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Rudra

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Everything posted by Rudra

  1. No, they aren't. Gun Drone has a duration of 90 seconds. Only mob FFGs and gun drones are permanent pets, even if their creators are defeated. Or are you asking to make PC versions permanent too? Which I could definitely get behind....
  2. How would that be power creep? We can already buy travel powers from P2W. We are already awarded travel powers for logging off at the correct places. The ability to make wings disappear when not in use and then appear when in use does not grant the character any sort of mechanical advantage. It is purely cosmetic.
  3. If you launch an attack, and that attack causes your enemies' attacks to be less powerful or less effective, then it affects their ability to affect anyone. Not just your character. That is a -damage effect, -accuracy effect, or both. Because it affects their ability to fight. Not yours. Edit: The effect of it being a trap that affects the targets is a prime example of a power that afflicts the enemy, not enhances you. Edit again: And if the trap is an ice storm and it casts a small layer of frost protection? It will grant that small layer of frost protection to the targets within the confines of the ice storm. Storms affect the area they are in. They don't provide direct enhancements to areas outside their area. And if your gun drone is providing you kevlar protection, then it is a very articulated gun drone and you would still be better off just putting the kevlar on instead of hoping your gun puts it on for you.
  4. The problem as the OP states was: The stated problem was not traversing or interpreting the revealed map for up, over, under, around, or anything else of that nature. It was the inability to find a branch of the map that had not been used by the author yet. This happens frequently when you get turned around and confused. It happens frequently to me, at which point I open up the map, at which point I go "Aha! That's where I am and there is where I need to go!". It happens frequently to my friends which is why they immediately use Reveal when they enter a cave map and run with the map window open. If the author had stated that they could not find the glowie because it was above them or below them despite standing at the marker on the map, I would agree with you. However, the author rather plainly states the inability to find the correct passage to reach a part of the map the author plainly had not yet reached. Using Reveal would alleviate that because all the passages would then be on the map.
  5. The maps don't show elevation regardless of how they are revealed, correct. However, the OP states "it took me about 45 minutes to locate the passageway leading to that part of the map", and using Reveal would have shown the missed passage to get to the glowie on the map. It would not show any elevation changes, but most cave maps don't have the wrap-around room elevation changes and the rooms with the different elevations don't need the elevations shown. Click the marker on the map and it shows you where the glowie is, including its elevation. Use the map to get to that area and look at where the triangle indicator is.
  6. I am well aware and had thought I had sufficiently differentiated bewtween the layer cake room and the wrap-around room in my post. The "loft area" on the cave maps is the top most level of the layer cake room. Then I said that the room you were talking about I was henceforth calling the wrap-around room. The split loop room that either deposits you on a higher level or lower level of the cave map depending on which way you approach the room from and works like a railway spiral looping back on itself without closing as opposed to the 5 tiers of the same room that comprises the cave layer cake room. So if anyone is still confused? Cave Layer Cake Room: Is presented as a surprisingly large room on the map with only a single path in. Has 5 levels with a single entrance/exit. Entrance/exit is on the 3rd/middle level. Top level looks like a stone loft. Bottom level looks like a swimming pool for rodents and other small animals. Wrap-Around Room: Is a transitionary room most commonly accessed from the map entrance by ascending a large ramp that almost bisects the ramp's large room (with a pond in the back section of said ramp room). The wrap-around room can appear as a dead-end when you first enter it from this direction, but has a sharply angled down path just around a corner in the room that loops back under the path you came up from and leads to another hall on a lower level of the cave. On some maps, the access is reversed and you instead enter through a regular hall and then descend the ramp room out the other side of the wrap-around room. The ramp and wrap-around rooms are always linked and can effectively be considered the same room. Is that more helpful? (Edit: And yes, I am specifically saying 'cave layer cake room' because there is also an Arachnos layer cake room which is actually more difficult to clear when you are required to. I say this because I found a Freakshow standing on one of the pipes at the top of the room well away from any of the platforms or ramps where there is no access during a timed kill all. I finished that 90 minute timed kill all with less than 10 seconds left on the clock because of him.)
  7. The problem you are describing is not a Reveal problem. It is a map drawing problem. Regardless of whether you explore the cave and draw those rooms in yourself or use Reveal to see the full map layout the results are the same. What the OP said though is that: Reveal would have prevented that problem by showing the map's full layout so the author would know where the missed branch to the glowie was and would know where (s)he was on the full map. (And yes, the little area that seems like a loft in the cave maps is the top level of the layer cake room. And there are two ways up in there. One is the ramp and the other is to jump, fly, or teleport up through the convenient hole in the 4th level's ceiling. If you use Reveal and see a rather large room on a non-Troll cave map? It's the layer cake room. I can't remember what the wrap-around room looks like on the map, but it is fairly evident. The wrap-around room being what I am now going to call the room @UltraAlt was talking about.)
  8. Reveal power available from P2W. Never get lost again.
  9. The chaos from the attack causing your foes to be less effective would be a -damage effect, -accuracy effect, or both applied to the targets since it would not just benefit your character, but all characters those enemies may be attacking.
