Rudra
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Everything posted by Rudra
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Sometimes on a mission map, 1 of the spawns in a group is -6 to the mission. Like just now in the "They Call Me The Doctor" mission I am doing at level 36, a spawn I attacked included two level 36 Infiltrators and a level 30 Field Agent. It happened earlier on a level 34 Council mission too, with 2 level 34 Council soldiers and a level 28 Council soldier in a single spawn.
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I don't know for sure this is a geometry problem, but given what happened, I'm betting it is. On the final mission of the Paths of the Dark, I rescued Bentley Berkely from a raised platform in the cave. He turned and ran off the platform towards my character, and promptly disappeared when he got to the floor like he just fell through. Map and coordinates of where my character was are: Server: Everlasting Zone/Mission: Caves_60_Layout_07_03 Position: [-63.6 -127.8 1488.1] He disappeared somewhere around those coordinates. Sorry I can't be more precise.
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Yeah, I keep wanting it not to be. You're right though.
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How? Edit: The defeated character can't sync with anyone. They are eating ground unable to do anything. How does this provide a challenge?
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But what challenge does this challenge setting introduce?
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How? This only affects players that have been defeated. They are no longer able to contribute or face any challenge because they are defeated. So what challenge is being introduced?
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Then answer this: What challenge is this suggestion providing? That is not a challenge. That is a personal bias. So what challenge are you introducing to the game? I mean aside from the fact you already admitted this is punishment, here is your chance to turn this around and tell everyone what challenge is being introduced.
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Here is the thing. There are challenge settings that encourage teamwork. Even require it. There is the "AT Powers Only" setting. Now every member of the team is reliant on the other members to cover their weaknesses. And here is the big one: "0 Deaths Allowed" And with this one, everyone knows the team failed to work together and meet the goal because you have this nice flag that shows you failed the challenge.
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! don't want people to die, I want people to play together. A lot of people find challenge as fun. Obviously, quit and never team with the leader again.
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Huh? So you want to punish players for being defeated?! THAT is what this is about?! Edit: What server are you on? I want to make sure I never team with you.
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Let's put it another way. Not using enhancements, inspirations, or temporary powers imposes difficulty on completing the mission. Taking away the ability to use the hospital or base imposes a punishment for being defeated. Does it make sense now? The others apply while you are alive and able to fight. The no hosp applies after you have been defeated. That is not a challenge setting. It is punishment.
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Surprising anyone with the inability to go to the hospital when you could have just asked will. This is talking about taking away a core function of the game. Playing without temp powers? Who cares. Playing without inspirations? Who cares. Playing without enhancements? Okay, that hurts. Not being able to just go to the hospital when defeated because someone else thinks you shouldn't? And that being forced upon the player rather than just being asked?
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Some Ideas for Triggered Events (Rikti Invasion)
Rudra replied to Canadian Anvil's topic in Suggestions & Feedback
The only reason why there are street mobs even in the Echo zones is because when the devs first presented the Echo zones, players asked for the ability to still do something other than sight see there. The Echo zones were originally supposed to be empty museum pieces. (Edit: I think because the devs couldn't just delete the zones without problems.) Since players wanted to still be able to level there, and the devs said no those zones are dead and only there for historical purposes, the compromise that came about was street mobs were left there so players can still level there. So I really don't see missions being put back in those. -
That is not a skill set, and that is easily asked. On the occasions I team with others and I go to rez someone only to find they've hosp'ed before my power finishes animating? I ask them to give me time to rez them next time and they do. No reason for anyone to be ticked. And if all you want to do is get them to rely on their teammates more, then forcibly taking away their ability to hosp is just going to get word spread to not team with you. Which seems to be counter to what you want. There is a difference between teaching a player to be better and requiring them to stay put and rely on someone else to rez them. Especially given how often rezzers may not actually be able to do so because they either just rezzed someone else or they are buried under threats and don't have time to devote to the long wind up rez as opposed to the faster heals.
