Rudra
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The looking for patrol function is essentially unused because there is very little reason to do just do street sweeping. Street sweeping by itself does not lend itself to team forming. Outside of hazard zones, spawns are all small enough for single characters to take down (for a reason). Adding a contact that provides just patrol missions, with those patrol missions doing something current patrol missions don't do, granting mission completion rewards, would give a reason for players to use the looking for patrol function. It still wouldn't likely be used just like most players I know that go looking for teams don't turn on their looking for team tag, they just advertise in broadcast. Which is a much faster way to get noticed and picked up than turning on a flag on a window I keep forgetting even exists. (Now I'm curious how many players use that window to find team members.) Because those teams already form as evidenced by paper/radio mission teams and how quickly they tend to cycle through members for starters. And because street sweep missions tend to be skipped by most players I've met as being boring and tedious from the repetition, secondly. And because players that just want to get their street sweep out of the way and move back to instanced missions will not opt-in while being in competition with the street sweep team thirdly. (I just don't see players scrambling to join this if implemented. Even players that choose to just level by street sweeping. For instance, on my characters I'm leveling through just street sweeping? I'm hunting specific targets of specific tiers. Like just Red Cap bosses in Croatoa. And even though I'm out in zone street sweeping, I would have no intention of joining a street sweep team in zone because they won't limit themselves to my chosen targets. So even other players that are doing street sweeping by choice may choose to not opt-in for their own reasons.) How much introduction does it take to say "I'm here in zone and doing street sweep missions. Give a shout in broadcast if you want in."? Or to respond with "Me."? As for the thematic of wandering heroes doing battle with the thugs and goons harassing the citizens? Even in comics that isn't a shared venture. If two or more characters are doing their patrols and they encounter each other? If they don't know each other, you get the tense stand off moment. If they know each other, they ignore each other as they continue their personal patrols. Otherwise, they patrol different parts of the city as their staked territory and nothing is shared between them still. That is a serious stretch. You may find petty criminals doing that, but a named super? Not likely at all. That interferes with whatever plans they may have. Even if they lack any plans and just want to run around smashing everything they see. Again, not likely for villains. Even in comics like with the Legion of Doom. It is usually a dominant personality gathering underlings without letting the others know that is all they are to the founder or activities by heroes are forcing villains to band together, but only as much as they have to. The exceptions are cults and other organizations like HYDRA or AIM, but even there the bulk of the villains are faceless nobodies, not named supers. And your suggestion would still be intentional, not random. There is no way to form a team to do anything that isn't intentional. That's why teams form, to intentionally do something. In this case, street sweeping/patrol. Regardless of whether it is a contact given mission or just the team moving around wiping out everything they come across. There is intention in doing so. Then you are missing a part of the street sweep and patrol missions the contacts give. Their purpose is specifically to expose the player to different parts of the city and the factions that can be found there. Then again you are missing the point of several street sweep missions as given in the game. Most evidenced by the Atlas Park missions and King's Row missions. Also to an extent by the Perez Park missions. Where your character is specifically told to go take down Hellions in Atlas Park because they are robbing the people or have caused a fire around a building. Or your character is specifically told to check the roof tops of King's Row for Circle of Thorns who are sacrificing people. Or to go into the woods of Perez Park to stop the Circle of Thorns from sacrificing people. While those missions are very few, there are street sweep missions that specifically tell the player character that there are people in danger and sends the player character to street sweep for the problem and put an end to it. Thank you. This is the part of your response that makes sense to me. That you don't like the street sweep missions as they predominantly are portrayed. To that end, the devs can make street sweep missions from the new contact be more organic in nature, but also require a higher defeat count to balance it out. "People are in trouble in this neighborhood, go arrest 100 criminals." for instance. And when those 100 criminals of any type are rounded up, the player or team gets their mission accomplishment reward.
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That would be easier to achieve with a mission completion reward for repeatable street sweep missions from an appropriate zone contact. Which fails if the opt-in system you agreed to earlier is implemented. Forming radio teams in PI for instance is a very ad hoc team formation, but it works because players can choose to join and run missions with that team rather than be auto-joined just because they happen to be going after the same targets in zone. And auto-forcing players to join teams, especially if they are already on a team of their own, is not something I will ever agree with. Ad hoc team formation? Sure. Automatic team formation? No. Can be done using a zone contact granting repeatable street sweep missions. No new mechanics need to be created. The contacts will already stop granting missions when the player/team out-levels the zone. And there are street sweep missions that can be copied from existing contacts to populate the new contact. And even if new missions are instead preferred, it is a set of repeatable street sweep missions, so no need for any time creating a story arc around the missions, or need to figure out what maps to use and what objectives to populate the missions with. Everything needed already exists or takes minimal time to add. Which can be accomplished just as easily from the players' point of view and much more easily from the developers' point of view if a contact giving street sweep missions that actually awards mission completion rewards is added to the zones. Which already happens on teams I've seen when street sweep missions come up in the story arcs. The team scatters across the zone to hunt down the target mobs more expeditiously. So the OP fails to create something new in this regard because it already happens. (Edit: The times the teams I've seen/been on stayed concentrated for street sweep missions was when the target mobs were required to be in a specific neighborhood of the zone or if they were most common in that neighborhood.)
