Rudra
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Everything posted by Rudra
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I'm more inclined to think they are talking about the Team Transporter power, but that was the point of my post. Can't just assume everyone will automatically know what you are talking about when you abbreviate names. (Edit: Because the question really is, are they talking about the range of Team Teleport or the radius of Team Transporter?) (Edit again: Or really dumb interpretation, they are talking about the Toxic Tarantula's attack ranges.)
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Are you talking about Team Teleport from the Teleport pool, Team Transporter, or something else?
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The rest of what I want, all in one place: Spear, Whip, voice sets
Rudra replied to temnix's topic in Suggestions & Feedback
Spears weren't typically thrown as best I know. They were your main weapon, like any other pole arm. They could be thrown, but they were wielded as two-handed melee weapons unless you were also using a shield. -
The rest of what I want, all in one place: Spear, Whip, voice sets
Rudra replied to temnix's topic in Suggestions & Feedback
The Live devs set out to make this. They couldn't. That's why we have the Demon Summoning set with its whip attacks that don't interact with the target. Technically that can be covered by adding actual spears to the Staff Fighting set. -
I actually did not know that there's a damage debuff graphic. I'm red color deficient so that's probably why I can't see it. Don't feel bad. I'm not red color deficient and I never noticed it either.
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Okay, I don't have any issues with new flight poses being added, but I do have a nitpick question: How does one get a single world that is 3/4s water to a single world that is 1 and 1/3 worlds of water?
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Costume selection screen: Item name sorting
Rudra replied to Techwright's topic in Suggestions & Feedback
And why should players have to go in and rebuild all the costumes for all their characters? Remember that characters can have up to 10 costume each, 11 for VEATs if you know how*, and there are players with a few hundred characters they would be required to do that with. (* Edit: Or did HC fix that by just giving all players all 10 costume slots for free out the gate?) -
If someone were to gain access to someone else's account with ill intent, you are correct in that they wouldn't get any real world benefit such as financial information. However, they could go through the other person's character roster, respec to unslot all their enhancements, and then e-mail the enhancements to themselves to use or sell, send themselves the other person's salvage, and the other person's inf'. Completely in game bankrupting all the hacked player's characters for their own benefit. So even in a free to play game with no real world monetary transactions, there is a risk to players should their account be compromised. And if all the robbed characters were also deleted after being robbed, then there may not even be an e-mail trail to follow.
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Well, to be fair, while not justification, it is the only AT inherent I can think of that is affected by recharge effects. Anyway, I think @biostem was just playing from the emoji at the end.
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Wouldn't really help. Because of the 95% hit chance clamp, there will always be a chance to whiff. And RNG often likes to play in the 95.01 to 100% range when you're counting on hitting in my experience.
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Costume selection screen: Item name sorting
Rudra replied to Techwright's topic in Suggestions & Feedback
Not usage, when it was added. If I remember correctly, the different costume pieces have a link that tells the game what costume pieces to pull up for the character. Those links are made sequentially. So when you add new costume pieces to the appropriate menu, it needs a new link for the game to read and know what costume piece to pull for your character. Those new links are sequentially after previously existing costume pieces. In order to alphabetize the costume pieces, all those links would have to be re-sequenced. However, when a player loads their character, the game just looks at the links the costume says are needed for the character and pulls the costume pieces for it. Which would drastically alter existing costumes requiring players to go to a tailor and completely rebuild their costumes from scratch with the new links. (Edit: Though I do think a dev previously said they were looking at doing just that.) -
Okay, I'm tackling this part first because it causes me the least headache. As you were previously told and you yourself figured out in a previous thread, NPCs are not made the made the same way PCs are. That means they get to have radically different options in their design because they do not use the costume creator like players do, but rather have their models designed from the ground up as a single unit. So it isn't that some NPCs use duplicate details, it is that they do not use the costume creator. We've discussed this before. You can't just take costume options from one list and simply dump them in another. Detail 2 for instance is the lower face/head (except on Full Masks where it is Detail 3 instead), so throwing hair options in there makes no sense. If you want expanded costume options, ask for the costume options. For instance, if you want back of head tattoos for Detail 1 of Full Masks? Ask for the tattoos. That would most likely be the correct detail option for that since that detail slot is hats and other head but not face options. If you want hair with Full Masks, then why are you using Full Masks and not Standard which includes hair options? You're not going to be able to get a selectable hair option and a selectable top/back of head option because those use the same costume/model slot.
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The snowing in AP is enabled by applying a patch and removed by removing said patch. Rain would be the same way.
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Well, the Jounin do get Hide with the 1st upgrade power, but only the Jounin do. Though like you said, the Spec Ops from Mercenaries get Stealth with their 2nd upgrade.
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That would be so welcome as an update to the set. I don't remember how many times I've asked for this.
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No, you can't. For the same reason you can't access it from inside a mission. You are on an instanced map when inside a SG base. Someone else can give a better explanation.
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...I mean.... he's not wrong? Look at literally any FromSoft Game... What @CrusaderDroid said. Edit: Look at it from this point of view. Imagine your mez protection inspiration cannot be used while mezzed. You are fighting an enemy that does severe energy damage and mezzes you. If you don't use your mez protection armor, you get held to death. If you use your mez protection armor, you get 2 or 3 shot by the enemies' attacks. (AVs, EBs, and bosses didn't scale down back then.) So you pop your mez protection inspiration and have your energy resist armor active. The enemy keeps weathering your attacks and you are getting close to winning, but you've burned through your mez protection inspirations because of the length of the fight, your last inspiration times out, you get mezzed, and now you're dead. You hosp', get back to the mission, and the enemy has fully healed in the time it took you to get back to him. So you buy yet more inspirations and try again. There is no pattern to avoid or learn. There is no real strategy you can employ beyond what you are doing. And you keep dying. Does that really sound fun?
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That...really doesn't make any sense to me. The advantage of missions is the higher density of mobs and the control over their level. Even street-sweeping in a danger zone like the Hollows with larger groups should fall well behind missions *without* end-of-mission rewards, because the mob-density and level can be so much higher. I mean have you looked at how low it is? It's like one extra group of mobs. Maybe street-sweeping was better when you didn't get a real travel power 'til 14, but we get them at level *4* now. And why not street-sweep on the way to the mission if travel is so slow and cuts into efficiency? Once upon a time you couldn't set your difficulty. Everyone was locked at +0/x1 and spawn sizes in missions only increased if you had a progressively larger team.
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No, it really wouldn't. While yes, mobs with both ranged attacks and melee attacks tend to be less dangerous if you can keep them at range, you are (or were) choosing to gimp melees, who have to close with those enemies and face their melee attacks anyway. So the only thing the OP would have done was put melee ATs at more risk for no gain.