
Rudra
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Looney toons-gravity (online-video-cutter.com).mp4
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However, this is not a reason to change the zone's level cap.
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Yes, they are, because the power set is the character is wielding a weapon. How that weapon functions depends on the character's origin and selected weapon model. And I am very much against taking those weapons away. (However, I am open to alternate weapons such as weapon gloves that can be selected in the costume creator under the weapon tab.) Whether you are talking shields in the case of Shield Defense or guns in the case of Assault/Beam Rifle or Dual Pistols, or melee weapons in the case of pick a melee weapon set, these are external things that the character/costume creator does not let the character have unless they have the correct power set. In your case, we have ancient, modern, and sci-fi armors our characters can be wearing already. And those work with the character's armor set to be power armor or magic armor or whatever the player wants it to be. As opposed to a power set being required to have worn armor.
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Traps is as all technology as Assault Rifle is all technology and Necromancy is all magic. It is only all technology if you ignore every other way a trap can be made. So you threw a web grenade. Was that a technological grenade that exploded in webbing or was it an enchanted stone that did the same thing, maybe a vial of chemicals that when the vial shattered reacted with the air to form webbing? Was that Triage Beacon a technological device radiating healing energy or a scientific invention whose chemical vapor accelerates other's healing or a magic pyramid radiating health? Is that Acid Mortar a technological device launching things, just a tube with chemicals that because of the reaction spurts out of the tube to splash targets or a magic device that lobs goo at targets? Traps, like Devices, can be any origin. The player just has to be creative enough to look past any initial assumption. Worn armor is always worn armor. Yes, that armor can be magical as much as it can be technological and can be used as easily by a mutant as by a scientist as by ye olde average normie. The problem is that as specifically worn armor, it can never be anything other than worn armor. So it precludes characters that possess those very same abilities without needing to wear armor. (Edit: And there have been multiple requests for things like Traps to have alternate animations so characters aren't pigeon-holed into a set thing. So even if your proposed set were made as is, there will be calls for a no armor version to accommodate characters with those abilities that don't wear armor.) Look, I think your proposal is a novel idea, though I am very much not a fan of the exclusive toggles bit. I'm just asking that it not specifically be a worn armor set. Let it be a set that any character that may possess those abilities can use without having to don worn armor.
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Power Armor as: Bio Armor: The worn armor manifests different organic configurations to protect against incoming attacks. Dark Armor: The worn armor generates a field of negative energy that protects the wearer against incoming attacks, even draining those that get too close. Electric Armor: The worn armor intentionally routes its power externally to protect against incoming attacks and harm those that get too close. Energy Aura: The worn armor generates defensive fields around the wearer. Fiery Aura: The worn armor attempts to incinerate incoming attacks, also resulting in harming those that get too close. Ice Armor: The worn armor generates icy barriers on itself protecting the wearer from incoming attacks. Invulnerability: The worn armor deflects incoming attacks due to attacks bouncing off it, protecting the wearer from incoming attacks. Ninjutsu: The worn armor supplements the wearer's shinobi training or grants the wearer capabilities equal to a shinobi. Radiation Armor: The worn armor protects the wearer against incoming attacks, with a built in medical unit, and harms those that get too close from the leaking radiation. Regeneration: The worn armor is a medical suit that heals the wearer at impossible rates. Shield Defense: ... not so much, but wearing armor with a shield is a pretty common thing. (Though worn armor goes a long way in explaining how your shield is able to protect you in all directions at once.) Stone Armor: The worn armor generates or attracts rock or crystals to shield the wearer from harm. Super Reflexes: The worn armor amplifies the wearer's movement speed and reaction time, even blunting damage. Willpower: The worn armor deflects incoming attacks or bolsters the wearer's movement/reaction speed enough to evade attacks, while blunting incoming harm and even comes with built in medical unit. So many different ways to build a power armor character in this game. I'm not casting aspersions on the set's mechanics, I'm just saying that having the set automatically be a specifically power armor set is a big middle finger to power armor concepts outside of your proposal. Is it really that bad for the set to be more inclusive for character concepts than "This is THE power armor set"? Edit: Sorry, forgot VEATs. Soldiers of Arachnos get a basic armor and an armor upgrade. All of their other armor powers are training. And my guess is that is because the Soldiers of Arachnos start as a Wolf Spider, Crab Spider, or Bane Spider* as their character model and back on Live didn't get a non-Arachnos soldier look until they finally got the mission to get a hero costume to lure out an Arachnos operative looking to kill you. (Edit again: VEATs, like HEATs, are defined in game as being a very specific thing. VEATs, like HEATs, don't fall into the generalist approach of the other ATs. So you are very restricted into what that VEAT can be.) Edit yet again: * - Well, they start as a Wolf Spider, period. However, they can look like a Bane Spider or a Crab Spider even at start. And they can never be anything but a Wolf Spider, a Crab Spider, or a Bane Spider as far as the game goes. There is no branching out to get APPs. You must either take a PPP or forego anything beyond the basic pool power sets. There is no choosing between 9 power sets for them. They are always a Soldier of Arachnos, and within that frame can be played however the player wants.
