Rudra
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Everything posted by Rudra
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What I would like? Is for hostages to be able to use things like stairs and ramps without the player having to stand at the top or bottom of said stairs or ramp watching the NPC not be able to figure out how to use it. Especially since you can't teleport those NPCs to you.
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It was addressed previously. Now MM pets automatically teleport to their MM when they get too far away. The problem with that is that it seems to be random for when it works. And the purpose of Group Fly and Team Teleport being in the game in the first place was so that players could get their teams from point A to point B in the event team members lacked travel powers. And MMs are their own team. They benefit the most from making use of team powers like the Leadership pool and Group Fly and Team Teleport. And though it costs 1,000,000 inf' from START, you can get Assemble the Team from Start and have the ability to immediately recall all pets to you without giving up a power choice on your character.
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Teleport Target and temp powers like Assemble the Team are your friend.
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Unpopular opinion: Use Savage Melee for your Sabertooth characters. It already has slashing nails. (Though Lady Deathstrike style claws being added to Claws would be nice. [Edit: It will require alternate hand models and animations though.]) And if the posture and animations for Savage Melee aren't your thing? Request alternate animations that are less hunched over for Savage Melee. (Which is something I would like for my Savage Melee character.)
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Rework bugged Brute's Fury ATO to also provide +Rech
Rudra replied to Shin Magmus's topic in Suggestions & Feedback
I would still rather not. If players want the Brute ATO improved, I'm not going to complain. However, I will ask that +recharge not be what it goes to. That will throw my END management off as suddenly my attacks are faster and burning through END faster requiring me to go back and reconfigure my END management to keep it under control. -
I don't understand the formulae used in City of Data/Heroes. That is why any time I post anything from CoD and the reference is a formula, I state that I don't know what it means or I state that I am leaving that particular reference out of my discussion for not knowing how it works. And just because damage resistance and defense don't play by the rules Misdirection is for its placate means nothing to me. Give me a placate reference. If you want the formula changed, then you already know my response. Submit a suggestion to get it changed. Which is why this discussion is so confusing. A little bit of background here. Yes, my initial inclinations should something like that happen is that it can't be what was intended and so must be a bug. However, after having had to perform several mishap investigations, I've learned that is not an acceptable approach to viewing problems. Just because I think something doesn't make sense and that there is no way the person involved meant for something to be the way it is, does not mean that the person/people involved did not make it that way because it makes sense to them. Hindsight is always 20/20, but foresight and intent are not. So, as much as it seems to annoy everyone, I will persist on not reading what I think may have been someone's intent on something and instead continue to look at what that person or those people did as compared to what was/is going on. So if something in the game says it is supposed to work a particular way and it in fact does, even if I think that makes no sense, it will remain as intended and I will continue to advise others to make suggestions to change it. My argument was that the OP was wrong, that Misdirection was not supposed to only have a 2 second duration, and you agreed with that. My justification for such was that the power said it was supposed to last longer than the OP supposed and it in fact lasts longer as described, making it not a bug. That is my take on the OP. You could have just said the OP was wrong, given your justification for it, and not dove down this rabbit hole of bug by intent you choose to read into things versus what I refuse to read into things. My arguments are in good faith, regardless of whether you can accept them or not.
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Yes please. This comes up a lot on my MMs where I go to click a door to progress through the mission, but instead a pet that isn't in my window gets selected. I can deal with that by shifting my camera angle to a more top down look to click the door and then returning to a face forward view, but not having things not on my screen not be what the game keeps thinking I'm selecting would be nice.
