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Rudra
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Everything posted by Rudra
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The hidden Firbolg (that stays hidden despite being an obvious Firbolg) for the Halloween Event, a small snow-covered tree for the Winter Event, and a rose bush (or a "rose tree") for the Valentine's Event maybe? (Maybe even a hidden mini-Razorvine during something else?)
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It's the one I mentioned. You go into a mission where there are lots of the old (blue?) Praetorian Clockwork that look like regular Clockwork except for their color. You have to find 3(?) terminals and shut them down. When you finish and exit that mission, you have an immediate 8-minute timer for a followup mission to go to another door and enter that instance mission, find 3(?) more terminals, and shut them all down. If you can remember the map layout and terminal positions of the 1st map, then you know where the terminals all are on the 2nd map. However, with only 8 minutes to reach the mission door, enter, and race through to get all 3(?) terminals, which may even have spawns right at the terminals, yeah, you are meant to fail it. Because jack believes that forced failure is good for character development, or something inane like that. (Edit: I think enough people complained that it got extended out to 15 minutes on the timer, but it's been a long time since I did that arc through Ouroboros and it did at least used to be 8 minutes.)
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Most timed missions are actually clearly marked as timed missions in the mission description before you accept them. There are some that aren't and simply pop up, like that 8-minute timed mission that isn't even mentioned to the best of my memory until you exit the 1st mission and see the timer pop up, but other missions with a similar set up do in fact have a highlighted mention in the mission description that a timed mission is involved at some point during its execution. That said, I think it would be best if we the players report those missions that got missed rather than ask the devs to do a blanket search to fix timed missions. So, if we stumble across a timed mission that wasn't flagged in the mission description, then we need to post that specific mission to the devs to be updated or fixed so players aren't blindly wandering into timed missions they don't have the time to even start. (Because lets face it, there are a LOT of missions the devs would have to sort through if we don't tell them which missions were missed for that update after the Live devs already poured through every mission in the game to look for the timed missions.)
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I don't think that is possible since the point of the timed missions is to get us to book it to the mission and get it done or accept a failed mission. However, most missions with timers are flagged as such before you accept them. If there are any other missions with timers that are not so flagged, then they need to be. I am only aware of 1 mission that works like that, and it is a blue side follow up mission where the mission has the same layout as the preceding mission. (And was designed to have a high chance of failure anyway, with I think only a 15 second window to find the three terminals and shut them down? Been a while since I bothered with it....) (Edit: I think the mission is actually on an 8 minute timer from the moment you exit the 1st mission.)
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I have to double check, but I think I have you rated between Black Hole and Neutron Star. 😜
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Oh please no... this was how tells worked back on CO, and it so totally sucked.... Sure, in CoX, it probably won't be as bad since we wouldn't have to include the other player's global to send our tells, but still, please no.
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/getglobalname charactername will give it to you. I still read that as asking for it. I admit I have a weird point of view, but I don't differentiate between asking the player and asking the system for a global name. The point @lemming is making, if I understand correctly, is that globals are not immediately available for us to see. So we have to post an inquiry (whether to the player or the system) to get it. So the question becomes, at least to me, can the various chat channels and the tell system automatically access or be made to automatically access a player's global to reference the stars a player assigned them? (Followed by, does that follow them if they change their globals?) If those two questions are "yes", then hopefully the devs can find a way to implement the OP.
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While both hazard zones and PvP zones did used to be level restricted and no longer are, it wasn't the level restriction that made them hazard zones. "A Trial Zone or Hazard Zone is a section of Paragon City or the Rogue Isles that has been isolated for safety reasons. Enemy groups tend to be much larger in number and closer together in these zones. Many of these zones contain Task Forces, Strike Forces, or Trials. " (https://homecoming.wiki/wiki/Trial_Zone) Note that from the linked list, only The Hive, The Abyss, and Monster Island are actually level-locked. (Edit: Well, still level locked.... However, it was the spawn sizes and closer spawn intervals/locations that made them hazard zones. The level lock was to keep unprepared characters out. Which was rather pointless since we could always go to other zones that were even more dangerous to us.) (Edit again: So basically, hazard zones didn't stop being hazard zones just because the level locks were removed. Perez Park still has extremely large spawns for instance, and that is what makes it a hazard zone.)
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Pretty sure the reason the Razer Naga Mouse Tray still has the same 10 spots as the other power trays is because, like you said, the game can't handle an expanded tray. (I don't remember what exactly the devs said at the time they posted the update that added the gaming mouse power tray, but I do remember something to the tune of "this is what we can do with the game". It was probably the first time I even paid attention to what was going on with the devs and the updates. It was a pretty big deal at the time.)
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To be fair, The Hollows is still marked as a hazard zone in the game too. So if it isn't any more, then that should be changed as well. (Edit: Though with several Igneous spawn sizes in the crater, it still feels like a hazard zone. At least in that area.)
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My mistake, apologies.
