Rudra
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Everything posted by Rudra
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Suggestion: Obtain Whispered Rumor tip mission year round
Rudra replied to Voltor's topic in Suggestions & Feedback
It is in my experience. Regardless of whether I recruit for it or any of my friends recruit for it, 9 times out of 10, we recruit for almost an entire hour and no one ever has any interest in joining. Even when we make sure there are no Mo runs or raids going on. It took me I think almost 2 months of trying to find anyone willing to do it before I finally got the Ninja Monkey badge. And it was only because two of my friends that don't get to play very often both happened to be on at the same time so we had a group of 4 to run it (edit: without having to recruit for it). -
Suggestion: Obtain Whispered Rumor tip mission year round
Rudra replied to Voltor's topic in Suggestions & Feedback
Sorry, but I would rather not. I personally like looking forward to the holiday events. As opposed to the SBB which seems abandoned and forgotten these days since it is available year round. -
Patrol XP Indicator At Character Select
Rudra replied to Calculator's topic in Suggestions & Feedback
As long as it is an option that has to be turned on by the player such as by your Show Extended Info checkbox and not always there, sure. I personally want as little information/reminders about Patrol XP in my face as possible. Edit: In fact, if we can choose what information goes into the extended info display, that would be fantastic. -
I'm not bothering to see if this has been pitched before because I don't really care if it has. (To be honest, I'm pretty sure it has.) However, this request is for jet bikes! We already have the rocket board and various jet packs, though it would be nice for more varieties of both, but how about jet bikes? They can look like speeders or swoops from Star Wars, grav bikes from Champions, or any of a wide variety of styles/themes without infringing on copyrights. (As long as we don't actually use the speeders and swoops from Star Wars or the grav bikes from Champions or other versions from other sources. They can be derived from them fairly safely or just used to get an idea of a usable layout for the bikes, they just can't be the actual bikes from those sources.) And aside from the animation of getting on/off the bikes, they wouldn't need any animations for their use because the bike is doing all the moving.
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In light of the success of Striga going co-op
Rudra replied to Ukase's topic in Suggestions & Feedback
Which would be nice if they did. One of the (many) reasons I prefer to play solo is specifically because on teams where we have Teleport Target, if I'm not the one that gets to the door 1st and starts recalling stragglers, no one does. They just go in the mission and get it done. I've been on too many TFs where I sat outside recalling team members to the mission only for the mission to finish while I am still recalling people or for the mission to finish just after I enter after recalling people. And this even happened on teams where I know half the team had Recall Friend (at the time). Except the other 3 people with Recall Friend ran inside, one ran to the end and recalled the other 2, and they finished the mission while the rest of the team was still being recalled to the mission and not even inside yet. Edit: Look, this is very tangential to the OP, so I'm stopping here. Yes, there are ways to navigate the Shadow Shard and not all of them require power picks. Would it really be so bad for the actual geysers to have more visible approaches than they currently do though? (Edit again: And yes, I know about the Team Transport power. That is why I posted it in my earlier reply as a useful power for getting around the Shadow Shard as long as the mission is not a street sweep.) -
In light of the success of Striga going co-op
Rudra replied to Ukase's topic in Suggestions & Feedback
I don't stay in the Shadow Shard any longer than it takes to play whatever content I am playing there, jetpacks can be bought from the vendors in the Shadow Shard, and almost all of my characters have some form of flight these days. (The ones that don't will never be taken into the Shadow Shard. Because I don't want to have to log off and wait for a few days to get a day job power to help me get around the zones, I don't want to buy jetpacks for my non-flight characters because it doesn't fit their theme, and I struggle with the geysers.) Edit: And then as far as the geysers go, there is this: "Note that there are two geysers (one in the Chantry and one in the Storm Palace) that shoot you straight up. If you don't steer, you will land right back at the geyser you jumped from! You'll have to figure out yourself which way you want to go and go there. Both of them shoot you very high so you'll have plenty of time to steer, assuming you have superjump or superspeed on." (https://homecoming.wiki/wiki/Shadow_Shard) So yeah, the only reason why I may take a runner character into the Shadow Shard to do anything is because (at least now thanks to @megaericzero) I know I can look at most of the maps and see how the geysers work. Edit again: Also, Assemble the Team is worthless for getting around the Shadow Shard unless you are on a team and someone on the team gets to the destination. Team Teleport is better replaced with just Teleport for getting yourself around, and I don't know of any non-MMs that even take Team Teleport these days. (Though yes, they would be very helpful for non-flying, non-teleporting characters on the team.) Teleport Target is also worthless for getting around the Shadow Shard unless you are on a team with someone else who has it to yank you to the mission. And most of the time? They won't, they just pop into the mission and clear it while you are still trying to navigate your non-flying, non-teleporting keister to the mission. Mission Teleport and Team Transport are the only non-power pick powers that are actually of any use in the Shadow Shard, and even they are worthless when the missions are street sweeps for specific mobs. -
Find a Rikti Headman Gunman or a Bane Spider. Stand as close to them as you can. And if you can get them to shoot you, you should see the blast come from a different direction. It may be the emanation point is trying to resolve conflicts with your hit box being where the emanation point is supposed to be. (Edit: If they miss you, then the animation should play normally. If they hit you, the blast should come from above, behind, or a side.)
