Rudra
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Everything posted by Rudra
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Sure, but the tails don't have a texture option. They have the model with a set texture you color. If they add a texture menu, it works just fine. (They would have to fold the cat tails into a single selection though.) It is the cat tails that makes me think they need a new entry.
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Lock items in base edit mode, and other basey things.
Rudra replied to Greycat's topic in Suggestions & Feedback
Oh, God. The number of times I would click something right in front of my character to move and the game instead selects something not even in the same room but is a large object in an adjacent area or is somewhere above or below what I am selecting but still not actually near it. Please! Let us lock things so they stop being selectable! -
Then it wouldn't be a wolf tail. Maybe duplicate the wolf tail model, add new stripes to the texture map for the duplicated tail, and call it a raccoon or something else? We already have duplicate cat tails that I can't really see any difference between, so should be fine.
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This might be better posted in the zone geometries topic.
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Savage Melee: enemies very often run away - bug or wonky mechanic?
Rudra replied to rdroscoe's topic in Bug Reports
Mission: One Good Spider (Morality mission). Level of mission: 41 Level of lone player doing mission: 41 Difficulty: +0/x0 Bane Spider Executioner runs up after 3:00 timer runs out. I didn't apply any of my MM's debuffs to him. Bots were all in bodyguard mode and will not attack until after he does. Bane Spider Executioner doesn't even attack. he just turns and runs. And runs. And runs. And runs. Finally comes back, then turns and runs. Still not debuffed. Still not damaged. What the hell? Can we get the run away mechanic adjusted please?! -
Basically.
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I think the assumption is you are on a team of other badgers working towards a badge you all need/want. Just an awareness thing so the others can know when it is time to move on to something else.
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99% of the game is also well beneath an incarnate's time to even think about. It is the noob hero/villain growing up to reach god status. And has already been pointed out, more content for you is on the way.
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Most badgers I know just say "badge got" or similar when the badge(s) the team is going for are awarded to them. Not sure any further indicators are actually needed. I'm not opposed to there being a visual indicator, just not sure it would be worth the effort. Especially since for like street sweep mobs badges, the team is often scattered all over the zone hunting down target mobs and likely won't even see the requested indicator anyway. As for badges gained by changing sides through Null, why would an indicator even be necessary? The player already gets notification. If you're changing sides just to get the badges you already earned but aren't awarded for being wrong alignment, how often are you on a team? Aren't you just changing sides to be able to play with the team already in (other) zone? Your teammates still wouldn't see your requested indicator.
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I hear you and I agree. However, that does not seem to satisfy people on this thread. I did say my ideas were dumb, too.
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Here's another dumb thought. Some incarnate trials have mobs that are all +7. Increase difficulty from +4/x8 to +X/x8 where X is the new level shift cap with a minimum of 4 higher than incarnate level shifts. When everything is again purple to you, maybe you'll be happy with the challenge.
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Here's a dumb thought. Maybe we can have a third difficulty. So like +4/x8/x8. So mobs would spawn at +4 levels to the mission, as if you had a full 8-person team, and that spawns would be up to octupled times with no aggro cap. So instead of a single team-sized spawn, the game would mass spawn a sea of +4 mobs up to 8x the normal team spawn size, and they will all attack. Maybe that would be better for you and others? (Additional edit for clarification: the aggro caps would only be lifted if you set the 3rd difficulty to x2 or higher.)
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Because that is not what x8 means. It means the game spawns mob sizes it would if you had a full 8-person team, not that it should take a full 8-person team to clear. It was implemented because players were able to face full team spawns solo and asked to be able to without having to recruit a full team to sit at the door while the player soloed the map.
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Except hazard zones are not unused. As I'm leveling blue side, I'm constantly being told by my contacts that the only missions available for me are to go into a hazard zone I am barely high enough level to be in and somehow survive on the assigned task. PvP zones though, you gotta take that up with the PvP'ers. I'm just saying it would create less conflict with existing game content and usage, though it would take a lot more work, to just make new zones for challenge zones. And let's face it, revamping existing zones will also take a lot of work. So why not just go for new zones?
