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Rudra

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Everything posted by Rudra

  1. That is already visible. Look at your team window, and every co-member of your TF/SF is already there. So if that is all you are asking for, then it already exists and has since the day the game launched.
  2. I am very much against this part. I don't want some random person I happen to be on a TF/SF with to just be able to go through my character checking whatever they want. They get plenty of data about my character from the personal information window without also getting access to what I am currently working on. If your SG wants to coordinate that? Make a SG web site to track that information or discuss it on Discord. Or generate your own spreadsheet of your characters to update for what day jobs you are working on, when was last time logged on, and whether or not you logged off while on a TF. Players have no cause to go invading the privacy of other players without their consent. Edit: For that matter, what TF/SF are you on that your team has to log off and then worry about day jobs before even completing the TF/SF?
  3. I am currently playing an Electric Control/Electricity Assault Dominator. And while I am in Dark Astoria, all my toggles keep turning off. They never turned off anywhere else, but every time I log on in Dark Astoria, I have no active toggles.
  4. Every hat in the game comes with a specific hair style for it because of how dynamic hair options are and the problems of getting hats to sit on the head without either floating over the hair or having the hair just push through the hat all over the place. The game has never allowed players to go in and choose a hair style and then place a hat on top of that because of how they (fail to) interact.
  5. Given that the SoA and WoA costume slots are added slots with those costumes because of how they work compared to how the costumes in the regular slots work, probably not. (Edit: You still have all 10 non-Arachnos costume slots. It's just that the 10th slot is only accessible via slash command as a SoA or WoA because the Arachnos costume slot pushes it off the screen.)
  6. Question was about entering the radius.
  7. If you have not visited Null the Gull to have Group Fly disabled as being able to affect you, then yes, if anyone has Group Fly active and you get to 60 feet away or closer to them, you are affected by Group Fly.
  8. Group Fly has a radius of 60 feet. As long as your character is not in that radius, Group Fly will not affect him/her/them/it. However, once you leave that radius, Group Fly lingers for a little bit so you can get back in range before falling. MM pets are affected by it even if they leave the radius.
  9. I main a ninja MM. The only time I've seen my ninjas fail to jump to a mito is when other pets or players in melee with the mito knock my pet off. And even then, my ninjas still get their attacks in before falling back to the ground. Even if they have to jump to the mito over and over for each attack because of how many other characters are clustered around it. Just like I've seen melee MM pets from MMs with Group Fly completely fail to do anything to mitos because players and other pets are so heavily packed around the mito that they can't even get in range for their attacks. They just keep floating in the area shifting from side to side trying to find an attack point. (Meanwhile, my ninjas throw shuriken, jump at to the mito, manage to get a slash in, then get knocked back down by other characters, where they throw another shuriken before jumping back up to the mito to slash it again.) So while I can understand your stance on Group Fly for that, I've never seen it work like how you portray it.
  10. Every melee henchmen pet I've had had no problem jumping up to any of the mitos and none of the ranged henchmen pets I've had needed Group Fly to be effective against the mitos. Especially if you stay on the ground away from the fliers swarming the mitos. Never been a problem for my MMs. On the pylon portion of the raids, the pylons aren't even attacking my MM, focusing instead on the all the players meleeing it. And the other spawns in the area have their attentions split between my pets and the other players racing through the area. As long as I don't have my MM in melee range of a pylon for some reason, survivability for my MMs has never been a problem against the pylons on mothership raids. This part I wholeheartedly agree with, however, neither are you bothering anyone on the ground with Group Fly for this either. Everyone is already flying to fight it, so no one even notices if anyone is using Group Fly. And again, I've never seen this for ITFs. Never had a problem with MMs on any ITFs losing pets. Edit: So what benefit is provided to MMs on enclosed maps like offices and caves that is so important that Group Fly has to be left on?
  11. Doesn't that also apply to the OP? Can't the author just add dancing NPCs to his/her/their base to dance with? Again, I don't care if extra dancers are added. However, every argument you have made for the OP is also an argument against it.
