
Rudra
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Everything posted by Rudra
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I think it is like the ambushes in that Reischmann TF( or SF?) with all the ambushes. They keep coming until a timer runs out. I know the ambushes from Reischmann finally end after 20 minutes of spawning enemies (since that was how long my friends and I had to camp outside the room smacking 5th Column before they stopped appearing each time we ran it), but I only think the Syndicate ambushes end. (If I can weather the ambushes, I only stay and fight until there is a pause in thugs jumping me, then immediately exit the mission. Never stuck around to see if there were any more ambushes on their way.) If there is no time limit for the Syndicate ambushes? Then that would be a very good reason for them to not give xp.
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I find the lack of xp on those missions' ambushes frustrating too. However, it does feel like you are swamped with a seemingly infinite number of ambushes, at least on the Shen arc. The ambushes do eventually stop, but that is a massive pile of xp being denied gold siders. (Which given how quickly we already out-level everything, especially gold side, I may actually be fine with now that I think about it.)
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There is a marked difference between asking for more information about a proposal, especially when the proposal has already been pointed out as lacking justification, and trolling a thread. This thread has not been trolled by anyone. Edit: There is also a difference between pointing out flaws and trolling. This thread still has not been trolled.
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I'm still not a fan of the OP, but I do admit, this is an interesting change to it. Especially in light of what the Tsoo are doing in Dark Astoria and how their story progresses when you get to their portion of the arcs and the Palace of Stone Leaves exploration badge fluff text. Tsoo trying to save souls, especially in light of the horror of their incarnate ink and their possible drive for atonement over the measures they took to survive Dark Astoria and fight Mot, this would serve to highlight the honor the Dark Astoria Tsoo tended to exhibit. And with their Ancestor Spirits at risk, gives them added incentive to do so. However! (Yeah, all of you knew there just had to be a "however", didn't you?) If this were to be implemented, then aside from using Tsoo instead of Drudges, I would propose the following changes or considerations: 1) Keep the event corridors short. There are a few escort events like this in CO. And they SUCK. They aren't hard, not even close to being hard, but they are very annoying to do since you have to know where the event enemies are going to spawn from, get ahead of the group, and anticipate where the enemies are going to spawn to avoid failure. Especially since they keep moving without the player and can trigger multiple spawns along the corridor. Not hard in any form, but definitely annoying. The longer the event corridor, the more aggravating the event is likely to be rather than challenging or fun. 2) Instead of having the Drudges, or preferably Tsoo, simply start at the start of the event corridor and proceed along gathering up souls (I still haven't seen), make them be starting points where the Drudges, or preferably Tsoo, already have souls and/or civilians gathered that are under "attack". Once the player(s) arrive, they can start attacking the Banished Pantheon or Knives of Vengeance or Talons of Vengeance assailants to start the actual event. This gives the players more control over when the event starts so they are less likely to find out about it as it is already finishing or failed. 3) Instead of the event possibly constantly being in motion, make the groups stop at waypoints. This gives the Drudges or Tsoo time to recover their position as well as giving players time to finish clearing out ambushes and additional threats along the travel corridor. They may only remain at each waypoint for a set amount of time, but the players can get the group moving earlier than the set time period by speaking to a surviving Tsoo in the group. This of course requires there to still be Drudges or Tsoo alive in the group or the event fails. 4) Once the escortees are free and under way, only the players and the Tsoo are subject to harm from attacks. The souls/civilians are instead subject to capture (like they are in CO's version of this.) Souls/civilians being captured have a window where the BP/KoV/ToV are in the process of subjugating the target via timer bar teleportation. Lose enough souls/civilians to being whisked away, the event fails. This helps reduce the likelihood of a random troll just griefing the event. 5) Tie in consequences to the loss of Drudges, or preferably Tsoo, other than simple event failure. For instance, maybe losing all Tsoo in any given group increases the chances of souls/civilians being abducted by causing them to run away. This is only subject to being triggered in there are also no players within 10 feet of the souls/civilians. If a player can catch up to the fleeing soul/civilian, they can lead them back to the group and continue moving them to the corridor "exit" or recovery point. This will require more than one player to do the event unless that player is able to keep the Tsoo in the group alive. It also gives the player incentive to keep the Tsoo alive as the Tsoo are the primary force keeping the souls/civilians from simply running away and despawning as if captured leading to event failure. Since the Drudges. or preferably Tsoo, will be flagged as allies to the players, players can heal the Tsoo to improve their chances of survival and players cannot grief other players doing the event by killing off the Dudges/Tsoo themselves. (Edit: 6) Make the waypoints have additional souls/civilians being defended by Tsoo that acted as advance scouts for the event. This provides additional Tsoo to compensate for lost Tsoo from previous parts of the event. It also makes the corridor advance more critical since you would have a growing number of targets to protect. Though this may make the event overly cumbersome and annoying.) Just the two cents worth from someone that is still moderately opposed to the OP.