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So this thread is basically asking for lairs from Champions Online. You get a set map with themed choices you can change that are preset for where they are located. Meh. Personally, I say just ask someone who enjoys making bases to help you with yours. I'm more than happy to put work into someone else's base for them as long as they can tell me specifically what they want. However, I still think this is a pretty good idea. I can be rather neurotic about working on my bases, I enjoy building them. A lot of people are not or don't. Don't really see a problem with this idea. How to keep current base options and pre-made base options from clashing in menus though, that is my question.
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Challenges are coming. The new difficulties are being proliferated. Over time. If you want a challenge zone for you being an uber incarnate, then ask the devs to look at the Battalion incarnate content the original devs were working on as a new zone instead of revamping current PvP zones into incarnate level challenges. Non-incarnate characters are still sent into those zones already. Not saying your idea is bad for challenge zones, just saying ask for a new zone or 3. If memory serves, the original devs even let a full team of maxed out incarnates fight a lone Battalion minion, and the minion wiped them all out. So you would definitely get the requested challenge.
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New EAT! New EAT! New EAT! New... ... I'm the only one praying for a completely new AT that mixes melee and range without requiring redraw to shift between them, aren't I? Yeah... I know... a lot of unnecessary work for new dual wielding mix weapon animations. A body can dream though, yes?
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Idea to deal with Ouroboros portal congestion
Rudra replied to KaizenSoze's topic in Suggestions & Feedback
Aww... I was looking forward to being flung over the sides into the center pool. An auto-opening destination menu would probably be the best way to go though.... -
I'd rather a new set than changing dual pistols into a pistol/sword mix. And as a blaster with a sword secondary, you don't get to wield them at the same time. So possibly not what you are asking for. Not sure a power set could be made that wielded a pistol and sword at the same time. Would be nice though. I'd have to re-roll some of my characters into it since I am already using ninja tools secondary to fake the idea. As for dual pistols sucking, maybe instead have it tweaked to be more competitive with the other power sets? I like dual pistols. Just wish it hit a little bit harder.
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Forum guide requests we stay on topic of the OP. The other points should have their own thread. If this is no longer the case and this is a new thread buried in an old one, and you are debating a different topic than the one I believed, then I am dropping out of the discussion. Apparently we are arguing different things.
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Idea to deal with Ouroboros portal congestion
Rudra replied to KaizenSoze's topic in Suggestions & Feedback
I like this idea. Please implement this idea. I'd like to give it a try. -
You're trolling me, aren't you? The OP is about not having any of that. The OP is about changing the game to be more difficult because without any IOs or incarnate powers, any character from any AT using any powers can easily solo +4/x8. I apologize for the emphasis, but you keep skipping around it. If you want more challenging content, please start a new thread. This thread is about changing the entire game to make it more difficult because with a gutted character someone says (s)he can solo +4/x8 regardless of power choices and AT.
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Hells, the OP itself invalidates most of the arguments in its favor. You want to play fully buffed out and be challenged. Nothing wrong with that. Ask the devs for more content to do so. The entire thread is about NOT playing fully buffed out and still soloing +4/x8. So as I said a few times, play according to the OP if you think the game is too easy by the OPs stated standards. But for the love of everything you may hold dear, please do not ruin the game for those of us that honestly cannot keep up with the rest of you.
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And again, the OP is about soloing +4/x8 without any of that. Please start a new thread if the discussion is moving on.
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Yes. Have you not read the posts? The OP is that +4/x8 is too easy on any AT using any power set with any power choices with no IOs and no incarnate powers. WITH IOs and incarnate powers, I can only do +4/x8 on ONE of my characters, and I have to be very conscientious about mobs and how badly I am getting stomped. The rest struggle at +2/x2 or LESS. So if you up the difficulty because you can sleep through +4/x8, then players like me can't play. So you want the game to cater to you specifically rather than the community as a whole. If challenging content for you is released, great! Have fun! I shall adore you from the safety of super kindergarten. But to change the entire game? No.