Rudra
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Everything posted by Rudra
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Make the Experienced Power Able To Be Deleted
Rudra replied to Rudra's topic in Suggestions & Feedback
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. -
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.
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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.)
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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.)
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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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It's been brought up before. And I don't think it can be implemented the way you describe. Your best option honestly would be to dual-box and run two characters, swapping control between them when you want.
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Well, here's hoping Tequila is going to be updated. However, like @Voltor said, when I tried to run Tequila, it validated its files, downloaded the update, and then failed to update. So that tells me it isn't a matter of waiting for the Tequila update to be posted.
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Sgt. Schorr will break Story Arc if outleveled
Rudra replied to twozerofoxtrot's topic in Bug Reports
Sgt. Schorr always immediately gives his arc if you are of a correct level for it when you talk to him. He has no filler missions. Even his "filler mission" introduction/1st mission is part of his arc. Edit: That said, I have to wonder if his first mission is weird in its implementation and doing the 2nd mission before out-leveling him would retain the ability to keep progressing his arc after out-leveling him. I swear I had a character that was a few levels higher than his max running his missions not through Ouroboros. -
Pets can break depending on the circumstances, and dismissing them won't actually get rid of them in that case, just remove them from your pet window. The only instances I can remember that happening to me was when a pet was knocked into the terrain, such as partially into a wall where they perma-rag doll. I can't Teleport Target them out of the wall and I can't dismiss them because they remain in the wall rag dolling after dismissal. And since the pet was not defeated, and as far as the game is concerned not dismissed either, I can't summon a replacement. So maybe it is a stuck animation loop preventing them from being dismissable and re-summonable.
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I guess we're at the point where HC Launcher is the only choice any more and a suggestion to make it able to work on systems like yours is needed. I recommend going to the Homecoming Launcher forum and making a request.
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That doesn't actually respond to what the post you quoted said. The cited post says that one of the player's PCs can't run the HC launcher, so swapping to it isn't exactly viable.
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Tequila runs just fine for me. Opened it up and it just updated. Edit: And scratch that. It failed at the end of the update while I was posting this.
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While not ideal, that can be mitigated by simply fighting outside the core milieu. Around the perimeter of the league, where enemies do still spawn, melees can attack and defeat spawns during server events without the problem of having to target through pets.
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I understand what the rest of you are saying about teamspeak and Discord, but I agree with @Krimson. Been on teams with teamspeak where I just wished they would shut up. (And I avoid Discord like plague.) When mission was over, left the team. Yes, playing with friends prevents that problem, but so does not having teamspeak (which really seems to annoy teamspeak users). So yes, we curate our own experiences, but that doesn't invalidate what @Krimson is saying, especially since @Krimson is explaining how (s)he/they curate their own experience.
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I don't think that is the cause of the problem. It needs to be fixed just the same, but the crystals and cell doors show up at the same time as the last spawn even on small maps for me so far, that is, when the show last spawn feature works. And if they don't all show up at once? Then even after clearing the last spawn they still remain off the map in my experience.
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If players wanted others to realize they were sending PMs to each other, they would do something to let others know. Let players PM in peace. I've already seen that happen in the chat log in Pocket D, where comments being shared by a team are drowned out by other chat in the area. So instead, you want to drown the screen in chat bubbles? No thanks. Edit: Actually, here's a thought: If chat channels lack chat bubbles, leave them without chat bubbles. No one has any business worrying about what others may be discussing on chats they were not invited to.
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This. Oh so much this.
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I think you can get it renewed by talking to Wade again as long as the mission is still active? Otherwise, call a GM.
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Here's the thing about gold side and its alignments. All it takes for you to be an undercover Resistance member among the Loyalists is for you to complete the tutorial as a Resistance member, then change alignments to Loyalist. Just like you have to be a Villain or Rogue alignment to do red side arcs and you have to be a Hero or Vigilante alignment to do so blue side arcs, as in those are your missions rather than someone else's that you are teamed with, you have to be a Loyalist alignment in order to do Loyalist arcs and you have to be a Resistance alignment in order to do Resistance arcs regardless of what alignment you ended the tutorial as. (Edit: It's just that if you complete the tutorial as a Resistance member and all your morality mission choices after are Resistance, then you are a proud Resistance member. Congrats. If you complete the tutorial as a Resistance member and your morality mission choice after is Loyalist, then you saw the light as Powers Division as far as the Loyalists are concerned but you are a secret Resistance member as far as Calvin Scott is concerned.) Look at it this way. If you are an undercover Resistance member infiltrating the Loyalists, you don't want to be showing your Resistance affiliation. And each time you do a morality choice single player mission, that is what you are doing. So if your last morality single player mission gold side ended with you choosing the Resistance option, then you are a Resistance member as far as gold side is concerned and the Loyalist contacts won't have anything to do with you.
