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Rudra

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Everything posted by Rudra

  1. The Sewer Network (not to be confused with the Abandoned Sewer Network) of Paragon City is not a place utilities workers go anymore. The grimy, filthy water and rusty pipes are now the venue for hordes of smelly scoundrels. The maze-like corridors hide many dangerous foes, and ample turns for anyone to get lost among. The enemies are numerous, and tougher than what you can expect to find in Atlas Park or Galaxy City. There are no contacts or trainers down here, only villains looking for trouble. Rumor has it that the Rikti fled to even deeper parts of the sewers when their invasion was defeated. https://homecoming.wiki/wiki/Sewer_Network Edit: And there are above ground water treatment facilities. They come into play on some Skulls and DE missions.
  2. The only problem with the Galaxy City link you provided is that it says it lists information for how the game will be when Issue 21 is implemented, and Galaxy City was destroyed in Issue 21. I really, really, really want to say that Galaxy City used to have its own Sewer Network access though. Via a door that pretty well blended into its wall.
  3. What temp power would be given that players would think is a good reason to lead a TF/SF? What is to stop players from simply soloing said TFs/SFs since so many can be so easily even without temp powers? Why should a costume piece be locked behind leading a TF, especially for only a limited time of use? (Edit: And I'm sorry, but what TFs are needed to get the Sheer Willpower power? It says it just needs the Protector of Paragon City badge, and I'm not seeing any TFs required for that.)
  4. Okay, yeah, running through the sewers, looks like any Galaxy City portion that used to exist is removed. I'm pretty sure but not 100% that there used to be a Galaxy City exit, but the entire section of the sewers that should go there is not there (or was re-linked to King's Row?). (Edit: No, pretty sure KR always had a link, so just no GC section any more provided it previously existed.) Edit again: The patch notes make no mention of the sewers being changed for Galaxy City being destroyed though: https://archive.paragonwiki.com/wiki/Patch_Notes/2011-09-13
  5. It looks like the Galaxy City portion of the sewers are still there. I can't log in the game right now to see if there is a sealed door right now or check map alignment for the zones.
  6. *shrug* Difference of opinion.
  7. ack. such a waste of XP and a good fight! Not if you're solo, on a character that doesn't even stand a snowball's chance, and only have small windows of time in which to play the game.
  8. It really isn't a common issue. I've only seen it happen on maps with elevators, and when it happens, I find my character slightly below the floor. (Edit again: Like there is a gap between the elevator that isn't big enough for a character to get through, just partially into so that they seem to be 1/4 or 1/2 of the way into the floor. I'd be concerned except I haven't found any way to get through there, you can't target that spot with teleport to get through even if you know the specific spot where your character was because it always places the cursor on the floor, a simply hop forward from the elevator gets the character back on the floor restoring the map, and I don't think there is any way to exploit it.) Though if you jump at the right spot on maps at a corner or if you position yourself just right behind a support beam (edit: for one of those large shelving units) with a wall almost at your back, you can make the map disappear that way too and see where glowies and enemies within render distance are until you come down from where you jumped or you turn behind the beam so the camera pops back on the map. (Edit again: Basically, any spot where you can confuse the camera into moving behind a wall will cause the map to seem to disappear or not exist.) (Edit yet again: And yes, I tested to see if there was a way through there for a good while. I want Bug Hunter. And if that could have gotten me it, I would have been insanely manicly gleeful seeing what could be done with that.)
  9. I wound up doing the same. (Edit: Well, not the same, but sort of similar?) For instance, my Liberators are Liberator Prime, Liberator Fang, and Liberator Claw. My Shield Drones are Shield Drone and Shield Drone 2.
  10. I don't think you can. Pretty much anything that can be given to just the team leader for TFs/SFs is an exploit waiting to happen. Especially considering that most TFs and SFs can be soloed or duoed with ease.
  11. Still something that needs to be fixed, but when that happens, have you tried jumping after you finish exiting the elevator? Sometimes our characters don't quite make it all the way up and the map seems to go black, but a quick jump helps to bring the map back.
  12. By the same token, it would be nice if we weren't locked out of using the same name across multiple pets for that character and just have the game append a number to the name like it does for the Battle Drones. For instance, I have a bots MM that uses differently named classes of bots. My Battle Drones are all called Liberator because they are my character's Liberator class of drones. However, I can't call them Liberator and just have the game append a number to them because they all have the same name and the game doesn't allow that. My Protector Bots had to be renamed to Guardian Prime and Guardian Paw because I lacked the room for their names and my other bots MM has to specifically name the Protector Bots as Shield Drone and Shield Drone 2. While a minor nitpick, this means I had to rename what I was going to originally rename them because I was going to call them Guardian Drone, but you can't have duplicate names and just have the game attach a number, and Guardian Drone 2 exceeds the character limit. So now if the first bot is destroyed, I still have Shield Drone #2 instead of just Shield Drone for the survivor. So I am very much in favor of at least expanding the name character limit for pets, but it would also be nice if we could name pets the same thing in a group and the game just append a number to them like it already does for its own internally named pets.
