
Rudra
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Everything posted by Rudra
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All I know is that there is a mission where you rescue a conscript that was specifically bred to become a War Wolf (one of the Striga missions I believe), there is a mission where Council candidates are looking forward to becoming War Wolves (just like the Vampyri candidate missions), there is a mission where you have to rescue a Council defector before he is punished for betraying the Council by being made into a War Wolf, and there is the old lore of War Wolves being failed attempts at making Galaxies. So the lore for the wolves is all over the place. The main point of which was in response to @Akisan that in the case of the War Wolves, the lore is rather ambiguous and even contradictory in the game. As for the OP, I would definitely like being able to select which actual NPC model gets used in AE missions and in SG bases. So the devs making it possible for themselves in existing missions would be a very welcome first step.
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Replace Alignment icon in character selection with the Archetype icon
Rudra replied to Lich's topic in Suggestions & Feedback
Counter argument: The players that use the alignment indicators to know which characters they can just jump on and run around with their friends without having to hit up Null first. -
The canon for vampyri and wolf creation is rather conflicting. The wolves were supposed to be failed galaxies in the lore, but they are also created intentionally in the game with candidates carefully selected for transition to wolves just like with vampyri. And they are also created as punishment. So in the game on three different missions we have three different iterations of wolf creation where it is a failure, it is a desired outcome as reward even by the individual being transformed, and it is feared punishment.
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I'd especially like this if it translated to being able to select what NPCs looked like in our bases. The problem is that NPC selection outside of set NPCs like Countess Crey is purely random. The game allows selection of male or female NPC, most times at least, but otherwise simply draws from a pool of NPC presets.
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A Discussion on the State of Development Regarding Gold Side
Rudra replied to Wiseheart's topic in Suggestions & Feedback
Gold side was made because players wanted more challenging content. I don't know how far the Live devs were planning on going with Praetoria, but it was developing like how red side did. When CoV was launched, it had a lower level cap than blue side. (Level 40 if I remember correctly.) Praetoria expanded to level 40 with the addition of First Ward and Night Ward, which gold side content made no effort of informing gold side players about, instead continuing to funnel them into the blue/red transition mission. And because gold side was effectively all challenge zones/content, players leveled faster playing through gold content than they did red or blue content. Which was a huge complaint from those playing gold side, and still is. (So basically, players got what they asked for and were not happy about it.) Not to mention the overwhelming ambushes in multiple missions since gold side ambushes in those missions spawned without the clear requirements of red/blue side ambushes. (And PCs got more than just a Nemesis Staff. Just like blue and red side, if they had unlocked the veteran rewards, they got the same 3 of 4 choices between Nemesis Staff, Black Wand, Sands of Mu, and Ghost Slaying Axe. As well as their origin power like Throwing Knives.)- 34 replies
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Except it was the Croatoa arcs that funneled me to Percy Winkley who only has the Origins of Power arc. So you still get funneled to it blue side. Should it be updated, at least for Positron's part since power proliferation is no longer pending or new? Sure. And the Golden Roller's statements for the tech origin can be a good reference point for it. Positron should still be a contact in the arc you are sent to though.
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Stop being Scrooge! Open up the content! (every contact opened)
Rudra replied to Snarky's topic in Suggestions & Feedback
The problem is that contacts will not talk to you outside of their level range. The only fix for that was Ouroboros because the only way to bring your character back down to the contact's level was using the TF level mechanic. If there is a way for characters to exemplar down without having a lower level team leader who has that mission/arc or having to run missed content in a TF format? Great. It all depends on what can be done with the game's engine though. It was because of the game's limitations that we got Ouroboros though. Edit: Please note that I am saying "was", not "is". I don't know what the current devs can do with the system, just what the previous devs said was the problem. -
I just did the Percy Winkley Origin of Power arc. I am playing a Technology hero and he skipped Positron. It needs to be restored or fixed, whichever the case may be for if it s bugged or intentional. Skipping the technology origin when talking about the origins of power is just plain wrong. Especially if you are playing a tech origin character. They aren't of equal importance? Red side with Ashley McKnight you talk to all 5 origin representatives. It is only right for you to get to do so blue side as well.
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Ran into Sally in Croatoa. Her wake starts about a foot behind the back of her neck, so she is not in her swimming marker.
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Suggestion: Reduction in complexity for the Invention system.
