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Rudra

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Everything posted by Rudra

  1. We've already had this discussion. It... did not go well... For whatever reason, the Live devs decided WP's armor hole was to be the logical heart of the set. (Not the design heart, which seems to be everywhere, just the part that would make the most sense to me for it have.) And there is very dedicated opposition to changing that.
  2. I don't understand. Most of the time (70+%?) that I wind up popping Strength of Will, my health is already red and it balances me out long enough to heal back to yellow/orange and drop the primary threats eating my health. Unless I'm fighting Cimerorans... they just eat me.... If the devs want to boost the resists in the power? I won't complain. Maybe my chance of surviving desperation mode will increase. As an "Oh shit!" button though, Strength of Will has pulled my butt out of the fire more often than not.
  3. No one wants it to be a Null option. The concern is that using Team Teleport and Group Fly as reference, that may be the only option. The devs are the only ones that can answer that.
  4. Don't get me wrong. I would absolutely love if Willpower was as good as Bio and Shield. (It's my favorite armor set.) I just don't think reducing the S/L resists to bolster the other resists in Strength of Will will do that. Strength of Will is supposed to be your "Oh shit!" button. It works pretty well in that regard. Edit: And over-capping helps when you're getting hit with -Res.
  5. The only travel options at Null are Group Travel and Travel Pop Up Tray. There is no option to disable all friendly teleports. Just checked. And as @Hedgefund said, the Group Travel option brings up the Group Fly and Team Teleport choice. (Which then leads to the specific choice for each of those two powers.)
  6. Or super strength alternate animation. You grow your hands to massive size to inflict superhuman damage. The super strength set is all about inflicting superhuman damage without use of weapons or energy forms. So the elastic character could very easily fall under super strength with a grow hand/feet size animation option.
  7. Did you have to include the individual's global name when you sent that character a message? "/t Crimson Crusader@flounderingfish, ".
  8. I find that having Tough, Weave, and Strength of Will work well together. Tough lets me run without Strength of Will for most fights, and when I'm getting mauled by foes that exploit my (much) lower resists, Strength of Will as is fills the gaps more than well enough for me to clear out the primary threats.
  9. I should have been more clear in my response. Apologies. I understand the intent is for an additional option under "Prompt Team Teleport" to extend it into auto-declining. My questions are mainly aimed at the devs, because only they can say if simply adding an extra option could even be implemented.
  10. My question about increasing slider length is does the slider simply apply a magnet deformer to the model to change the size or is the model actually created with a minimum and maximum size versions that the slider scales through? If the model itself is scaled and the slider shifts you through that range, then the model would have to be redesigned. If the model is simply deformed by use of magnets, then you run into an upper and lower limit based on how badly the deformations... uhm... deform... the model. You can scale a model up or down only so far before the calculations cause the model to fold and warp in some really interesting ways. Either way, only the devs can answer this, but there may be a set limit on how much the models can be scaled. (After all, why else would we need both a male and huge model if we could just adjust the sliders to get between them? Speaking of, can we have a female version of the huge model? Something truly burly please? It feels weird making a troll-based or other large hulking figure style female when our options only go up to muscular. Sorry for the tangent.)
  11. Ooh! New suggestion! Rogues and Vigilantes are both heroes and villains in alignment rather than just murderous hero or "gone soft" villain! *rushes to apocalypse survival room and locks door before angry mob murders me* As far as the OP goes, I have the teleport prompt active on all my characters. If I don't want to accept the teleport, I just ignore the prompt and keep doing what I was doing. It goes away on its own. Most of the time, I don't want to be affected by other's teleports. So I have Group Teleport set to never work and I ignore the Teleport Other prompt. There are times when I do want the teleport though, like when I'm racing to the mission on a team, am still a half mile out, and a teammate teleports me to the mission. I get the desire to not even deal with the prompt though. So here are a few questions: 1) Would the option to decline all teleports be a menu setting that the player can change at will, or would the player need to go to Null the Gull to change it? (Thinking of Group Teleport's Null requirement to be disabled rather than prompted here. If it requires that it be a new "power" that protects us from the teleport without needing the prompt, then it would be a Null the Gull thing.) 2) Would this affect mobs' ability to teleport the player? (Thinking of Manticore's teleporting arrow and how we should not be able to "decline" it. Answer should be "no", but if the only way to do this is to place a new power the prevents you from being teleported like with Group Fly and Team Teleport, then it very well could.) Both these questions would need to be answered by the devs in all honesty, but they do need to be answered. Yes, you said make it an auto-decline option, but realistically, isn't the disable Team Teleport option at Null just an auto-decline as well?