  13. This is probably just a 1-time thing, but I'm posting it just in case it isn't. Doing the "Just How Evil Are You" alignment mission, "Help Subdued Heroes" version, and a level 53 Voretx Cor Leonis Grenade did something interesting. He fired his grenade 6 times non-stop. Normally, there is a bit of a pause before he can fire another grenade after firing one, but in this instance he just kept launching grenades until he decided to close and punch me with an energy fist.
  14. No you don't. When I'm soloing Crimson's arc with a character that can't take GMs and the titan spawns, I sit inside the tram terminal. If it looks like it isn't coming, I go find it and lead it to the terminal. Or any closer point with drones. And it goes away.
  15. Is an assault rifle a weapon? Yes. (And while there aren't any assault rifles that shoot shotgun shells, there are assault rifles that fire grenades and there are flamethrower rounds that can be loaded into guns. [They are called Dragon's Breath.]) That defines the set as a weapon set. That is what I am saying. However, I'll accept your argument. So okay, the tommygun needs to be removed since it isn't an assault rifle and no, there can be no integrated weapons options added.
  16. Stop arguing about how you think something should work as opposed to how it actually works and is designed to work on the Bug Reports forum and take it to the Suggestions and Feedback forum. I'm done with you. Bye.
  17. You either do care what the exact name is or you don't. Otherwise it's a double standard and you're trying to justify your personal opinion. It is in the name though. Assault Rifle specifies a weapon. It doesn't specify what that weapon looks like, other than it is some sort of weapon launching projectiles; presumably bullets. That rifle can be hand held. That rifle can be mounted on a frame you are wearing. That rifle can be incorporated into your cyborg or robot body. That rifle can be some weird extra-dimensional creature that spits high velocity bullets. It can be a magical musical instrument like a saxophone. (I think there is someone that plays a saxophone to shoot people?) Regardless of what that weapon is or how it is used.
  18. I don't see why the game wouldn't be able to handle it. It is just that in order to keep the emanation points linked with what you want, it would need to be a weapon choice from the weapon drop down menu. Palm Gun? Okay, that has its set firing animation and emanation point linked to it. Finger Gun? That has its set animation and emanation point linked to it. In order to link what you want, it has to be done through the weapon selection menu. Trying to add it to alternate animations the player chooses from the Custom tab of the character creator is introducing a whole slew of complications. And can still wind up with mismatched emanation points and animations. (Edit: You can see this with the current rifle options. Depending on what model you choose, the emanation point is shifted to match that specific weapon model's barrel.)
  19. This is City of Heroes. Not "other games" or "most games". It is City of Heroes. So yes, if you want to use the AE, then you need to understand how it works. This is the Bug Reports forum, where we report things the game is supposed to be doing but isn't or report the things the game isn't supposed to be doing but it is. This sounds more like you are pitching a suggestion and those should be posted on the Suggestions and Feedback forum available from the site's Home page under the Development and Testing section. You can also just click this link: https://forums.homecomingservers.com/forum/45-suggestions-amp-feedback/ The devs don't have the option, they make it. They have to sit down and configure the mission(s) the way they want to do what you are asking for. And then they have to work through all the ways the game breaks trying to do that. Not something that can just be thrown into AE for the rest of us to use because we aren't going to sort through the game code to find out why the game is breaking for trying to do what we want. Again, this is not most games. This is an over 20 year old game with notoriously bad code. Yes, I have. Thank you for the insult. No, you aren't. You are complaining that an ancient game with notoriously bad code that still allows us to make our own story arcs using our own missions and our own enemy factions with our own enemies is broken and needs to be fixed because it is working the way it is designed to. And what I am telling you is how the game works, how AE is set up to work, and what you need to do in order for your presented objectives to work within how the game is set up to have it work. Then make a suggestion to have it changed to work that way instead of claiming that the way it is designed to work is a bug. And thanks again for being derogatory. Then make a suggestion on the Suggestions and Feedback forum instead of claiming you found a bug. AE is working the way it was designed to and what you are reporting is not a bug, it is how AE is designed. We are not game devs making game content. We are players making use of the tools the devs were able to make for us to create our own content. So any attempts to compare what AE does to what any game developer for any game does is a failure of a comparison. We don't have to deal with trying to sort through game code to find out why what we implemented failed. We don't have to sit down and go through the game's code and write whole new scripts for our AE missions/arcs. So the tools provided to us players, not game devs, are going to be much more limited in the scope of their function. Except it isn't. Because to do what you want the way you want requires 3 separate objectives to be loaded and run. Objective 1 is to find and free the escorted NPC. Objective 2 is to spawn the destination when the escorted NPC is freed. And objective 3 is to lead the escorted NPC to the destination. However, how AE is set up, you cannot do that with the existing escort objective. Because if the escorted NPC is to be led to a destination other than the mission exit, then that destination has to exist in order for the escort objective to work. The game cannot partially load objectives, and your destination that the escort objective is looking for does not exist at the time the escort objective is called for by the game to be spawned. If you were a dev working your way through the game's code to make your mission work, then with a fair amount of headache to get it to work, you can get it to work. As a player using premade objectives that we just fill in the available variables of, you cannot do that because the game does not process the objective in a manner that lets you. Again, I am telling you how AE as it exists works. If you want to propose a change to AE, then you need to submit a suggestion on the Suggestions and Feedback forum instead of pretending to be reporting a game bug.
