 
        Rudra
Members- 
                Posts9209
- 
                Joined
- 
                Last visited
- 
                Days Won56
Content Type
Profiles
Forums
Events
Store
Articles
Patch Notes
Everything posted by Rudra
- 
	Because exemplaring requires another character of a lower level to exemplar to. The TF system gets around that problem, but with certain rules for how it works. According to the Live devs, Ouroboros had to use the TF system in order to make characters the correct level for the mission/arc. They tried other approaches, but they didn't work.
- 
	Suggestion - gardeners and lanscape crewRudra replied to Zappalina's topic in Suggestions & Feedback Who knows? Maybe there are supers with nature powers that chose not to register as super heroes but instead maintain Paragon City's greenery and speedsters that handle trash collection? Which is why you never see any dump trucks either.
- 
	Apply their 1st upgrade.
- 
	prismatic New 250 Prismatic Aether affect - MegaRudra replied to Laucianna's topic in Suggestions & Feedback You are misunderstanding what I am saying. All I am saying is that costume pieces/options used to be behind in game walls. They aren't bringing something new to the game with the Prismatic Aethers, they are simply re-applying what used to exist in a different format. Personally, I am of the belief that if it is a costume option, and not a model replacer like the become various mobs options, but is like an aura, costume piece, or similar; it should not be behind a wall since they previously removed all the previous walls to such things. However, if this sytem is to exist, then it should include things that aren't really an option for player characters. Being smaller than the minimum and bigger than maximum is something I can accept being behind a merit wall. I'm not saying you should or have to, just that something like that being behind an accessibility wall makes sense to me. (Edit: And does have in game precedent dating all the way back to launch. Remember, capes weren't available until level 20, and then only if you went to the City Rep to complete a mission to unlock them. And then again at level 30 for auras. And when they added Vanguard. Vanguard costume pieces had to be purchased individually, and only applied to the purchasing character, using Vanguard Merits.) And if you don't want to make use of the Prismatic Aether available options, that's fine. They are just that, an option.
- 
	prismatic New 250 Prismatic Aether affect - MegaRudra replied to Laucianna's topic in Suggestions & Feedback They brought it back. Back on Live, several costume pieces were hidden behind walls where they had to be purchased or earned. I was happy that HC did not maintain that, but if it is to exist in the game again anyway, then better it be something we can't do with the character creator than things that should just be available in the character creator. Bigger than the CC allows is fine with me for having to buy (with in game currency).
- 
	prismatic New 250 Prismatic Aether affect - MegaRudra replied to Laucianna's topic in Suggestions & Feedback *shrug* Why not.
- 
	AH prices are based on demand. Just because a recipe is rare does not mean it is in demand. Rare salvage however is in demand because you need it to make those rare recipes, regardless of whether it is a recipe in demand or not. And somewhere along the way people need to take accountability for their own actions. You wanted to AH something and you vendored it instead? You wanted to purchase something for 10,000,000 but paid 100,000,000 instead? You wanted an Unbreakable Guard but bought a Reactive Armor instead? That's on you. The game should not have to hold our hands to protect us from making mistakes. Edit: And your comparison to mini-pet recipes, that can only be gotten by spending Monstrous Aether or being lucky enough that it drops from the GM you fought, is not a good comparison for salvage that can drop from any minion (edit again: or underling tier) opponent.
- 
	Considering the problems Brutes, Scrappers, and Tankers have in finding an identity and how they are in competition with each other for relevance, with Brutes being the odd AT out in the group, I have to oppose the OP. The point of the Sentinels is to provide players with a ranged AT that can solo without needing to worry about AT tricks for survival. And Sentinels are effectively already ranged Tankers, so further boosting their protections is not something I find viable without invalidating Tankers and Brutes, especially if you also give them Taunt. So yeah, no, your idea isn't going to fly.
- 
	Odd, because I could never target it. And I flew to it to make sure it wasn't anything on my end. (Edit: And while it has been a bit since I last tried, I'm rather sure I was hitting the Tab key to try to target it, not an attack key.) (Edit again: Scratch that "rather sure" part. I was definitely hitting the Tab key to try to target it.)
- 
	You can't. It can't even be targeted.
- 
	Collateral Damage: Tiny Dialog based niggleRudra replied to Dauntless69's topic in Suggestions & Feedback Yep. Some people just suck.
- 
	Every invasion works that way. If you are under something, even if only a building awning, invasion spawns will not spawn at you. (Which I like.)
- 