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Less crossing over as in First Ward slipping into the spirit world and more trapped as Mot's Dark Astoria doesn't actually have lore links to the spirit world. Rather, his presence traps souls that he feeds on since he is the only member of the Banished Pantheon (as in deific pantheon rather than cultist worshipper faction in CoX) to not actually be banished into the spirit world in any capacity. (Instead he was inside an idol that drove everyone mad to the point of suicide that was brought to Astoria for eventual destruction.) Edit: All of which can just be argued as being semantics anyway. *shrug* I would rather not do as the OP suggests. That's me. I am a single individual. That is merely my opinion.
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I'm guessing you mean Echo: Dark Astoria since I don't recall seeing wandering spirits in Mot Dark Astoria. And Echo: Dark Astoria already has Adamastor who can be summoned by the players. Also, while I understand that the Drudges as spirit guides are not constrained to Praetoria but are linked to all dimensions, I would rather not expand them beyond Night Ward. (Edit: Except in possibly a new zone that carries on from where Night Ward leaves off gold side.)
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First question: Why would a super hero need to disguise himself/herself as a citizen of Croatoa? They aren't enemy agents attempting to infiltrate hostile territory. Second question: Since all the ghosts in Croatoa are happy to leave Croatoa once the Red Cap influence keeping them bound there is lifted, why would the ghosts even have a giant monster presence? They don't want to be there. At all. Croatoa already has Eochai and Jack in Irons. And if I remember correctly, the war is a separate event from the giant monsters themselves spawning. So I think there can be multiple instances of them in the zone, the pair fighting when they reach the north, and individually at their non-war spawn points. And that isn't even counting when their seasonal event duplicates appear during Halloween. Croatoa is full. The ghosts don't even want to be involved in anything going on there. They say as much in the missions where they actually thank you for enabling them to leave. Edit: And unlike Scrapyard who died fighting Mako while fighting for his fellow Scrapyarders' freedom and is summoned routinely by the Scrapyarders to help keep fighting Cage and Arachnos for their freedom, the Salamanca/Croatoa ghosts don't have a focus to keep them there. They are trapped souls trying to leave, not willing combatants ready and waiting to be called back to take up a fight they have no interest in.
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That would be because the ghosts are not aligned with any group in Croatoa and are just trying to break free and move on. Edit: So for clarity's sake: the ghosts are not fighting in the war between the Red Caps, the Tuatha de Dannon, the Firbolg, and the witches. They are like the civilians in the mayhem missions. There, caught in the middle, trying to get out, and vulnerable to being picked on by everyone. (Except that they can fight back and typically think the PCs are involved with their torment.)
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I believe there was a thread about it. I want to say on the Beta feedback forums. I can't seem to find it, but my search fu hasn't even reached white belt level. I want to say something about the animations, but I don't really remember. Would be really sweet though! "Dance, puppets, dance! Muahahahahahaha!"
