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Rudra
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Everything posted by Rudra
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They already give badges. Take them down in Recluse's Victory.
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If any devs have the time and interest, would you mind making a stone block of half the current height of the large stone blocks? I use the stone blocks to make stone floors in bases and even the small stone blocks are really thick for a floor. I will keep using the available stone blocks for stone floors, but would appreciate a stone block with the large stone block's length and width, but half the height/thickness please.
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Ooh! What if there was an option to always be able to throw the Christmas presents! *dreams of running around giving everyone gifts for random reasons at range*
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It was a change implemented back on Live because of the Marcus Cole single player mission crashing out the game from number of spawns. (Edit: You could do the mission, but when you went outside as Tyrant to stomp the Arachnos forces gathered to put you down, the game lagged badly for some players or simply crashed out for others.) So on specific maps where you can have sufficient mobs to exceed the lowered render capacity, spawns are simply not rendered. And since they are not rendered, they can neither react to and attack the player or be attacked by the player until sufficient numbers of rendered spawns fade out from defeat allowing the game to then render additional units already on the map. It makes those not-rendered units impossible to find.
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Would it be possible to revert the way mobs are rendered in the game? On any open instance city map where you have to find multiple bosses like the Freaklympics city map or have to find multiple hostages/glowies like the Eternal Nemesis Council vs. Nemesis city map, the objectives too often simply don't render until the map is cleared. So you can hear Freakshow bosses talking, but they aren't rendered and available for attacking until you clear out a significant portion of the map. Or you can race around the map looking for hostages and several don't actually render until you clear out a significant portion of the map. In all cases, in places you specifically searched already.
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I don't really have a leg in this race. I don't form or lead teams except with specific friends. So if those that do are fine with that process, then go for it.
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I'm not going to provide input on how to make it work. It sounds like turning hazard zones into PvP zones, just without the PvP. Back on Live, hazard zones were already used to level. There would be routine calls for teams to just go into Perez Park and street sweep until the mobs became too easy, then Boomtown or Faultline, then Dark Astoria. Except for Dark Astoria, which can have Terra Volta substituted, that can still be done*. AE is about when all that stopped. *Edit: Or hit up the Echo versions of Faultline and Dark Astoria.
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Mmmm... uhm... I'm going to go out on a limb and say that would probably be a bad idea. Getting inundated in tells for people wanting to join is bad enough in my opinion. And now team forming moves from the leader to the would-be members with the leader simply ratifying? Also, all those windows, how would window stacking work for that? What about new requests burying previous ones? Like you want to invite a person but someone else's window request pops up over it as you go to click and now you just accepted the wrong person, possibly as the last member of the team who you now would need to kick to accept the other player. Yes, the leader could still just invite that other person, but if they are sending accept me requests first? Just my opinion, but I think this should remain as a message system rather than as a reverse invite system.
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Yeah, I can see that as being possible. It would work just like the invite options from clicking the name, just with preset text like any other chat macro.
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Some Ideas for Triggered Events (Rikti Invasion)
Rudra replied to Canadian Anvil's topic in Suggestions & Feedback
You specifically said as I quoted: That is where I came up with you thinking they are different versions of the same zone. If that is not what you meant, then please explain what you did mean by that. Multiple versions of Recluse's Victory how? Multiple versions of Praetoria how? Recluse's Victory may be Atlas Park, but it is Atlas Park from a reality where Recluse conquered the world that he is trying to merge into Primal Earth so Recluse can have his victory without going through whatever he did in that reality to get it. There are no mission contacts there. There are no missions there. It is not an active zone with available content other than street sweeping and PvP. You know, like the Echo zones in their lack of missions and contacts. Not available for game story. And Praetoria? ... Yeah, my comments still stand until you or anyone else explains to me how it is multiple versions of anything. -
If possible to implement, that would be nice.
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You're better off making the same character on each server. To the best of my understanding, our characters are stored on each specific server, which is why you have to transfer your character if you don't make a new copy on the other servers. So, not really a possibility.
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No thanks. I'd rather there was a method of incorporating all characters for a bio without having to use multiple character slots for each one. (Edit: Like each character slot being able to hold/process a 16 bit wide string. Any shorter characters would fill the same space as the 16-bit by filling the rest of the space with nulls.)
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What @Grouchybeast said.
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Yes, please. The extra characters required for basic characters in the bio window really eats up available bio space.
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Red Widow is not defined beyond name, appearance, and brief mention of past. She held Ghost Widow's spot leading the Fortunatas prior to both their deaths and you can read some fear in some of Ghost Widow's comments depending on how you choose to interpret those same comments. The Live devs had declared that Red Widow was slated to take Scirocco's place as patron. And they were free to make her how ever powerful they wanted her to be to hold that position.
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Why? Just for a name? All powers in the game work for armor just as well as they work for unarmored super beings. If you want a heal power that works on your armored character or your bot character or your golem character or any other character? Take a heal power. You want an armor set that provides high damage resist? Take Invulnerability. So on and so forth. The powers already exist, the sets already exist, and both the powers and the sets they are in don't care if your character is armored or not because they are the power effects, not the character appearance/visuals.