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So basically, every power armor character in the game right now, with their worn armors, are not power armor wearing/using characters because they are not using an Armor Defense set? That's rather demeaning to those characters. Here is the thing. A worn armor in a game like City of Heroes is just a visual effect. Power Armor Person has Invulnerability because of Power Armor Person's worn power armor. Omega Person has Radiation Armor because of Omega Person's worn power armor. Ultra-Tech has improved damage resistance, bolstered reflexes (defense), and a medical unit built into Ultra-Tech's worn power armor (edit: Willpower). The mechanics of a character's defenses is provided by their chosen armor set and the visuals as chosen by the player determines how those mechanics are applied or where they come from. So if you want a character whose worn power armor amplifies their reaction time and speed to the point they can dodge bullets? You take the Super Reflexes set and give the character an armor wearing appearance. Your proposal takes that away. By effectively stating other players' characters aren't power armor characters because they aren't using your Armor Defense set, and by blocking other interpretations of how that set's abilities could be employed by other characters.
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The Blood Widows used to disappear as enemies after a certain level. The now minion tier Fortunatas had the Blood Widows' appearance. So when the Blood Widows were expanded to now appear in high level content, they got a palette swap to differentiate them from the Fortunatas. (Edit: In lower level content where the Fortunatas do not have a minion tier presence, the Blood Widows retain their original colors.)
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And here is the issue I have with the proposed set. First, this is a 5 year old thread the author necro'ed. Second, the proposal limits the armor set to physical armor using characters. What about the alien that has these abilities naturally? Or the mutant that achieves these effects without donning a suit of armor simply by having hardened skin? What about the mage that achieves these effects with magic fortifying their bodies, and I'm not talking a la Mage Armor. Strip the worn armor thesis from the set, especially since any character can already have a suit of worn armor for their armor sets. They just choose the armor set they want, wear a suit of armor on their character via the character creator, and voila.
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Maybe if players posted them on the AH for that amount instead of the 4,000,000 I see them listed as, players would be willing to buy them from the AH. Sally for instance, on Everlasting, has 50 on the AH, 54 bidding to get her, and the last 5 sale prices are 2,500,000 - 4,444,444. So they are selling on the AH. Edit: Lusca has 100 bidders for 4 items with sale prices of 5,000,000 - 20,000,000. That is a bit pricey for a vanity pet. Edit again: And yes, if anyone is wondering, I went to see if I could buy them for 100,000, gaped at how much people are paying, and decided otherwise.
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Then maybe turn off XP before you outlevel the introduction and turn XP back on after you get it?
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If a player wants to make a smallest size Tanker character the game allows that has extremely robust HP, they should not be penalized for doing so with a HP penalty for being less than average height. If a player wants to make the scrawniest character the game allows that has extremely robust damage resist, they should not be penalized for doing so with a damage resist penalty for being less than average physique. Your proposal pigeonholes character concepts based on how their body is set up, penalizing players and their concepts for not falling in line with your proposal. It doesn't matter whether a player is a min-max'er or not. You are requesting to penalize player character concepts for not conforming to what you want them to look like for what they can do.
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The service elevator north of the building should take you inside the building to access a door there to enter the mission. Does it not do that? St. Martial is a zone where there are mission doors inside buildings, and those waypoints show as being under the map, because they are. All building interiors are isolated maps under the zone's main map. (Edit: And the mission door waypoints show you the mission door, not the door you need to use to reach it.)