  12. Isn't that what the OP is asking for too though? To have a space where his/her/their character can dance with an NPC? Edit: Once those dancers are added to that space, that space is no longer viable for groups of players to make use of for themselves. So the intent is to claim some space in Pocket D for the author to be able to dance with an NPC. Simply because of how much space NPCs take up.
  13. And why should one person's request to add an NPC to a location other players are already making use of trump those other players' desire to use that space? Edit: You see? This was a huge part of the argument about moving War Witch to where she is now.
  14. You missed my point twice. It's not about moving War Witch. It's not about having space to move around. War Witch was just the example I used for the problem. The problem is that every part of Pocket D is claimed by one group of players or another, and putting NPCs there leads to arguments about players having lost space. I don't really care if a few more dancers are added. All I am saying is that adding those few extra dancers runs up against the concern of players needing available space for themselves and/or their groups. And no, they aren't willing to move to a different space. Either because that space is used by other players or because the space they claimed is what fits their group. And this is along the walls and the dance floor.
  15. Thank you for again misunderstanding my post. Just moving War Witch was a huge hassle because of the floor space she takes up, and she was already in Pocket D.
  16. Okay, first? Chill. I'm not attacking you. Complaining is the only word I can think of for saying you are unable to complete both the Loyalist and Resistance arcs on the same character without having to turn off xp. Second, I wasn't defending anything. I was attempting to explain those parts of the game since your presentation on them was in error for the scaling bit or something I felt needed to be clarified for the punishment bit. While stand-alone missions from contacts will stop being provided by said contact if you out-level them, you can always finish their story arc missions. You know you are in their story arc if their icon in the contacts window shows an open book. However, you are correct in that most contacts will not introduce you to anyone after you out-level them. (Some do, but only for a specific contact, and those contacts are very rare.) You can always complete a contact's mission line once you have started it even if you out-level that contact and are now level 50+3 but the contact is only for levels 1-5. As long as you have started a given contact's story arc (mission line), they will always give the next mission in that arc to you until the arc is complete as long as you are a valid alignment for that contact. I don't power level. I play through the game's content. I turn off xp for characters that I want to do content for multiple sides at level for. So your assumption is wrong. The game's content is set up so that by the time you complete the content for one side in a given level band, you are the correct level for the next band and its associated contacts. So if you play a Praetorian and choose Loyalist, if you are level 10 and do the provided Loyalist content for level 10-15, should be at least level 16 at the end of the level 10-15 Loyalist content so that you can just go on to the next set of Loyalist content. Same with Resistance, Heroes, and Villains. Trying to do all the content for Praetorians at level, just like trying to do all Hero and Villain content at level on a given character, is not possible without turning off xp, and that is a good thing so that players that want just be Hero, Villain, Loyalist, or Resistance can keep doing their side's content without having to jump in a farm or go talk to Null the Gull to keep changing sides and grind out every mission the game has for them at level. The only time I am aware of players out-leveling content without playing at higher than +0/x1 difficulty or doing the content for multiple sides is with Cleopatra. It is quite possible to just ding out of her solo morality mission just before she gives it to you. Yes, that is a problem. Her aside, I am not aware of players out-leveling content for their chosen side when they play their side's content unless they up the difficulty to get more xp. And at higher levels, even that won't typically have you out-level your contact before you can finish. That's not how the Ouroboros crystals work. Dr. Steffard specifically is available through the Crystal of Fire and Ice regardless of whether you did the Cutter Cain arc or not. If he isn't listed there, then I have to ask what level your character is. His mission in the crystal will not be visible unless you have either done his arc or you are level 20 or higher because of how the crystal works. So if you aren't level 20 or higher? Then look for him again when you are. If somehow you are bugged, then contact a GM to have your character fixed. The Bug Reports forum or the support button in game are good tools for doing that.
  17. The more dancers put in, the less space available for players,
  18. Electricity, like fire, comes in multiple colors when you can see it. It can be a yellow, pale blue, blue, pale purple, violet, or white as far as I have seen so far. (Edit: I'm not sure how they get it violet, because normally electricity is a white, yellow, or pale blue when I see it.)
