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Rudra

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Everything posted by Rudra

  1. I am done. I'm advising someone to not waste their time. (Edit: And giving the reason why they should not. One should always justify their advice.)
  2. Give it up, @Marbing. Logic and definitions are meaningless in that discussion. Just let them keep thinking that player versus player and the area where player versus player content means the environment and available environmental hazards are also players. Just... give it up. They will keep arguing nonsense.
  3. Don't worry. They will find something else to complain is an enhancement tax until all procs do both damage and an effect.
  4. Which is why @Aurora_Girl made this a thread for the players to report the missions that need their mission objective text fixed rather than saying "Hey, devs, go through the game and fix all this." I really don't see how this part keeps getting missed.
  5. How about the mission just be accurate? No need to check wikis after you've done the mission objective and you're standing there wondering why the mission isn't done. Especially if you're playing on a system that for some reason doesn't let you alt-tab out of the game to the desktop so you can open your browser and then do a search to find the wiki, then search for the mission, to find out what the mission objective should have already told you. Like me. Unless I already have my browser or something else in the background open, I can't just minimize or alt-tab out of the game. I have to close the game, then open my browser and check. It is faster to just meander through killing everything hoping that was the mission objective all along rather than have to restart the mission after finding out that was the mission objective all along. (Edit: Most aggravating part of that? CoX is the only game I play that doesn't let me minimize it to open anything else.)
  6. Apologies. Text doesn't relate humorous intent that well for me unless elementary school level obvious.
  7. Yeah... if ever I'm on a team, there is no contact, mission, or clue text going. it's just slamming the missions as fast as possible. So either I have to look up the TF/SF on the wiki to find out what happened or I go back and play through the arc alone to read the story.
  8. Erm... what? Just say to stay out of the PvP zone if unwilling to take the chance of PvP. It accomplishes the same thing without needing a flag to prevent the player from entering the zone. Not that there is any major chance of getting caught in PvP these days. Which rather renders the need for this post moot.
  9. The city owns the sidewalk. Regardless of whether it is on the store's property. Our mailbox is owned by the post office. They dug the hole. They own box. Any store can rent a building available for such a use on a military base. (Edit: Provided said store meets the base's requirements for operation.) That does not make the store military. Thank you for playing. See you next time.
  10. The Lore Badge Swashbuckler cannot be gained without getting the history plaque almost in the middle of the PvP zone. The plaque is not PvP content. The plaque is necessary to get the Swashbuckler Lore badge. The Swashbuckler Lore badge is necessary to the Born in Battle accolade. Or was until the alignment system was introduced. Random assets thrown into a PvP zone does not make that the content PvP. Just being in a PvP zone does require the player to face PvP, or at least the prospect of it. Saying something is something because of its location is nonsense. See my examples above. I can provide more if you really want. ... You know what? Forget it. I'm done beating my head against this wall. Vigilantes are villains while in the Rogue Isles. Which is why all the villain contacts are so eager to give them missions instead of saying "Come back when we're more alike". Rogues are heroes while in Paragon. Which is why Manticore is so eager to give them his TF. A random lore plaque is PvP content because it is in a PvP zone. Nevermind that 3/4s of that badge's plaques are not in PvP zones. I don't care any more. You can have your lunacy. Edit: I whole heartedly disagree with your lunacy. I'm just done arguing with it. Edit again: You're wrong, by definition of PvP, but I'm done. Now. With this last edit.
  11. You're right. Surviving to reach the plaque and surviving to the exit is a PvP task. That does not mean everything in the zone is automatically PvP content, just that for some reason the devs decided to throw it in there. Ostensibly to ensure PvP by making players have to go into the zone to finish a task that was already started outside of the zone. In this case, the lore badge that has 1 component embedded in a PvP zone. That is all I am saying. Edit: I mean, I get it. I really do. When you enter a PvP zone, you are in PvP. Period. Dot. Exclamation point. Whatever. Not everyone enters a PvP zone for the PvP. Some of us enter a zone to complete PvE tasks we had already started. That does not make the task PvP. It makes surviving getting the task done PvP.
  12. There is a sidewalk at the store. Is the sidewalk part of the store? Who owns your mailbox? You or the post office? (Edit: It is on your property. Doesn't that mean you own it?) There is a Burger King on the military base. Is the Burger King military?
  13. The lore badges are scattered throughout the Rogue Isles. However, there is a lone plaque embedded in the Siren's Call PvP zone. The rest of the plaques for that badge are in Mercy, Port Oakes, and either St. Martial or Sharkhead. Just because one of the required plaques for the lore badge is in a PvP zone, does not make it PvP content. However, I get the feeling neither of us is ever going to convince the other of our respective viewpoint.
