
Rudra
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Everything posted by Rudra
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Aim or Build-up (or the like) allow accuracy above 95%
Rudra replied to Telamonster's topic in Suggestions & Feedback
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. -
Not sure if this has been asked: PvP on/off switch
Rudra replied to AlabasterKnight's topic in Suggestions & Feedback
At least in Sirens' Call, there is a spot in the hero base where a villain can stand and never be attacked by the drones. You can't attack without getting droned, but it is there. -
If the mission is written to require the player defeat all enemies and rescue hostages, and it completes when you do so but the mission description/text said you only needed to defeat the boss and guards, that is not a bug. The mission worked as was intended. The data provided to the player is incorrect. Edit: Now if the mission required you to defeat the boss and all guards, but did not complete when you did so and you had to sit there and wait on an empty map, then yeah, that would be a bug. The mission did not work as intended. (Assuming of course, the problem is not that the mission spawned a required target somewhere off the map. That is a map geometry error. That requires the map being reworked rather than a fault in the code.)
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It does not matter how often you say "bug report", it does not change that what @Aurora_Girl is talking about is not a bug. Incorrect text is not a bug. Never has been. You want to refer her to the typos section? Sure. That makes sense. It is not necessary since she is posting a suggestion to get other players to report their own encounters with bad mission text so there is a consolidated location for it, but it is most definitely not a bug.
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Late response, sorry. Anyway, I'm fine if the mission parameters change when you enter the mission. Like you said, things may be different when you get on site as opposed to what you were briefed. However, the mission text inside the mission should then reflect the new mission parameters. Example: Mission: Defeat Evil Lord Kumquat. Do you accept? *click yes* Navigation text: Defeat Evil Lord Kumquat and guards. *enter mission* Mission text: Defeat Evil Lord Kumquat, defeat all Rutabaga, rescue 6 Sir Loin hostages. Current: Mission: Defeat Evil Lord Kumquat. Do you accept? *click yes* Navigation text: Defeat Evil Lord Kumquat and guards. *enter mission* Mission text: Defeat Evil Lord Kumquat and guards. Mission actual: Defeat Evil Lord Kumquat, defeat all Rutabaga, rescue 6 Sir Loin hostages. One shows the mission changed and the player has to adapt. The other, the mission still changed, but now the player has to figure out how and resolve it.
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*offers @MTeague additional hands* Dug 'em fresh this morning. Should be good for a while.
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Not sure if this has been asked: PvP on/off switch
Rudra replied to AlabasterKnight's topic in Suggestions & Feedback
In a real fight, you aren't worried about fairness or having fun. You're trying to not be put in the hospital or morgue. In actual combat, you don't have time to even think beyond who or what is shooting at you. And even at that, there are people who break down in combat and have to be "walked" through it by their comrades to survive. The unit/team pulls together to survive without concern for anything beyond their group survival. Now, in a game, it is the exact opposite. You have ample time to think about if something is fair or if you are having fun. There is no imminent actual threat. There is no fight or flight response drowning out the trivial matters around you. The trivial matters then greatly affect your ability to have fun, and to have fun is why you are playing the game. The answer to the OP is still no, and scary as it may seem as one of the people you are criticizing, I agree it should be no. At least after the prolonged argument/explanation thrown at me in the last big PvP thread I was in. Video games are not real. The immediate effect of how a game may affect a person is. Comparing how people react to a game as opposed to how they may survive a real fight makes absolutely no sense. -
Except, that is not a bug. It is sloppy mission text. It could be filed under typos, but works just as well as a suggestion.
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Aim or Build-up (or the like) allow accuracy above 95%
Rudra replied to Telamonster's topic in Suggestions & Feedback
Personally, I'd like to see a checked chance to miss. Like, if the target is held by a greater magnitude hold than the target has hold protection, or if the target is affected by both an immobilization and stun that both exceed the target's protection against immobilize and stun, the 5% mandatory miss chance is not applied. You can still miss if you have a low accuracy, but not because you are forced to by mandatory crit fail. If the target is simply unaware, then the mandatory miss chance still applies because for random reason the target can shift enough to not be hit. If the target is in combat and not held or stunned+immob'ed, then obviously, the mandatory miss chance stands. -
*Tries picturing the proposed Arachnos bank robbery event* *Can't picture Recluse, Ghost Widow, Mako, Scorpion, or Scirocco stooping to robbing banks* Uhm... no... attacking the city? Sure. Robbing a bank? No. (Edit: I don't see why level 50+3 incarnate players rob banks though... so... I guess? As players, we are limited to bank robberies as the culmination of doing papers though, so it's less a bit of logic and more a theme we are bound to. Arachnos forces are seen in safeguard missions, but that seems less an Arachnos operation and more a sub-faction of Arachnos operatives being ordered to support the (not but still may be according to the List from Kalinda) Destined villain or making money on the side.)