  19. My response was specifically to the person I quoted. That person was complaining that they were not able to do all of both the Loyalist and Resistance arcs without turning off xp. That is akin to complaining that you have to turn off xp to do all hero and villain content in a given range. If that person's version of the request existed, then players would have to do both sides or farm to level up through the level ranges.
  20. I take it you have never seen objects actually being thrown by hurricane winds. They don't orbit anything. The more massive the object, the more linear the path it takes until it impacts something not being moved by the winds or gets far enough that the momentum given it by the wind drops off and it hits the ground. Hurricanes don't make objects orbit, and they definitely don't draw objects in towards its center. I'm not talking fine particles like sand or water vapors, which to a point can circle which is why when you fly over a hurricane you can see its circular appearance. (Which is the water vapors.) From things as light as playing cards to things as massive as fishing boats, they are hurled in progressively more linear (edit: and less chaotic) paths as their mass increases. Why? Because you still have to deal with the object's mass and inertia. Even if you just try to spin an object not on its axis, it will always spin away from the center because of centrifugal force. (When you spin a gyro or coin, you are spinning it on one of its axes, so it stays more or less spinning in place. Try spinning it not on itself and watch it whip away unless you have some sort of tether to keep it orbiting the center.)
  21. Zones don't scale to your level. Neither do mission maps. Contacts give missions at your level as long as you are in their level range. As long as you are a valid level for the contact, the mission will be at a valid level for you. Once you out-level a contact though, even if you have a mission from them, the mission will not scale up to your level. If you simply level up but are within the contact's range and you already have a mission from the contact, the mission is still a lower level than your new level even if you have not started the mission yet despite having it. Turning off xp is not a punishment and I am sorry you feel that it is. In order to do more content than the game is set to give you for your side, you will need to turn off xp to stay in range. At the really low levels, you may need to turn off xp to not out-level your contact simply because HC gives more xp than Live did. And in Praetoria, since the mobs are more difficult than in blue side or red side, you run into an even higher xp reward which exacerbates the concern. So turning off xp isn't a punishment, it is a tool to be able to do more content in a given level range than would normally be possible. If you have a personal base, you can place a Crystal of Fire and Ice in your base and access Ouroboros functionality even without going to Ouroboros as long as your character is at least level 15. Dr. Steffard's arc is in the 15-19 range in the crystal (because his max level for content is 15, not 14) as the "Self Restraint (Imperial Warden Ch. 3" entry.
  22. Except you do? Starting at level 14 or 15, Hellions gain the Molotov Cocktail attack. And you can fight Skulls and Hellions up through level 20. (Edit: You can fight Skulls up through level 24 with them no longer available at level 25, but you can fight Hellions up through level 20 with them no longer available at level 21.) (Edit again: There is a whole world of content for low level characters outside of DFB and Positron 1/2.)
  23. Aggro caps were added to the game to stop Tankers from herding entire maps and hit caps were added to stop Blasters from obliterating those herded mobs. So they aren't going to be removed or made optional.
  24. Not the purpose of Tornado. It's job is to inflict damage and keep enemies from fighting. It does that well. Throw in an Overwhelming Force proc and it does it very, very well. What?! If we're talking realism, yes, hurricanes swirl. However, they don't have things orbit in them. They hurl them. Things being moved by the hurricane aren't tethered to you. They are being hurled by the wind. And that means away. It's a heal. You can heal your pets or allies with it. What is so niche about that? Further, it is a heal that also boosts perception of the healed target and protects against sleep, stun, and endurance drain. So it is a very good ST heal.
  25. What do you mean by "getting tips for door missions"? And what are you talking about for "and at the end, it sends you to a door Mish where you play the last mission or two, and gives an increase to the accolades or you're rewarded with a new one that gives an additional bonus of the same type"? The last mission or two of what? Except for exploration tips and Valentines tips, tips already are door missions. And if you are talking about making existing accolades better, my response is "No".
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