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Your proposal still wouldn't do anything to correct that. Let's examine how your proposal will (not) fix the 'problem'. Okay, so a player has to get 1 character to level 50 in order to access AE or be able to go into any game zone even if the mobs are +1 billion to them. (Exaggeration intentional.) So they play through the game and get to level 50. Now their next character just joins a farm and PLs to 50. And still has no clue how that character is played. And then they do the same for the next character and the next character and the next character.... Learning how to play a single character with specific powers from specific power sets won't even teach how all the different ways that one AT plays depending on the chosen power sets, let alone the other ATs. And then there is the other problem of forcing a new player to get 1 character to level 50 before they can do anything in AE and they have to be the minimum level of the enemies for any given zone to enter. Say a new player decides to play the game because friends who have been playing a while invite this player, their friend, to join CoX and run around with them. Except the new player can't because they aren't high enough level to leave Atlas Park or Mercy Island. So in order for them to all run around together, the experienced friends have to all exemplar/malefactor down to level 1 and do all the starter missions with their friend. Or the new player just tells their friends 'have fun', logs off, and deletes the game because they can't play together.
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In light of the success of Striga going co-op
Rudra replied to Ukase's topic in Suggestions & Feedback
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In light of the success of Striga going co-op
Rudra replied to Ukase's topic in Suggestions & Feedback
Yes, they do, but I can't count the number of times I've approached a geyser and not been sure of the correct approach to it. (And so find myself flying off to nowhere until I get teleported back onto a surface. It's why I either just fly or teleport through the Shadow Shard when I find myself doing anything in it.) Some are more clear than others for the correct approach. Edit: It's the cave problem. It's all the same colors and textures. So I can't always see the differences that mark the approaches. Even in your screenshot, I'm having difficulty seeing the approach you positioned yourself to highlight. -
In light of the success of Striga going co-op
Rudra replied to Ukase's topic in Suggestions & Feedback
Putting visible tracks for approaching the geysers is a good idea. Including the ones in Pocket D's chalet. Like seriously, after all this time, no one including Longbow has bothered to mark the approaches so they don't launch their poor soldiers into nothingness? -
And this is an excellent example of how subjective leeching is. We have a player that didn't stay at the door, was apparently moving with the team and contributing, but is still considered to be leeching. I would call that contributing, even if the Empathy player wasn't playing the way I expected, because at least the player was staying with the team and doing anything. Different people read different things as leeching or not leeching.
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MARTY would like a word with you . . . https://homecoming.wiki/wiki/MARTy Except MARTy is the opposite of what is being discussed. It doesn't look for players not doing enough in the eyes of other players, a purely subjective thing to evaluate. It checks to see if players are doing things that exploit the game to egregious levels. The examples given include impossibilities (to the best of my knowledge) like killing every mob on the entire Perez Park zone map at the same time.
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I don't see why not. Draft it. It should be easy to do. You can pull from War Mace and the propositions in this thread to cobble an assault set together if nothing else. Edit: You can plug your draft into this thread if you want. It would technically fit. Edit again: Here's a cobbled together Hammer Assault set that may work. HAMMER ASSAULT: T1: Quick Throw T2: Pulverize T3: Hammering Rain T4: Jawbreaker T5: Focus (+DAM, +STUN to all attacks for 10 seconds) or Hammer Time T6: Clobber T7: Far Throw T8: Whirling Mace... I mean... Hammer.... T9: Power Throw (Heavier damage attack) (Probably a line STUN + KB/KD effect)
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I played (often daily) from launch to sundown and again since the game returned and the first time I noticed it was about 2 weeks ago, so having you say that seems really odd to me... Same, I've been playing the game forever. And I've witnessed it frequently. It doesn't happen for every ranged power in the game, but it does happen for a lot of them, and it always has.