  10. You made a ranged power set. Ranged power sets get Aim, not Build Up. Melee power sets get Build Up. Minor point. I thought ToHit was capped at 95%? Or am I confusing things? I know my chances to hit a target are capped at 95% no matter what. (Edit: Also, why is this snipe working differently than the other snipes in the game for when it is fast cast or slow cast?) I'm also trying to figure out how all those attacks grant the character +HP/absorb. I can see a dark set siphoning life from a target, but not a distantly placed patch of ice or hurled bolt of ice. I otherwise don't have any real opinion on the set or AT. Just those three questions/comments.
  11. Server: Everlasting Zone/Mission: OUTDOOR_RUINED_02A Position: [-1187.1 252.0 3064.7] Telephone stand half buried in broken light rail support.
  12. With the waves of PPD and Longbow defenders in the OP, they could be PPD cars and SWAT vans. Throw in some destructible Longbow helicopters that are ferrying in supplies and fresh troops to the command points (spawned established defense points) as long as they are not overrun, and you have a wonderful variety of squishy targets for the players to manicly defend.
  13. I like the idea of a giant Black Dwarf. It makes coming up with a suitable giant monster so much easier if you already ahve a working model you can just up-size instead of create from scratch. Not so much a fan of the bridges though. Pretty sure that requires a new map with the destructible objects available and changing maps while players are already on it doesn't seem feasible to me.
  14. And the butterflies too. Mandatorily black butterflies are pretty disappointing.
  15. Stalkers don't get ranged attacks in their primary or secondary power sets. So a Stalker would not meet the proposed inverse Blaster that the proposed AT is listed as being. The idea of this AT is an inverse Blaster. That's why I designed it the way I did. That's why I was working with those willing to provide feedback on the AT on trying to develop it into something that would still be unique despite being an inverse Blaster. And if your dream is to make a Tsoo Ink Man AT by combining a melee set with either Dominator or Corruptor secondaries, then propose it. (Edit: Though you may want to come up with a better name than Tsoo Ink Man Clone. 😛) And work with those willing to give you feedback to make the idea better, more open to the general player base, and find its own unique place among the ATs. There is nothing stopping you from proposing it. And it doesn't matter if others complain about Sentinels and your idea would be an inverse Sentinel. Maybe the version you propose would be sufficiently interesting in its own right and will get developed. Go for it.
  16. You mean like I could just make a Defender instead of a Corruptor or just make a Tanker instead of a Brute? I am well aware that the proposed AT is functionally a Blapper. Just like a Defender functionally is a Corruptor. The difference is what are the primaries versus the secondaries, what is the inherent and how does it function, and when and what powers populate the power sets. Blappers don't get armors in either their primary or secondary power sets, whereas option 1 for this AT does. Blasters don't get mez protection in either their primary or secondary power sets, both options for the proposed AT do. Blasters can attack while mezzed, the proposed AT can't. Blasters would realistically have a higher base damage for their ranged attacks than the proposed AT too. And Stalker's don't get ranged attacks in either their primary or secondary power sets. The proposed AT is an inverse Blaster. Says so in the OP. Just with a different mix of powers and a different inherent.
  17. Okay, I know KW isn't active for contacts, mobs, and missions, but if it were to become so, I have a weird idea for an event for it: Giant monster. What is so weird about that? It's not ye olde typical bag of HP for players to beat into oblivion. Here's how it works: Pick a faction. I was thinking Coralax, but they cap out well below level 50. So I was thinking maybe Nictus instead then. Said faction launches an assault on Khallisti Wharf with the aid of a giant monster (created that is appropriate for the faction). I was thinking maybe the awakened Leviathan, but it doesn't awaken, it would be entirely too big since it is basically Sharkhead Isle, and the Coralax that would be needed for the rest of this don't get high enough in level. So now you have this giant monster attacking from the ocean. Ahead of the giant monster are waves upon waves of faction mobs assaulting almost the entire coastline of the zone. Leading some of these assaults are trigger AVs, though they could also just be EBs or bosses, or even upgraded to monsters instead if needed to be stronger. Until all of the trigger AVs are defeated, the giant monster cannot be harmed. Say the giant monster is shielded by magic (or a force field depending on the faction) that is sustained by the trigger AVs. Once the trigger AVs are all down, the players have a set window where they can attack the giant monster until new trigger AVs make it to Khallisti Wharf and renew the giant monster's defense. Like with Lord Winter (Winter Lord?) and his Guardian, except backwards. Easy enough? This is where it gets weird, overly complicated, or both. Now, all the while the players are hunting down trigger AVs or attacking the giant monster, waves upon waves of faction mobs are still attacking Khallisti Wharf. They would be opposed in part by both PPD and Longbow, who would also be spawning waves of defenders. Either those defenders could function like the Longbow and Arachnos forces in the Galaxy City tutorial, or even better, they could have forces that function like in the tutorial and have established defense points. Those points would be under assault by the picked attacking faction, just not any of the trigger AVs or this would be too simple. If any of those points fall, that's it. They're gone. If any of those points are saved by the players, they're good. No more faction assaults on those points until the next wave of trigger AVs is spawned. If you lose all the established defense points, event is partially failed, even when the giant monster is defeated. Because the surviving mobs go to ground in Khallisti Wharf and Longbow and the PPD are stuck trying to ferret them out. If the giant monster is driven out and any of the established defense points survived, event ends, attacking mobs retreat, players win. And yes, unlike other giant monsters that die when you defeat them, this one retreats when its HP hits 0. Why? Partially because I like how Sally just retreats when her health hits 0 (every time she is hit), I think it would be a nice change of pace, and it gives an opening for an arc, TF, or trial to find where the giant monster is and actually defeat it there. So! I know this was a lot to read and is an overly complicated event that depends on an existing but inactive zone to become active, but what do the rest of you think?
