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Rudra

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Everything posted by Rudra

  1. You are missing my point. I'm tired of beating my head against this wall. I'll see how the thread develops later before posting further responses.
  2. I'm telling you what CoD says. And I place more stock in that than your claim. All I'm saying is call it what it currently is classified as and make your pitch from there. Pendulum as used on Brutes has a 5 target cap compared to the Tanker's 10 target cap with otherwise identical stats. Brutes get Pendulum as a tier 5 power as opposed to a tier 6 power for Tankers. That does not justify the loss of target cap between the two ATs. Please either increase the target cap to 10, reduce the endurance cost, or improve the recharge to compensate. Thank you. That is what I am trying to portray to you. The fact it is the same power as the Tanker's except set to figure its base damage with the Brute's Fury in mind is why the damage is lower IMO. The fact that it is the same power with different target caps at only a single tier difference is a problem in my book. Especially since other shared powers are not differentiated in this way. How you choose to classify the power (cone, TAoE, PBAoE) doesn't matter for the discussion at all. (Edit: So insisting on calling it something other than what it is classified as detracts from your argument.)
  3. https://cod.uberguy.net/html/power.html?power=brute_melee.battle_axe.pendulum&at=brute https://cod.uberguy.net/html/power.html?power=brute_melee.battle_axe.taunt&at=brute It is a radius effect. Not a cone. You cannot declare something to effectively be a cone just because you think it doesn't hit enough targets. Taunt has a wider radius and still only hits 5 targets. Up to 70 feet away. Are you going to call that a cone because it only hits 5 targets too? Make your case for improving Pendulum, but deciding to call it a cone because you think AoE of any sort other than a cone hits 10+ targets is hurting your argument. (Edit: Though I do grant cone attacks are built the same.)
  4. According to CoD, Pendulum is a melee TAoE power with up to 5 targets. (Edit: 10 for tankers. The rest of the statement is all Tanker data because I didn't see any other Brute TAoEs that weren't Taunt.) Taunt is a ranged TAoE with a max of 5 targets. Touch of Fear is a melee TAoE with a max of (some script) targets. Fault is a close TAoE with a listed max of 0 targets for some reason.... Spinning Strike is a melee TAoE that also has a script number of targets rather than a locked number. So AoE =/= 10+ targets. (Edit again: Though IMO, the difference in Pendulum between Brutes and Tankers just further illustrates Tankers being favored over Brutes by the devs.)
  5. Most Praetorian lab maps are intentionally empty. Some of the maps were apparently made for the empty spaces to be filled with Clockwork in storage and got used for other missions as well. Those same Clockwork attack you because they are active, but having other things clutter the nice, pristine, "orderly" Clockwork storage is against the theme of Praetoria. The Praetorians tend to hide their clutter. Yes, there should be some storage shelves and some work desks on the maps, but they are basically empty because the Praetorian presentation is sterile. Overly sanitized. You can see pretty much the same thing in the Praetorian office maps. Their office maps are much more sensible to me than the regular office maps, but they can be considered empty compared to the regular office maps because Praetoria is all about control and appearance. Even the Praetorian sewers are amazingly clean. Because it is all about the glitter, and the rot is hidden. And because it is all about a sterile and orderly appearance, the work is hidden. (Yes though, I would be fine with the Praetorian lab maps having some shelves or work desks in some of the areas. Even if those spaces are meant as Clockwork storage areas. Having a computer desk means you have the means of processing the Clockwork's data prior to shipping. And with mob placement on the maps, you can fit the shelves or computer desks along the walls without causing issues, I think.) (Edit: I also find it funny that you thumbs down anyone trying to explain the maps to you.)
  6. It's funny that you chose a sterile facility map as the example. (Those tend to not be cluttered.) Compare that map to the various warehouse maps where there is no room for anything. The map isn't empty because of dated system performance, it is empty because of facility design. Praetorian maps maintain a sterile appearance because Praetoria presents itself as a "safe, clean, properly organized environment where the people are looked after" as opposed to the "chaos and clutter of Primal Earth".
  7. I actually play Brutes. (And people ask me why bother when Tankers are better.) I use Mids to plan out my characters' development. However, on the character I was planning that started this thread, I wasn't sure whether the character should be a Scrapper, Tanker, or Brute. So I built a version of all of them and ran comparisons to see which fit the idea better. And was dismayed when I saw the Tanker build had better everything compared to the Brute. Which was a glitch in Mids, but here we are.
  8. Instead, why not add a tag to show how many accounts have logged on in the past 30 days? So for example: SG <Name>. PvP (active tag) Last Logon: Today. Accounts logged on past month: 2. No need for the recruiting tag to be visible since it would just be a flag that makes the SG visible or invisible on the list. The UI can (and probably should) be way more expansive than that, but it does give more useful data than just a prestige number.
  9. If that was your take on them, good on you. Dominators were the red side Controllers though. Or at least, their closest equivalent.
  10. I gotta agree with @Greycat on this, @Andreah. Even with how you have prestige set up in the OP, only the larger SGs will be showing up on the list. So smaller SGs that are as fun (or maybe even more fun?) would get buried for lack of ability to compete in gaining prestige. Tags for not recruiting for private and solo SGs would keep them off the list. Tags for RP would focus the list on RP SGs for RP'ers. Tags for PvP would focus the list on PvP for PvP'ers. So on and so forth. This would all be much more relevant and useful data than a prestige number that can be pumped up much more easily by a larger group than a smaller group. And as has already been posted in this thread, with a last log on tag in the list, abandoned SGs can be filtered out. There can even be a tag for SG group run frequency for those groups that only get together once or twice a week. With a comment attached showing their schedule.
