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Rudra

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Everything posted by Rudra

  1. Three targets, from a pool of now 18, with the possible targets drawn from a pool of 8-16 players each looking for targets towards the badge still leaves players praying for that one last target to appear. If it takes less time now? Great. I'm still against adding more "will I, won't I" in the game as per the OP. If players want to tackle original Lord Winter and the devs are willing to make that possible as a league leader choice? Great. Randomly getting original or new though? No thanks.
  2. Yes, this is the Suggestions and Feedback forum. Yes, players are encouraged to make suggestions on the Suggestions and Feedback forum. And also yes, other players are encouraged to engage with those suggestions, tweak them, argue against them, support them, and even point out things in the game that does in some form what the suggestion is. For the purposes of transferring salvage between characters without the hassle of e-mailing them. That is your choice to do. Do as you please. Just bear in mind that not letting your alts into your SG hampers your ability to transfer assets. Because you will save yourself the time of logging in, logging out, logging back in, and then possibly logging back out. If you are transferring between two different accounts? You can have the two characters from the different accounts open a trade window, dump as much salvage from one character into the window to transfer as you want, and then accept the trade without giving anything in return and have transferred everything you want in one fell swoop. That is something you can only do with multiple accounts unless you want to do what we used to do back on Live and have a friend you trust act as the transfer medium. (Edit: Hells, you don't even have to open a trade window between your alts. Just drag the salvage you want to transfer from your inventory window onto your alt, accept the number of that salvage you want to gift, and there you go.) It takes less time and has less tedium to simply dump salvage to be transferred into a salvage rack, swap characters, and then reclaim said salvage. It also skips the hassle of converting salvage into something else to transfer, e-mailing that (6 times at 50 per box for 300), claiming it, and then converting it back.
  3. I'm missing something here.... Is there a reason why your alt account characters can't be in your SG? They are still your characters. And multi-boxing is a thing the game allows. (Edit: I don't know if /altinvite will work for your alt account after you get an alt in the SG, but having both accounts open to invite a character from your alt account and then checking /altinvite for the rest of your alt account characters isn't that big a deal to do.)
  4. When the PPD burst in at the end of that mission, all the Skulls move to intercept them. Sometimes they wait for the Skull response dialogues to finish before doing so, other times they don't and immediately start moving to the combat room. Add in to that the tendency of the game to place non-fixed/non-essential targets in multiple places within the map's designated allowed areas for them to spawn, and sometimes mobs you expect to be in one spot are instead at a nearby spot. So first question, was the dialogue's chat bubbles visibly at the location where the trio normally are? Second question, if the chat bubbles were there, were they in motion? And third question, did you see if they were there before starting the fight and triggering the raid? For instance, the times I have done that mission, sometimes the Skulls making the comments are back near the exit door, and sometimes they are closer to the stairs or on the ground. I can tell from where their chat bubbles are on my screen relative to me as I race to the door. And on the times they were back near the door, some of the times they were already in motion from the sight of the chat bubbles moving.
  5. Lord Schweinzer (sp?) in Port Oakes does this. Sends you to the Mayhem of your choice regardless of your character's level. Just need like 20 or 25 different named heroes defeated to access him.
  6. Isn't a salvage rack a box that you can stack them in? With the added benefit of you don't even have to e-mail them to your alts.
  7. Okay, here’s a thought; there’s already the base item for spending a Merit to get a specific tip mission. How about donating inf grants a random tip (in lieu of hunting for one if they’ve gone thin)? Maybe there is a chance of getting a tip just like there is a chance of getting a tip when you defeat a mob instead of it being guaranteed? That would retain @Ukase's desired randomness, avoid the negative stereotype, and give players a reason to interact with the target. Or if the desire is to focus on the inf' sink portion, make it a 0.1% chance of getting a tip for every 10 inf' given. (Edit: You could even cap the chance of getting a tip so that no matter how much you give, there is still a chance of not getting a tip. Or even more complicated, make the chance a case of diminishing returns so that once a threshold is crossed, anything beyond that threshold has progressively less effect on granting said tip. This would effectively maintain a percentage cap, still give players with too much inf' a reason to dump preposterous amounts, and reflect a homeless person's view of wealth being anything past a threshold.) (Edit again: Make the threshold like 40% chance for 4,000 inf', with anything past 4,000 inf' getting diminishing returns.)