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Huh? You hear ticked off vets about being able to hosp/base port? And the vets are ticked off that they are helping players improve?! For what? If a player is defeated, and the player goes to the hospital or their base to recover, how is that working against developing their skills? If you don't want players going to the hospital or their base upon defeat, simply tell them so. Most players are fine with doing as asked. Seriously though, what skill sets are not being developed because someone uses the hospital button?! (For that matter, how is using inspirations preventing a player from developing their skills?!)
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There is also a way to not hosp or go to your base if you are defeated. You don't click the button. I know several players that moved the hospital window out of the way somewhere so it does not fill their main view area while defeated. Then they just wait for a teammate to rez them. Edit: Sorry, but this request reads like the author wants the option to not have the option to hosp. So (s)he is asking for less options in the name of more options. Which makes my head hurt....
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It's antithetical to the armor sets' purpose... ... but I like it. It goes against every stance I have of power preservation... ... ... but I like it. As long as the already provided abilities are retained, even if reduced to make up for the damage boost. ... I hate myself for liking this idea, but I do like it. Edit: I do disagree with the proposed magnitude of damage boost though. Keep it sufficiently small that it does not step on the fact we are talking armor sets here.
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I'm actually in agreement with @Greycat on the crashes. Having a super-ultra-deluxe power that saves the day and clinches your victory/survival? Is definitely worth a crash. The problem as I see it though? Even before incarnate stuff? The T9s weren't that. I'd pop my enhanced T9 nuke on a Blaster and be lucky to drop the minions swarming me, let alone the lieutenants. Sure, I was probably enhancing them wrong, but I would routinely have 3-4 damage SOs in them and still be surrounded. (IOs didn't exist then.) And the armor crashes? If I was in a position where I needed the T9? It would fail while I'm still trying to clear out the support mobs on the AV ripping my face off while I'm trying to buy breathing space for my friends to rez themselves. Strictly my opinion, and I probably slotted wrong, but the T9s until they introduced Willpower were too underwhelming for the associated crash. (That said, when the mobs popped their T9 armors? I'd curse, and rant, and scream at how unkillable they became....)
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Scale TF/SF/Trial Reward Merits to Notoriety Setting
Rudra replied to Uun's topic in Suggestions & Feedback
Isn't the incentive to run the higher difficulties the fact players have been screaming for higher difficulty content? Why should players be incentivized to do something they have been screaming for? -
Yup, still does that. Any chance of a quick fix for this? Just happened to me again.
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Yeah, the arcs are only available from their assigned contacts. It is the non-arc missions that are obviously not random that keep coming up as repeats. I didn't have that problem in the 25-29 range, but glad I'm not the only one seeing this. (Not that I'm glad you had to repeat missions, just glad to not be the only one.) It's like the contacts are pulling from the same list of missions, but they must be individually flagged as completed.
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Randomly, my Energy Blast Blaster's attacks lose range against stationary objects. To the point of having to almost be adjacent to the target to shoot it.
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Went straight to Kelly Nemmers. She wouldn't talk to me. Talked to Gordon Bower as @Uun said, and he introduced me to her, so she became an active contact and her arc is now done.
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In the 30-34 range of hero contacts, they all give the same missions. I have had to rescue Executable Number 6 3 times this week. I have had to fight and be apologized to from Cor Leonis Archon Rupert who is cooperating with Crey 3 times this week. I have had to recover Crey's Paragon Protector cloning research from the Freakshow 3 times this week. I have had to save the World Watch activists from the Devouring Earth twice this week so far. Most of the contacts are not listed as having these missions. And I play solo, so these are not repeats from team members having the same missions. I posted this previously on the Suggestions and Feedback forum as requesting more variety for missions blue side in the 30-34 range.
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Great! I looked them up prior to making this thread. And regardless of what missions they are supposed to give, they all give those same 4 missions. The exact same missions. Every last bit of those missions. Mission name, boss names, number of parts to the mission, mission location, objective names, clues given, everything. Edit: They aren't similar, they are the exact same missions given.