Rudra
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Everything posted by Rudra
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The service elevator north of the building should take you inside the building to access a door there to enter the mission. Does it not do that? St. Martial is a zone where there are mission doors inside buildings, and those waypoints show as being under the map, because they are. All building interiors are isolated maps under the zone's main map. (Edit: And the mission door waypoints show you the mission door, not the door you need to use to reach it.)
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confused Zephyr still attacks while conning as friendly
Rudra replied to Ridiculous Girl's topic in Bug Reports
Exactly. All the other mobs, the Goldbrickers, do not go friendly on that mission. They are always your enemy. Zephyr however becomes your ally. And if the confuse effect does wear off, unlike how it used to be bugged and just lasted forever if he went ally while confused, then all you have to do is move away from him until the confuse wears off. Edit: Look, I'm not saying it wouldn't be nice for that to change and Zephyr stop attacking when he is confused and friendly to you, but he isn't the only mob that does that. There is a reason why I don't confuse my enemies that I know will go friendly when their health gets low enough. (Though my Illusion Control characters are a /Darkness Affinity and /Martial Assault, so I can't speak to your /Psi'. However, if I can't confuse a target and I was relying on confusing the target? I do a lot of hit and run to win. Or ask a friend for a hand on that mission. [Edit again: Mostly because back then, the last several times I was in that situation, the confused mobs never recovered from being confused and just kept attacking me even when the confuse icon went away.]) -
confused Zephyr still attacks while conning as friendly
Rudra replied to Ridiculous Girl's topic in Bug Reports
Zephyr normally goes friendly/blue to your character in that mission when defeated/near defeat. Don't confuse him when he is near defeat and if he is already confused, wait for it to wear off before driving him to defeat or near defeat. If he is confused when near defeat, he is a confused friendly and just keeps attacking you. And it doesn't seem to time out. -
Okay, first? A modder is a creator. Do you have any idea what it takes to mod any games? Second? Command line shortcuts and Null the Gull originated on the Live servers from the original devs. And while I'm not sure about now, but back on Live, if you wanted to get the most inf' from selling your enhancements, you went to the appropriate vendor to sell to. Because anyone that was not that enhancement's origin as a vendor paid you less than the vendor that sold that type of origin enhancements. The exception being Elite vendors (or whatever they are called) that pay the same for all origins.
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What @Mr. Apocalypse said. Tying what your character can do to how your character's body is built kills any freedom of concept in character creation. Per your example, if you want a sneaky character, you have to minimize the character's height at the expense of their HP. Or if you want a robust character, you have to max out the height. So, yeah, no.
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No. AoEs do less damage than ST, but are not typically less accurate. Pets get the negative level shift for having more than 1 per power because between their reduced damage for being lower level and their lower chance of hitting for being lower level, it averages out for inflicted damage.
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To the best of my knowledge, all Controller pets are pet class pets. Not underling class, pet class. Pet class pets are stronger than henchman class pets in pretty much every way. So first, if the Fire Controllers gets to stack their pets, then all Controllers should get to stack their pets. Second, stacking Controller pets means MMs are completely worthless with their pets. The MM's only advantage is summoning rate then. The Fire Control Controller gets to field 9 fire imps of the pet class (edit: each at level 49) to the MM's 6 henchman class pets, 5 of which are even weaker for their level shifts (edit: with 3 at level 48 and 2 at level 49) that the Controller pets don't have? (Edit: Yes, Controller pets get a -1 level shift if there are more than 1, but they only get that -1 level shift even for having 3 pets. And you are asking for 9 pets at level 49 to the MM's 3 at level 48, 2 at level 49, and 1 at level 50.) Yeah, no.
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Except in an instance map like you are talking about, you have set interaction points that move you from one area disconnected from other levels of the map to another part of the map disconnected from other levels of the map. Like you are moving to another zone within the map. In the RWZ, you do not do that. You are not being teleported by the game from one separate area to another separate area. You can enter and exit the base without using the original gate or any other interaction item to move you between set points on isolated but linked maps by exiting or entering the passage near the zone hospital, by exiting or entering through the motor pool's open lift, and by exiting or entering through the storage area's open lift behind the quartermaster. No clickies required and no being moved from disconnected map A to disconnected map B. When it comes to the Vanguard base, it is part of the zone. Wholly and completely.
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I thank you for the clarification, however, I did not take your post as a request for a new power set or animations. As I have stated in 5 of my posts on this thread not including this post, including the one you are quoting, if all that is being asked for are music instrument shaped clubs, then I don't care. Have at it. Go for it. Enjoy. (Edit: And by club, I mean all they will be used for is bashing things. Not being played as a regular instrument, which will call for new animations.)