  20. You need to view the logic question from a game code perspective. If the ally/escort requires an objective as its destination, even if that objective is to be spawned by just freeing the ally/escort, you still have a circular logic problem from how the game operates. The game cannot partially load objectives. It loads your requested objectives. Your escort/ally objective must be partially completed in order to spawn the objective you want the ally/escort to go to. The game cannot do that. It looks at the objective and sees that for the ally/escort mission, it also needs another objective that does not exist yet. It checks that other objective and sees that other objective requires the ally/escort objective in order to spawn. Because the other objective requires the ally/escort objective to spawn, and the ally/escort objective requires the other objective to spawn, because again the game cannot and does not partially load objectives, the game sees that the ally/escort objective requires the other objective to be a valid objective and the other objective requires the ally/escort objective to be valid, and that renders both objectives invalid because they are dependent on each other in order to exist.
  21. That it is a weapon is in the name. I don't care what weapon it is. You can ask for a living soccer ball your character holds out that says "pew pew pew" as it fires bullets and I wouldn't care because it is a weapon. My whole point is that power sets are built on themes. So take Dual Blades for instance. There are weapons players can select from Dual Blades that are not blades. Oh no. Who cares. They are still weapons and even sticks can be used to cut as evidenced by real world martial arts. If you try to completely take weapons away from power sets that are defined as having weapons, you take away that power set's given identity. If you add weapons to power sets that are not defined as not having weapons but simply as a specific force or type, like Fire Blast, then you are not taking away the set's identity but are instead adding options for players to choose. Something that only defines what it projects getting a different source of projection does not change it. Something that defines the source of projection having that source removed changes it. And our whole argument makes absolutely no sense since what you said you wanted were integrated weapons and I gave possibilities for how those integrated weapons could be added to the power set without breaking the animations and having disconnected emanation points nowhere near what you say you want your character to do. Adding a No Weapon option and claiming it is for your shoulder gatling or your finger gun or you palm-fired arm gun or your nose gun or whatever body part you want to pick gun breaks what you say you want because your character is still going to be animating firing a gun the character does not have with an emanation point nowhere near your character's shoulder, finger, palm, wrist, or any other body part. So why are you so hung up on having to strictly remove the weapon model if your entire justification is that you want integrated weapons which require weapons with emanation points aligned with where you have the weapon integrated and using animations that illustrate the integration being used?
  22. I just did the Investigate the Warehouse (A Broken Nemesis Jaegar) mission. My difficulty setting is +2. I do not have any incarnate abilities. Not slotted or even crafted. I'm playing a Crab Spider SoA. When my doppelganger appeared, my doppelganger was level 52. However, all the pets my doppelganger summoned were level 54.
  23. It is in the power set name. Fire Blast is fire, not body blasts that happen to be fire. That is why the request for adding weapons like staves works. Assault Rifle is a gun. If it was the Bullets power set, then it would not also include a grenade, a beanbag, a flamethrower, and a napalm area denial power. That is almost fully half the power set's powers that have nothing to do with bullets. You are conflating things that are not linked. Even the Beam Rifle power set is about the gun. A gun that only fires beams, but still a gun. So integrated weapons for Beam Rifle would have to be implemented the same way. You select Palm Gun, Finger Gun, et al from the weapons drop down menu to get integrated weapons for the set. If you want to not be using a weapon at all? Then you use Energy Blast or Radiation Blast. Dual Pistols? Same thing. Archery? Same thing.
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