Rudra
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Everything posted by Rudra
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Suggestion: Reduction in complexity for the Invention system.
Rudra replied to ZaranBlack's topic in Suggestions & Feedback
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. -
A Discussion on the State of Development Regarding Gold Side
Rudra replied to Wiseheart's topic in Suggestions & Feedback
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.- 34 replies
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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.
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Singularity (and Reverberant) speed increase
Rudra replied to WumpusRat's topic in Suggestions & Feedback
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?) -
Singularity (and Reverberant) speed increase
Rudra replied to WumpusRat's topic in Suggestions & Feedback
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. -
Singularity (and Reverberant) speed increase
Rudra replied to WumpusRat's topic in Suggestions & Feedback
With no travel powers including Sprint active, sometimes even turning on Walk, I leave NPCs and some pets behind. Your argument fails. -
Suggestion: Reduction in complexity for the Invention system.
Rudra replied to ZaranBlack's topic in Suggestions & Feedback
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. -
Is it just me, or has this poll/thread gotten very... uhm... surreal?
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Singularity (and Reverberant) speed increase
Rudra replied to WumpusRat's topic in Suggestions & Feedback
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. -
Singularity (and Reverberant) speed increase
Rudra replied to WumpusRat's topic in Suggestions & Feedback
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. -
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.)
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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.
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(SR focused) Proposed change to dodge mechanics.
Rudra replied to Dnyd's topic in Suggestions & Feedback
The argument is just how OP the OP would make the set. -
Probably because the place to discuss this thread is this thread.
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(SR focused) Proposed change to dodge mechanics.
Rudra replied to Dnyd's topic in Suggestions & Feedback
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. -
(SR focused) Proposed change to dodge mechanics.
Rudra replied to Dnyd's topic in Suggestions & Feedback
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. -
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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Super reflexes as an auto effect is a minimal amount of effort/motion. It gives the least defense. The super reflexive character that simply shifts his/her head and the blast passes harmlessly over his/her shoulder. The super reflexive character that shifts his/her leg ever so slightly to the side and the kick passes along his/her leg without actually connecting. These are passive/auto power examples of a super reflexive character. As opposed to the super reflex character darting to the side, ducking down, jumping up, or taking other such active evasive action, which would be toggled defense. When Spiderman dodges attacks, he is most often using gross motor skills, which would be toggles. He leaps. He ducks. He constantly moves around the battlefield. All of which tax his endurance far more than if he simply shifted ever so slightly to be missed. When he fights a normal human and can avoid having to use such active motions to avoid combat, that is when you get to the passive super reflex skills. Even against ye olde random thugs with a gun, he bounces around to avoid being hit unless he webs them before they can fire.
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(SR focused) Proposed change to dodge mechanics.
Rudra replied to Dnyd's topic in Suggestions & Feedback
Fine. Let's look at your options. Option 1: Change Dodge to RES (All) 7%. Compared to say Invulnerability's equal tier Unyielding which gives 5% Smash/Lethal/Psionic resist and 10% Fire/Cold/Energy/Negative/Toxic resist. Invulnerability has no universal damage resist powers other than Unyielding until you grab the T9 Unstoppable which has a crash. So your option would give SR a base 21% resist all (edit: with all three powers you want to grant 7% damage resist working) on top of its DEF (All) and its scaling damage resist pre-enhancements compared to Invulnerability's 5%/10%. That's way power creep. (Reference for Unyielding as used by a Tanker for this post: https://cod.uberguy.net/html/power.html?power=tanker_defense.invulnerability.unyeilding_stance&at=tanker ) Option 2: Apply DEF above cap as damage resist. Not sure if you are talking hard cap or soft cap, so I'm going with soft cap. Using your 80% DEF example, being hit still grants you 35% damage resist. Before you add in any enhancements or damage resist powers (edit: or scaling damage resist). Which is even more of a power boost than the 21% base resist of option 1. Do you understand the opposition to your suggestion now? You are asking for the most evasive armor set to also have the best damage resist. That makes every other armor set in the game absolutely pointless. -
No, I wouldn't. Because neither fits. Both are active actions an individual takes. An auto power would be one where you are so used to using your super reflexes that you can act without thinking. Like when you have spent enough time using your super reflexes that you can minimize your movements to avoid being hit. (Edit: A good example is the super that sees the attack coming and maybe tilts his/her head to avoid the attack.) When Brock goes to punch Spiderman, he may not see the attack the way you and I do, but he is very much aware of it. That is his Spider Senses warning him of the danger. If you want to use a super reflexes character for such an example, you need to use one with less "omni awareness". Spiderman was able to pick out that a sniper was scanning the square despite not being the target because of his Spider Sense and the fact he would occasionally fall into the sniper's line of fire. (Edit: And when he sees himself being punched by an evenly matched opponent? He is seeing himself facing someone able to overcome his super reflexes with either super accuracy, much better combat prowess, or other equalizing element.)
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If you can't convince others in a suggestion thread, make a poll! At least you were unbiased enough to keep the first 2 powers in the poll. Edit: Counter argument to provided examples: The more you move, the more energy your body expends to make that movement possible. Regardless of how you got your super reflexes. Toggle powers are you moving out of the attack's path (so you actually get good defense out of your ability to evade), so it takes more energy/stamina out of you. Auto powers are you barely even shifting (so you barely get any defense out of your ability to evade), so it takes minimal (or no perceivable) energy/stamina out of you. Mechanically in the game, the higher DEF toggle will keep your character from being hit much more often than the low DEF auto power. And not getting hit is the name of the game with SR.