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confused Zephyr still attacks while conning as friendly
Rudra replied to Ridiculous Girl's topic in Bug Reports
Exactly. All the other mobs, the Goldbrickers, do not go friendly on that mission. They are always your enemy. Zephyr however becomes your ally. And if the confuse effect does wear off, unlike how it used to be bugged and just lasted forever if he went ally while confused, then all you have to do is move away from him until the confuse wears off. Edit: Look, I'm not saying it wouldn't be nice for that to change and Zephyr stop attacking when he is confused and friendly to you, but he isn't the only mob that does that. There is a reason why I don't confuse my enemies that I know will go friendly when their health gets low enough. (Though my Illusion Control characters are a /Darkness Affinity and /Martial Assault, so I can't speak to your /Psi'. However, if I can't confuse a target and I was relying on confusing the target? I do a lot of hit and run to win. Or ask a friend for a hand on that mission. [Edit again: Mostly because back then, the last several times I was in that situation, the confused mobs never recovered from being confused and just kept attacking me even when the confuse icon went away.]) -
confused Zephyr still attacks while conning as friendly
Rudra replied to Ridiculous Girl's topic in Bug Reports
Zephyr normally goes friendly/blue to your character in that mission when defeated/near defeat. Don't confuse him when he is near defeat and if he is already confused, wait for it to wear off before driving him to defeat or near defeat. If he is confused when near defeat, he is a confused friendly and just keeps attacking you. And it doesn't seem to time out. -
Okay, first? A modder is a creator. Do you have any idea what it takes to mod any games? Second? Command line shortcuts and Null the Gull originated on the Live servers from the original devs. And while I'm not sure about now, but back on Live, if you wanted to get the most inf' from selling your enhancements, you went to the appropriate vendor to sell to. Because anyone that was not that enhancement's origin as a vendor paid you less than the vendor that sold that type of origin enhancements. The exception being Elite vendors (or whatever they are called) that pay the same for all origins.
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What @Mr. Apocalypse said. Tying what your character can do to how your character's body is built kills any freedom of concept in character creation. Per your example, if you want a sneaky character, you have to minimize the character's height at the expense of their HP. Or if you want a robust character, you have to max out the height. So, yeah, no.
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No. AoEs do less damage than ST, but are not typically less accurate. Pets get the negative level shift for having more than 1 per power because between their reduced damage for being lower level and their lower chance of hitting for being lower level, it averages out for inflicted damage.
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To the best of my knowledge, all Controller pets are pet class pets. Not underling class, pet class. Pet class pets are stronger than henchman class pets in pretty much every way. So first, if the Fire Controllers gets to stack their pets, then all Controllers should get to stack their pets. Second, stacking Controller pets means MMs are completely worthless with their pets. The MM's only advantage is summoning rate then. The Fire Control Controller gets to field 9 fire imps of the pet class (edit: each at level 49) to the MM's 6 henchman class pets, 5 of which are even weaker for their level shifts (edit: with 3 at level 48 and 2 at level 49) that the Controller pets don't have? (Edit: Yes, Controller pets get a -1 level shift if there are more than 1, but they only get that -1 level shift even for having 3 pets. And you are asking for 9 pets at level 49 to the MM's 3 at level 48, 2 at level 49, and 1 at level 50.) Yeah, no.
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Except in an instance map like you are talking about, you have set interaction points that move you from one area disconnected from other levels of the map to another part of the map disconnected from other levels of the map. Like you are moving to another zone within the map. In the RWZ, you do not do that. You are not being teleported by the game from one separate area to another separate area. You can enter and exit the base without using the original gate or any other interaction item to move you between set points on isolated but linked maps by exiting or entering the passage near the zone hospital, by exiting or entering through the motor pool's open lift, and by exiting or entering through the storage area's open lift behind the quartermaster. No clickies required and no being moved from disconnected map A to disconnected map B. When it comes to the Vanguard base, it is part of the zone. Wholly and completely.
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I thank you for the clarification, however, I did not take your post as a request for a new power set or animations. As I have stated in 5 of my posts on this thread not including this post, including the one you are quoting, if all that is being asked for are music instrument shaped clubs, then I don't care. Have at it. Go for it. Enjoy. (Edit: And by club, I mean all they will be used for is bashing things. Not being played as a regular instrument, which will call for new animations.)
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I even quoted my own posts. My response has always been the same. If you want a music instrument your character can play, it needs to actually be playable by your character. If you jsut want a club that looks like a music instrument, then go right ahead. My understanding of is that the instruments are such that they are being played. I don't play Fortnite. I don't care about Fortnite. However, if there is a music experience going on, then I would expect the instruments to be played. If they aren't, then I don't care. Because I don't care if characters run around with instrument shaped clubs they beat things with. By all means. Go for it. I only care that if your character has a music instrument that your character plays and is also wielding as a weapon, then that instrument needs to be sized to be playable by that character.