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I even quoted my own posts. My response has always been the same. If you want a music instrument your character can play, it needs to actually be playable by your character. If you jsut want a club that looks like a music instrument, then go right ahead. My understanding of is that the instruments are such that they are being played. I don't play Fortnite. I don't care about Fortnite. However, if there is a music experience going on, then I would expect the instruments to be played. If they aren't, then I don't care. Because I don't care if characters run around with instrument shaped clubs they beat things with. By all means. Go for it. I only care that if your character has a music instrument that your character plays and is also wielding as a weapon, then that instrument needs to be sized to be playable by that character.
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Then let me explain. A manhole cover being used as a shield or a stop sign being used as a shield is something the character can feasibly hold to place between the character and an attacker. So they work as a shield. A manhole cover being used as a frisbee or a stop sign being used as a frisbee is still a flat, disc-like object even if octagonal in shape like the stop sign. So it is plausible they can be thrown as a frisbee. If you tell me you have a character the size of an ant and that character can lift 10 meter tall boulders and throw them 300 miles, I can accept that. Your ant-size character is just that strong. If you tell me you have an ant-sized character that built a 15 feet tall bicycle, and it is just a standard bicycle with nothing else, and your ant-sized character rides it around just like a normal human rides around on their normal bicycles? Nuh uh. There is no way for your ant-sized character's feet to reach the pedals or handlebars to ride it. It's the same thing with the guitars. In the example pictures provided by @Excraft, you can plainly see that the people with those over-sized guitars can only play the body of the instrument. And if you can't make use of the neck of the instrument at the same time, then you can't play the instrument. It's that simple. Some level of realism has to exist in the game. Edit: And again, if the item is just a guitar-shaped club and not a musical instrument? Then no problems. Your character isn't playing a club like it is a guitar.
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The only thing wrong is that the way to the portals is marked "War Zone" instead of "Portals". (Edit: I should also point out that the path marked "Motor Pool" is a straight line despite the turns and the divider splitting the hall briefly while the path marked "War Zone" is just a short hall to a door that sends you down one of two short halls to different portals. One being a mission door portal and the other being a transport to Shadow Shard portal.) (Edit again: The only thing not marked are the halls on either side of the infirmary that connects the original unchanged part of the Vanguard base with the extension I am showing in the screenshot.) (Edit again Correction: Well, 'unchanged' isn't correct since the gate behind the quartermaster is now open and the base lift door in there is open allowing entry/exit from the base.)
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Yes, I do, but at that point you aren't wielding a guitar or drum sticks, you are wielding a guitar shaped or drum stick like club. I'm specifically talking about actual musical instruments such as would be used by actual people, and not just props. (Edit: So something like a bass would work for an actual music instrument that would be a titan weapon. Or if you aren't going for an instrument the character may also play, then anything works. You could wield a titan weapon music triangle then. However, I am just looking at actual music instruments the character would also be playing.) (Edit again: And by play the instrument, I don't mean gimmick performance such as by trying to play a drum set with 3 feet long drum sticks. I mean actually playing the instrument.)
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They are. All the gold side arcs are in Ouroboros. Edit: If you are talking about making Ouroboros a way to just travel there without doing any of the arcs? Then my question is why? I'm only aware of 1 mission in an arc gold side that takes you out of the zone you start in, and gold side zones are small. So why do they need to be able to be transported to from Ouroboros? If it is to increase the number of players that are present gold side, that won't do it. Players using Ouroboros to get around are going to the zones where they have missions. And Praetorian arcs (except for a single mission I can remember) all stay in the zone they are started in. (Edit again: And yes, I am counting the relevant section of the Underground as being part of the surface zone it is under.)
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Then I guess just open with a warning about the game booting them if they use Ouroboros or a SG base to get around so they know they aren't being kicked if they still do so. You're welcome.
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Floating Weapons and Invisible Enemies in Mayhem Missions
Rudra replied to Juggerobb's topic in Bug Reports
If you exited the mission and re-entered, did they stay invisible? (You're dealing with ambushes, so they should chase you to the exit.) -
When you enter a mission instance, you are no longer on the zone map so a mission map works for showing the area/map and your location on it. The Vanguard base is not an instanced area, it is part of the zone map. So even if a mission map were to be made for the Vanguard base and it tracked you to show you where you are in that base, it would also still show you when not in that base. Edit: To clarify, the Vanguard base is not a separate map from the zone map, so a mission map may not work. Edit again: Here's the thing, we have 2 maps. We have the city map and we have the zone map. When you enter an instanced mission, the mission map replaces the zone map because you are in a new zone. That zone changes the zone map name to mission and that zone is a temporary thing that goes away if you and your team log off or exit, but it is still a separate zone unto itself. And as far as I know? We can't have two zone maps at the same time.