Rudra replied to ZaranBlack's topic in Suggestions & Feedback
Then what would be the point of the salvage names? If you just need 3 common salvage to make something for instance, then the names of said salvage serves no point other than to make some players ask why salvage has a name like Ancient Bone. All salvage would be reduced to Common Salvage, Uncommon Salvage, and Rare Salvage. And if that were implemented, it makes sense to also replace their names as Common Salvage, Uncommon Salvage, and Rare Salvage because that is all they would be, just generic rarity salvage. Even the arcane salvage and tech salvage categories would become superfluous and just go away. Welcome to the wonderful world of generics. (Which would basically kill the market.) I don't understand the need to further simplify an already rather simple crafting system. All recipes tell you what they need and the recipes in the AH even give you the ability to immediately search out that salvage. And with absolutely no chance of failure, you are guaranteed to get what you try to craft without worrying about wasting resources that you then need to re-acquire to try again. And we already have in-game tutorials on how the crafting system works that gives you a new IO of your choice at the end. We already have blue side and red side tutorial arcs that at level 10 send you to the universities to find out the crafting tutorial contact exists and has missions for you. (Though you do have to at least notice the contact standing there in the same room as you.) Salvage drops from foes regularly, can be bought through AE, and can be bought through the AH. With a clear list of what salvage you need for each recipe included in every recipe. As well as pop up notices/flags when you go to sell your salvage that the salvage you are trying to sell goes to a recipe you have on hand, something other crafting systems I have seen do not include. (Can't tell you how often I off-loaded salvage in FFXI only to find out I had to go either find it again or buy it from the market at inflated price to make an item I needed to make the item I wanted. And I was only at the base level of the crafting system in that game. Let's not talk about how complicated that system got according to the guild crafters.) How is the current crafting system in CoX not simple? It very much walks you through what you need to craft anything. (Edit: With no need for prerequisite tier enhancements to be incorporated as its base.) -
No redraw for Spines+Staff, buff Blood Thirst
Rudra replied to pearbear's topic in Suggestions & Feedback
I hate to break it to you, but those sets are played currently. Maybe not by you, but they are being used by players. Edit: And Blood Thirst doesn't give the normal +100% damage or the normal +20% hit chance because it also gives 5 stacks of Blood Frenzy when used. (Though I am fine with the No Redraw options.)- 1 reply
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All your newish listed badges were available on Live. They are listed on paragonwiki.com. (Also, there is no Tailor day job badge. It's Fashion Designer for being at any Icon or Face Maker location including in Pocket D.)
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The thing I am looking at is that between blue, red, and gold sides, all day jobs have the same requirements to get the same rewards. Caregiver? Blue side badge awarded for logging off in any hospital that gives an auto-regeneration bonus while out of combat. Pain Specialist? Red side badge awarded for logging off in any hospital that gives an auto-regeneration bonus while out of combat. Gold side gets either Caregiver or Pain Specialist depending on your alignment and grants an auto-regeneration bonus while out of combat, provided the character logs off in any hospital. And if you get Caregiver blue side and then go red side? You get Pain Specialist instead. All the day job badges have the same award for the same requirement between blue, gold, and red sides. So the jet pack request should play by the same rules as every other day job, day job badge, and day job power. I'm not asking the devs to prioritize making gold content. All I am saying is that the day job requirements should remain the same if added to gold side and there already is a request that is brought up regularly in new threads asking for higher level zones for gold side. Which if implemented, would be ideal for adding the Praetorian version of Dimensional Explorer/Arachnos Official.
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Gold side players have been asking for a level 40+ zone and content for a while. Why is it such a bad idea to merge the requests and maintain the requirements for the jet pack? I'm not saying that the gold side level 40 zone should be difficult to access if made, just that the requirements should be the same. Just making a location for the jet pack requires work on the devs part, so why not get two birds with one task? A level 40 zone for Praetorian characters that just happens to also be the <insert name> day job location that grants the jet pack day job power.
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Good to know. It doesn't change anything since everything the OP asks for already exists. (Not to mention how horrific it would be to be slaughtering Christmas elves, reindeer, and Santa as a Christmas holiday event in the game.)
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Not sure how you would implement caroling as a mechanic in the game. If it were to be done though? I would say it would need a team of at least 4 to do so. Maybe have a contact with a timed mission where your team goes to preset caroling locations and ... ... do something to show they are caroling? Depending on how well they do whatever it is, they can succeed and get a (very minor) reward while failing causes the Forces That Be to have a small army of snowmen attack scattering the angry and now panicked listeners? Or maybe you go to those locations to carol and get attacked by the snowmen at each location as they try to ruin the holiday spirit?
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Christmas isn't about going door to door to get people to give you treats/gifts. So your request doesn't make sense to me. Besides, the presents scattered all over the zones already serve that purpose. You click the present and either get a present (Treat!) or are attacked by snowmen (Trick!). As for a big boss, the Winter Lord spawns every 100 presents opened in the zone. There is also the Lord Winter and Lady Winter events that can be done as well. With the Lord Winter one requiring a league. So your request basically already exists. (Also, why do you hate Christmas so much that you want to beat up all Santa's elves, reindeer, and him?)