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This: makes no sense. Mechanically, that would mean that lower level villains/mobs would be spawning across the zone as the team/league wipes out the existing ones. Which would be counterproductive. Thematically, villains, even Destined Ones in the game, don't share anything just because another villain happens to be in the area. Even heroes don't just share information with each other even when they encounter each other. They share information within their SG, yes. They share information while working together on a task, but typically only about that task. Even when Spiderman was 'instructing' Miguel as a Spiderman, he didn't offer any tips or advice on the enemies. He shared things like "You have 24 hours" spoken ominously, but otherwise nothing about how to fight anyone. (Edit yet again: *tries to imagine Superman or Wonder Woman listening to Batman as he tries to explain to them how to take down Jokers or other faction members while in Gotham*) Setting that aside, what about when a player has a street sweep mission but must take down specific enemies in a specific area of the zone? Like taking down Trolls on the Red River in the Hollows. Player A just wants to get his/her/their mission done, isn't interested in joining a street sweep team in zone, and the street sweep team is obliterating the Trolls in the Red River neighborhood of the Hollows. Player A requests street sweep team to leave the Trolls alone so (s)he/they can do their mission, and is instead met with a team invite, which they decline because Player A doesn't want to be on a street sweep team or is already on a small team of friends that just want to play together and not part of some zone street sweeping league or team. Trolls in the Red River neighborhood are pretty good XP for the zone itself, and only Trolls defeated in the Red River neighborhood count for the mission. A rather niche example, yes, but also a rather possible one. This can be expanded to any other mission that instead of suggesting zone neighborhoods for likely location of target mobs for the street sweep mission, actually requires mobs to be defeated in that neighborhood. Which is rather common in Striga Isle and I believe can be found in Brickstown and Founder's Falls as well. Edit: Look, from what I've read so far, the only way for this to work that is practical and can be used by all without stepping on others is the repeatable contact giving only street sweep missions in each zone. And if you make it so that those missions when turned in reward a mission completion reward like instanced missions do, then you are more likely to find street sweep teams, and do so without stepping on others just trying to enjoy themselves and get things done without all the required mental gymnastics your responses have required so far. (Edit again: And so no one thinks I'm stealing ideas, this was mentioned by someone else earlier in the thread and has been mentioned multiple previous times in other threads about street sweeping in the game.)
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My mistake. Apologies.
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I have to disagree. First, because there are street sweep teams. Though the only ones I know of are pursuing specific badges, so they don't really count for this. Second, I would contend that the reason why you don't see street sweeping teams is because street sweeping does not award mission rewards like instanced missions do and because a random person can come by and also attack your target reducing your rewards since they are not part of the team.
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By that definition, every character ever that fights, especially during last stands, is a Brute. (Edit: To me, a Brute is a primitive fighter. One that is guided by anger or a vicious brutality. The situation, such as a last stand whether heroic or desperate, does not make one a Brute. It is how that person carries himself, herself, or themselves in combat routinely that defines if a character is a Brute, a Scrapper, or anything else.)
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If you want Mystic Flight and Hover? Then take them. Neither has any prerequisites.
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Some things you can try: Scrappers and Brutes just like the Tankers. Masterminds, particularly melee focused ones like Beast Mastery. (Just make sure you're in Bodyguard Mode or it can get ugly.) Any AT that can preset location AoEs and/or has a PBAoE nuke or Judgement, or is teamed with someone who does. (Edit again: One of the better times to use it in my opinion? Cave rooms, especially on defeat alls, when you just don't want to root out the CoT/DE. Or like Atta's map if you can handle the hate.)
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You and I have very different takes on the Teleport pool. For instance, Fold Space affects a 100 feet radius centered on the character. Within that 100 feet radius, up to 16 targets can be yanked to your character. Very useful for melees. (Edit: And enemy teleporters can't teleport away for 15 seconds after.)
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The only rare things that are easy to get now as far as I know are PvP enhancements. Power availability has been changed based on level, but those aren't rare. Back on Live travel pools were changed so players could get their travel powers earlier without needing to unlock the travel power, but only travel pools got that change. To me, the core design of the game hasn't changed, with power selection limits remaining in place. Again, the only change to that being the travel powers themselves. (Edit: And even then, the powers after the travel powers in those pools retained their requirements.) Edit again: Right. I forgot that incarnate powers don't need iTrials to unlock them any more. That counts.
