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Rudra

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Everything posted by Rudra

  1. If you want a new MM primary based on being a medium and calling on the dead (or other spirits), without raising them like Necromancy, then the set's pets should revolve around the ghosts and Apparitions (Praetorian faction) for the models. Also, changing Propel to only throw objects based on the map/area your character is in is going to be a tall order for a game this old with code this notorious. I would recommend limiting the MM's 3 inherent attacks to psychic attacks, since many mediums claim to be psychics, and use the Mental Blast, Psionic Darts, and Psychic Scream attacks. (Edit: If you want to keep the Psionic Tornado, then it can be the T7 power in the tree.) (Edit: I'm not aware of mediums being telekinetic. That's why I'm dropping Lift and Propel from my suggested alterations. Or if you want to have poltergeists for the set, make it a T7 power called Poltergeist that summons a short-lived pet that uses the Propel power.) Edit again: Yes, I am aware of the billowing table cloths and other simple effects mediums use to make people think a spirit is present. However, that is not supposed to be the medium doing the effect, it is supposed to be spirits announcing themselves. Not under the medium's control. So for a poltergeist effect where enemies can be harmed, it should be a pet that can be summoned but not commanded rather than an attack power of the medium himself/herself/themselves. Edit yet again: And if you want to further dissociate the proposed set from Necromancy, don't use the ghosts, just stick with the formless Apparitions.
  2. My guess the reason why no one noticed it on your first pic in the other thread is because of your map placement. In the pic, it blends rather well with the screen and window edges. In your second pic, since the map didn't abut the screen edge, it was very visible.
  3. You actually have the map zoom slider on the pics you provided in the other thread. It is along the right edge of the map window as a vertical bar. Move the dot on the vertical bar down to zoom in and back up to zoom back out.
  4. The slider is on your map in this screen shot. See that vertical bar on the right side with the dot at the top of it? That's it. Edit: The zoom slider is actually in your 1st pic too. You just moved the map so the bar is at the very edge of your screen.
  5. I would rather they stayed the way they are now. If I'm running to a mission and I see a group of Supas, I still don't have the badge, and the mission is on a timer or I am for RL reasons, just being able to eat the group and progress the badge on my way to my destination is very helpful. Besides, they're Trolls, and not even affected by Pandora's Box or anything else making them incarnate strength. If any higher level character needs to do more than just glance sideways at them and sneer to beat them, there is something wrong. Edit: Besides, if lack of XP from level difference is disincentivizing higher level characters from just popping in and mass-nuking the Supas with their T9s and/or Judgements to grab a little bit of random XP, then that means they are still going to be there for those that still need the badge or want to fight them while nearer their level.
  6. Looking at my response, where did my screen captures go?! Anyway.... I saw when I was checking the maps for my 1st post on here that if I separated the map from the the nav bar and then re-sized it, I had no zoom slider. After I re-connected the map to the nav bar (and shrunk it back down), I had the zoom slider again. Zooming in to any degree and then disconnecting the map from the nav bar retained the zoom slider. I don't know if that was just a quick glitch or if that applies to everyone, but return your map to normal size and re-attach it to your nav bar. Then adjust zoom slightly and detach if you desire. Or just expand the map window while it remains connected to the nav tray.
  7. Your comment has no bearing on the post you are responding to. If someone gets a tell from Bluestar, then they click the tell to respond. If they see someone named Bluestar and they want to message them, they can simply type in Bluestar for their message. And if it is BIuestar instead? That's a quick correction because only one letter in that name may be something other than what it appears to be. And if the player saw Bluestar and couldn't remember if the name was Bluestar, Blue Star, Blue-Star, or whatever? That isn't a problem with the name system, it's a problem with that player's memory. Contrast that to a name system where anything I put in parenthesis for this example is hidden and there is Bluestar(96), Bluestar(54), Bluestar(72), and Bluestar(15). Or to CO's and STO's system where you want to chat with someone you saw named Bluestar but a search turns up Bluestar@Bluestar, Bluestar@BluestarBluestar, Bluestar@TrueBluestar, and Bluestar@TheRealBlueStar. Which Bluestar did you want to talk to? You don't actually know the player and they haven't messaged you? Just click their name in chat, right? They aren't making comments in chat or more than 1 is in zone so you aren't sure if the one you want to talk to is the one posting? Then good luck.
