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Rudra

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Everything posted by Rudra

  1. That would be one helluva jump for the zone's 25-34 range. I like the idea of the repeatable contact. I'm against the drive I'm seeing on the forums to make all the zones level 50. (Edit: Or rather, the drive to cram level 50 content into the non-50 zones.)
  2. I checked the HCwiki. I checked CoD. There are no notes stating that Stalkers' Hide defeats Snipers Perception, or Watcher Perception, or any other Perception. And the HCwiki is a direct copy of the paragonwiki. Likewise, CoD has no listing for things that ignore stealth, like the Watchers, having anything that lets them ignore stealth. I don't know why you have no problems stealthing past snipers and I don't, but I do know both paragonwiki and homecomingwiki state that snipers easily see through stealth.
  3. They've seen me since CoV launched and snipers started appearing. "Snipers are usually found alone, outdoors, lying in wait for a target to present themselves. They have very long range and see through stealth easily. As they have long range attacks, they will detect and aggro on players from great distances, and are usually in high or hidden locations. They will often only be noticed when they attack players, causing damage from an "unknown" source." Except for the bolding, that is pasted straight from https://archive.paragonwiki.com/wiki/Sniper. Edit: "Note Some enemies use long range attacks and include the term "Sniper" in their attack power names, but are not Sniper-class enemies and do not share their distinct behaviours, such as immobility. Examples include The Family and Mook Hitmen." Snipers are a specific class of mob, like a hybrid Lieutenant-Boss, but at lieutenant tier. When you see Sniper instead of Minion or Lieutenant, then you are dealing with a sniper. If their name is Sniper, that does not mean they are snipers.
  4. What about passive observers not involved in the PvP action? Once the PvP starts, the active members are all that are able to be involved in the PvP, and anyone else that enters after it starts is relegated to spectating, being a human shield, or acting as on the ground journalists? I don't know how any of this works in base PvP, if that would even be possible, let alone desirable. It's just a thought. From a self-admitted hater of PvP. (If they're asked to leave, then they should leave. SG members should all be able to kick non-members asked to leave out of the base, though not ban, if the OP is implemented.)
  5. Never said teams should wait, they've never waited for anything since launch. Just that either solo play or tactical team play seems to have been the point of the LRM. I'm not going to stand in the way of any changes that make it more overall useful.
  6. I don't get the difference between base raiding and base PvP, but that's moot for the discussion. Thanks for explaining.
  7. Sounds like LRM is the opposite of the ally only powers in some sets. Instead of being team focused, it is solo focused. (Edit: Or designed with the expectation the team will wait for the long range artillerists to open up with their LRMs as an opener.)
  8. I thought base PvP itself didn't exist and the new raid system simply enabled PvP access from the base? Did I misunderstand the system? If the base itself is not subject to PvP, what kind of trouble can other players cause? (If my understanding is wrong, please correct me. I have no issues with being able to remove troublesome players, I just don't see how they can make trouble in the base.) Edit: And if base PvP does exist again, what happens if base designers place the raid resurrection circles in an isolated room with no exits? I think /stuck is disabled for raids.
  9. To the best of my knowledge, the problem is that the pieces were not designed for use on standard character models. That's why the VEATs have a locked costume slot from a hidden model for their starting appearance.
  10. Agreed. Pets need to get out of damage patches rather than just stand there and die. That said? Last night, my bots just stood in a bonfire patch uncaring as they burned. Rather problematic since I didn't notice it until I got turned around to attack an enemy and saw my bots just frying in place. (As to why didn't I check when I noticed their health dropping so fast? I thought the sheer number of enemies attacking were shredding them, not that they were dumb enough to stay in the fire.)
  11. What if Momentum worked more like Frenzy? You build Momentum (like either Frenzy as stacks or Rage as a bar) by using lighter/weaker attacks, and you deplete it by using heavier/stronger attacks? Momentum would boost your damage depending on how many stacks or how big the bar you have. So your attacks would both increase and decrease your Momentum depending on what you do, with Momentum giving the biggest boost to your heavier/stronger attacks and smallest boost to your lighter/weaker attacks. How much the Momentum is depleted would depend on the attack depleting it, so it would be possible to not fully deplete your Momentum if you were careful about it. This lets the player control his/her own momentum. So players that favor the faster attacks will maintain a lot of momentum, but not get as big a boost out of it; while players that favor the bigger attacks would still see a large payout when they use it (though they would need to use their lighter attacks to build it up). Just a thought.