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Starting as a praetorian = Neutral alinement
Rudra replied to KingCeddd03's topic in Suggestions & Feedback
You really can't be truly neutral and still be involved. It doesn't really work. -
Starting as a praetorian = Neutral alinement
Rudra replied to KingCeddd03's topic in Suggestions & Feedback
Gold side isn't neutral. Among the Loyalists, you have the Path of Power and Responsibility. Power would be a villainous alignment where Responsiblity would be a heroic alignment. Same thing with the Wardens and Crusaders of the Resistance. Wardens are the heroic alignment and Crusaders are the villainous ones. Contrast that to Hero, Vigilante, Villain, and Rogue. As a hero or vigilante, you do heroic missions, but vigilantes are decidedly villainous. More so than villains in my opinion. Rogues and villains do villain missions, but rogues are borderline heroes. So red side still has a good-evil divide and so does blue side. The main thing going on red side, blue side, or gold side is faction alignment. To the people of Praetoria, the Resistance is a villainous group disrupting their orderly society. They don't typically care if they are dealing with Wardens or Crusaders. The Loyalists are the heroes to them, without regard to Power or Responsibility. You see the same split blue side and red side. With characters like Doc Quantum who is a hero turned vigilante murdering in the name of the greater good in his experiments. He is a blue sider, but decidedly evil. Polar Shift is the same way until she goes full villain. Then you see honorable red siders. Scirocco, Ghost Widow, the Fortunata who has you go to avenge her brother Paolo, and so forth. Red side is where Arachnos has control and the character is presumed to be evil or at least selfish, but is not locked that way other than Arachnos having dominance. Blue side is where Freedom Corps and the Freedom Phalanx/Vindicators hold sway and characters are presumed to be heroes or at least of moderately noble being, but is not locked that way for outlook/temperament. The most evil people in history were often doing what they believed to be right. That doesn't make them right though. It's the actions people take that define what they are. Not where they come from. Edit: I guess my point is that gold side is not neutral alignment any more than red side or blue side. They are Praetorian side vs Arachnos side vs Phalanx side, where individuals of any side are as good or evil as they are without regard to the perceived alignment of their faction's side. -
Ouroboros contacts stick & keep progress.
Rudra replied to Heavensrun's topic in Suggestions & Feedback
Given what Twilight's Son says, when contacts/arcs are added to Ouroboros for the character to access, and how time travel works in some other sources? I'm going to say that a few things are going on here. First, since the arcs are only added after you complete them already or you out-level them, they don't stack with your current status with the contact because you are re-writing the past rather than adding to the contact's experience with you. Each time you use the Pillar to do an arc, you are effectively going back to before you established any standing with that contact to re-accomplish something you already did. This does not apply in the case of a content you have not done previously. However, unless you had no standing with that contact before, you are most likely simply replacing what you did with that contact earlier with what you are flashing back to. Now if you had done no missions/arcs with that contact prior? Then yes, progress from that arc should be retained on that character. Second, since you are rewriting your interactions with the time travel, you cannot add to your previous status because you are still only doing that one arc for the contact. So any previous experience you had with that contact outside of Ouroboros would be potentially shifted, not added to. The exception still being if you had no status with that contact prior, then you would be adding status for that arc as stated above. However, since the changes may or may not actually accomplish anything, the time stream may itself undergo a partial reversion. Since you are effectively separate from the time stream in Ouroboros, you have effectively created a temporal paradox that must be resolved, the time stream corrects itself back to a state prior to the paradox, you retain the memories of what was done, but for everyone else it goes away. Just my theoretical take on the subject anyway. Mechanically? TFs/SFs simply don't retain contact progress after the arc is finished. -
Blue and red siders get an immediate contact to send them to First Ward at 20. If the concern is getting more gold siders to go there, why not just give them an automatic contact to go there too instead of having to figure out there are 2 more Praetorian zones for them to play through if they want? That said, at least First Ward and Night Ward don't seem to link to the ongoing story between Praetorian Earth and Primal Earth, so fitting TFs in those 2 zones would probably be easiest. That still leaves the questions of who would the contacts be, what would be the level range, and what would be the focus of those TFs. (Also, if blue side is Task Force and red side is Strike Force, then what would gold side be?)
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Not really. The fast snipes, which is what you would have if dealing with a runner, don't have any better range than the other attacks. (If they do, I'm going to be upset because none of my snipes retain any long range after combat starts....) Now, if you're looking for an opener to pull that specific enemy you mentioned? Or if the snipe didn't have a fast snipe form so you could pick off the runner? Sure, I can see a practical use for it. It still goes against my "Don't Change Existing Sets" impulse though.
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Yeah, any peasant caught with a daito would be summarily executed on the spot. As for them breaking? Depended on the iron and treating. The really good daito were resilient. The more common ones were pretty bad. (Not ninja-to bad, but not as great as people romanticize them to be.) (Really good daito took a really long time to make though. And LOTS of failures would be made while trying to make 1 good one.)
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I disagree. You may think the name makes it appropriate, but the power's effects are why I think it is not. None of Arachnos' units except for the Night Widows and the Bane Spiders are known to get any training in stealth. Not just the go invisible as stealth works in the game, but just being sneaky. Arachnos is so sneaky in fact, that they commandeer an entire freighter to get into Paragon City, preparing themselves for the inevitable hero response before they even get to port. The only sneaky tactics Arachnos has been known to use are their mini-subs that I have no idea how people even get into. Aside from that? They use the same generic approaches Longbow, Crey, heroes, PPD, and everyone else uses to suddenly get some place stealthily: the sewers that somehow connect the Rogue Isles and Paragon City, the ferries that are not seen in Paragon City but apparently run there and are used by heroes to sneak into Grandville for some missions, the random portal, or the obvious transport that is for reasons unknown not blown out of the water by Grandville's defenses or Longbow's patrols. At least for me, there is more to consider for what is thematic for someone or something than just whatever name it happens to have been given by the devs.