Rudra
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Prismatic Aether: Items and Prices
Rudra replied to DarionLeonidas's topic in Suggestions & Feedback
I have not, no. 🤷♂️ What rock have you been hiding under and do they have any rental openings? -
The statement you quoted included the answer to your question. Here is that statement with the answer: I even highlighted it this time. So why are you arguing with me? Did I say anywhere in this thread I oppose the OP after the author clarified what part of Team Transporter (s)he/they were talking about? Did I say anywhere that the current radius should not be increased in size? No, I didn't. I did say that the extent to which the author wants it increased is something I oppose, but not the increase itself. Which again, I don't care if the devs increase the affective radius. So why are you arguing with me? I stated well before you joined the conversation that I don't care if the radius is increased. I stated again in direct response to you that I don't care if the radius is increased. And yet you are insisting for some reason to argue with me that the radius should be increased. Why?
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Those characters will each keep pushing each other away in the same direction until someone decides to move. And if those players decide they don't want to move away from each other to stop that after it starts, well, that's their choice. Yep, depending on who you are running with, that happens rather frequently. Though they always say after in my experience, I'll agree of the possibility of them just never saying. However, if you are already moving away and unaware that a TT was activated, then what difference does it make? You are already making use of whatever plan you had to get there. And if you become aware after you leave? Double back and use it. Or if you don't want to? Use your own Team Transporter. Or the Mission Transporter. Or, here's a radical thought, wait the 6.03 seconds it takes to summon the TT to see if someone is casting it so you can make use of it before dashing off. (Edit yet again: Or here's an even more radical thought. You're the 1st one out of the mission? Then use your TT so it is already running for everyone and you get there.) 12 seconds. Which is odd since the Team Transporter simply uses Mission Transporter to send players to the mission. So I agree that Mission Transporter should have its cast time reduced, probably to the 6.03 seconds it takes to cast Team Transporter, but the over the top exaggeration of the author about how long Mission Transporter takes, as well as the author's unwillingness to consider using Mission Transporter when in a different zone to talk to a contact when the rest of the team in the other zone uses Team Transporter very much inclines me to think (s)he/they is just trolling. Especially since all the clarifying comments are more geared at joking about females than about what the perceived claimed topic is. Edit: And here's the thing about your and my discussion. I'm not against the OP. I don't care if the Team Transporter radius is increased. (Edit again: Like I said in my 2nd post.) 20 feet? Yes. 25 feet? Sure. 30 feet? Why not. 150 feet? Why? No. 1,500 feet? Who are you trying to catch? No! From anywhere in the zone in relation to the power's use? Hell no. From a completely different zone? How would the game even handle that with what we already know about its limitations? (And also, absolutely hells no.) (Edit again: Because while I won't care if the radius is increased, there is such a thing as too much.)
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I'm not assuming anything about anyone's base. I didn't say you don't have enough of anything or that you arranged them wrong. What I said was: That's all I said about base design. Placing storage bins near the crating tables and placing more crafting tables by the storage bins means you don't have to travel back and forth as much. Especially if you place a crafting table at each storage bin. Personally, I prefer to not have my crafting tables at my storage bins. It disrupts my design. However, sometimes someone may prefer convenience over design. And placing multiple crafting tables at your bins is certainly an option. Here is the problem. When someone is interacting with a storage bin, that specific bin is not available for others to use. For example, my bases are meant as single player bases, but I invite my friends to join anyway. (Edit: Fortunately, all my bases are linked via open coalition, so any of us can go to any of the bases whenever we want.) And when any of them are interacting with the storage bins, I'm locked out of interacting with the storage bin (s)he is using. Your proposal would make all salvage storage bins automatically in use by the person using a crafting table. That makes those salvage storage bins unavailable to others. And if you have multiple crafting tables so multiple people can craft at once, then you run into the storage bin interaction problem even for trying to use the crafting tables for the salvage you have on hand. Meaning you would effectively lock anyone other than the person currently using a crafting table from being able to use any other base available crafting table because they are all trying to access all the storage bins at once.