  12. Why don't we make this simple? Missing is a part of the game that serves a purpose. It serves a minor purpose that only rarely leads to catastrophe for the player, and missing when you pop Aim or Build Up is beyond aggravating, but it does serve a purpose. Barring some way to give mobs the ability to also break the 95% chance to hit cap, and given how rarely missing actually adversely affects players, let's just consider this suggestion dead.
  13. I just can't help but think that is a dual carp scrapper getting schooled by a titan carp brute.... Edit: Okay, it's really a pair of pilchards(?) and a trout, but the feeling is the same when I watch the gif.
  14. If players should be allowed to hit 100% accuracy, why not mobs?
  15. And no, none of my goose suggestions are to be taken seriously.
  16. New emote: Annoying Goose Emote: Goose Action: Unleashes a goose on a single player character target within x feet. If target does not flee, the goose knocks him/her down for 2 second animation of angry goose attack. May not be used against targets in combat. May not be used against NPCs. Does no damage. Has a 10-minute timer before can be used again.
  17. New MM primary: Savage Flock Pets: T1 pet: Geese T2 pet: Cassowaries T3 pet: Titanus (species of terror bird) MM attacks: Boomerang Toss: ST ranged attack, chance to stun Boomerang Throw: ST ranged attack, chance to KD Ricocheting Boomerang: Cone attack, chance to stun and/or KD
  18. New emote: Wild Goose Chase Emote: Goose Action: Character tosses out large goose. Goose runs in straight line from character for X feet or seconds. See how many players chase after it.
  19. Ya forgot da beasties.... Beasts - Dromaeosaurids, terror birds, synpasids, saber-toothed cats, ursines, boars, flying sharks with lasers, and... ... wait minute... something here doesn't fit.... ... ... Drop the flying sharks with lasers. My bad....
  20. *again pictures pirates chucking throwing stars and doing jumping spin kicks* *pictures Red Caps and Firbolg brandishing automatic weapons* .... .... Uhm... Yeah, devs? Can we have a dedicated pirates MM primary set please?🤣 (Edit: That said, I wanted and still want MM pet customization. Spectral pirates for the necromancy set? Works for me!)
  21. A bug is deficiency in the code. That deficiency in the code causes the problems. A geometry error is a deficiency with the map or other objects. That deficiency allows examples like players getting under the map to attack up through the ground, which happened in CoX, for instance. A text error is not part of the working code but is provided data to the user/player that is in error. This most often includes typos, but also includes poor grammar, bad word choice, and incorrect instructions to the user/player. If a mission is coded for goal A, says player needs to accomplish goal B, but does not complete until player accomplishes goal A, that is not a bug. That is a text error. That is incorrect instructions provided to the user/player. The code itself, the mission, is working correctly. If mission is coded for goal A, says player needs to accomplish goal A, player accomplishes goal A, and mission still does not complete, that is a bug. That is a failure of the code/mission to complete for requisite task. Edit: Now if you were saying you think this would be more appropriate as a running set of entries in the typos section, that would make more sense. Unless the typo is in the code causing the program to not run correctly, it is not a bug. Bug = code problem.
  22. I like this idea. However, I would still like to add inf' back to that list. Why? Because when my lowbies are in dire need of enhancements, to the point I struggle with basic missions, I spend forever opening, checking, grumbling, then closing characters looking for one with money to send.
  23. And here I thought it was 'B' for 'Booty'. 🤪
  24. Was asking. As another player afflicted with alt-itis, I can never remember what character has what going on either. I just wanted to know why so much information is needed or desired on the character select screen. For instance: I don't get the desire for an items already sold or bought count on the character select screen. I especially don't understand why anyone would want details on items already bought and sold, since, you know, just knowing there are bought items waiting for the character to claim or gained inf' from items already sold is enough to let me know I need to load that character. And the information will then immediately be available as I accept my new inf' or items. I get the desire for more info, but you're asking for a lot of information. Influence currently available Incarnate level shifts Flag indicating items have been sold/bought since last logon Secondary power set added to the primary power set entry Current missions list title summary or a flag showing the character has uncompleted missions in their queue I can see the need, or at least the desire, for these entries or flags. The rest just seems... excessive. I'm just trying to understand, is all. I'm not going to say "no" to the suggestion, just ask "why?" as I try to understand what you are trying to accomplish. You want all that? Who knows, maybe the devs will grant it.
  25. Uhm... why? The character select screen is supposed to be a quick list of available characters, their type, and their level. Why do you want an encyclopedic entry for your characters?
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