Rudra
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Everything posted by Rudra
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Believe it or not, I actually agree with you. The kill 1000 civilians for a badge is ridiculous. (Both the task and the badge.) The only reason I say we should be able to take down civilians red side is we can already do so in Mayhems and it actually makes sense red side as opposed to Mayhems. In a Mayhem, those civilians are running for their lives. The player is wiping them out just for a badge or for some sadistic pleasure. I understand the civilians were made targetable in Mayhems so players could vent on them from them shoving the player's character around so freely in Paragon City. Still was a dumb idea. However, if they can be targeted, then they should be targeted with cause. Not just because they happened to spawn in a Mayhem and some dev said "Badge! Kill them! Kill them all!" I would honestly rather see the idiotic insults red side removed, but I'm fairly certain that will never happen. (You want the civilians to be insulting in a fun way? "<Character name>? Never heard of him/her." "They said WHO took down <Boss Name>?" Those would be much more fun insults.) So if civilians are to be valid targets, then let the ones that actually draw the ire of players be the ones to be targeted, not the poor saps running for their lives in a Mayhem.
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That's the point. The civilians in the Rogue Isles have a litany of insults for almost every task you do. You know the difference between a classy villain and a thug? The classy villain has thugs to silence those that offend them instead of doing it themselves. And then you have Mayhems. Those are supposed to be major points the PC villain engages in as they climb the ranks. You know what the villains do in them? They blast the civilians for a badge. Those civilians are just running for their lives. Taking them down is distasteful. In the Isles? The villains' home turf? The classy villain makes sure everyone knows that (s)he is the law and no one speaks out except in whispers to the police or heroes. Often, not even then. If this is a comic book game and the PC villains are such hot up and comers, why is every task not TF/SF oriented linked to an insult? Gotta teach the people to keep their heads down. Or, remove the Jack's view of the game and take the random "You scare the dickens out of me because you are a villain, but I'm going to openly insult you because I'm an NPC that you can't attack." out of the game. Contrast blue side to red side. The hero goes to save another hero and his companions, fails to save said hero, but does rescue the companions? (S)he is the greatest hero ever! (S)he fought rival group to rescue (or fail to rescue rather) this other hero! A villain takes down the leader of an enemy faction and all his/her subordinates? Oh, you are such a joke of a villain. Seriously?
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You know any classy villains that won't take action against random people dumb enough to openly mock them? Probably more so than a hero, a villain is dependent on their rep. And they have no rep if any random person can say whatever they want without fear of consequence. (And the whole point of the triggered ambushes is people taking action against the PC for attacking the populace. Could even make the ambush an AV or GM whose purpose is to punish such villains.) By all means though. Be the classy villain that everyone mocks. I'm sure you are greatly respected for doing so.
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All the civilians in the Rogue Isles should be a targetable neutral. The other NPCs ignore them, they are neutral to everything. PCs however, can murder them as they see fit. Could even spawn an Arachnos or RIP ambush if the PC does it a set number of times. Reason being: [NPC] Mariano: Arista? That wimp? Try fighting Captain Mako. No, I haven't, but if I had superpowers I would. Pansy. No villain ever would let some random person walk by and make that comment without putting the person in the hospital or morgue. As villains, random civilians shouldn't feel bold enough to openly mock the character. In private away from the PC? Of course. Not to the character's face though. It is a flaw of the Isles that the PCs are openly mocked by civilians that are supposedly intent on not drawing the PC's ire. (Mildly funny on occasion, but still a flaw.) So let the NPCs make their usual random comment. And PCs can be a villain and react to them instead of helplessly standing there and taking it. Could even add a flag to the character for doing it to prompt new comments. "Psst. There's <character name>! (S)he is out of his/her mind! Puts random people in the hospital!"
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Zone/Mission: V_Office_30_Layout_07 Zone/Mission: V_Office_30_Layout_13 Zone/Mission: Office_45_Layout_07_02 Zone/Mission: V_Ofc_to_Sewer_45_layout_05 Exit signs are sunk halfway into the door frames.
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Considering they are invariably outnumbered? I'd rather not. Nothing worse than your rescuee dying because (s)he fought impossible odds.
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How about a new Bank Robbery mission? Not a Mayhem. Not a Safeguard. No timer. The villain(s) has/have to reach the bank, break into the vault, get the glowie, and escape to however entered the zone. The hero(es) have to stop the robbery. Like an arena match, whenever a player is defeated, (s)he can spectate the rest of the mission, but not return. Environment can still be destructible, just have to re-use the existing Mayhem/Safeguard maps. Could also be duplicated for the hostage side mission, except the hostage is the mission. Just start the villain(s) at the hostage at the end of the map, and the hero(es) have to save the hostage. If the villain(s) find(s) an unguarded route and escape(s) with the hostage or defeats the hero(es), villain(s) win(s). The hero(es) win if the villain(s) is/are defeated. Other objective oriented PvP missions could also be introduced. Either through the arena or through the broadcast alert in the OP. If no response within a set timer, then the mission does not load.