  8. I didn't say it wasn't an issue. I said it was minor. There's a difference. Edit: I'll spell it out. When everyone can have the same name, there is going to be a percentage of players that use popular names. When players that use the same name play at the same time, you can't PM them unless you already know which one you are trying to talk to. Which you can't do if they aren't the one(s) posting in Broadcast or near you in Local, and they don't stay there long enough for you to go "Hey! I want to compliment the player for their character design." or "I have a question about their character concept." or any other reason and then click them to open their information page and hopefully find out their global to PM, when doing a character search shows you multiple characters running around with the same name. Even in the same zone. This isn't hypothetical. This happened to me on the regular in CO. It's why I both love and hate their system. I love it because anyone can have any name at any time. I hate it because trying to find a specific person can be a royal pain and not worth the hassle. That is still an issue. It's a minor one in the grand scheme of things, but still an issue. Edit again: Correct, we can use actual names for our characters in CoX. I do for many of my characters, for instance. However, it is because players want the same names and not any other version of that name or any other name that we are having this discussion. On the same server otherwise the name would have been free. Which means my point is going to occur.
  9. This is so far beyond trivial an issue that it's not even worth noting to be honest. If you liked the costume that much, take a screenshot. And this so misses my point it is mind boggling. (See? I can do that too.) Anyway, my point wasn't that I wanted to take a screen shot or follow that character or anything beyond sending that player a compliment. But hey, if you don't want people getting random compliments on their character design, that's fine too. I'm not going to chase a character down to give them a compliment. (Anymore. Did that twice on CO because I felt the player's design was that good. Takes way more effort than any compliment is worth bothering over.) So if this gets implemented, I'll limit my compliments or questions to players I'm teamed with. Edit: Besides, my own post you are quoting shows I admit it is a minor thing.
  10. Enemies would be capped at zone's max level, not set at. So the mobs should still spawn at your level as long as you are not above or below the zone's level range.
  11. This is a derailment and I apologize, but blast is both a noun and a verb. So I read Fire Blast as a fire description of the noun form blast. All the set names to me read as nouns. That's why the manipulation sets are manipulation. Control sets are control as noun form, and so on. I don't think there are any verb form set names. Edit: And even if it is noun verb instead? Then it would still be Staff (the noun) Blast (the verb). (Edit again: If it were noun verb and it was called Blast Staff, then assuming blast remains the verb, you are blasting the staff rather than blasting a target with/through it.)
  12. Sure, but in STO your character is most likely going to have an actual name. And there are a lot of names across all nationalities and languages for players to pick from. In super hero games, players tend to congregate around more specific names. Especially when inspired to play certain concepts based on their favorite character(s) in comics. I can't even count the number of Son Gokus, Vegetas, Crimsons, Midnights, Chaos, Havocs, and Twilights I encountered in CO. And on the same team. So in my experience, there tends to be more overlap. Not a lot of it, but it was definitely there. (I'm guilty of being one of those Crimsons.) Edit: I like the idea of being able to use whatever name I want without fear of it being reserved by another player, but there is an issue with it. Admittedly minor, but still. If I see someone with a really impressive costume and they just zipped off before I could click them to message them, when I do a search for who that was to message? I would often find 2 or more globals to choose from for that character. This wasn't a multiples of that name on the team bit, but it was still a "I either have to message all of them and ask if they were the one with the impressive costume until I find the right one, randomly compliment them all without having seen the others, or just give up giving out compliments". (You get three guesses which one I chose each time.)
  13. Adjective/descriptor before noun. Reading blast staff, I think of a staff that explodes upon impact. You can have a creature that projects combustible chemicals its body produces for that effect as a defense mechanism naturally, that ignite when they mix with each other in the open air. No magic required.
  14. I've tried that. It didn't work for me. The problem with that command is it does not take arguments, so you are stuck always losing all your pets.
  15. I'll take that bet. I've already seen it happen several times when I was playing CO. Not constantly, not frequently, and not commonly, but relatively routinely.