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We are once again asking about Mastermind pet customization
Rudra replied to JetMalakai's topic in Suggestions & Feedback
Missions pull from the different factions to populate the maps. So for your example, both are Arachnos. The same faction. Minions draw from the pool of minion tier mobs, lieutenants draw from the pool of lieutenant tier mobs, and so forth. And yes, there have been requests for players to be able to substitute different factions' models for their pets. Such as the request for PPD, Cage Consortium, and a few others for Soldiers and Thugs. -
When I cite CoD, it is because I just finished looking at it for the topic in question. Ex.:https://cod.uberguy.net/html/power.html?power=stalker_melee.electrical_melee.placate&at=stalker https://cod.uberguy.net/html/power.html?power=boosts.attuned_energy_manipulator_c.attuned_energy_manipulator_c States does not affect friendly. (Screen capture provided below.) Now to continue with the thought experiment. Let's say the Energy Manipulator: Chance to Stun simply said target rather than foe rather than what it actually says. When slotted into a power that accepts endurance modification enhancements, does it stun? Are the targets the power is affecting being stunned? If it only affects enemies and not players, then it is a bug and it should be reported for having an incorrect description. If it affects both, then it isn't a bug, it was a very, very, very poorly designed enhancement and needs to be changed with a suggestion. (Edit: Yes, it is my inclination to say the dev that made it could not possibly have meant for it to work that way, and so it would be a bug, but I am not the dev that made it and I can't speak for the dev's intentions other than what the power/effect says it does compared to what it actually does.) (Edit again: Why won't I just call it a bug in the thought experiment? Because for all anyone knows, that dev may have intended for the set to only be used in offensive powers and it also being able to affect the players is to dissuade them from using it in buffing powers. Who knows. I'm not psychic. And I'm relatively sure neither is anyone else.)
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And yet Stalker placate effects are all 6 seconds in duration in PvP according to the game (and 12.3 seconds according to CoD). So it doesn't look like that "rule" applies to placate effects. Then that would be a typo bug because the description says the effect is one thing but the power does something else, and what the game says as the description is wrong. In the OP, what the game says something should do and what it does are the same. That makes it not a bug.
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Considering placate effects are broken when you attack the target and the in game data says it is supposed to be 9 seconds duration in PvP as opposed to 15 seconds in PvE, how can you say it is a bug?! (Edit: If the game says something is supposed to work a certain way and it does, then it isn't a bug. If you think a 9 second duration is too long, then submit a suggestion.)
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It's supposed to be 9 seconds in PvP. https://cod.uberguy.net/html/power.html?power=pool.invisibility.misdirection&at=scrapper
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You'll see that on pretty much any model swap. Wings and tails your character has that the character you play as instead lacks shows up on the character. I think if the gender changes, since your character model file no longer uses the same base model, extra features don't carry over, but if the gender is the same, it pretty much always carries over. (Edit: Even shoulder pieces can carry over if the target model isn't using any.)
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In the Taper of the Frozen Flame tip mission, in the Rogue version to destroy the taper, you get a clue when you find a glowie chest in the mission that says: Pile of Demonic Tomes Inside the chest you discover half a dozen tomes that are identical to the one that lead you to the Taper of the Frozen Flame. "Lead" should be "led" since it is past tense.