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Let the TRAM/Helicopter system go to all non hazard zones
Rudra replied to DrRocket's topic in Suggestions & Feedback
Did I miss something here? The post you are quoting was directed at the person I was quoting. And I wasn't being rude. I was stating what we already have in the game. The OP asked for basic transit to connect all zones, while keeping red and blue distinct. Red side is already connected for all zones. By two means of transportation. (Edit: Both of which go to all red side zones.) The ferry and the smuggler's ship are both near the trams. With the smuggler's ship to Striga being slightly closer to the Independence Port (north) tram than to the Talos Island tram. And Peregrine Island is readily accessible via TUNNEL or Ouroboros if you lack a base with portals. And if you have the base, the base portal in Talos Island and Independence Port are both right there at the tram. I'm not gonna pitch a fit if the devs decide to implement the OP for whatever reason, but I do think with all the ways we have of quickly getting to Striga Isle and Peregrine Island, the fact you have to walk, run, jump, fly, or teleport the short distance to the ships as opposed to crossing an entire zone to reach the red or green line trams from the other is not a problem. That was always the problem with the red and green lines before they were merged. They were at opposite ends of the entire zone that had both of them. (Edit again: For both zones.) The ships to PI and SI are both right there, just a short distance from the trams. (Edit again: Was it the red and green lines or the yellow and green lines? I can't remember.) -
Fighting some level 47 DE. And the Sardonyx are spawning level 45 shards. The Boulders are spawning level 47 Rubbles, but not the Sardonyx.
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You're trolling. Got it.
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Additional Costume Slots through Prismatic Aethers
Rudra replied to Awilix's topic in Suggestions & Feedback
The game can't handle more costume slots as far as I have been informed. For instance, Soldiers of Arachnos and Widows of Arachnos technically have 11 costume slots to everyone else's 10 because they get an added costume slot that is their starter so they can have their requisite Arachnos appearance. However, their 11th costume slot is only accessible via slash command. -
https://homecoming.wiki/wiki/Mission_Transporter For when you find yourself alone and lonely because the rest of the team used the Team Transporter to get to the next mission.
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You needed to be more specific then. Sure, I won't care if the radius is expanded. (Edit: You won't get that 150' radius though. You might get 25' radius, but not anything incarnate level in size.) (Though I need to point out that not caring if the radius for mission teleport is expanded is not the same as wanting it.)
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ITF - Last Mission Imperious Upgrade (or removal?)
Rudra replied to Renatos1023's topic in Suggestions & Feedback
He already has it. It is called Zeus' Lightning Bolt. -
I'm going to ask that you don't make statements like this. I prefer the current sized Team Transporters, at least for the Longbow Chaser one, because that is how big the Longbow Chaser is. And the TTs have a 15' radius, so why do you need to be "nut to butt" for them?
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And what happens if a player is currently putting salvage into the bins or taking salvage out of the bins when someone decides they want to craft? Sorry, but I have to oppose this. If it is that much a problem, then put your storage bins near your crafting table and put more crafting tables around the bins.
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This is the key part of your statement. The alignments don't mean anything to you. They do mean something to the game. They set the parameters for what is available for characters to do. They set the expectations for what sort of content should be available in the different areas. They even set access for PvP zones. (Otherwise you could just pop in to Bloody Bay from the hero base, hunt Shivans for a while, and then go to the villain base and exit in Cap au Diable. In a zone being contested by Longbow and Arachnos, so heroes and villains are fighting each other. Do you really think Arachnos is going to be willing to let you use their portal out of Recluse's Victory into the very heart of Grandville after you finish handing the zone to the Freedom Phalanx?) You also don't see villainous missions/arcs in co-op zones. No bank robberies, murdering a superhero to establish rep, unleashing a plague or bio-weapon, or any of the other types of missions you see red side. The co-op zones are focused on the threat of that zone. Whether it be Hamidon or the Rikti or Mot and the Banished Pantheon or whatever. Even in Dark Astoria where you have villain/rogue only missions from that CoT contact, your missions are against Mot and those forces that serve him or are doing things that make fighting him more difficult for you or will actually empower Mot despite what those doing whatever in that mission are trying to. (Edit: Well, you do in Striga Isle, but those are story arcs and I don't think those are co-op missions. Just like doing the TF/SF in Ouroboros. The zone is co-op, but only blue siders can do the TF and only red siders can do the SF. And the TF and SF oppose each other, so they self-neutralize.)
