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Rudra

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Everything posted by Rudra

  1. Okay, to start, I don't understand what alignments have to do with zones being searchable. So if it factors in somehow, I would appreciate some enlightenment. My guess as to why the echoes aren't searchable is because they are considered removed from the game, so while players can still go there and gain xp, it isn't meant to be handled like other zones that are still considered active in the game. Bear in mind that I am not arguing against the OP as I don't care either way, but that is my best guess as to why the search function does not work there. However, your last paragraph of this post I have issues with. Why would heroes go to the Rogue Isles and kidnap people for ransom, rob banks, shake down people, destroy property, threaten innocents for compliance, inflict injury on innocents intentionally, gather sacrifices, suppress attempts at liberty or education, or any other of the types of missions to be found red side? Why would villains go to Paragon City and rescue innocents for no gain, recover stolen/lost items and return them to their owners, aid in researching cures for diseases for no personal gain, rescue police officers in distress, or any other of the types of missions to be found blue side? Morally grey characters can already go between the sides and team up, but making every zone in CoX co-op makes no sense. It goes against the very idea of the game. Yes, this argument is a complete derailment of the OP's thread, but you, the author, made this derailment. So I think it is fair to have it responded to.
  2. This holds true for pretty much every NPC in the game. Whatever character, PC or NPC, that the NPC has targeted, is the name that gets used. Most typically seen during combat when the target is supposed to be saying your character's name at 75%, 50%, 25%, or 10% health when you have teammates and/or pets.
  3. It is a 15' radius AoE with a 60' range. It is correctly marked. Having it say "ranged" would not account for its AoE. Edit: Okay, I get what you are saying. This should be reported on the "Report Typos Here!" thread, first pinned thread on the Bug Reports forum though. Also available via this link:
  4. To be fair, Crabberminds already fit the bill for the OP. They have melee powers. They have armor powers. They get up to 6 pets (from 3 powers) before you go incarnate. And they can stand their ground and fight even without their pets. Too often, these requests for new MM-style ATs seems to be a desire to be a capable ranged or melee AT that also has pets for more damage, while retaining their own defensive capabilities like armor for their secondary, or both armor and support or both armor and control or armor and control and support. An "I can do everything and I can do it very well" mentality. Now, I'm fine with more ATs being added, as long as they have their own identity and are balanced so they can fit into the game without rendering any existing ATs obsolete. And if the author is willing to both further detail his/her/their proposal so we can get a better idea of what exactly is being asked for, and to accept that the AT cannot have everything at their disposal, then we're good. Let's hash out how this potential AT works. Something to bear in mind though, is that MMs are already the pet AT, not Controllers or Dominators, yet all 3 keep getting compared to each other. And if you want a muddier comparison, then there is the everlasting debate about Brutes, Scrappers, and Tankers. So yes, the AT being melee instead of ranged goes a long way to differentiating it from MMs, more information is still needed. Which is a problem seeing as how the author hasn't deigned to provide any further posts on his/her/their suggestion after the initial pitch. Edit: Whoops. I merged @gabrilend's melee MM with the OP of this thread. My apologies. So for this thread, more information is most definitely needed.
  5. There is also the difference in 'tiers' with MM pets being Henchmen tier pets whereas Controller/Dominator pets are Pet tier pets, which gives them better base stats. And then there are the differences in pet level determination where Controller/Dominator pets are never more than -1 to the Controller/Dominator even if you get 3 pets where MM pets get to -2 if you have 3 of them. And the consideration that MM pets have upgrades they need to get to full power and other pets do not. And then there is the balance question for pets since each MM primary set is balanced differently, so simply getting to choose what pets you get is unbalanced. What is to stop a player from simply taking Jack Frost, Singularity, Phantom Army, Dark Servant, Protector Bots, and their choice of MM T3 pet? And then you get to the secondary sets for questions. Which you summed up nicely. So while I was trying to sit out this conversation, yeah, there are a lot of questions the OP needs to address for this to be considered.
  6. Not sure where you are going with this comment since you are quoting me for it. The only reason for my post was to answer your question about Sentinels.
  7. Sentinels were apparently undergoing development at time of shut down, but they weren't added. HC (or whomever was running the game as a pirate game before) added Sentinels.
  8. No, the CTA in First Ward isn't accessible. You can't do anything with it until you get into Night Ward, at which point you are dealing with the Night Ward CTA. First Ward is cut off from the rest of Praetoria, 'lost' to Hamidon, and used to dispose of undesirables from Praetoria's 'perfect' society that the Praetors have no use for, and so no need to "re-educate" or otherwise turn into an asset for them. You know, regular people. Yes. The original Praetoria area had Nova Praetoria as the starter, Imperial City, and then Neutropolis. First Ward (I believe) came later, and because of lore, was not accessible except through the Underground Imperial door where Doorman stands with the two portals to Primal Earth so Primal characters could also get to First Ward and do missions there since they are not linked to the Praetorian story line, and so not to the Preatorian factions. (Though there are faction representatives with repeatable missions in First Ward, First Ward's story has nothing to do with what is going on in Praetoria City and the Praetors.) Helicopters? No. VTOL aircraft? Yes, but only red side via the Arachnos Fliers. (And I think just the Arachnos Flier at the north end of Grandville proper, where that TF has us go to destroy the Web.)
  9. 90% of everything people have dumped into that lottery? Sorry, but I have to say no. If the idea is a 'fun' thing for players to burn their inf' on? I can support that. However, there are already ample means of getting inf' in this game without adding a lottery. (Which would fall under gambling anyway, and I'm pretty sure that won't fly.)