  18. The intent was to meet @Saiyajinzoningen's request for more red side zones. I am avoiding stipulating what that zone has for a reason. Blue side can have its creepy zones and it fits. Red side can have whatever zones the devs decide. The reason why red side has so few zones is because blue side having so many zones was a problem for a not insignificant portion of the player base back on Live. New zones for red side, particularly if it is a high level zone, can greatly expand red side's storytelling without having to rewrite an existing zone. Or Khallisti Wharf could finally be populated with contacts, mobs, and missions to make use of an already available co-op zone that has seen no development I am aware of so far.
  19. Or, instead of taking something away from blue side or trying to convert it into a 'co-op' where the red siders would be actively working against the blue siders by means of aiding the Red Caps (which functions more like a PvP zone than a co-op zone where they do the same missions with each other), how about just making some more zones for red side with their own stories? I know, I know. That would be a lot more work for the devs. However, Croatoa is already established as a hero zone, it makes no sense for even the PC villains to aid the Red Caps, and changing a zone still requires a lot of dev work anyway. So I say, how about just more red side zones?
  20. Or even getting them to spawn where they are supposed to on a regular basis. Select back for placement, and they can still spawn somewhere in the middle away from any of the map ends, or sometimes even at the front. (And I'm talking about indoor maps. I know outdoor maps don't have front, middle or back.)
  21. Thank you for the interest in the proposed AT. However, Super Reflexes has the innate increasing resist ability, though as your health drops rather than as you attack. Same as the scaling defense IO. I'd rather avoid the overlap with the two. Especially since Option 1 of the proposed Striker AT would also potentially include a super reflexes-based power set as a primary option. Nice idea though. Do you have any other insights/feedback into the proposed AT?
  22. You don't need a large team to see if the support character is going to be fun. Find a player or two to run with you on the test server. Are you having fun supporting them? If yes, then odds are you will still have fun supporting a large team or even a league. If no, then odds are you won't still have fun supporting a large team or league. Sampling works. Edit: Sure, having larger teams is better for testing, but there is not much difference in supporting teams regardless of size in my experience.
  23. OP argument: player made a character, got the character to 50, found out does not like the character after 50 levels. People don't seek out playing 'sub-par sets', which none of the power sets really are depending on play style, and wasn't even part of the discussion since the discussion was about a character being not fun to play after 50 levels, but obviously players still find characters they design to not be that fun. A ready solution to avoid being in that position exists in the test server where you can make that character, immediately jump to level 50, immediately slot that character with enhancements for free, and so see if the planned character will be as fun as imagined. It has nothing to do with planning to have a character you don't enjoy. It instead has everything to do with test driving the character for fun. Your argument is as broken as ever. Avoid me if you want. Ignore me if you want. I'm going to call bullshit every time I see it. Edit: Also, by saying the ability to avoid being in a position where after playing a character for 50 levels by being able to play the character immediately at level 50 is an insufficient fix and a new fix is required, you are indeed claiming the complete rebuild of the character to include power sets, and in your request, origin as well, is a need. By claiming the already available option is not sufficient so a new one is needed, you are claiming there is a need. @Greycat's comment is correct. From you: The available options are insufficient. If they weren't there would be no need to ask for one that is. There's that word. "Need". You say it is needed. Instead of something like "Yes, the test server is available, but I would like added options to deal with this" which would have not proclaimed the OP to be a need. See the difference? You presented it as a need instead of a desire. And we already have the means of completely avoiding being in that situation, so it is not a need.
  24. My pets still don't follow me in my bases.
  25. So the option to completely avoid the need for a late development respec into completely new power sets on your character at no cost to the player or character, is insufficient? And yes, it would be no cost because you can make a level 50 character on the test server and slot that character with full IOs. And if you are inclined to argue that time is also a resource, then I would also point out that the time involved is also a requirement for playing the character to level 50 before finding out you don't like it. And you spend less time on the test server getting to that point to find out. Do you have any idea how ludicrous that sounds? The option to prevent being in a situation where you have a high level character that you don't enjoy is available, but it is not sufficient? Because why? You don't want to use the test server?
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