  14. The problem with that assertion is that there are lore plaques thrown into PvP zones like Siren's Call and the explore badges. So I disagree that there are no non-PvP tasks in a PvP zone. I agree that there are no non-PvP characters in a PvP zone, because everyone is flagged to be able to attack other players, but that does not mean there are no tasks. Getting to and reading a plaque in Sirens' so you can finish a Lore badge is a non-PvP task. Edit: Surviving reaching the plaque and then escaping? Yeah, that is a PvP task.
  15. This suggestion thread is about being able to turn off PvP when in a PvP zone. The reason for this thread is because non-PvP players are avoiding the PvP zones to avoid the PvP'ers and wish to get their non-PvP tasks done. Specifically, the poster's wife and friends in this case. The reason players like me avoid PvP zones and PvP'ers in general is because of our experiences with PvP'ers. It all fits. It falls within the realm of the suggestion thread. It is the basis of why we avoid PvP zones and PvP'ers, and would like to have the ability to avoid PvP. His/her sweeping generalizations about the overwhelming majority of a certain kind of player is not a sweeping generalization about anything; it is a statement of what (s)he has personally experienced and forms the basis of any aversion to PvP'ers in general or usage of the PvP zones (s)he may have. An experience that players like me have also endured. Which is why we avoid PvP zones and PvP'ers. Which is the basis of this suggestion thread to be able to turn off the PvP flag. As far as the OP goes, yes, there is no point to disabling the PvP flag in HC because there is a very small PvP population in HC. So those of us that wish to avoid PvP can still enter the PvP zones and gather our badges or temp powers surprisingly safely. Edit: I have to have the temp powers listed in my statement because I know people specifically go into Bloody Bay for the Shivan and into Warburg for the rockets. My primary concern is the explores and lore, but gotta account for everything.
  16. It has been my experience in other games. It has also been my experience in CoX when it was Live. Just because something does not happen to you, does not mean it does not happen to others. Please do not try to make this a war. Thank you. Edit: Well, the max level in end game gear hunting starting players is not my experience in CoX. That clarification does need to be made. The max level characters exemplared down with all their final enhancements? Yes, but at least everyone is at the same level. Just not the same competence or preparation.
  17. Yeah, this is the real problem. Mission says to defeat a specific opponent or get a glowy, and after you defeat said opponent or get the glowy, defeating all enemies in the room, the mission is not done. And nothing tells you that you are missing anything. So you start defeating mobs. And when the last mob on the map is down, mission finally completes. I would really like it if the mission did have a Defeat All pop up. At least then you wouldn't be wandering the map looking for a hidden glowy you can't hear because it doesn't exist and the mission was a stealth defeat all.
  18. I've actually been defeated on multiple occasions because I kept missing. It is a rare occurrence since normally I can run away, but it has happened. Because for the entirety of the fight, the only hits I was landing with accuracy boosted attacks, were the streakbreaker attacks. It is a rare occurrence. However, it does happen. And the missions were run at +0/x1, so I wasn't even running on a difficult setting. Health goes red, one enemy of three hurt because I keep missing, I run, and the follow up attacks finish me. (Yeah, I should have run sooner, but seriously, how many times in a row can RNG say a person has rolled less than the 5% chance to miss? Answer: enough times, obviously. I even shared the combat log on the chat channel I was on when I died.) So I wholly understand why people post on the forums complaining about the miss chance. It is why I nominally support those posts. As others have pointed out though, the miss chance does serve a purpose. (In the provided example, it was to see to my character's defeat.) (Edit: To clarify, multiple does not mean frequent. It simply means more than once in this case. As I said, it is a rare occurrence.)
  19. As said, I apologize for my misunderstanding. That proposal makes sense. It won't be implemented any more than the OP's request, but it makes sense.
  20. No, the funny thing is you thinking using debuffs will ever get you to 100% hit chance. That mandatory 5% miss chance is still there. Always will be. (Edit: Now if you are proposing that debuffs enable getting to 100% hit chance? Then I apologize for my misunderstanding.)
  21. I'd like to say yes, but I'm going to say no. Like you said, build up boosts damage as the priority. And my AS misses minions roughly half the time. Which is not really a problem unless AS glitches and the mobs start attacking me.