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I didn't say it was the Tyrant mission. I'm saying that Tyrant's mission with its massive numbers of Arachnos forces and one specific style of outdoor city map have the reduced rendering applied to them. On those maps, not just the Tyrant solo mission, not all mobs are rendered. A great deal of mobs are not rendered, by dev choice, because the sheer number of mobs on those maps was causing problems for some systems. That means on those maps the player will need to wipe out mobs on the map until the ones they are looking for finally get rendered on the map and become available to fight. You did say you had cleared mobs with a set range of the hostages, yes, but you also said the hostages were just standing there without captors when you found them. As I have said multiple times on this thread, if mobs are missing on specific maps, the only way to get them to appear is to defeat enough mobs on the map that the mission finally renders the missing ones. Since the hostages themselves were rendered, then their captors should have also been rendered as being part of that spawn. The captors may not have been rendered for limit of mob renderings still being achieved without them, so my recommendation would have been to keep defeating enemies or submit a support ticket in hopes a GM responds in time to force the mobs to you. Otherwise, they may have popped into existence hidden by a wall. In that case, exiting and re-entering the map, then checking the hostages to see if they had captors would have most likely solved the problem. If you managed to fight the mobs before seeing the hostages and they ran, then simply waiting would have brought the captors back and you could deal with them. They shouldn't take longer than a few minutes to get back. Maybe 5 minutes. If they fell through the floor or if they spawned below the floor, a problem that happens on some maps, then the specific location of the hostages, so the location of their captors could be identified, on the specific map you were on, is needed for the devs to be able to do anything. And also in this case, submitting a ticket to a GM to get them to force the mobs to you if they were able to respond in time would also enable you to complete the mission. (Still report the bug though.) Edit: To be clear because you still seem to not understand what I am saying from your preceding post, you are not getting new spawns/enemies to defeat by defeating mobs on those maps. It is not a case of 'defeat all and then more appear to defeat'. The game limits the number of mobs it will render, and as you defeat enemies on those specific maps, already existing enemies become visible as the game renders them for them falling within the number of mobs it will/can render at once. So depending on when the game decides the mobs you are looking for are one of the mobs it is rendering, then you can find and defeat them, but they were always there from when the mission started.
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CoX only has so many maps it can pull from for missions. The maps are not procedurally generated like in some other games, they are premade. So if there is a map error/problem, the devs need to know which map it is and where on that specific map it is. That's why when you look at bug reports on the Report Zone Geometries Error Here thread, players include the specific map name (which you can get with the /whereami command) and where on the map it is (which can also be gotten from the /whereami otherwise use the /loc command). Each map has specific spawn points available for specific mission objective types as well. So if a mission objective is bugged for some reason, then again the devs need to know which specific map and where on the map to look. (Edit: And no, there are more than just 7 hostage spawn points on that map. That mission just randomly uses 7 of the possible hostage spawn points each time the mission is run.) Not being able to find something is not a bug if it is the Tyrant solo mission or if it is on a specific outdoor city map where the number of mobs the game will show on the map has been reduced despite more mobs than the number being visible still remaining on the map. That was an intentional change by the devs back on Live. So if this is what you are dealing with, then it is not a bug. Your post made no mention of defeating the mobs containing the remaining hostages. Your post instead stated they were standing by themselves. That means there were enemy units holding them hostage somewhere. If you had not cleared the map, for that specific map in question regardless of what mission pulls that map up, then there is a good chance the mobs are there but not yet rendered. If that is the case, then you just needed to go defeat more enemies until the missing mobs got rendered. If the mobs had fled for some reason such as you managing to aggro them before you saw the hostage and they ran off because the flee mechanic triggered, then you just needed to wait for them to return. If they had been knocked through a wall, then you just needed to exit the map and re-enter until the map corrected and they were freed from the wall. If they somehow spawned below the map, then the devs need to know where specifically on the map so they can fix it. This is the bug reporting forum. If you are going to report a bug, and you should whenever you find one, you need to provide as much information about the bug as possible so the devs can look into it and find a fix. Making them have to ask you to provide more information, especially from an instance map since you can't just pop back on that map whenever you want to get the relevant data, is just making the devs lives much more difficult than it needs to be.
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It is not a question of the near mobs being cleared out. Unless you are dealing with runners on that map, it is a question of enough mobs being cleared out. It often takes (at least) half the map being cleared for remaining objectives to appear. Edit: Also, it isn't a bug. The reduced rendering was intentionally implemented by the Live devs.