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Doesn't work. Fly, Super Jump, Mystic Flight? Those are toggles so you can turn them on and get access to any secondary effects they may have and you want to activate. Teleport by its nature cannot be a toggle, so trying to fold Teleport Target into being a secondary effect from it will just make Teleport Target go away. Besides, my understanding of the OP is that the author wants a premade macro to come with Teleport to facilitate targeting the Teleport power.
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That's not the only argument that can be made against this. Just like previous threads asking for any pool powers to count for any other pool powers outside of their set. Pool powers are built as themes. And you are asking to throw that out. Power selections are intentionally limited, with pool powers requiring devotion to their specific pool to unlock access to higher tier powers in that pool. And you are asking to throw that out. I am opposed to the OP.
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Assault Rifle.
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base building SG Base Items w/ Proximity triggers
Rudra replied to McSpazz's topic in Suggestions & Feedback
You know, as long as that content doesn't require combat. Otherwise MMs are hosed. SG bases don't have pet/NPC pathing. -
You're also failing to account for Brute power sets. Let's say you have a Brute with Fiery Aura. You used Healing Flames to stave off being driven into your Fury bar for HP, but here you are, reduced to using your Fury bar as HP. Healing Flames times back in, so you pop it, getting back on your actual HP bar which restores your ability to regenerate and build Fury. Your Brute friend over there however is a Willpower Brute. And that Brute has no heal power, just powers that boost regeneration. Driven down to their Fury bar as HP, all that Brute can do is fight with his/her/their/its dwindling Fury reserve unless the Brute has a green inspiration left. That is going to cause a bias towards secondaries with heals. How long until you see Willpower, Super Reflexes, and Shield Defense get abandoned? (Edit: Especially Willpower since Max HP is a factor in regeneration and the OP shot that by 25%. Even worse, Fast Healing stops working because it is just regeneration and Rise to the Challenge loses half its function. Making the Willpower Brute's position even worse.)
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Let's start with Brute health as 100%. You reduce that by 25% just from the change. So now their health is at 75%. Now let's run with 1% Fury is equal to 1% of Brute health, so a full Fury bar, which most players can't achieve to the best of my knowledge, gives that Brute 150% of current health. With players like me capping at about 90% Fury, that would instead be 142.5% of current Brute max health. So you're most likely looking at 142.5% of current health. Sure, that's an improvement in survivability, but you're more likely to run into needing that Fury bar as health bar. Bear in mind that since the Brute cannot sustain or build Fury because Fury is now their HP bar, that means that even if the Brute was not under attack from enemies, the Brute's health bar, because it is now the Fury bar, is rapidly dropping. Fury isn't static when built up. So between normal Fury drain from lack of sustainment and enemy attacks now depleting the Fury bar, that 142.5% we started with is not actually 142.5% of current Brute health. It now becomes much closer to the Brute's current 100% health, not equal to, but much closer, because of the double drain on Fury without sustainment.
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Brickstown Prison Break zone event not spawning enemies
Rudra replied to Night's topic in Bug Reports
The enemies were spawned. That is why 16 of the 18 needed Freakshow were defeated. The problem is that the remaining Freakshow ran off to who knows where and aren't returning to designated combat area. They either are hiding at whatever point they spawned at to run to the event after clearing out the PPD or they chased something and since the PPD combat area for the event was not their spawn point, stayed there. (Edit: From your post, I'm betting the surviving Freakshow were either chased off or chased something, and are just standing where they ran to.) (Edit: Also, the Freakshow phase is the 2nd part of the event. The 1st phase is defeating enough Prisoners in the area.) -
So... your take on Brutes is to make them less durable by reducing their health, give them a second health bar that they must build from 0 in combat, make their primary health bar not able to recover while they are on their second health bar, and they die anyway when the fighting is over if their primary health bar does not get back up to at least 5% while not able to regenerate. No thanks. (Edit: Oh, and while I don't know Broxigar, if you are referring to Boromir from the Lord of the Rings? He wasn't a Brute. He fought with discipline. His last stand was testament to his skill, not his fury carrying him. His moment of evidenced rage was from the One Ring's influence and his frustration that what he perceived as a powerful weapon against Sauron was being sent to be destroyed.)
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They already can.
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I understand where you are coming from and I admit the OP would be useful. (It being a command would prevent it being a forced option anyway, so no need to worry over that in my opinion.) And if the devs decide to go with the OP, my MMs with Teleport Target and Assemble the Team still have their other uses for those powers. I'm just going to leave it at while your suggestion works as a band-aid, it sits poorly with me as a maintainer because it leaves the underlying problem unaddressed.
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Please be careful. You are moving into debate territory. I don't know how GMs are supposed to interact with debates, but it poses risks to do so as a GM.