  22. We actually do. We just run up against the mandatory miss chance. We start with a base 75-85% chance to hit. (Not entirely sure of the range of starting values). Then we slot for accuracy to increase that. We just can't get past 95%. Which is infuriating at times. Especially when RNG laughs at you and you're begging Streakbreaker to step in already and save you. (Edit: And I think that helps us fend off to hit debuffs? Maybe? I don't know.) I can't believe I'm arguing to support the mandatory miss chance I hate... anyway, comparing CoX to other games does not work on the grounds other games were built with different mechanics in mind. (Edit: "You can do this in checkers!" "You're right, except we're playing chess.") You kinda argued against yourself there.... a hit cap forces the player to deal with the possibility of missing. Miss often enough, now you have to consider retreat or defeat. That would seem to be the reason for the cap. And a lower cap would likely have the player base even more up in arms about not being able to hit. ... ... ... ... ... ... and now I need to go wash my own mouth out with soap for arguing against Vanden's argument against the mandatory miss chance... but these additional comments are considerations that must be accounted for.
  23. Nah, have you seen how the sprayers shoot through the buildings? The sprayer's are waaaaaaay over-powered, man. Kind of surprised we aren't destroying the building trying to save it with that kind of power. You just sprayed through the fire rather than on the fire's base. And as everyone knows, spraying through a fire rather than on does nothing. ... ... *snirk* 😊 Edit again: If'n ya be wondering what be a snirk? It be ah snorted laughing while trying ta smirk.
  24. I use Word to write up my character bios, then copy from Word into CoX. After checking punctuation, spaces, and letters/numbers total less than 1,023 in Word, I routinely find that I am well past the 1,023 character limit in CoX. I started using Word back on Live because I was tired of the bio editor jumping around on my bio while I try to edit it and giving weird character counts. Spaces are especially egregious for character count in CoX when near the edges of the window. Usually, I have to have a bio of less than 800 spaces, punctuation, letters, and numbers in Word to have a bio of less than character limit in CoX. A roughly 200 character count difference is maddening. So having some character count consistency, fixing the editor, would go a looooooooooooooong way to making people like me happy. If that can't be done because of coding? Then an expansion of character count limit would be greatly appreciated to compensate. I try hard to keep my bios short. It is frustrating that even after tweaking a bio repeatedly to get it under the character limit in Word, it is somehow still too long for CoX requiring me to copy and paste back and forth repeatedly until I get a bio that fits. (I just have to cut out a lot of what I feel are critical details. It feels like the game says a bio should only be name, maybe age, and place of birth. I know otherwise, I've written far more comprehensive bios than that in game, it just really feels like that sometimes.)
  25. You both took a laughable approach to responding. (As in I found myself laughing reading the posts.) The dev's put in the mandatory 5% miss chance. People complained that the number generator was giving a lot of back to back 5% misses, to the point that characters were dying because they were only getting the mandatory 5% miss chance as their attack result in some fights. The devs added streakbreaker. So it obviously can be changed. As for @Doomguide2005's comment about lowering health or resist? The game used to allow one-hit kills. Then players complained their squishies were getting one-shot fairly routinely. So now no target can be one-shot. It is not a question of health or resist, it is coded that regardless of damage taken, unless the target was already damaged, it could not be defeated in one hit. So I really don't see that going back to the way it was. The provided example fails on basis of how the game has already been modified. In the case of Boxing is an end free, auto-hit power that one-shots everything? (Surprised you didn't say Brawl since you have to wait to get Boxing.) No one will ever ask for something this stupid because they would then have to face it themselves on their character. The mobs' Brawl would be Boxing instead or Brawl would get the same treatment. At least, that would be my counter-suggestion. Now players can face the same outcome. As far as I know, everything done to change how powers act on mobs, also applies to how powers act on players. So your over-exaggeration fails to accomplish anything other than point out you are over-reacting to the thread. In the case of my comment about a target being held or affected by combined immobilizations and stuns to achieve the same effect, that is based on basic reasoning. The target cannot move. How is the target evading? You can argue against that all you like. I enjoy a good debate. Hells, @MTeague already punched a hole through my argument with his humor. The target may not be able to move, but the player can and who knows what happened. Maybe my character sneezed when trying to hit the held target. Five times in a row until streakbreaker kicks in. However, your response is not a reasoned debate. It is an over-reaction. There is no harm in people asking for something. Disagree, by all means. That is the point of the forum. People present ideas and the forum debates it back and forth. Having a 5% miss chance is a holdover. Having a mandatory miss chance makes sense as explained by some of the other posters. As stated, the target could for random reason move and throw off the target or the player character can be affected by... something. Your responses are bit over the top though. You took a singular idea that would not necessarily open up other changes, and turned it not into a slippery slope argument, but into a gaping pit trap under the game. It just feels like you took exaggeration for the sake of making a point too far.
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