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To get a day job jet pack blue side, you have to be in the Shadow Shard. Which is considered a level 40+ zone. To get a day job jet pack red side, you have to be in Grandville. Which is a level 40+ zone. Praetoria gets up to level 40 if you count Night Ward. Praetorian players have been asking for more Praetorian zones/content, but given the requirements for a day job jet pack red and blue side, Praetoria should not get such a day job location for itself until it has a level 40+ zone.
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Suggestion: Reduction in complexity for the Invention system.
Rudra replied to ZaranBlack's topic in Suggestions & Feedback
As @Metatheory said, the Shining Stars arcs are from Twinshot (automatically loaded to your character as a contact at level 6 complete with large popup window announcing it) and the Hearts of Darkness arcs are from Dr. Graves (also automatically loaded to your character at level 6 with large popup window announcement of gaining the contact). Edit: In both cases, they have 3 arcs that form their stories. A level 6-9 arc, 10-14 arc, and 15-19 arc. And they are glorified tutorials about the game. -
Armor T9s: thoughts, reviews, and suggestions
Rudra replied to PoptartsNinja's topic in Suggestions & Feedback
I sit corrected. -
Armor T9s: thoughts, reviews, and suggestions
Rudra replied to PoptartsNinja's topic in Suggestions & Feedback
@Doomguide2005 is actually correct. Some attacks lacked the number of flags others had. Like Psi damage attacks that lacked positional flags as @Doomguide2005 said. So it's not that some attacks lost their positional flags, but that they simply did not have them to even begin with. (Though, hopefully that has been changed or fixed since the devs went through and simplified the flags for defense.) -
Suggestion: Reduction in complexity for the Invention system.
Rudra replied to ZaranBlack's topic in Suggestions & Feedback
Correct. The contacts automatically unlock at level 10 and are always available until you complete their arcs. And the only way to be directed to the universities at present is to play through the tutorial arcs Hearts of Darkness and Shining Stars. Where the university contacts are flagged as available with active missions for the player and are standing in the same room as the Hearts of Darkness and Shining Stars mission contacts. The Hearts of Darkness and Shining Stars arcs don't hold your hand and tell you that the AH, AE, and universities are available for you to use, but they do direct you to those locations for you to see and figure out. -
Suggestion: Reduction in complexity for the Invention system.
Rudra replied to ZaranBlack's topic in Suggestions & Feedback
The 2nd arc of the Hearts of Darkness and Shining Stars tutorial arcs is given at level 10. As part of the 2nd arc of those tutorial stories you are specifically sent to the universities. Just like when you are sent to Wentworth's/Black Market and to AE, the idea is to introduce the player to that element of the game. The mission that sends you to the university does not specifically introduce you to the invention system tutorial contact, but like when you are sent to the AH and AE, you are given an opportunity to explore what is there and understand that part of the game. Yes, they could be clearer about it, and probably should, but the whole point of those missions/tutorial is to show the player other places of interest that benefit him/her. At AE, you aren't told that you can use AE to make and play missions from players as part of the tutorial, but you are made aware that it is there for you to use. The red side and blue side crafting system tutorial contacts are right there in the same room as Grym and Dean Yu with active contact marks showing them as available and with missions for the player. The only thing not present is Grym or Dean Yu telling the player that the contact is a contact, but as I said, they are already flagged as active and available contacts at level 10 and are standing right there in the room with you. If players want those contacts made more apparent? As I said in my post you are quoting, I am fine with that. However, the players are still shown to the contacts as part of the Hearts of Darkness and Shining Stars level 10-14 arcs. They are right there in that room waiting for the player to show any interest in them as actively available contacts with content for the player. -
A Discussion on the State of Development Regarding Gold Side
Rudra replied to Wiseheart's topic in Suggestions & Feedback
They don't seem to be ignoring the players. Given the sheer volume of player suggestions and comments, let alone the number of fixes still needed and updates to be made and tested, the devs are getting a surprising amount of things players ask for done. Gold side never had much interest from the player base after initial release as far as I could tell. And incentivizing arcs to draw players gold side will then be followed by the request to incentivize arcs red side and blue side. Which will again leave gold side clamoring for something special beyond its increased challenge level and rapidity of side swapping compared to red/blue side to draw players over. Edit: And considering how empty red side is compared to blue side, if gold side is going to have arcs made into incentives to go gold side, I hereby ask red side get the same treatment. Players already know about gold side missions/arcs, they just choose not to play it. Making new content for gold side would probably help draw players over, but again, only briefly until they get used to or disinterested in the new gold side content. It would still help players that prefer to be gold side, but the draw effect for other players would be temporary.- 34 replies
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