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Rudra

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Everything posted by Rudra

  1. 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.
  2. @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.)
  3. 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.
  4. 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.
  5. 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.
  6. Then have Blazing Arrow improved such as by reducing its 'wind up'. Just like Rain of Arrows needs to have the aggro check fixed, it is something that can be done without need of replacing the power.
  7. There *is* an unresistible feature in the game. Though I'm pretty sure we won't be getting that outside of incarnate powers. That requires a new power be added to the pool, at the cost of an existing power. I'm against this. You can change out your magazines in the pistols, and acid doesn't care if the round gets hot. (Toxic damage in the game still.) Improving the set is fine with me. Removing and replacing powers though? That's not fine with me. The set can be improved, even using ideas from this thread, without removing powers from the set.
  8. I'd just like Archery to be a little more fun. It's pretty boring to me. (And the pre-aggro of Rain of Arrows is a bit disconcerting too.) (Edit: I don't know how to make it more fun though. Sorry.)
  9. How does a player character carry an NPC? I would love to use this technique. It would greatly alleviate NPC problems. And how do non- /Kinetics characters bless the NPCs with a buff to make them move faster? (Does using Speed Boost even work on NPCs?)
  10. So rather than increasing the speed of Singularity, a mobile supernatural effect created by the super, or fixing AI pathfinding so NPCs can actually navigate corners and stairs, your solution is to either walk forward a little bit and wait or for in the case of NPCs to keep walking back to them? So ninjas in their ninja run stance should not have to be made to actually keep up with even just ninja run? Balls of electricity that aren't the least bit encumbered by being a normal presumably unathletic human should not be able to keep up with their creating character through sewers because of pathfinding issues or even just straight line movement because the player character is moving too fast? So I've been using the phrase wrong all this time and it was actually "slow as lightning". How about the superhuman NPCs like the Freedom Phalanx members that are not able to keep up with the player because of their obviously average human citizen status? Or let's just look at your re-summon option. MMs having to unsummon their pets and then re-summon them at the next fight? That rather defeats the purpose of permanent pets. I can't describe how irritating it is to do the retrieve Akarist mission. Using Walk, which not only disables any and all travel powers, it slows you down to below your base movement rate, I can't even begin to recount the number of times he would cry out that he has lost me. Sometimes with me being only 10 or so feet away. (Edit: Or how about that I can't seem to Teleport Other non-combat NPCs to my side after rescuing them? Has anyone in the game been able to teleport non-combat NPCs?) Pets in the game need help. They have needed help since launch. The OP is just asking that they get that help.
  11. With no travel powers including Sprint active, sometimes even turning on Walk, I leave NPCs and some pets behind. Your argument fails.
  12. I'm rather against this. One of the things I hated about crafting in games like FFXI and CO was the need to make lower tier items/gear in order to make higher tier items/gear. CoX lets you go straight to whatever enhancement you want with recipes for every generic IO and set IO. And those recipes include listed salvage that is easily procured either by playing, farming, or the market. Using a progression system, even if you start at yellow instead of white, means you need 9 enhancements to get a purple (3 yellows to make an orange and then 3 oranges to make a purple) as opposed to just getting the purple.
  13. Is it just me, or has this poll/thread gotten very... uhm... surreal?
  14. Or you are misunderstanding the OP and the problem with how slow some pets are in following the player down the hall to the next fight.
  15. Pretty much all pets need a speed boost, or at least their speed caps raised depending on the pet. And pathfinding needs to be fixed for them. (Looking at you Voltaic Sentinel and mission NPCs.) So yeah, I'm in favor of the OP.
  16. I won't say he knows or can know, but I will say I vouched for the reported individual being the culprit. He was the only one that moved over to the spawn point and I was one of the individuals watching the point. So interpret that as you will.
  17. That's fair. (For clarity, the AFK individual told us in team chat (s)he would only be a few minutes at most. And the AFk individual even entered the zone shortly after Adamastor fell.)
  18. No, the player didn't solo Adamastor. In fact, until the rest of the team joined in, that character was getting pulped. The rest of them joined in because Adamastor was attacking everyone on the platform and the team lead's request to break off and fall back went unheeded. (Just another example of why I prefer to play solo unless people I know and trust are around to run around with.) I understand that. However, the team leader asked to know who had summoned Adamastor and the culprit did not confess to it so had to be reported to the team leader. And the team leader kicked the individual off the team afterwards, though not until after Adamastor had been taken down. And the team leader did offer to run Adamastor again for the individuals that didn't make it. To the best of my knowledge, they did a followup run, just without that player. (I didn't stick around. I was already pushing time before I joined their team.)
  19. While I agree with @MTeague and @biostem on their posts, I need to point out something both of them either missed or are unaware of. And that would be troll team members. I was on a group that was going to summon Adamastor and the group was waiting for the rest of the team to arrive. One individual we were waiting for was in Ouroboros but had gone AFK to deal with family matters and could not take the extra time to enter the zone. The other individual we were waiting on was enroute from another zone. And someone from within the team went and summoned Adamastor anyway. Denying the two individuals that everyone in the group had been made aware were coming the opportunity to even get in zone. I'm not one for name and shame, but I am one for boot and avoid when they intentionally ruin a group effort from within the group. And if two of us hadn't been watching Adamastor's spawn point, the team leader et al would have had no idea who it was that had told the two individuals we were waiting on where they could stick their participation.
  20. The argument is just how OP the OP would make the set.
  21. Probably because the place to discuss this thread is this thread.
  22. Using the OP's option 2, which seems to be his/her preference, that would give your character 100% damage resist for the 145% and 110% damage resist for the 155%. Edit: Sorry, they're halved. So 50% and 55% damage resist respectively. Before you add in scaling damage resist, the damage resist proc, damage resist powers, or damage resist set bonuses.
  23. You gave values in the OP. I used the given values. The sought discussion is being had. Everyone posting on this thread other than you is against the OP. Something something hint something. (Also, yes, I read option 2. That is how I was able to summarize it.) Do I realize that the proposed global defense change would benefit everyone? Yes. However, as your title says, the focus is improving SR. (The whole "SR focused" part of the title.) I also realize it benefits the enemies players face and can make SR enemies almost unkillable. On top of making an already rock solid armor set even more over the top. You argue that players won't munchkin characters and then point out that players munchkin characters. You killed your own argument. Or to alter the presentation of @Wavicle's comment: Just because we already have excessive power creep in the game doesn't mean we should run for more power creep in the game.
  24. SUPER Reflexes simply means superhuman reflexes. The ability to act/react faster than a normal person can. There is no presumption of not wasting energy in super reflexes. There is a presumption of being able to avoid being hit, at least more often than not. And that those things you can evade includes things the normal human has no hope of evading. Edit: If you are not evading the hit, then either you are relying on the attacker to have abysmal aim or you are relying on something other than evasion to avoid harm. Having superhuman reflexes means you are faster at avoiding the hit, not that you have an innate ability to avoid harm while not expending energy. That would fall under some form of invulnerability or armor instead. And if you are "passively" avoiding the hit, so you are not trying to spend much energy avoiding the hit, then your super reflexes provides you with minimal defense, if any at all. Hence my examples/comment 3 posts up.
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