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Suggestions to help with the Name Release Deilemma
Rudra replied to Mr. Apocalypse's topic in Suggestions & Feedback
I have to agree with @Mr. Apocalypse. At least the OP is a better system than the current one (that fortunately is still waiting to be activated as far as I can tell) in my opinion. Being able to play my characters at my leisure and possibly come to an agreement with someone else about releasing an alt's name sounds much better to me than I have to constantly cycle my characters every month regardless of how many I have or risk losing that character's name until absolutely every character I have is level 50. -
Warburg Nuke as an Incarnate Judgement Power
Rudra replied to Alchemystic's topic in Suggestions & Feedback
Arachnos doesn't care how well you lead. You have incompetents like Black Scorpion leading 1/4 of Arachnos for all intents and purposes. All it takes is raw power. Your character in the Operation: Destiny arcs from the patrons is not an incarnate when you take half of Arachnos away from Recluse and basically end the world in the (series of) conflict(s). (The arc I can't remember, your character wasn't an incarnate when you took all of Arachnos and ended the world.) All it takes to be leader of Arachnos is 2 things: the ambition to do so and the sufficient power that the forces of Arachnos will perceive you as being the strongest. Look, this discussion is off topic, so I'm stopping here. As for the OP itself, we're going to be arguing in circles. Like in every other thread. I oppose the OP as a Warburg missile, but am fine with it being some other form of attack. I gave my reasons why. So unless someone posts something that I feel requires a response, I'll leave the debate to others. -
Warburg Nuke as an Incarnate Judgement Power
Rudra replied to Alchemystic's topic in Suggestions & Feedback
No, it didn't. Excalibur was the link to the Well Hero 1 found. The Well didn't grant Recluse leadership abilities. Arachnos existed before Recluse. Recluse took over from its previous leader. By the same means the previous leader may have taken over the organization and the same way Recluse's replacement, your character in one arc, takes over. By killing the current leader after showing the organization they have the power to stand above others. Not something the Well gives. Trapdoor isn't really connected to the Well. Not like the other incarnates. He was an attempt by Recluse to find ways of achieving greater power without having to go through the Well. Just some things I felt needed to be corrected. -
Warburg Nuke as an Incarnate Judgement Power
Rudra replied to Alchemystic's topic in Suggestions & Feedback
No, it isn't. Not even. A facility is a construction in which entities act or live. The difference between a Warwork and an unmanned missile platform is the Warwork has autonomy in movement and function. It is capable of independent activity. That unmanned missile platform is not. It is reliant on an operator to order it fire it's payload. -
Warburg Nuke as an Incarnate Judgement Power
Rudra replied to Alchemystic's topic in Suggestions & Feedback
Because the Longbow echo is a Longbow soldier firing that grenade. It is an echo of an entity. (Edit: And that entity gets to use the weapons it used previously.) The Warworks? Still entities. Robotic entities, but entities. Phantasms? Storm elementals? The other echoes we can summon as Lores? All are entities. They aren't space stations, because a space station is not an entity, it is a facility. They aren't missile launchers because missile launchers are not entities, they are operated vehicles or facilities. The Orbital Missile Platform is not an entity from the Well, it is an orbiting station that fires missiles. Why would the Well have an orbiting missile platform? That's like expecting to call forth an aircraft carrier from the Well. -
Warburg Nuke as an Incarnate Judgement Power
Rudra replied to Alchemystic's topic in Suggestions & Feedback
I have 1 character with nukes and I'm disinclined to use them just to check. If there aren't any visible missiles as part of the animation and it isn't called something that says or implies it is a warhead launched from orbit? Then we're fine. It's basically the lightning attack Reischman and Tyrant use with different animations and effects. Like I said, an attack from the sky isn't the problem. A Judgement can take a wide variety of forms. (Edit: Though personally I think the attack would work better if it functioned like Rain of Arrows where the character projects something into the sky and the beam of death that descends is a bigger version of the bolt/beam/blast the character projected skyward.) (Edit again: Though an animation like Fist of Tyranny except with a death beam works just fine too. As do several other concepts.) It just makes no sense for a missile to be called in given the power originates from the Well and character.