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Make the Suggestions Board function like LEGO Ideas
Rudra replied to dtjunkie's topic in Suggestions & Feedback
What if the suggestion gets the threshold likes (say 30 as your example) but also gets 31 dislikes? The benefit of a forum to discuss ideas and feedback is that the suggestions are not so binary as simply requesting a new LEGO kit. Suggestions are by their nature in a MMO dynamic. What one person wants is limited and often ignores what others want or are enjoying. Having discussions on those ideas helps those ideas grow and evolve, addressing concerns the author may not have considered. Your proposal of simply looking at likes within a set time frame ignores and precludes that. (It also does not account for the ability of people to make multiple accounts and then self-like their ideas to reach the threshold.) -
Dark Astoria mission arcs should respect the AV on flag
Rudra replied to KaizenSoze's topic in Suggestions & Feedback
Not all arc end opponents are actually AVs. If a mob is designed as an elite boss, then the mob is an elite boss. And as short as those arcs are and where they combined lead to, I'm fine with how some of the end bosses are designed to be elite bosses. It makes sense. (Edit: Except for the Mother Keres. Keres are elite bosses. The Mother Keres really should have been an AV.)- 1 reply
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Not a fan of this as it completely removes the primary use of the power. While not a popular power, it does still serve a purpose. Whether that be for a friend to serve as taxi for other friends for whatever reason, for RP purposes, or for MMs that don't want to go the Group Fly route and don't want to deal with pets that for any reason are unable to follow or teleport to them for being out of range like they are supposed to. This would make much more sense as a tweak to Combat Teleport. (Especially as this is what I thought Combat Teleport was going to be before it was released to us.) This isn't teleportation. A power like this better belongs in a whole new power pool (or just as an options for Kinetics characters). This one actually works. Only issue is if this would allow the power to function as it currently does still. It doesn't matter to me how few players may choose a power. As long as the power is being taken by players, we don't have the right to take that away from them. As long as the changes to Team Teleport still maintains its current core function though? Modify away.
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Sure. As long as the ability to teleport a team with you isn't lost so those players that take Teleport Team for that purpose, like some MMs, still retain that functionality.
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Doesn't work for the same reason NPCs can teleport wherever they want on the map but we are limited to line of sight. No way to target your teleport through obstacles. (And LoTGs can already be slotted in lots of powers. No more mules.) Edit: Now, if you want to modify Combat Teleport so you can target an ally and teleport to them? I think it is a targeted teleport rather than a target location teleport, so that could work. Or if you want this new teleport to work by being able to click a teammate on the roster and then teleporting to their side, that could work. The only problem I see with that is the teleport placement for arrival. I don't use Combat Teleport, so I don't know if it works in a way that would be conducive to being applied in this case. Edit again: I'm against removing and replacing powers, but in this instance, depending on how this was done, this could simply be a modification added to the existing power (or to Combat Teleport?). Edit yet again: I would also like to point out that like with Group Fly (which I absolutely loathe), Team Teleport is still of use to MMs. Particularly if you go with Teleport for your travel and you are some place annoying like the Shadow Shard. Keeping your pets teleporting with you is safer for your pets than just teleporting yourself and hoping the pets teleport to you at your destination. (They often like to just keep falling and taking damage or teleporting to the bottom of the map and standing under you and your destination. Not helpful if your destination is not a map instance entrance. And in this case, Teleport Other does not move them to your side because they are "at your side", just minus a few hundred feet.)
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Swashbuckler? Mauler? Name This AT! (And Help Me Flesh It Out Too.)
Rudra replied to Rudra's topic in Suggestions & Feedback
I was hoping for more feedback on this AT. I'm glad and thankful for the responses given, but also saddened. -
If the devs are going to go this route, I would like a few more pattern masks also made into separate details. Destruction and half, though those would need to be helmets more likely. Also pointed mask, rounded mask, and serratus as Detail 1 masks please.
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You are misreading my comments. My first comment was in regards to the "cleric" archetype. Note that in that post, all I am asking for is a non-D&D name and justification. Any player can still take the AT and think of it and call it a cleric. That's roleplay or character concept. The imposition of that is what I requested not be done. I'm fine with the AT being developed. The second post, the one you quoted, was in response to the author's comment suggesting bringing more D&D classes into CoX as ATs. Especially since most of those classes already exist in CoX under current ATs.
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No. 10 is limit.
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Please don't try to make City of Heroes/Villains into D&D.
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This isn't WoW. This isn't D&D. Make a melee/support AT, sure, but please don't tie it down to a fantasy genre. Any AT can be a character empowered by their deity. That is even incorporated as part of the magic origin. Many characters are even deities themselves running around. I'm curious to see more of your proposed AT, but I am asking you to please reconsider the name and justification. Let the players decide if they want to use this AT as a cleric of some deity rather than impose that on them.
