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Rudra

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Everything posted by Rudra

  1. As I said, I believe we should not make it easier to hoard. If players want to hoard? Go for it. Play the way you want. Just like if players want to run farms? Go for it. Play the way you want. That does not mean the game should actively try to support it though. The market exists for us to place things we have no room to store and/or don't need/want so that others that may need/want it can get it. If the current effort players make to hoard is too much for them? Then there is the market ready and waiting. Otherwise, go on, hoard whatever you want. I don't support making it easier though.
  2. 3 attacks, 3 summons, 2 summon upgrades, and 1 other themed for set.
  3. Illusionists and Master Illusionists don't seem to have a click power phase, they seem to have a toggle that can't maintain effect. I've seen them phase while in the middle of attacking someone for instance, and powers can't be activated while we are attacking anything. So best not to view their phasing as them activating a power, but as their power cycling as a constantly applied toggle. (Edit: Especially since the durations for the up time and down time don't change. And they are constantly phasing and de-phasing at a constant rate even if they are not yet triggered for combat.)
  4. Also off topic, but in one of the roadrunner cartoons, at the end after the final ACME device failed, the cartoon zooms in to the ACME label where it says in fine print it is a roadrunner company. ACME works fine in non-roadrunner cartoons where it shows up, it just specifically seems to fail for coyotes.
  5. Or at least didn't have timers or use maps where the mobs can disappear. (I am never going to get over the Freakshow kill all mission with the timer in the Arachnos layer cake base that had a Freakshow standing on a pipe at the very top of the layer cake room. I finished that 90 minute timed mission with less than 10 seconds left on the timer.)
  6. Great! So with all the storage we already have, we don't need more. Thanks for the support.
  7. So you think we were forced to play back on Live? Everyone had a taskmaster or what not ensuring we paid our monthly subscription fees (before they went away) and sat at our desks and toiled away? The game went free to play back on Live. Well before the sunset. It still had micro-transactions for various new releases, but the game was very much free. The zone travelling wasn't a time sink. The devs put a lot of effort into the zones. And our missions would send us across the zones and to other zones so we could see the zones and enjoy what the devs provided us rather than just all camp in a tiny area cycling missions like many do in AE now. An "outdoor" mission other than street sweeping isn't going to have the player/team go to another zone. There would be no point as the mission objectives won't be available in that zone. There is a big difference between instanced "outdoor" missions and sending players to another zone. I actually agree with you on this. Not a fan of kill alls either. Too often they occur on maps where there are hidden nooks and crannies with wandering mobs that like to wander there and effectively disappear beyond map objects. This was changed to the current set up with the advent of Stalkers. I don't think you're going to get this changed. Enemies get access to the same powers we do. ... except for Moment of Glory because mobs retained the old version rather than the new version players have.... And we can still defeat mobs with MoG. If they are Held, they can't use MoG. If you have a high enough Accuracy, you can still hit them through MoG. (Use lots of yellows or use large yellows.) And I think psionic attacks ignore it, but I'm not sure. (Edit again: They also can't use MoG if they are stunned. And they typically can't use MoG while recovering from KB, KD, or KU until after they finish getting back on their feet.) This is a know your enemies and tactics thing, not a time sink thing. Edit yet again: Options for dealing with Moment of Glory and Personal Force Field: 1) Hold them. A held mob cannot activate any powers. 2) Stun them. A stunned mob cannot activate any powers. 3) Knock them. A knocked mob cannot activate any powers until after they finish recovering from the knock attack. (Does not help if they triggered before the knock effect is applied, as they will still animate activating the power while being knocked.) 4) Blast through it. Save your most damaging single target attack until just before the target's health drops low enough to trigger MoG/PFF, then zero their health with it before they can trigger the power. 5) DoT them. MoG and PFF don't stop already applied DoTs from applying their damage. Layer enough of them on the target and watch the target's health continue its inevitable trek to 0. 6) Overcome it. This only applies to MoG. However, with enough accuracy boosting, the target's MoG means nothing. 7) Bypass it. This also only applies to MoG and may not be true, but I have been informed psionic attacks ignore MoG. 8 ) Let them wear themselves out while dealing with the next spawn(s). Huh? Your statement is self-conflicting. Don't give work arounds but give work arounds if given nicely?
  8. I don't remember the explanation for the exploit part, though I did call it an exploit in my post. The more storage capacity we have, the less we need to offload into the market to free up space in our limited storage. The market is there to help burn our inf' and provide resources players may need but weren't favored by RNGesus to get to be able to get, so I don't support anything that further weakens the game market/economy.
  9. If players are already willing to make multiple SGs for storage as has already been shown in multiple discussions about having multi-base storage access on the other threads asking for the exact same thing, then the whole excessively granular becomes excessive to manage argument falls apart. Players are already willing to do this even with the complication of only being able to be in one SG per character at a time. Edit: And just how complicated/difficult to manage do you really think it would be? You just treat the SGs like they are database entry names. Purple Danger Rangers, so the purples go here. Rare Hunters, so the rare salvage goes here. Fisticuffers, so non-purple melee sets go here. So on and so forth. Edit again: But then they have to make the bases for all of that? Pop into new sorting SG base, add a single large room, throw your storage bins into said large room, and done. Maybe even throw a letter near groups for name of set sorting for the bins.
  10. Which was part of my response. And just like I don't believe we should make it easier to farm, I don't believe we should make it easier for us to hoard. Edit: And the OP isn't about being able to hoard. So we can achieve what the author wants without making it easier for players to make use of multiple personal SGs and their affiliated bases to have infinite storage.
