forums
Events
Store
Articles
Patch Notes
Everything posted by Rudra
-
Yeah, I get the bit about the meteor. Our characters aren't having to change where and how they stand for it though. If the character is going to dig a foxhole, the character needs to be in it to use it. If the character is just going to stand on the surface and not have to go into the hole, then it isn't a foxhole. It's summoned sandbags or other fortification you want to have with the fox hole. Don't get me wrong, I'm not against the power set. I'm just stuck on a foxhole being a hole the character gets in. If they aren't? Then it shouldn't be a foxhole. It can work like any other stationary buff, like Triage Beacon. A device that is placed by the character that grants some defense, damage resistance, and KB protection while within the area of effect. Like a summonable force force field generator that doesn't move and provides the character with those bonuses. Or the area is littered with sandbags or whatever denoting the non-mobile area of effect for the character and grants that effect. If my character has a foxhole power and digs a hole and then just stands outside the hole somehow being protected by it? ... I don't know how I would react. Not positively, I know that much.
-
I figured. What I'm thinking of is unless you're a super strong character with an adamantium trenching tool, you're not going to be able to dig that foxhole. So for realism, I have that hang up. On the practical side, there are already "holes" our characters can jump in, but those are doors. And a foxhole requires the person to be in it for it to do anything beneficial. So our characters would have an animation of digging the foxhole, then have a "hole" like the snake holes in Mercy Island appear at the target location, and then the character would have to jump in the foxhole. And with how buggy the game can be with terrain pieces and models clipping them, there is a good chance the character will be stuck in the terrain when using the power. (And you know, hopefully not fall through the terrain since the character is at least halfway through the floor already to fall beneath the map. Like how can already happen on fairly regularly on some maps just by using the instance map internal doors. [Founder's Falls jail comes to mind rather vehemently for me on that for some reason.])
-
It is an interesting take. However, a few things (mostly questions). First, MM pets are all lieutenants. And at lieutenant strength, you will find they are still very squishy. So summoning minions is more than likely just going to get your pets killed faster. Even if they were all summoned at your level instead of getting the -1 level shift per pet you can summon of that tier more than 1. Second, is what would the upgrade powers be? Pet upgrade powers are based on the summoned pets and grant each tier pet a specific set of additional powers. Third, how would those upgrade powers work on your pets since your pets will be different every time you summon them? Fourth, how would level differences between your MM and the target mob you are mirroring affect the summoned pets? Fifth, what would the MM's actual attack powers consist of? (I'm not seeing a theme I can figure out set attacks from, sorry.) Sixth, what would be the variable power, the one that doesn't match across the sets and gives the set its unique flair? I'll probably think of more questions later, but those are the immediate ones that popped in mind.
-
Given the terrain our characters fight in (concrete, asphalt, and stone), the fact the surfaces in the game have no depth, and the likelihood of our characters getting caught in a bug trying to make use of a non-door hole in the ground, you may want to rethink the Foxhole power. Maybe a Take Cover power that does the same thing? Or a Light Fortification power to summon a sandbag wall? I don't know. (Edit: And digging a foxhole in a building, CoX or real, could have very interesting results for the combatant trying to use it.)
-
That doesn't change that it is a bug and should be addressed. (And how would anyone not spend enough time in a mission? If the mission is completed, then enough time was spent in the mission. Even if a player doesn't get to and into the mission until the rest of the team is finishing up the mission, they still spent enough time in the mission.)
-
This is a petty request, but one I can't keep myself from posting any longer. Most days it feels like I'm playing City of Giants. Once I get past the Hellions and Skulls, I just see giants everywhere. 5th Column or Council? If you find a normal size human, you automatically think you found a midget. (At least I do.) And these guys are humans. Arachnos Crab Spiders? I don't think I've ever seen one that my 6 feet 2 inch character wasn't craning neck over looking in throat. (I can't look them in the face, the game keeps me looking at their upper sternum or lower neck.) Freakshow? Check. They stand around 6' 5" - 7' tall. Almost every one of them. I get that some factions are going to have BIG characters. My request is the size slider for the mobs not be skewed to maximum height for nearly everything. It's rather frustrating when I go for a tall character, but since my character isn't max height, I'm a toddler smacking their gut. (And even when I make a max height character, I routinely find normal human enemies towering over my max height character. A normal human just wearing some armor. Is towering at least a full head over my max height character.) Like I said, this is a petty request and one I don't expect to be addressed. Like ever if I'm even the slightest bit honest about suggestion probabilities being accepted and implemented. However, some days, it's just frustrating as all Hell to be running around City of Giants on my tall character feeling like a child picking fights with the full grown adults around me.
-
Expand mez resistance set bonuses to include KB?
Rudra replied to Uun's topic in Suggestions & Feedback
They may not get KB resistance, but Electric Armor does get KB protection. They have Mag -100 KB protection for 3 minutes when they use Power Surge. Edit: And Clarion provides KB protection, not resistance. -
My suggestion is to give the Pilgrim in Ouroboros a too low level comment. Right now, he uses the "Your initiation into Ouroboros is complete, Hollow Impulse. There is nothing else I can teach you. Please feel free to speak with any of the other members for possible missions or use the Pillar of Ice and Flame all on your own. Thank you and welcome again to Ouroboros." I'm level 21 on this character. I know for a fact I have not yet done the intro to Ouroboros arc on this character. I only know this isn't a bug because I checked the wiki first and saw that the arc is level 25-50. So to avoid further confusion, please add a too low level comment instead of the arc completion comment for being too low in level.
-
- 2
-
-
Sefu Tendaji ally shields should be positional as well as typed defense
Rudra replied to Uun's topic in Bug Reports
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.... -
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.
-
Sefu Tendaji ally shields should be positional as well as typed defense
Rudra replied to Uun's topic in Bug Reports
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). -
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.
-
Sefu Tendaji ally shields should be positional as well as typed defense
Rudra replied to Uun's topic in Bug Reports
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.) -
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.
-
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.
-
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.)
-
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.
-
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?
-
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.)
-
Prismatic Aether Particle Costume Suggestions thread
Rudra replied to Sakura Tenshi's topic in Suggestions & Feedback
Aren’t those already in the vendor? Not according to the wiki and I didn't see them listed at the vendor. -
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.)
-
Update Last Spawn Code To Affect All Missions/Maps
Rudra replied to Rudra's topic in Suggestions & Feedback
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. -
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.)
-
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.)
-
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.