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[MagExpr]% JumpHeight (self only) for 0.75s Magnitude Expression: 2.78 * source.ownPowerNum?(Redirects.Pool_Speed.Super_Speed_Momentum) [MagExpr]% JumpingSpeed (self only) for 0.75s Magnitude Expression: 0.187 * source.ownPowerNum?(Redirects.Pool_Speed.Super_Speed_Momentum) That's from Super Speed. It does give vertical movement, just not as much as players are likely to notice.
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Same problem/consideration: It is a request for an extra power so as to not have to pick one. So it gets the same arguments. There are already free powers and cheap powers that don't require a power slot. Take one of those. No free powers from any of the pools. (Edit: It is a question of power creep. If you want a pool travel power, you have to choose it with a power slot. Otherwise, all you are doing is asking to be able to get another power to make your character more efficient/powerful while still getting your travel power. And players like me are very much opposed to any more power creep in the game.) More options won't get anyone complaining. And others are also asking for the same thing. Not sure how to read this part. If the request is for costume pieces to grant powers? Then no. The game is not based on equipment and I would rather it stayed that way. If however you are asking for options for visuals of "temp power" travels such as Beast Run, Athletic Run, and Ninja Run? That would be fine.
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Move Jessica Megan Duncan Over Next to War Witch
Rudra replied to Wravis's topic in Suggestions & Feedback
Wow, look at all that space not being used by RP'ers. If only someone had suggested that spot before you started this thread. There may not be people in any given space when you are there, but that does not mean the space is not used. This conversation has again devolved. I'm done with this thread. It has always been up to the devs as to what happens, so let them decide. Since you are unwilling to actually get with the community you insist is being made to suffer. -
Move Jessica Megan Duncan Over Next to War Witch
Rudra replied to Wravis's topic in Suggestions & Feedback
If the RP community is fine with her being there, then move her! All I am saying is there is nowhere in Pocket D where there isn't an RP group using the available space for their RP. So get with the RP community and hash out where to move her. Because so far? You do not have comments from the community saying they are fine with her there. And I am willing to bet that this time next year when she is over there, there is going to be a post here on the forums angry because now they have even less space than before to RP because Liberty showed up there and with War Witch is further reducing the available space. (I'm willing to bet those felines that @twozerofoxtrot mentioned aren't even in Pocket D any more because there was no place to move them that didn't face opposition.) I am reading the thread. I understand your position. I am simply not willing to move her to inconveniece someone else. -
Move Jessica Megan Duncan Over Next to War Witch
Rudra replied to Wravis's topic in Suggestions & Feedback
What part of "I RP" did you not understand? Someone find the old forums please! I really want to show @Wravis what I'm talking about. When Liberty and Hawkes were added to Pocket D, there was a... passionate... discussion about her placement. The devs told the RP community they put an inordinate amount of work into placing her to impact as few RP'ers as they could. The community did not believe them. So the devs invited the community to see the work they did. Then the devs asked the RP community where should Liberty be placed. So the group directly affected gave a new place for her. And was immediately rebuffed by another group saying no, they used that space. The second group proposed a new place for her and was also immediately rebuffed for the same reason. This went on for at least a few weeks. Until finally the RP community told the devs she was fine where she was. Later? Someone started a new thread requesting she be moved. And not a single RP'er supported the suggestion because they did not want her moved to where they RPed. They didn't oppose the suggestion, they just didn't support it. I really, really, REALLY wish I could show you that discussion. I didn't even have a forum account, but since I RP'ed, I followed along and read it. Painfully. So please. Gather the RP community together and hash out where she should be moved to. FInd some place, any place where she can be found without having to find some hidden back room closet that doesn't inconvience anyone at all. Edit: If you aren't willing to work with the community to find that new place? Then your request boils down to: She is inconveniencing me, move her to bother someone else. Edit again: And for full disclosure? No, I admit I do not RP in Pocket D. The RP I routinely experienced there was toxic. (To the point of some asshat emoting violating my character. **** you, Catgirl Spayer. So I avoid Pocket D as much as possible.)