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Well, when I checked my Widow's Lunge, I walked up to a target, hit Lunge, and then immediately tried moving. The Widow's Lunge animation played and at the end of the animation, my Widow immediately started moving. However, when I did the exact same thing with my Spines Brute, there was a minor pause before my Brute started moving. So, sorry @biostem, but that doesn't actually seem to explain the situation.
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I did a (very) quick search and didn't see this. So I'm posting a new thread for it. My suggestion? Correct the tram data for King's Row. Right now, when you go to a tram, King's Row shows up listed as "King's Row (5-10)". The problem is, the enemies go up to level 15. (I didn't do a thorough check of the zone, but I'm pretty sure they don't go past level 15.) So it should read "King's Row (5-15)" instead. The homecoming wiki should also be updated on this point as it also says King's Row is a level 5-10 zone.
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Bear in mind though, the arcanatime is not the full 1.848 seconds. The listed cast arcanatime is the cast time+arcana time. (The arcanatime itself being 0.218 seconds.) So there is a good chance there is a bug showing up in Lunge's root time. Doesn't hurt to point it out and maybe have a dev take a look.
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A measure of the actual time it takes to fully activate one power and become ready to activate another, after adjusting for the small additional delays introduced by the game's animation system. (https://homecoming.wiki/wiki/ArcanaTime)
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Per City of Data, Stalker Spines Lunge has a cast time of 1.63 seconds, cast arcanatime of 1.848 seconds, an animation time of 1.633 seconds, and a root time of 1.63 seconds. (https://cod.uberguy.net/html/power.html?power=stalker_melee.spines.lunge&at=stalker) That holds true for Scrappers, Tankers, and Brutes as well. Maybe it's the arcanatime we're seeing? (Edit: That or the root time for Spines Lunge is bugged....)
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I just checked both. My Widow can start moving immediately at the end of the animation. My Spines Brute seems to have a minor delay at the end of the animation before being able to move. I wouldn't normally have noticed it if I wasn't checking for it.
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Which Lunge? Blood Widow or Spines?
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Option to remove enhancement visual effects
Rudra replied to Klaleara's topic in Suggestions & Feedback
If you don't want non-thematic powers triggering in conjunction with your powers, then don't slot the non-thematic powers into your powers. That is what those procs are, completely different powers that you can incorporate into your own attacks. And not slotting them isn't gimping your character. You can slot more damage, more accuracy, more recharge, better END management, etc. into that power if you skip the proc. You can assign that enhancement slot to another power to make it more effective. The "gimping" part is all in your head. -
The only way I can think of for Confuse kills to award full anything, is if the game goes back to how it used to work at launch. Where the one that scores the final hit gets full credit (read xp and inf') for the defeated target. And if I recall correctly, that was done away with because it basically penalized teams. So to the best of my knowledge, there is no way to get full credit (read xp and inf') from targets if you have enemies confused and attacking each other unless you or your team are able to do 100% of the damage needed to defeat the targets. It is not an xp penalty thing, it is the scaling damage=reward thing.
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I don't think it exists as an xp penalty in the game. I think it is just the loss of xp from having something not part of the the team damaging the targets. Like how the Dream Doctor can take out targets while your ally and you still get full xp and inf' for it, but his summoned phantasms reduce the xp and inf' by the ratio of the damage they do. (Edit again: Or like how if you jump in and attack Eochai and Jack in Irons, defeating them after they've mauled each other near to death, you get pretty much nothing for doing so.) (Edit: Because I'm pretty sure the game isn't set up to make temporary "allies" count as your team members. They just stop counting as your enemies in regards to their ability to attack you, and you still get full xp and inf' for defeating your confused enemies.)
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Like @biostem said, they were the standard power trays at the time the game was developed and released. In fact, if I remember correctly, there wasn't even a push for different style trays until a couple years after the game launched. So not exactly a Cryptic Studios problem. (Edit: And as the Controls screen shot shows, the Live devs even went back and did their best to accommodate the new gaming mice released at the time.)
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Would that even be noticed? (Seriously asking here.) Among the tar patches and the ice slicks and other ground effects? (Edit: Especially in a sea of mobs on TFs/SFs/iTrials?) I'm not sure where you're coming from with this part though. There are powers and a power set I find obnoxious as all Hell (looking at you, Electrical Affinity), but I'm not seeing the power customizations as cluttering the screen any more than the regular power animations did.
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More indicators other than seeing someone attacking someone is just going to severely clutter the screen, more so than the screen already gets with large teams. And if the author doesn't want everyone running around nuking everything like (s)he/they say in the OP, the only way to make that stop is to restore crashes to nukes or take away the ability to improve their recharge, and to limit Judgements to incarnate content. However, no way in hell is that every going to fly since nukes have gone crashless and have always been able to have their recharge times improved, and incarnate powers could always be used all the way down to level 45. (The incarnate availability all the way down to level 45 while exemplared/malefactored was a HUGE mistake in my book, but I seem to be in a very small minority about changing that aspect.)