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Heroes and Vigilantes both get the blue HUD. Vigilantes are morally grey though in this game and so are free to run around blue side or red side doing whichever missions they prefer on either side as long as they are able to at least join the teams, whereas Heroes are true blue. If you want to play a Hero that functions more like a Vigilante or Rogue? More power to you. However, a Hero (as in the alignment in the game) does not kidnap people, does not extort people, does not intentionally harm them or gather them to be sacrifices, or do any of the wide range of acts red side PCs engage in. A Hero (as in the alignment) does not run around suppressing people's freedoms or making sure they can't get a basic education because the tyrant ruling the region and his lieutenants want people uneducated and blind as to what the world has available for them. A Hero (as in the alignment) does not run around murdering other heroes for the sake of building their rep. You know, the missions and story arcs we play through on red side. City of Heroes/Villains is a super-character comic we play through, and Heroes don't engage in the acts the red side missions call for. So there is no reason for all the zones to go co-op, because while your character is free to be run however you want, the game's story has rules for how this comic game world works.
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Okay, to start, I don't understand what alignments have to do with zones being searchable. So if it factors in somehow, I would appreciate some enlightenment. My guess as to why the echoes aren't searchable is because they are considered removed from the game, so while players can still go there and gain xp, it isn't meant to be handled like other zones that are still considered active in the game. Bear in mind that I am not arguing against the OP as I don't care either way, but that is my best guess as to why the search function does not work there. However, your last paragraph of this post I have issues with. Why would heroes go to the Rogue Isles and kidnap people for ransom, rob banks, shake down people, destroy property, threaten innocents for compliance, inflict injury on innocents intentionally, gather sacrifices, suppress attempts at liberty or education, or any other of the types of missions to be found red side? Why would villains go to Paragon City and rescue innocents for no gain, recover stolen/lost items and return them to their owners, aid in researching cures for diseases for no personal gain, rescue police officers in distress, or any other of the types of missions to be found blue side? Morally grey characters can already go between the sides and team up, but making every zone in CoX co-op makes no sense. It goes against the very idea of the game. Yes, this argument is a complete derailment of the OP's thread, but you, the author, made this derailment. So I think it is fair to have it responded to.
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This holds true for pretty much every NPC in the game. Whatever character, PC or NPC, that the NPC has targeted, is the name that gets used. Most typically seen during combat when the target is supposed to be saying your character's name at 75%, 50%, 25%, or 10% health when you have teammates and/or pets.
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It is a 15' radius AoE with a 60' range. It is correctly marked. Having it say "ranged" would not account for its AoE. Edit: Okay, I get what you are saying. This should be reported on the "Report Typos Here!" thread, first pinned thread on the Bug Reports forum though. Also available via this link:
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To be fair, Crabberminds already fit the bill for the OP. They have melee powers. They have armor powers. They get up to 6 pets (from 3 powers) before you go incarnate. And they can stand their ground and fight even without their pets. Too often, these requests for new MM-style ATs seems to be a desire to be a capable ranged or melee AT that also has pets for more damage, while retaining their own defensive capabilities like armor for their secondary, or both armor and support or both armor and control or armor and control and support. An "I can do everything and I can do it very well" mentality. Now, I'm fine with more ATs being added, as long as they have their own identity and are balanced so they can fit into the game without rendering any existing ATs obsolete. And if the author is willing to both further detail his/her/their proposal so we can get a better idea of what exactly is being asked for, and to accept that the AT cannot have everything at their disposal, then we're good. Let's hash out how this potential AT works. Something to bear in mind though, is that MMs are already the pet AT, not Controllers or Dominators, yet all 3 keep getting compared to each other. And if you want a muddier comparison, then there is the everlasting debate about Brutes, Scrappers, and Tankers. So yes, the AT being melee instead of ranged goes a long way to differentiating it from MMs, more information is still needed. Which is a problem seeing as how the author hasn't deigned to provide any further posts on his/her/their suggestion after the initial pitch. Edit: Whoops. I merged @gabrilend's melee MM with the OP of this thread. My apologies. So for this thread, more information is most definitely needed.