  11. The more bases involved, the greater the effect. With 1 base, we're capped at... 20? storage items. (Been a while, so not sure about the limit.) Giving coalition shared access or single character multi-SG access increases that limit per base. So now you can have a dedicated storage base for each separate grouping of enhancements, sets, salvage types, recipe types, and more. So let's say I establish the Rudra Very Rare SG, and I only have purple sets stored in that base for all my alts, the Rudra AoE SG, the Rudra Melee SG, and so on and so forth. And that is just for completed enhancement sets. Then I can add bases for specific rarities of salvage. Just go out and farm Ouroboros/AE for the relevant salvage and store them in the appropriate base. Players would never need bother with AE for storage, offloading salvage/recipes/enhancements, or even getting what they need for what they want to make again. We would have effectively infinite storage capacity. Bear in mind, players can already go out and do all the same farming to get what they need/want, but we run up against the limit for how much our personal bases can hold. We can create more personal SGs to increase that, but we are slowed down by either having to e-mail ourselves each item individually or by having a second account whose purpose is to take on the items desired for transfer, transferring each of those items either individually by drag and drop or through the trade window, then changing characters to resume the process to complete the transfer. A slow and annoying process whereas simply hitting up the AH is much simpler and keeps the game economy moving. Or let the proposed let characters be in multiple SGs at once or let coalitions share each other's storage access and never bother with the AH again.
  12. That still enables the same exploit we are trying to avoid.
  13. Was it your or your friend's mission? I'm not sure, but I believe only the mission owner gets the badge. There are multiple badges that work that way.
  14. Being able to be in two different SGs with a given character at once or being able to be in 2,000,000 at once; you are adding the exploit. The only question is to what degree. So how about we instead focus on non-exploitable means of achieving what you are asking for? If there is a means of coalitions posting messages like how SGs and chat channels can, then that would still meet your request parameters without adding any exploits. You can link your personal SG with a SG that does things and read the coalition message(s) of the day just like how you read the SG message of the day and the chat channel message of the day, and so participate in the linked SG's activities. The only real consideration with going this route is the limit to the number of SGs that can be in a coalition.
  15. This sets up players to exploit the base system to give themselves exponentially more personal storage for enhancements, recipes, and salvage without having to deal with the complication of moving those assets around between their various personal SGs.
  16. Pretty sure this has been reported before, and it really should have been reported in the Report Zone Geometry Errors Here pinned thread at the top of the Bug Reports forum.
  17. Considering just how many tech lab maps with the lab room there are? It would have been helpful if you had used the /whereami command to narrow down maps and specific coordinates.
  18. Teleport Target. It just lacks the requested animation and could use a new teleport enhancement set with a 4 second duration Stun proc. (Which would annoy players when you recall them to you, but it would give you what you are asking for versus mobs.)
  19. Something that can help coalitions so that players are more inclined to make use of them for the personal lair and group base function that routinely comes up? Is if there was some way to post a coalition message of the day. Like maybe a base item that requires assigned privileges like the storage racks that lets people post a message of the day to the coalition chat for their respective groups. It wouldn't change anything from another SG that posts a coalition message of the day, so there could be as many messages of the day as there are SGs in the coalition, but having the ability to post a standing message that is loaded to the grouped SGs in their coalition chat would help coordinate activities between them.
  20. They won't. That takes away MM's only real advantage in pets since Controllers and Dominators get more powerful pets (in raw stats). MMs have this same issue. Being able to control pets won't make this change. The difference is that the MM can direct pets to focus on specific enemies rather than the pets running to whatever target they prefer, but if something will make a Controller/Domintor pet run away, it will still make MM pets run away too. If the player moves their character away from the portals and there are no enemies there to fight, the Controller/Dominator pets will also move away, no pet control needed. And since MMs also loiter at the portals, and they have more pets, this is an everyone with pets thing.
  21. And there is a coalition chat so the groups in the coalition can keep each other abreast of what is going on.
  22. I don't PvP, so thanks for that clarification.
  23. You're going to run into coordination problems this way. And even if you manage to get a hero and villain team lined up to run this against each other simultaneously, then you have the added concern of connectivity issues that may only affect players on one side for sharing a region not shared by the other team. Even before you get to the which team can faceroll the missions faster than the other team. So like @keyguardactive said, sounds really nice on paper, but then you face plant into reality. (Okay, so that isn't actually what @keyguardactive said.) So, some things to consider. Edit again: And by connectivity issues, I mean players taking longer than normal to load onto mission maps, giving the other team extra time to accomplish their objectives first.
  24. I don't know about that. I don't PvP. However, it seems to me that Siren's Call already meets the request criteria for indirect PvP. Yes, it is done in a PvP zone where the players risk encountering PvP players, but where else would even indirect PvP go in this game? And an opposing team isn't necessary. The missions are all instanced. Very short maps, but there are no enemy players on the maps and it is a PvE environment on those maps so PvE players are just fine running the missions (as long as they can reach them). Villains do missions that give them advantage and heroes do missions that give them advantage. Whichever side did more for their side than the other is the side that has advantage. So if the villains did more, heroes find themselves in a progressively more difficult spot until they run enough missions to take the advantage; and vice versa. So, indirect PvP in the form of competing missions.
  25. It exists in Siren's Call. Do missions in Siren's Call and you sway zone control to your side. I'm not saying more is a bad thing, other than I won't be doing it (any PvP) personally so I don't care either way, just that "indirect PvP" via competitive missions already exists in the PvP zones.
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