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Not sure if this has been asked: PvP on/off switch
Rudra replied to AlabasterKnight's topic in Suggestions & Feedback
Well... I did say it was a holdover.... Edit: Look at it this way: the fervent anti-PvP sentiment is a gut reaction burned into some of us from consistent exposure to bad apples. If you go to get apples and consistently get bad ones, you stop trying to get apples and have a bad reaction when anyone offers you one. -
Not sure if this has been asked: PvP on/off switch
Rudra replied to AlabasterKnight's topic in Suggestions & Feedback
The last time I bothered with PvP'ers, being defeated by a player resulted in scaled debt. You accrued debt for damage you took from NPCs, but not from players. This was back on Live though. The largest gripe from PvE'ers in PvP zones is a holdover from Live where the PvP population was larger and you had to time going into the zones for badges during periods when the PvP population was at its lowest, or you would never get anywhere near the explore badges and lore plagues. -
Not sure if this has been asked: PvP on/off switch
Rudra replied to AlabasterKnight's topic in Suggestions & Feedback
If'n I'm being murdered, it don't matter none to me if it be from 1 person or the entire Galactic Imperial Navy! 😆 -
Not sure if this has been asked: PvP on/off switch
Rudra replied to AlabasterKnight's topic in Suggestions & Feedback
You're beating your head against a reinforced concrete wall here, @AlabasterKnight. As someone who hates going into PvP zones and has learned to detest PvP players in general*, I feel for your wife and friends. Your proposition just isn't going to happen though. The devs declared early on that they had plans to incorporate PvP into the game. So you can't really claim that. *- Disclaimer: 90+% of the PvP'ers I met were childish pricks and trolls. I met a few before shut down that started to change my opinion of PvP'ers, but for the most part, I hold decent people as PvP'ers to be the exception, not the rule. So I was honestly dismayed when not only were the PvP zones launched, but that badges were thrown in there as well. -
*goes to summon T1 MM pets* *gets three Rikti Monkeys* *cries* I know, I know. You said minions and above. But the humor was just waiting to be used. (Also, minions wouldn't work any more than bosses for MM pets. All MM pets are lieutenants, and the T1s still tend to die when a Rikti Monkey looks at them cross-eyed. [Exaggeration intentional to highlight -2 levels lieutenants as followers aversion to survival.])
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Maybe (s)he just wants to play Minion from Megamind. 😄
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Not sure if this has been asked: PvP on/off switch
Rudra replied to AlabasterKnight's topic in Suggestions & Feedback
Mmm... this one? Not so much. I tend to do a fair bit of screaming when a PvP'er ganks me causing my neighbors to run over and bang on my door asking if I'm melting into a puddle of gross fluids.... 😁 -
Not sure if this has been asked: PvP on/off switch
Rudra replied to AlabasterKnight's topic in Suggestions & Feedback
Yeah... I gotta grant this... using Stealth (since Invisibility doesn't exist as a stand-alone power any more) + the stealth proc in your primary travel gives you a pretty good chance of avoiding PvP'ers. As long as you aren't doing any fighting. So that is an option for grabbing explores. Doesn't really help for grabbing zone available powers like Shivans, but it does for explores. Just have to be mindful of your surroundings and actively avoid other players. Edit: And by 'grant this', I don't mean 'grant permission'. I mean 'granted, that argument makes a lot of sense'. Just to be clear. -
Not sure if this has been asked: PvP on/off switch
Rudra replied to AlabasterKnight's topic in Suggestions & Feedback
Yeah, I think it is. I think only one server has any real PvP presence. Could have sworn that was mentioned during my last being burned at the stake over PvP comments. 😏 -
But... but... ... my actual Praetorian Clockwork hero/villains! Nuuuuuuuu! *sobs at the thought of not getting a Praetorian Clockwork power set*
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Not sure if this has been asked: PvP on/off switch
Rudra replied to AlabasterKnight's topic in Suggestions & Feedback
The best you're going to get, as far as not having the PvP'ers out to murder you in the forums, is the recommendation to transfer to a server with little to no PvP presence, get your PvP zone tasks done, and then transfer back to your preferred server. Yeah, this discussion has been had before. In various forms. On multiple occasions. -
Actual sais? No, they aren't slashing weapons, correct. They can slash with the tip, but that is not how it is used and the tip isn't even cutting. It's tearing. (Edit: And even at that, it requires more speed and force to do so than any blade ever.) Now, sais as shown in comics/cartoons? They have flattened blades with sharpened edges instead of the round prong an actual sai uses. They are basically daggers with sai-styled guards added. So with the comic/cartoon re-design? It works. (Though to be honest, the re-design was implemented later. Probably because people who knew what an actual sai is called the artists out for their ignorance.)
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Yeah, there are a lot of horn options. None that flow back like the OP is asking for though.
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*pictures pirates running around chucking throwing stars, or howling at their foes as they run on all fours to bite them, or throwing bolts of hellfire, ice, and fire at their foes* Uhm... ... ... Yeah, devs? Can we have a dedicated pirate MM set please? 🤣
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Hook swords were actually slashing weapons with an entrapment feature. They were not used as impaling weapons. They could impale, which is why they were not normally used for sparring, but their primary purpose was slashing (the back of the sword) and catching/trapping (the hook). The elemental blades are still blades. Sword-like objects that are presumably being used to slash. Yes, they don't have an elemental damage component, but they are still distinctly swords. I wholly understand you want to dual wield pickaxes. I'm just saying, make it a new set with new animations suitable for impaling weapons like pickaxes. A new set with impaling animations would not only allow you to use pickaxes, . And because of the likely style of animations required for impaling weapons as opposed to slashing weapons, that it would open it up the possibility of dual-wielded axes, mauls, and other weapons. Edit: Changed "it" to "up", "that" to "it", and joined single statement back into single statement.