  8. I've dealt with a fair number of homeless. They always expressed some form of gratitude for anything they got. No matter how small. And if I gave them a lot? Their gratitude was excessive. Like I was an angel come to earth to deliver them. People already avoid them. Showing anything other than gratitude for getting anything at all is a good way to make sure that even people that will still interact with them won't any more.
  9. In some missions, best known in some Skull and Crey missions, there is a bug that has the target boss fight friendlies. This also shows up in the Power of the Spirit arc from Veluta Lunata. In the first mission of that arc, you are supposed to discover a Lucent of Light talking to the ghosts. Except there was no Lucent of Light by the time I found my way over to where he was supposed to be. Instead, there was a badly injured Night Haunt standing by himself in the hallway where I am guessing the Lucent of Light once stood.
  10. Dumb question: Why would a panhandler attack someone giving them money and insult them for it? Sure, that person may think to himself/herself/themselves that the donation from such a well off person is cheap, but the words that come out are always along the lines of thank you, bless you, or something else to express gratitude for the money. Also, since inf' isn't money, despite how it is used as money in the game, there is no need to give the panhandler inf' as a donation. That would be like transferring some of your rep to a beggar. That is illustrated in the St. Martial Rogue arc where regardless of how much inf' you may or may not have, the tech guy that seriously needs a beat down comments that you have a lot of (actual) money already available to you in your account(s). So a modification to your proposal I would suggest is that the panhandler become clickable and either asks for money when clicked on, thanks for you the donation, or just gives a simple greeting of some sort. (With the asking for money being the one I think would make the most sense.)
  11. Because doing that will inhibit players' ability to play what they want. And in the case of badgers, put them in a position like the Minds of Mayhem trial where they just need 1 more specific enemy but can't get it because it randomly keeps not appearing.
  12. That's not how it works. You can't just buy a newer game engine and transfer the game to it. The game was written for its current game engine. To move it to a new game engine would require rewriting the game for that new game engine. All of it. Making a completely new game.
  13. Graphics has nothing to do with it. It's the game engine.
  14. Do a search for Web or Swing. Read up on the discussions. Edit: Also, wall crawling was attempted for the game, back during development I believe, and it broke the game. (Edit again: And I don't mean it made characters too powerful, I mean it full on broke the game.)
  15. The waypoint has never pointed to the lobby door. And on another thread, a dev explained why that was. That makes it a game engine limitation, not a bug. (Edit: It should be noted that the few times the waypoint marker pointed the player to a building door to go inside and get to the mission door, it was on a building that is apparently not below the map. Most building interiors however are below the map, and those lobbies don't get intermediate waypoint markers.)
  16. I don't think that matters. Regardless of whether or not my characters have done the Who Will Die arcs, it is Penelope Yin standing in Independence Port giving out the TF. So even in the Mayhem, it should be Penelope Yin that responds if you get the AV rather than Sister Psyche. At this point, the Who Will Die arcs are history we can play through rather than current events. (Edit: Also, I'm pretty sure, but not completely, that Darrin Wade doesn't disappear from his spot in Sharkhead Isle either even if you complete the arcs.) (Edit again: Yep, just verified. Character did all the Who Will Die Arcs, and Darrin is still standing in his normal sport at the hospital.)
  17. Yes, turning on the recharge timers in the Windows tab does let the player know how much longer until Domination recharges. I don't know if it adjusts for Hasten because I don't use it, but I think it updates as the recharge is changed. Edit: And as for the remaining duration for Domination? As @tidge said, the icon starts flashing when it is nearing timeout. (I think at the 10 second mark? So that also matches the OP's request?)