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More time doesn't fix the Safeguard. As soon as the NPC villain and helper(s) destroy the vault door, they are off to the exit. Unless you don't move from the mission entrance, the vault break in will start after a set time or when you near the bank, whichever part happens first. Extending time on the Mayhem should work fine, as long as the Nemesis player team is not allowed respawn or return access to the mission to keep the mission holder (and/or team) from getting anything done. Which I don't see as feasible to implement. Extending time on a Safeguard where the NPC villain is running for his/her exit point and can be moved to that destination with Teleport Other to ensure mission fails does nothing. (And it doesn't even have to be the actual villain that gets to the exit point in a Safeguard. If any mob from inside the bank gets to the exit point, the mission is failed.)
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Arch-enemy/Nemesis thought: Interesting idea, but I don't see it as viable. Mayhems start with only 15 minutes and players fighting it out will eat up a lot of time, Likely failing the mission. Safeguards have a bit of a buffer zone, but once the NPC villain breaks into the vault, there is no timer. The NPC runs to the escape point and causes the mission to fail. Again, having other players whose sole purpose is to fight you will pretty well guarantee failure of the actual mission. Especially since they can simply protect the NPC villain to force mission failure. (Teleport Other NPC to safety anyone?) Come up with a new mission type for this thought, and then ask the devs for implementation. Supergroup base raids: I really like the idea of regenerating bases if base raids are re-implemented. Base raids would still need to be coordinated between the two groups, so those of us that don't want our bases trashed, even if regeneration were active, can still not bother. Home zones: There has been a lot of chatter of the game being too easy. (Players like me disagree, but I digress.) Giving players an additional bonus, however minor, is probably going to cause another argument. (Also, what are the chances of those same players choosing an incarnate zone as home?) Maybe take your single charge summon power and make it applicable to the home zone exclusively instead of a buff to powers? It would apply to any instanced mission in that zone as well, but only in that zone. And you would need to be logged off in your home zone for at least 4 hours to get it, up to a single charge.
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If I were to be able to choose between an RP flag and a Roleplaying flag? I'd choose the RP one. Don't know any RP'ers that don't automatically know what RP means. I have to consider non-RP'ers though. Back on live, during a team RP session on a mission, the non-RP player actually asked what RP meant when we told him we were RP'ing the mission. So considering the likelihood of other players still not knowing the acronym, there is value in having it fully spelled out.
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It's time to develop the Shadow Shard Zones!
Rudra replied to PeregrineFalcon's topic in Suggestions & Feedback
If Rularuu is some pan-dimensional dimension eating entity that the players are supposed to unleash on Battalion, presumably because Battalion is too powerful for the players to defeat and so Rularuu is unleashed to eat it before being banished again, then wouldn't it be uncalled for to have Rularuu actually encounterable in the Shadow Shard? I mean, according to the lore, won't he just eat all the players that find him? Aside from that, if you find a way to make people like me actually want to spend time in the Shadow Shard beyond killing mobs for badges, then by all means. It is a very interesting zone, just not a fun one to me. More aggravating than anything else actually.... As for the names and places mentioned that I have no idea what you are talking about, by all means, let's see it. Maybe I'll come to actually like the Shadow Shard. -
Or the CoT cave one where the running boss can be down one of 3 or 4 paths and he triggers after you make your way down (inevitably) the wrong path?
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White face masks without the skin tone showing through
Rudra replied to irishhawk's topic in Suggestions & Feedback
What is so wrong about wanting a color choice we have to actually be the color we get? -
I think BABs is supposed to have pulled through after Deadlock stomps him. And Marauder goes back to being a jerk. I mean, villainous Praetor. (Though it would be nice to know what happens after the Deadlock incident....)
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Please actually read my post. I said you're aiming too low. Not that I don't want it. Add the level up indicator on the character select screen, but also add the current combat level so you know what you can currently level to. A level up indicator by itself tells me nothing useful. A level up indicator that tells me how much this character is ready to level up is far more useful to me, and I would think to you as well.
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To be fair, I understood that from the original post. Here is the "problem" though. All you are asking for is an indicator on character select that your character is ready to level up. As someone who also tends to jump around alts, that information in and of itself is pretty useless unless your character was only 1 level shy of the required level. Especially for joining a TF/SF. Now, if you asked for a level up indicator on the character select screen that also gave your current combat level, not character level since it already gives that, then the information would be useful for checking for TFs/SFs. You would know if you were able to level up to the required level to join. That is why I don't see a reason to. You just want to know if your character is ready to level up from the character select screen? Nice but useless information. How many levels so you know if you can join something? That is far more useful. (And yes, I often don't level up when I can because I don't need to at that level and so several of my characters are ready to go up a few levels. My 2 level ups grant me 2 enhancement slots I can't afford to fill and Boxing? Wait another 2 levels for when I get the next active power I'll use to actually level up. ... 4 times.... It's weird. I'm weird. I know. That is why I think you're aiming too low on your request.)