  11. Technically Mass Confusion turns all your enemies in the radius into your pets attacking your enemies. Which includes each other. (Edit: And is very thematic for mind control as opposed to spawning a new pet. A specific pet would be more in line with mental projection or psychokinesis than mind control.)
  12. Considering Walk suppresses other travel powers? Not likely. Edit: The only way I could see that working is if instead of a travel power that suppressed your character's powers, it was a full transform like CO has. Where the character is transformed into a different character complete with his/her/its own powers. Since it would be a full transform instead of a travel power, it could include its own walk power.
  13. Thing to understand about costume pieces like t-shirts. Each costume piece has 2 different colors available to it. And any option with skin, like t-shirts, uses the skin palette as its other color. So putting patterns on those costume pieces is problematic because they are already patterns placed on the character model rather than a separate piece with its own pair of colors. At least, that is my understanding of it. You can see how it works if you make a character with monstrous legs and then apply any of the "with skin" bottom options to the character. The bottom is just a texture map rather than a separate costume piece.
  14. Pretty sure @Luminara is referencing the fact that no mission in the game is mandatory for players to do so making one mandatory to make use of the incarnate system goes against the game's design in the first point. The point in the second comment is that if a tutorial is needed to make use of an end game system, then the (proposed) system is too complicated. Edit: Though I would be remiss in not mentioning that on Live, players had to run the iTrials to get their incarnate slots so that could count as mandatory missions for incarnate system access. However, that was changed prior to shut down with the addition of the incarnate Dark Astoria and the addition of Mender Ramiel.
  15. Except the Mender Ramiel arc does not teach you anything about the incarnate system. The first mission has you more or less invincible with no END cost for powers and I think ultra-buffed damage. With powers you cannot acquire except as granted to you for the duration of that mission. (It is your character as fully empowered god untouchable by anything. I'd argue even the other gods in the game since you can defeat them well before you become an incarnate. Example: Hequat and Lamashtu.) The rest of the missions don't explain how you gain incarnate slots, how you craft incarnate powers, or give anything else that could be construed as instructive for the purposes of claiming the arc is a tutorial. It gives background/story information on how incarnates exist, and that's it. And that information is also available outside the Mender Ramiel arc. It is scattered in the Dark Astoria incarnate arcs for instance. So no, the Mender Ramiel arc is not a tutorial to which players should be funneled. Though it *is* background story players can read in game. Edit: If your reasoning for funneling players into the arc was because you thought it made sense as an incarnate system launch point, we wouldn't be debating this particular point in the OP. Your argument is that it is a tutorial though, which it most definitely is not.
  16. So you're in favor of the OP then? What part(s) of it in particular? (Edit: Also, saying nope to all of my post means you are saying I am a liar about people not doing Mender Ramiel's arc. And considering we can get all of our incarnate abilities without doing any trials or the Mender Ramiel arc, that is a very bold claim.)
  17. Or the players positioning themselves dancing or whatever next to Marauder risking him jumping out of the area when the cut scene ends? Sorry, cut scenes are fine, but I'm disinclined to be worried about transient messages during the cut scene when there are more intrusive interruptions. So, not something I'm worried about. Big assumption. Also wrong. I can guarantee there are players that don't do the Mender Ramiel arc or don't do the arc until they have incarnate powers or don't do the arc until they are looking for something to do that they haven't done yet. How can I guarantee that? I'm one of them. So are some of my friends. The incarnate system is already OP for the game. This would be galactic levels of OP beyond even that. One of the things you seem to ignore in your post about changing the incarnate system to an incarnate enhancement system is that acquiring incarnate powers falls in line with the level 1-50 progression of acquiring powers. There is build diversity in the current incarnate system. Players may or may not be utilizing that diversity as they pursue min-max efficiency, but those players are already doing that with the level 1-50 power selections and enhancement slotting. Edit: About the only thing I liked in the OP is the incarnate system shuts off if you exemplar below 50.
  18. To the best of my knowledge, Crey wasn't involved in any of the looting... I mean... reconnaisance and liberation... of Praetoria. However, it does make sense given how much effort Crey spends on infiltrating rivals to get their technology, that Crey would at least have something. So sure, I can agree with the OP.
  19. That would be what I was missing. Thanks.
  20. They are. I use the 4 orbs as borders in an open sky room. I thought you were talking about adding new ones. My mistake. Apologies.
  21. I must be missing something. Your proposal still doesn't tell me how many players are in that SG. And that was your repeated comment in the thread so far. Also, I would separate the "tags" entry into two different entries. Okay, three based on your added tag. Access Type: Solo, Private, and Public (Edit: Maybe just Private and Public since a solo SG would still be "private".) Group Type: RP, PVP, Event, Social, Trainer (to specifically help newbies learn), General Recruitment: Recruiting or Non-Recruiting And still retain the Last Log On counter. This won't tell anyone how many players are in that SG, but it does give more useful data.
  22. As long as purely decorative versions of those are also available at no prestige cost so players retain the option for base design, I'm fine with that.
  23. Maybe instead have a self-updating flag for when was the last time any member was logged on? The game already tracks that info, so making it public in the SG search shouldn't be much trouble. (Edit: Then you could sequence the list by last SG log on so the inactive and barely active groups wind up at the bottom of the list.)
  24. The first option won't really work because the pets can't click yes or no on the prompt. I'm inclined to rather ask to have a script added to pets so that they aren't teleported unless the MM is first, but I don't know if that is feasible.
  25. I'm pretty sure that was a change implemented back on Live, but don't quote me on it. Edit: As was posted further up this thread though, blue side DFBs tend to recruit until full or lock their groups prior to launch. Which affects red side's ability to just jump in.
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