  16. First, let me say I agree. However, if you move around with the map open, your icon is the only one that moves, the damage patches don't. So until the devs address this, you can use this to help figure out which one you are, and so where you are. (Edit: For the record, I am only specifying that I agree because if I don't, then everyone will think that my attempt to help you navigate is me disagreeing with your suggestion.)
  17. Well, yeah, for using the Experienced power. However, it is also not retaining powers that accumulate on my characters that I did not pick and don't fit with the character. I can delete every temp power my characters get other than Experienced and Holiday Cheer. So I can clear out my power window to just those temps those characters would keep/use, except for those two. Why? If a player wants to use them, they will use them. Players should be free to just be able to de-clutter their power window.
  18. I look at my power list every time I get a new temp power that doesn't make sense for that character to have and every time I open up the powers window to either check combat attributes or work on incarnate powers, and every time I respec a character for any reason. So not a very helpful trick. Sorry.
  19. That's a bit confusing to read... can you include a space above and below "Seedlings generate toxic clouds near the Seed:" so I'm not looking for its health bar too? Would be helpful to retain that for players like me..
  20. I would prefer deletion. You have to right click a power from the powers list to select to delete it, whereas from the power tray you only get the choice to remove it from the tray. If they refuse to provide a deletion option though, then yeah, at least being able to hide it on the powers list would be nice. As long as it doesn't re-populate to the power tray during respecs.
  21. So, I can delete various temp powers from my power list if I don't want them and I routinely do. However, the Experienced power does not let me delete it. I can remove it from my power tray, but it cannot be deleted from my powers list. My request is to let players be able to delete the power from their character if they want. Edit: Oh, and the Holiday Cheer power as well. Selfish characters, scrooge characters, and similar wouldn't be using it anyway, so let players be able to delete that as well.
  22. That's a major part of what I don't think can be done. Let's try breaking it down. First, when you get into the character creator, you only have 1 character you can design with you having to start a new character to design the partner. Then you have the question of powers. Is the actual character you are running the mini-tanker with a mini-defender following you around keeping you healed? Or are you the mini-defender praying your mini-tanker "partner" grabs the correct aggro? Then there is the question of power progression. Without an actual character to level up, your "partner" won't be getting any new powers unless you have a way to assign those powers to them. That's why the best bet to do this is dual boxing with the paired characters. Otherwise, the second best option is to use the MM AT as a template and modify it to have a robust partner (pet). (Edit: If the proposed AT simply assigned the primary set to the controlled character and the secondary set to the "partner" pet, then you're going to run into the problem of less access to powers for both characters requiring heavy dipping into pool powers to make up the difference. And even then, you would wind up with the problem that splitting powers between them as you level up means each gets much less powers than any other AT leaving them at a massive disadvantage in combat at high levels. Which character gets the new power? Which gets the new enhancement slots?) (Edit again: And if the primary and secondary are built as complete ATs themselves, and you can grow both characters at the same time with MM pet command ability, then you have a wildly over-powered AT.)
  23. Yes. Like you said, depending on the set since there would only be 1 pet. However, most likely with the pet available as the T2 power at 1st level. Or more likely a MM that only gets 1 T1 pet*, no T2s or T3, and the lost pet powers being replaced with either additional pet upgrades or more attacks. This would also require the new "MM" to have attacks more in line with possibly a Sentinel for END cost and damage. So regardless of if this AT is called Dyad, or Sidekick like I think it was in another thread, or whatever other names were pitched for the idea, probably the best way to build it is as a spin off from MMs. Edit: * By T1 pet, I don't mean like MM T1 pets that you get more of as you level, just that it would be a base pet available early on. (Edit again: And yes, to differentiate it from Controllers and Dominators so they don't resume screaming to get their pets at level 1, the new AT's pet would need to remain a base pet like the MM's, using MM pet scalars, but getting access to more pet upgrades to keep the pet more effective in combat at high levels.)
  24. That is much less a dyad and more a master with combat slave. You would wind up with a MM that only gets the T3 pet for all intents and purposes. Just with more attacks/abilities available to both characters.
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