  18. I like this idea. Simplifying access to player notes should be very helpful for a lot of people. Not sure about incorporating ratings directly into the window with the player notes shortcut though, especially since the proposed shortcut will make ratings just as fast to check. (I'm not opposed to the ratings being there per se, I'm just not a fan of cluttered windows. Especially with my tendency to misclick from time to time.)
  19. Doing the "Find Information About Midas' Skin" mission from Dr. Shelly Percy. Not having any problems until I get to one room where I can't approach the doorway to engage the last Wolf Spiders in the room. Zone/Mission: TECH_60_LOCKDOORS Position: [-828.1 36.0 560.3] This position, roughly because it isn't always the exact same spot, when I approach the doorway to the ramp area overlooking the generators, as I turn to look through the door and target the nearest mob, I suddenly find myself staring at the wall near the corner for that hallway. When I again approach the doorway and turn to look and target nearest mob, I am again staring at the wall near the corner. And by corner, I don't mean for the doorway. (Edit: I'm referring to the top of the ramp on the south side.) Only by not turning as I approach the doorway and then pausing just before the doorway was I finally able to turn and look through the doorway and target the nearest mob. (Edit: Oh, and I'm not inclined to attribute it to lag because at no other point did I run into any problems. Either on that map or the mission prior.)
  20. That isn't a bug. Any mission entrance that is interior to a building will direct the player to the mission door, which is below the zone map. Building interiors (not counting AE) are maps below the zone map itself. (If you check actual interior space in relation to building exterior, you will find that several buildings have larger interiors than exteriors.) (Edit: You can see this in action with a team. If a team member enters a building, like a store, and you have that member targeted, you will suddenly see that team member about 100 feet below the map.) Using a door to access a building's interior, like a store, will send you to the building interior map, which is still part of the zone map, but located below the zone area our characters travel on. St. Martial has multiple such mission entrance locations where you have to find the correct building to enter to get sent to the building lobby to access the door.
  21. Ouroboros is handled as TFs because that was the only way for the Live devs to make it possible for us to go back to lower level content and do it without having a lower level character have the arc(s) for us. Edit: I have no clue if they can be adapted to work like AE, but I do know they work as TFs because that was the only method that worked.
  22. I'm more in favor of just doing away with "Close (Aoe)" since they are all just PBAoEs, and just calling them PBAoEs. Anything that requires a target for the AoE remains Targeted AoE and anything that just requires a location to place the AoE remains a Location AoE. We already see some confusion when it comes to cones with there being ranged cones and melee cones both emanating from the player character. Let's not add a new Targeted AoE that is Close AoE.
  23. People have to make a forum account to have a game account. The home page of the forums has the Getting Started link (needed to set up the game), Homecoming Launcher link (needed to run the game), Tools, Utilities, and Downloads link (which has vidiotmaps pinned as the second entry), the Archetypes forums where discussions on the specific AT are held (and I believe includes builds), the Guides link, the Badges link, the Mission Architect link, and the Market link. All of that on the very first page people access to even have a game account. Add to that the willingness of players to answer questions and help, Google searches, and the wiki, and new players have vastly more information on this very ancient and heavily documented game than ever before. And they aren't stupid. These "please think of the new players" arguments are based on the idea that new players are so inept that they can't make use of the information the game itself provides, the forums they have to make an account on to even play, or the chat channels. And that is an insulting argument to make. Edit: Oh yeah! I think there is a Discord too! Edit again: How are new players supposed to learn the game? They play it. If they have questions or difficulties? They ask older players. If there aren't older players available to ask? There are guides, the wiki, and more. How is any of that "figure it out for yourself" or "git gud"?
  24. The forums has guides. The wiki is available. Google exists. There are even YouTube videos. Pity the poor new players and the wealth of information available to them that apparently only seasoned players have, can find, and hoard.
  25. Ah, the new player argument. Because the Broadcast, General, Help, and LFG channels are just so difficult to access and use, and experienced players are just so unwilling to answer questions or help newer players learn.
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