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Rudra

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Everything posted by Rudra

  1. It's 1 EB plus 1 EB per player or team size setting. So 2-9 EBs. They give warning of their big attack, but no, there is nothing to indicate area to be hit. If you dash back a little, like maybe 10 feet, the big attack should miss. It's the regular hits like a freight truck attacks that keep me running and kiting them. I tend to play squishies though. (I also usually don't have any enhancements except for a few attuned IOs I managed to buy.)
  2. So ask for alternate animations for dual pistols that isn't a showman gunslinger performing at a circus.
  3. You get to wield twin SMGs. You have a mix of single shot and twin weapon shot attacks. You even have CC. I don't get how they are not the same.
  4. Uhm... Dual Pistols... one of the weapon options is SMG....
  5. [NPC] Elmer: People has best keep their mouths shut. I hear Neo-Apotheosis took care of the last pigeon who squawked. Heard flying through Sharkhead. Should be "People had best keep their mouths shut."
  6. Once upon a time, I would have agreed about the Ravenwing Cabal. Then I figured out how to kite them, even with a melee toon. If I kited them long enough, usually I could separate them, and destroy them individually. If I couldn't, as soon as my health was high enough again, I'd hit the more wounded, and then resume running until my health was high enough again. This was even more true with a ranged character. ... Never tried the mission on a controller or dominator though....
  7. Holy hells, reading that thread hurts.... Thank you, Apparition, for this migraine. 😖
  8. I sit corrected. Apologies. (Which is why I still avoid PvP zones like plague unless it looks deserted and I need something in it.)
  9. Yep, you quoted it. Funny thing though, I can't seem to find a PvP carve out in the Code of Conduct. So even in a PvP zone, if someone not engaging in PvP activity asks someone else to stop and leave them alone, they have to leave them alone. Or it counts as harassment. With that, I'll get off my soap box. Sorry everyone, for this long tangent.
  10. Your words: "I'm going to go ahead and bring it right back though because it's a discussion that was started by you, so I assume it was worth discussing to begin with." Griefing was brought up by darionleonidas. I did not say it actually happened to me until after your first response about the Code of Conduct. "And to reiterate, PvPing in a PvP zone is not griefing." So do the Conduct Guidelines apply or not? You say it has to fall into the guidelines you posted, I said it does, and you say it still does not count. So which is it? It cannot both apply and not apply. Either harassment as defined by the Conduct Guidelines is harassment/griefing, regardless of where it happens, or the Conduct Guidelines mean nothing. Which is it? Actually, I didn't say it happened to me until after your second post about the Conduct Guidelines. So you are still saying I started it even though I did not.
  11. First, I wasn't the one that brought it up. Slovernia did. Second, that was not a hypothetical situation. It happened to me on multiple occasions on Live. Specifically in Siren's Call. Third, I did ask them to stop, that I was just trying to get a badge I couldn't get elsewhere (alignment system did not exist yet and Blue Ink Men were only available to heroes in Siren's) and speed up the Warrior boss badge. I got laughed at. They were specifically making the mobs win rather than take me down themselves, building up my debt. When I was hosp'ed by them again, I simply left the zone. This is why I avoid PvP zones like the plague unless it looks deserted and I still need the badges in them. So, by the Conduct Guidelines you provided, that would be harrassment/griefing. Are we done with this tangent now? Correction: Darionleonidas brought it up. Slovernia responded. I responded to Slovernia. Apologies to all involved.
  12. I think I am misreading your post. So you want them attacking before rescue or you want some powers suppressed until after they are rescued? I'm reading your post as you want them attacking before rescue. Re-reading it, it looks like I misread it. Apologies. Just to be clear, which result are you asking for? (I was under the impression they had no active powers until after rescued.)
  13. If they were actually fighting you? Trying to defeat you even if you were already engaged with a boss? I would agree. It would be frustrating, but still expected PvP. If they are trying to get the mob to win? They just stand there occasionally throwing an attack to further weaken you if you start rebounding or another hold if you recover from the mez, not even trying to take you down, just let the mob finish you? That is not PvP. That is intentional griefing. Regardless, this is a tangent to the topic.
  14. Did the costume change have an attached costume change emote? I think that is what crashes it, triggering an emote during map change.
  15. How some players do it, it is. If you stalk a player and wait for him/her to be embroiled in a boss fight before you pop in to AS or mez him/her then watch the boss finish him/her, you are griefing.
  16. 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.
  17. 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?
  18. 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.
  19. 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!"
  20. 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.
  21. Considering they are invariably outnumbered? I'd rather not. Nothing worse than your rescuee dying because (s)he fought impossible odds.
  22. 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.
  23. 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.)
  24. 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.
  25. 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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