	My response to that is to be more careful or hit up the AH first. Edit: It's just like if a player accidentally hits an extra 0 when buying things on the AH or accidentally buys the wrong enhancement. That is entirely on us. The game shouldn't be made to have to compensate us for making mistakes.
- 
	Agreed with @JKCarrier. If a player wants to sell their rare salvage to a vendor, they should be able to. So I oppose taking that away from them. As for increasing the sale amount? I oppose that too. You are supposed to get less from selling to a merchant than selling to everyone else in an auction. (Because us non-merchants are typically willing to pay much more than something is worth for various reasons, whereas a merchant is going to pay as little as possible to maximize their profits.)
- 
	Collateral Damage: Tiny Dialog based niggleRudra replied to Dauntless69's topic in Suggestions & Feedback Not really. It really is up to the individual being addressed, at least in as much as it applied to non-commissioned officers. I'm not arguing against the OP. I always found it weird that she was a Petty Officer addressing a brevet-Sergeant as "Sir" as well. I just figured that in their world, maybe Petty Officers fall into a different category. So I have no problems with her rank (in the dialogue) being changed to Corporal. (Though she seems to hold a higher authority than that would normally entail.)
- 
	My confused reaction isn't about that. My confused reaction is this is a duplicate thread. And in the original thread, the author stated (s)he/they was not aware of the "Report Typos Here!" thread. So I figured any re-post would be there, instead of being duplicated in the same place where we had the original discussion.
- 
	Collateral Damage: Tiny Dialog based niggleRudra replied to Dauntless69's topic in Suggestions & Feedback No, it isn't. It is required when addressing a higher rank commissioned officer and not using that commissioned officer's rank, which is any commissioned officer if you are enlisted, but "sir" or "ma'am" are appropriate terms of address for any higher ranking officer. That includes non-commissioned officers from Sergeant or Staff Sergeant on up depending on the military branch. For instance, when addressing a Chief Master Sergeant in the Air Force, the correct terms of address are Chief, Chief Master Sergeant, Chief Master Sergeant <insert last name>, or "sir" or "ma'am" as appropriate for the individual unless that individual instructs you not to call him "sir" or her "ma'am". Until such time as that higher ranking non-commissioned officer tells you not to call him "sir" or her "ma'am", it is an appropriate term of address. (Though the reason why those individuals typically choose to not be addressed as "sir" or "ma'am" is often to differentiate that individual from a commissioned officer.)
- 
	heather townsend solo mission with pets and holstered weaponRudra replied to Ridiculous Girl's topic in Bug Reports It's particularly nice when you're doing the infiltrate the Skulls mission. No one even bats an eye as your "Skull" character walks through the Skull hideout with pets in tow. And despite Eagle Eye's warning that you can't use your powers or you will give yourself away, none of the Skulls realize who you are even when your pets mop the floor with the Death Head you have to fight. (Edit: So it isn't just the single player missions. It is any mission where your character is supposed to be something/someone else that this happens in.)
- 
	Prismatic Aether: Items and PricesRudra replied to DarionLeonidas's topic in Suggestions & Feedback I have not, no. 🤷♂️ What rock have you been hiding under and do they have any rental openings?
- 
	The statement you quoted included the answer to your question. Here is that statement with the answer: I even highlighted it this time. So why are you arguing with me? Did I say anywhere in this thread I oppose the OP after the author clarified what part of Team Transporter (s)he/they were talking about? Did I say anywhere that the current radius should not be increased in size? No, I didn't. I did say that the extent to which the author wants it increased is something I oppose, but not the increase itself. Which again, I don't care if the devs increase the affective radius. So why are you arguing with me? I stated well before you joined the conversation that I don't care if the radius is increased. I stated again in direct response to you that I don't care if the radius is increased. And yet you are insisting for some reason to argue with me that the radius should be increased. Why?
- 