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I already conceded that argument. And that does not give an indication when you are logged in anyway, so you are comparing apples to oranges. There is a difference between not seeing something on character select and having it in your face while playing as opposed to having no indications until a set power affects you.
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I honestly don't see a reason to. It is apparent when the character logs in. And leveling up prior to log off would prevent it anyway.
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I hate PvP. I want to play and have fun, not compete with other players over who has the best build or biggest dick. I only enter the PvP zones to grab the explore badges. I have no problem with PvP'ers doing PvP and I understand it is fun for them, but please no suggestions to force PvP in PvE zones. Also, considering how often PvP'ers would stalk me until I was in a fight with a mob to gank me, if all my missions are street sweeps in the now a PvP zone for the next hour, what are the chances of PvP'ers not waiting to gank PvE'ers in mid-battle just getting their missions done?
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Idea to deal with Ouroboros portal congestion
Rudra replied to KaizenSoze's topic in Suggestions & Feedback
Even if it did only affect one server, and it has already been said to affect at least two, changes cannot be implemented on a server by server basis. The suggestion of just moving your mouse cursor until you can select the portal has already been flagged as not an option because sometimes pets are standing in the portal making it unselectable. Trying to jostle your way through a sea of players doesn't always work either. Players block players from moving through a space. And if a player is standing in the portal? Again, the portal becomes not selectable. I get you don't see the problem on your server. I get the requested solution to congested Ouroboros portals does not benefit you, but even if it only helps a single server, that does not mean it is not needed. Thank you for not actually opposing the idea. As someone who wanders into Ouroboros from time to time and goes "Okay, where the hell am I?" in a crush of characters/pets when I just wanted to pop in to Ouroboros and pop over to say Atlas Park, I get the frustration. There are workarounds. If you're in a SG/VG, maybe use the Base Portal power from P2W. It's slower than using Ouroboros, but you avoid the sea of AFK'ers. If you're not in a SG/VG? Uhm... I guess get every explore in the game and use Long Range Teleport? It shouldn't take you more than... a couple hours? an hour? to get all the explores to use a power with a very long cool down. Or people could just pop into Ouroboros for their trials and walk a few feet away too. Except they don't. -
Idea to deal with Ouroboros portal congestion
Rudra replied to KaizenSoze's topic in Suggestions & Feedback
Sure, but if everyone within a set radius of the portal is phased to prevent them from being targetable, won't you also be phased? I haven't used phase shift in a really long time, but doesn't it prevent you from interacting with anything? Like the portal? -
Both are wrong... The Dampened Spirits set is a 21-50 set. You can't slot an enhancement until you are at least 3 levels lower. So that would be 18 for the set.
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The Sniper : a new power based on Beamrifle.
Rudra replied to Necate's topic in Suggestions & Feedback
Except he is saying they "reveal weakpoints". That isn't -regen. And he wants them to be bullets inflicting kinetic energy damage. At least, I'm hoping cinetic is kinetic. That would be smash/lethal damage on a set that does energy damage. If the intent is just a re-skin, there are an awful lot of changes going on. Just give Assault Rifle optional alternate animations as I described earlier in the thread and it goes to being a "one shot, one kill" feel animation like he wants. There are 3 powers in Assault Rifle that fall out of being a sniper the way he describes it. One is a grenade that can be given the alternate animation of being a thrown grenade, preserving the set as a "sniper" feel with shoulder fired animations, and the other two are incendiaries. One of which is easily skipped in the set for its lower damage. I get he does not want to use Assault Rifle for his sniper, but his main complaint is how it feels. Putting in shoulder-fired animations as alternates would alleviate that without requiring so many changes to beam rifle to still accomplish what he wants. Or he can request a dedicated sniper power set. With existing animations and mechanics, all that really needs to be done is to define what powers are available at what level. Reading his posts, he wants more than just a re-skin of an existing power set. -
Idea to deal with Ouroboros portal congestion
Rudra replied to KaizenSoze's topic in Suggestions & Feedback
Or, you know, just have the Ouroboros portal work like the Rogue Isles ferries and auto-open a destination window. No new fancy code to make players and their pets untargetable. No need for timed repulsion pulses, even though I would get a kick out of being hurled over the side only to be teleported to fall into the pool. Just make the exit portal of Ouroboros auto-open the destination menu while within trigger range just like the ferries do. (And if AFK'ers at the portal don't like the menu in their faces waiting for a destination to be chosen, they can walk away from the portal making it less congested. Win-win.) -
Please no to the OP. If I have to rate people at the end of something, I'd lose my mind. (What is LGBT Plus Ultra anyway?) If I see a costume that wows me, I send a message. If I read a bio that impresses me, I send a message. (If I read a bio that hurts to read, I send some suggestions instead, but thank them for at least having a bio.) If I get a message from someone saying they like my character's appearance or bio, I'm happy. Let's keep it to the players to send messages, not put in a rating system for what our characters look like or how they fared on that TF/SF/trial. It then becomes a competition for up ratings, often with bitter feelings when they are not received, rather than a community just running around and playing together with the odd comment about our costumes and bios.