  12. The problem I see in your argument goes back to the OP's Except that the badges already promote playing the dev content. You can't earn story arc badges in AE. I don't even think you can earn defeat credit in AE. The only badges I know you can earn in AE are the AE specific badges. So in order to get any non-level linked badges (that aren't AE) is by playing the dev content. That is the only way to earn the accolades and their buffs. That is the only way to earn specific titles. The OP argues that badges already grant perks, but wants more on top of that. And those perks are going to be tied to how many badges the character earns. And badge count rewards are already there in the form of badge count badges. The OP isn't talking about new accolades, (s)he is talking about getting powers from having accumulated x number of badges. Straight from the OP. One of the suggestions is that if you get difficult to acquire accolade badges, you get an additional power. Which would be on top of the accolade powers those accolades already give, depending on the accolade. Or a new power pool you can't access until you get x number of badges, so good luck getting anything from that pool early on unless you respec into it. Badges are their own reward. Because they are rewards for having accomplished a set task in the game. Accolade badges also award a minor buff to the character. Within limits, I don't expect a great outcry and gnashing of teeth if more accolade powers are suggested. As long as they aren't more of the accolade buffs we already get. However, the OP is about placing rewards on getting rewards. Which doesn't make sense.
  13. I think the point @Greycat is making is that players play the content, and they make bases, and they spend time RP'ing with each other, and they spend time PvP'ing with each other, and they spend time making AE arcs. And that taking a reward system, and layering a reward system on top of that will drive more focus on getting the rewards for getting rewards rather than spending time doing other things in the game as well. That's my take on it at least. Edit: This part is not what I think @Greycat is saying, this part is just me: We get badges for doing specific arcs. We get badges for doing TFs and SFs and trials. We get badges for defeating <insert number> foes of a given type. We get badges for getting badges. And all those badges are recognition of having accomplished something in the game. So in order to get the badges, you have to play the content. They are already a reward for playing the content. What is the point of a reward system for the reward system?
  14. Seraphina is in Brickstown. Stop by and say hi sometime. She's pretty friendly.
  15. Like @JasperStone said, I don't think it is feasible. Like with slot unslotters, not to be confused with enhancement unslotters. Pie in the sky thought, would be nice, but not going to hold my breath for it.
  16. Yes. Available at level 30 from the same contact that gives the cape mission. The Goldbricker red side and the City Hall rep blue side.
  17. 😳
  18. I just repeat the 1st arc to get the badges. Gives everything except the Red Caps. Not arguing against a repeatable contact though. I skip them, but do acknowledge they have a use.
  19. *has horrific flashbacks to WoW and the 1 gold required for the level 5 character to get a level 5 power, when mobs were dropping coppers and it taking 10,000 coppers to get 1 gold* Yeah, let's not do anything like that in CoX please.
  20. The badges themselves were the incentive. They give characters options for titles. Some even grant minor benefits as accolades. Why do you want badges to have additional incentives? They were never playable content, they are rewards for accomplishing things in the game. So why do rewards need rewards to get the rewards?
  21. The only time new heroes wear hand-knit costumes, onsies, or other poor equipment is when the character is portrayed as coming form a poor background. And even then? Only for flashback origin stories. If a character is added to a comic, (s)he is wearing whatever the character designer wants him/her to be wearing. Every time. If that is a onesie or homemade costume? Then it is a onesie or homemade costume. If it is a bedazzled, caped, illuminated, radioactive mess? Then it is a bedazzled, caped, illuminated, radioactive mess.
  22. I could actually get behind this. Edit: Or make the two buff powers toggles that automatically apply to summoned pets.
  23. No, it never took time. If a new character in a comic was supposed to wear a cape or have an aura? Then (s)he would make his/her debut with a cape and/or aura.
  24. It's just as @TheZag said. Also, scarves were counted as capes because of how they worked. And there was an outcry about not even being able to have a scarf until level 20. It never made sense for characters to have to wait until level 20 to get a cape, and some character concepts rely on having immediate access to auras. That said, what would you recommend be the added content with some requirements. If you're making a suggestion, let's hear what it is.
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