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There is also the difference in 'tiers' with MM pets being Henchmen tier pets whereas Controller/Dominator pets are Pet tier pets, which gives them better base stats. And then there are the differences in pet level determination where Controller/Dominator pets are never more than -1 to the Controller/Dominator even if you get 3 pets where MM pets get to -2 if you have 3 of them. And the consideration that MM pets have upgrades they need to get to full power and other pets do not. And then there is the balance question for pets since each MM primary set is balanced differently, so simply getting to choose what pets you get is unbalanced. What is to stop a player from simply taking Jack Frost, Singularity, Phantom Army, Dark Servant, Protector Bots, and their choice of MM T3 pet? And then you get to the secondary sets for questions. Which you summed up nicely. So while I was trying to sit out this conversation, yeah, there are a lot of questions the OP needs to address for this to be considered.
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Not sure where you are going with this comment since you are quoting me for it. The only reason for my post was to answer your question about Sentinels.
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Sentinels were apparently undergoing development at time of shut down, but they weren't added. HC (or whomever was running the game as a pirate game before) added Sentinels.
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Let the TRAM/Helicopter system go to all non hazard zones
Rudra replied to DrRocket's topic in Suggestions & Feedback
No, the CTA in First Ward isn't accessible. You can't do anything with it until you get into Night Ward, at which point you are dealing with the Night Ward CTA. First Ward is cut off from the rest of Praetoria, 'lost' to Hamidon, and used to dispose of undesirables from Praetoria's 'perfect' society that the Praetors have no use for, and so no need to "re-educate" or otherwise turn into an asset for them. You know, regular people. Yes. The original Praetoria area had Nova Praetoria as the starter, Imperial City, and then Neutropolis. First Ward (I believe) came later, and because of lore, was not accessible except through the Underground Imperial door where Doorman stands with the two portals to Primal Earth so Primal characters could also get to First Ward and do missions there since they are not linked to the Praetorian story line, and so not to the Preatorian factions. (Though there are faction representatives with repeatable missions in First Ward, First Ward's story has nothing to do with what is going on in Praetoria City and the Praetors.) Helicopters? No. VTOL aircraft? Yes, but only red side via the Arachnos Fliers. (And I think just the Arachnos Flier at the north end of Grandville proper, where that TF has us go to destroy the Web.) -
90% of everything people have dumped into that lottery? Sorry, but I have to say no. If the idea is a 'fun' thing for players to burn their inf' on? I can support that. However, there are already ample means of getting inf' in this game without adding a lottery. (Which would fall under gambling anyway, and I'm pretty sure that won't fly.)
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I'm not saying not to provide swimming animations for hovering/flying around. There have been other threads asking for that just for flying around. All I am saying is that the way the swim animation for walking/running works will not help with an underwater, flooded, or aquatic base because of how the water tiles work. CO does have the advantage that they do have an underwater zone map, so they do have swimming available for players to use as a function. The entire zone forces players to be flying so the swimming animation can (mostly, sort of) work. Something we can't do in CoX. Not unless the water tiles were to somehow have a Group Fly effect that ignores Null the Gull's provided power to ignore Group Fly effects to force/enable swimming animations and vertical movement while in the water tiles. (Edit: I have a sunken city base with an undersea accessible area and a base with a lake in it in which I have been trying to find ways to make it possible to swim through the underwater part of the sunken city and the lake, but the issue is the way the water tiles work, not the animations. I can be hovering around in one of my bases that have pools in them, and when I enter the water, my character (sometimes) immediately starts swimming. And "deep water" where I stack water tiles to try to make it possible to swim, I'm still stuck at the bottom walking/running around. So it isn't the animations.)