  10. I'm not saying not to provide swimming animations for hovering/flying around. There have been other threads asking for that just for flying around. All I am saying is that the way the swim animation for walking/running works will not help with an underwater, flooded, or aquatic base because of how the water tiles work. CO does have the advantage that they do have an underwater zone map, so they do have swimming available for players to use as a function. The entire zone forces players to be flying so the swimming animation can (mostly, sort of) work. Something we can't do in CoX. Not unless the water tiles were to somehow have a Group Fly effect that ignores Null the Gull's provided power to ignore Group Fly effects to force/enable swimming animations and vertical movement while in the water tiles. (Edit: I have a sunken city base with an undersea accessible area and a base with a lake in it in which I have been trying to find ways to make it possible to swim through the underwater part of the sunken city and the lake, but the issue is the way the water tiles work, not the animations. I can be hovering around in one of my bases that have pools in them, and when I enter the water, my character (sometimes) immediately starts swimming. And "deep water" where I stack water tiles to try to make it possible to swim, I'm still stuck at the bottom walking/running around. So it isn't the animations.)
  11. There is an animation for walking/running that acts like swimming when walking/running in water tiles of limited depth. The problem with making bases that has the characters swim to get around is that if you try to make deep water, you wind up walking/running normally even in the water because you are below the affecting area. So an a hovering or flying animation for swimming were to be made and added, it still would not help any other characters that do not possess those two powers.
  12. I was trying to stay out of this, but I can't. A melee version of MMs can be interesting/fun. However, the whole principle of the proposed AT getting armor sets and that armor set extending to their pets? No. If you want to bolster the pets of this AT? Then make the secondary a support, not an armor. If you want armor to be the secondary? Then live with your pets dying frequently because you no longer need them to protect you.
  13. While I said that in a joking manner, I dare you to ask in general / LFG / any global chat channel if Flurry is 'fast'. CoH context = animation time is very slow. The theme of the Speed power pool is that: speed. Speedster characters are well known for throwing a dizzying array of rapid-fire punches to take out a target. Which Flurry does. The mechanics of the power seems to be what you are focusing on. The mechanics of how fast a power gets through its animation, how fast it recharges, and other game mechanic functions are not the theme of a power. Flurry fits the theme of the Speed pool. Now, if you are not happy with the mechanics of Flurry? That is a separate issue entirely.
  14. Well--this is a debateable point. It isn't very speedy in CoH context!! xD It is a rapid-fire series of punches at the target, how is it debatable about it fitting the theme?
  15. I don't get the appeal, but whatever. Make it so that players can just dump inf' into it and not get anything out of it, and fine. Otherwise, work the AH.
  16. Nope, never have. Next time I'm gold side, I'll look for it. That's fair.
  17. Unless you are referring to something else, the doors the Underground has for getting around connect the Underground to the linked surface zone or grant access to the Resistance 'bases'. Each of the Underground's zone sections are still connected to each other the same way Praetoria City itself is, you just walk/run/jump/fly across the threshold into the other zone. (Edit: There is no mass transit system in the Underground. Which was my point for that comment. And having one would be dangerous to all involved since we are running along the tracks for what would be it anyway to get around the Underground.) Yes, however, Cap au Diable and Talos Island are not part of Praetoria, so I wasn't counting that. And you have to navigate to the lone door in the Underground Imperial City to get to First Ward. So it still isn't connected via a mass transit system like the CTA. (And should not be.) That was my point.
  18. The Rogue Isles are all connected via ferry. With both Cap au Diable and Port Oakes both having two ferry connection points. So the OP is already met just as you said. Further, the Rogue Isles also have the Black Helicopter Line. This option also connects all the isles with two connection points for some of the Isles as well. Particularly helpful for getting to north Nerva Archipelago. So again, like you said, the Rogue Isles are all already connected like the OP is asking for. Praetoria has the Cole Transit Authority. Trams just like blue side has. However, the CTA only connects Nova Praetoria, Imperial City, and Neutropolis. The Underground does not have a inter-zone connection system other than hoofing it. First Ward is also not connected, nor should it ever be. First Ward is where people are sent to be forgotten. And you can't exactly do that if there is ready access to it via a mass transit system. So, yeah, what the OP is asking for already exists. And I am stuck wondering how the author does not already know all this since using any tram or ferry readily shows all the zones (edit: except for PI and SI, which should remain disconnected in my opinion given how/where they are located) connected. Edit: And it isn't like the ferry or ship that takes players to Striga Isle or Peregrine Island are that far from the Talos Island tram either....
  19. I don't view Talos as endemic of the request. For starters, part of the mainland forms part of the Talos Island zone map. Second, the distance between the shore line and Talos Island itself, not counting the more distant 'unpopulated' islands, is short enough that a person can hop in a dingy and row themselves there in relatively quick order. (Relatively being the operative word.) As opposed to Peregrine Island and Striga Isle that are wholly not attached to Paragon City proper even as zone maps due to lack of mainland shore.
  20. Peregrine and Striga Islands are islands. With Striga being an unknown distance away on a map cutout. So while PI may be possible, Striga won't be. So... yeah... just base portal and then click your Pillar of Fire and Ice there or portal to Ouroboros and use a crystal there. Edit: And all the Rogue Isles are already connected.
  21. Personally, I just pull enemies away from hostages regardless unless I know with absolute certainty that the hostage is invulnerable. That way I don't have to remember what missions work what way.
  22. Good point. I retract my statement.
  23. "As an anchor point" won't work. Not unless you want your jacket image free floating behind you. (We can see through the seams in the floor, we'll be able to see the jacket image behind the jacket.) Given how the game seems to work, symbols on the back of jackets will either need to be a separate jacket that has the preset symbol that players select, or it will need to be a texture map like how the tops with skin works.
  24. Or pull the mobs away from NPC hostages. If there are no enemies around them, and you aren't near them until all the fighting is done, they won't be affected by the enemy AoEs.
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