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This has existed since the game launched. Some of us use it for RP purposes. For instance, (back on Live) I had a Plant Control/Psionic Assault Dominator that was a psychic plant. And after holding the boss(es), would run up to the boss, emote that was feeding off the target, and watch as my Mental Blast seemed to go from the target to my character. (Edit: For clarification, it was supposed to go the other way. So this effect of misdirected attacks applies to everything when in close enough, mobs and PCs.) The other players on the team got weirded out by it for some reason, saying it actually looked like my Dominator was pulling their life force right out of their bodies.
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Agreed, but the main question is how do you do that without stepping on/punishing others? Shotgun resolutions are always bad in my experience and implementing something via code is always going to be a shotgun fix to the problem. Make it so players can only sidekick up x number of levels? Then you are punishing players that make new characters but want to run around with their friends/family that don't want to make new characters, unless that 1st player abandons that new character to play a more established one, which may be going against what those players (as in the group running together) want. Enforce mission level minimums? Well, that kills the entire purpose of the sidekick system and brings you back to the previous problem. Reduce awarded xp/inf' by x% based on how much lower level your character is than the team leader? That punishes everyone on the team that isn't at least the team leader's level even if they are only 1 level behind. This is made worse by when they started out the same level but since they had different xp levels, now the newly lower level character is suddenly getting less rewards through no fault of his/her/their own. There is no mass resolution I can see that isn't more punishing the player base than a player that may not be contributing enough in the opinion of another player. And that is another concern. What actually constitutes leeching? I've read posts in this thread that called others leeches because they weren't contributing enough damage. From an Empathy character. (Edit: Admittedly because the Empathy character wasn't using their buffs instead of attacking.) Just because an Empathy player isn't using their buffs does not mean they are leeching. That player may not see the point of their buffs given how the team is performing and may start to use their buffs if the team starts actually needing them. Or the Empathy player may be new to support characters and so not be thinking much about their buffs. Neither of these cases are leeching, at least not to me. The first example is a pragmatic approach, why use powers the team doesn't need? The second example is lack of experience. So what actually constitutes leeching in an objective rather than subjective capacity needs to be established before any resolutions to it can even be drafted. And even if it is objectively defined within the context of the game, it still isn't something that can be remedied without unwarranted consequences via code alteration. So it still comes down to the players resolving the situation themselves when they encounter it.
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Discs, rocks, boomerangs, gauntlets, whatever. (Edit: Maybe a shot or cannonball too? I'm open to a variety of options.) I'm not picky about the extra weapon options for the set. As for the returning bit? I'm against that because if the set has a throw weapon, wait for weapon to return mechanic, then depending on how far away the target is, especially if the target flees, that is going to extend the time between attacks. Yes, it would be impressive to throw your weapon and have it return like for various characters in comics and TV, but unlike comics and TV, enemies in the game aren't going to wait for your weapon to return to you for you to use again against them. And if you do have to wait for the thrown weapon to return to you, then it may as well just be 1 big attack for the entire set to make up for the added wait time between you attacking.
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I would rather not, but if the devs decide this set is worth making, they may decide to put it or some variation of it in.
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What are you asking for? What trunk?
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You must be Hero or Vigilante alignment to unlock it. There are several badges like that, in that they require your character to be the correct alignment. You can progress them, you just can't get them until your alignment meets the badge's prerequisites.
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Oh, it doesn't have to be a perfect port of the Hammer Bros. For instance, the constant arcing throws would inevitably drive some players up the wall. So I'm more focused on a hammer space approach and constantly throwing hammers for various effects. Because like you said, there really is only 1 possible attack if you stick to just a Hammer Bro hammer throw.
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And now I'm picturing a goblin trying to throw a massive sentient magic hammer and getting launched instead.... That is going to be stuck in my head for a long while....
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Wow. Just wow. That's way better than the 9 I came up with. (Edit: Though yours is much less Koopa-ish than mine....) Edit again: Though instead of Orbit Throw, it can just be a PBAoE multi-hammer throw with a STUN effect and instead of the hammer returning to the character which would double its animation time for range, just have the character always have another hammer to throw?
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"Are you Thor, god of hammers, or are you Thor, god of thunder?" - Odin, a Marvel Thor movie. Edit: See also War Mace already in the game which when combined with the electric aura + Invulnerability or just Electric Armor already lets players make Thor. (Edit again: Or just go all out with an Invulnerability/War Mace Tanker using the Electric aura and Viking themed + Barbarian themed costume parts, pick up Mu Mastery at 35, and add in Ionic Judgement. There you go. Thor already in the game.)