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Sounds like you found a portal room. There are more portals past that one and you need to destroy the portals to stop the Behemoths from spawning. Also, the books can spawn in that room. So your 2 missing ones were probably further in that room. That map in particular is problematic because of how the game handles rendering things. You can run into this problem for instance on the Freaklympics arc where you have to take down the 4 team leaders. (Edit: Example being you "hear" the team leaders as in their chat pops up, but you keep moving through them without ever finding them because they aren't rendered due to number of mobs still on the map.) The trick to that map is to just wipe out everything as you go. If you just search for your objectives, there are almost always objectives that aren't rendered, and so can't be attacked by you or attack you, that will trip you up. In your case, since the hostages appeared, they should have recovered and completed when you walked/hovered/flew/teleported/jumped next to them. If not, then their captors still exist and you probably need to wipe out more mobs to bring their captives into existence to be attacked. (Edit again: And if you cleared the map and those hostages still couldn't be cleared? Then their captors either fell through the map or spawned beneath it, and you need a GM to teleport them to you.)
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AI pathing is weird. NPCs of all stripes struggle to figure out how to jump to where they are trying to go. The ramp that leads up to the dirt area behind the tram in Skyway is a spot where Supa Trolls regularly can't figure out how to navigate the walkway and keep falling off, then having to go back up the ramp and fall off again. You can also see this on escort NPC behavior, particularly on the Jade Spider map. One of the rave spawn points is positioned that the easiest or most direct path to the Supa Troll congregation point requires most of the Supas to run by AE. There are 2 other routes they can take depending on what the game determines is the best path for them, but yeah, one of those paths goes right by AE and its drones. Amazingly, Supa Trolls still get by because the drones have a recharge time before they can drone another Supa. (Edit: Oh, and if they manage to get by the AE drones and then figure out how to use a walkway at the top of the ramp near the north tram, then they probably get droned by the tram drones as they run by at the base of the tram access ramp to reach their congregation point by the twin gate entrances between the tram and Synapse.)
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I'm opposed to the suggestion. Turning heals into damage powers? Turning melee into range? Turning ST into AoEs? The potential for abuse is ridiculous and it throws out everything about the game and player powers. Examples: Transmogrified Damage: Now you have constant PvP capability unless the power is changed to only affects enemies. High level healers can kill low level players by "healing them to death". Transmogrified Defense: Who needs force field bubblers any more? Just turn all your Empathy AoEs into defense buffs! Between Fortitude, Recovery Aura, and Regeneration Aura, you can soft cap everyone! And between Empathy's new defense toggles and Maneuvers, Force Field players should just re-roll their characters as Empathy so they don't have to keep recasting their shields on everyone.
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Connect costume change emotes to the quick keys
Rudra replied to temnix's topic in Suggestions & Feedback
First is 0, 3rd is 2. 2nd is 1. So for 10 active costume slots, slot numbers are (from costume selection screen layout): 0 1 2 3 4 5 6 7 8 9 -
To the best of my knowledge, what you are seeing is a jump effect. I like to use it when running near a war wall in the RWZ to avoid Rikti Pylons or when in Faultline to cross gaps along the war walls. I don't think it works for strictly vertical movement as I haven't had it work on strictly vertical movement, but it is the jumping component of movement that seems to make that work. (Edit: I have Combat Jumping on when I do it, just for clarification.) Edit: The problem with running on water in this game is that your character has to be on a suitable surface to move on it. And water has its actual surface below the visible surface. So to the best of my knowledge, you won't ever see characters running on water because the water would need to have a new surface added to it that only worked if the character has Super Speed or Speed of Sound active.
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Connect costume change emotes to the quick keys
Rudra replied to temnix's topic in Suggestions & Feedback
Or, you know, you can set up key binds and macros to do the same thing. Even using different costume change emotes for the same costume slot with different macros. -
I personally don't like Whirlwind. The animation is silly for instance. However, I do understand why they animated it the way they did. It is the super speedster's run so fast you make a whirlwind power except with spinning to avoid the problems of animating a character running in circles even when moving around. I would normally be against changing a power's appearance to deviate from theme, but in this case? I'm not opposed. I can head canon it as the character is moving so fast either running tiny circles or spinning that the our eyes can't keep up. So we only see the after effect and the character standing there inside. More options are a good thing. (Edit: Though maybe a slight blurring of the character to imply their movement would help sell that head canon.)