	Those characters will each keep pushing each other away in the same direction until someone decides to move. And if those players decide they don't want to move away from each other to stop that after it starts, well, that's their choice. Yep, depending on who you are running with, that happens rather frequently. Though they always say after in my experience, I'll agree of the possibility of them just never saying. However, if you are already moving away and unaware that a TT was activated, then what difference does it make? You are already making use of whatever plan you had to get there. And if you become aware after you leave? Double back and use it. Or if you don't want to? Use your own Team Transporter. Or the Mission Transporter. Or, here's a radical thought, wait the 6.03 seconds it takes to summon the TT to see if someone is casting it so you can make use of it before dashing off. (Edit yet again: Or here's an even more radical thought. You're the 1st one out of the mission? Then use your TT so it is already running for everyone and you get there.) 12 seconds. Which is odd since the Team Transporter simply uses Mission Transporter to send players to the mission. So I agree that Mission Transporter should have its cast time reduced, probably to the 6.03 seconds it takes to cast Team Transporter, but the over the top exaggeration of the author about how long Mission Transporter takes, as well as the author's unwillingness to consider using Mission Transporter when in a different zone to talk to a contact when the rest of the team in the other zone uses Team Transporter very much inclines me to think (s)he/they is just trolling. Especially since all the clarifying comments are more geared at joking about females than about what the perceived claimed topic is. Edit: And here's the thing about your and my discussion. I'm not against the OP. I don't care if the Team Transporter radius is increased. (Edit again: Like I said in my 2nd post.) 20 feet? Yes. 25 feet? Sure. 30 feet? Why not. 150 feet? Why? No. 1,500 feet? Who are you trying to catch? No! From anywhere in the zone in relation to the power's use? Hell no. From a completely different zone? How would the game even handle that with what we already know about its limitations? (And also, absolutely hells no.) (Edit again: Because while I won't care if the radius is increased, there is such a thing as too much.)
- 
	I'm not assuming anything about anyone's base. I didn't say you don't have enough of anything or that you arranged them wrong. What I said was: That's all I said about base design. Placing storage bins near the crating tables and placing more crafting tables by the storage bins means you don't have to travel back and forth as much. Especially if you place a crafting table at each storage bin. Personally, I prefer to not have my crafting tables at my storage bins. It disrupts my design. However, sometimes someone may prefer convenience over design. And placing multiple crafting tables at your bins is certainly an option. Here is the problem. When someone is interacting with a storage bin, that specific bin is not available for others to use. For example, my bases are meant as single player bases, but I invite my friends to join anyway. (Edit: Fortunately, all my bases are linked via open coalition, so any of us can go to any of the bases whenever we want.) And when any of them are interacting with the storage bins, I'm locked out of interacting with the storage bin (s)he is using. Your proposal would make all salvage storage bins automatically in use by the person using a crafting table. That makes those salvage storage bins unavailable to others. And if you have multiple crafting tables so multiple people can craft at once, then you run into the storage bin interaction problem even for trying to use the crafting tables for the salvage you have on hand. Meaning you would effectively lock anyone other than the person currently using a crafting table from being able to use any other base available crafting table because they are all trying to access all the storage bins at once.
- 
	Let the TRAM/Helicopter system go to all non hazard zonesRudra replied to DrRocket's topic in Suggestions & Feedback Did I miss something here? The post you are quoting was directed at the person I was quoting. And I wasn't being rude. I was stating what we already have in the game. The OP asked for basic transit to connect all zones, while keeping red and blue distinct. Red side is already connected for all zones. By two means of transportation. (Edit: Both of which go to all red side zones.) The ferry and the smuggler's ship are both near the trams. With the smuggler's ship to Striga being slightly closer to the Independence Port (north) tram than to the Talos Island tram. And Peregrine Island is readily accessible via TUNNEL or Ouroboros if you lack a base with portals. And if you have the base, the base portal in Talos Island and Independence Port are both right there at the tram. I'm not gonna pitch a fit if the devs decide to implement the OP for whatever reason, but I do think with all the ways we have of quickly getting to Striga Isle and Peregrine Island, the fact you have to walk, run, jump, fly, or teleport the short distance to the ships as opposed to crossing an entire zone to reach the red or green line trams from the other is not a problem. That was always the problem with the red and green lines before they were merged. They were at opposite ends of the entire zone that had both of them. (Edit again: For both zones.) The ships to PI and SI are both right there, just a short distance from the trams. (Edit again: Was it the red and green lines or the yellow and green lines? I can't remember.)
- 
	Fighting some level 47 DE. And the Sardonyx are spawning level 45 shards. The Boulders are spawning level 47 Rubbles, but not the Sardonyx.
- 
	You're trolling. Got it.
 
		 
					
						 
					
						 
					
						 
					
						 
					
						 
					
						