Rudra
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Everything posted by Rudra
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It's because of requests like that the live devs were opposed to just giving us pool tables. Players asked for pool tables for RP. The devs said no because of all the mechanics they would have to build into the object to make it work right. They finally consented when players pointed out it was just for RP and did not need to be playable. Not everything in the game has to be interactable. Why can't I interact with the lab in my base to do various research and mix volatile components? Why can't I get into that car parked on the side of the door, hotwire it, and speed off? Because this isn't a chemical mixing game or Grand Theft Auto. Leave the slot machines as props for scenery and RP. Leave the gambling out of CoX. I hated the lockboxes in CO. I hate what gambling does to games that don't start with the intent of making use of it. And in a game where we are supposed to be super heroes or villains, spending all our time gambling at the casino makes no sense. There is already an easy way to make the slot machines seem to work. Open your preferred gambling game in another window when you reach the slot machine and gamble away. And if you leave the gambling window smaller than the game window, it looks like a mini game and leaves your chat window available so you can see messages still. But you have to tab back to the game to chat? You are just exiting the mini game window to chat, and then you restore the gambling window to resume gambling.
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And what would they win? Random inspirations? That takes away from the nurses, combat medics, and other inspiration vendors that provide those while offloading some of the character's inf'. Recipes? That takes away from the purchasable recipe sources at no cost in inf' to the character. So now it is a free inf' generation stream in a game already awash in inf'. Maybe enhancements? That takes away from the contacts and their purchasable enhancements and also provides a free inf' generation stream. Gachas work by requiring players to dump funds into the game in the hopes of not getting trash. Playing a safe game for rewards isn't a gacha and is easily abused without a cost of some sort to make it difficult at best to get anything. (Edit: And just like making the slot machines work as real slot machines, I oppose adding gachas to this game. Gachas suck and are meant to siphon real money from the players.)
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And then they ask how to add other channels like Everlasting TFs and so forth, and requests for /addchannel <name> get made followed soon after by /removechannel <name>. Teach them how to edit their tabs. It will take them less time than typing in lots of slash commands to edit their chat tabs and help them in the long run.
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Miss Liberty only shows up a few times. She shows up in the flashback arc where you bring Recluse to power in the Rogue Isles, and she shows up in the arc where she dies in Episode 3 of Who Will die in Warburg. Edit: Mender Tesseract is the contact for the story arc that puts Recluse in power if you didn't know. Level 25-34 story arc. Agent Kwahu in Founder's Falls and Fortunata Gossamer in St. Martial are the contacts for Episode 3 of Who Will Die. Both are level 30-40.
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So it's just another vendor. Okay. All the more reason for it be a constant loss of inf rather than a chance for a gain. What are you buying with that inf' you are losing? The entertainment provided by the slot machine.
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The slot machines shouldn't award anything. They are there if players want to RP. This isn't City of Gamblers. You don't see major characters in their comics at the casino gambling everything away. They may have casino scenes depending on the current plot, but major characters spend their time out fighting or committing crimes. If players want to RP at the casino? They can. I disagree with making the slot machines functional at all, let alone having them give out usable game rewards. If they have to exist as functional units and give out game rewards, it should always be a loss or break even so characters have a reason to leave the casino and be super. If they have to exist as functional (edit: but game rewards are not necessary), then they should cost 1 token and the character never runs out. They can award millions of tokens, but there is no tracker for the tokens and you just keep putting tokens in until you're ready to move on. (Edit: And tokens can never be traded for anything because they are not actually tracked.) Otherwise, just leave them alone as props for RP and decoration. Edit again: And here's a question: if the house gets 25% of the take and the slot machines actually take and award inf', what about slot machines in SG bases? Does that go to an inf' pool for the SG?
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As easy as it already is to get inf' in this game, the only way I would agree to adding gambling to the game that awards inf' is if the payout on a win was in the 1/4-1 inf' per inf' paid in with the 1:1 award being the jackpot. After all, it's just for 'flavor', right?
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And with all the effort it would take to add a virtual gambling game to the game, why not just load up your preferred virtual gambling game and alt-tab to it when you go to gamble in the Giza?
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Why not just add it with the edit function? That gives you visibility on what is already assigned to that chat tab and lets you modify it.
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I never thought I'd say it but...bring back rooted animations!
Rudra replied to BurtHutt's topic in Suggestions & Feedback
That was changed way back on Live well before shut down, wasn't it? -
I never thought I'd say it but...bring back rooted animations!
Rudra replied to BurtHutt's topic in Suggestions & Feedback
And again I have to ask what the poster is talking about. The only /Inv set I know is /Invulnerability. And the only Invulnerability in the Invulnerability set I know of is Temp Invulnerability, which does not root the character and keep them from moving. Neither does Unyielding or Invincibility. I don't have Unstoppable, but I'm pretty sure it also does not keep you from moving while it is active. My Invulnerability Brute has no issues moving around, and the only powers I lack from the set are Dull Pain and Unstoppable. -
At level 50 as a Ninja MM, genin have a speed of 39.65 mph (base 21.48), jounin have a speed of 39.70 mph (base 21.48), and oni has a speed of 39.73 mph (base 21.48). At level 50 as a Robotics MM, battle drones have a speed of 28.92 mph (base 21.48), protector bots have a speed of 28.96 mph (base 21.48), and assault bot has a speed of 28.99 mph (base 21.48). None of my other MMs are level 50. All speeds show as also being max speed for the henchman in question. All speed show green for being buffed but do not show enough buffs to have reached that speed. So I guess the 1st thing to do would be to increase their max speeds? Edit: All numbers pulled from the respective pet's combat attributes window. (Edit: The ninja MM has a base speed of 14.32 and Swift provides another +7.21. I have no speed enhancements slotted in Swift and no speed set bonuses. So a base 21.54. Looking at those numbers, I have no idea why when I have all movement turned off, the pets can't keep up.)
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Clicking an ally's name in chat should target them.
Rudra replied to GigiGoodgame's topic in Suggestions & Feedback
Just checked. Yes, if you click the pip on the team window to unlock the window from the chat window, the team window can be resized and it automatically resizes the internal text to match the new size. -
MM pets have a radius where they are considered to be with the MM. What makes that a problem is that the MM character is by default much faster than the pets because we all get Swift and Hurdle for free on every character. So not only do the pets not start moving until they find themselves outside of that radius, but they lack the speed to keep up with the MM even while the MM is using absolutely nothing to improve their speed. No global speed buffs, not active travel powers, no slotted movement enhancements. So the pets start moving after the MM a short while after the MM starts moving and then progressively fall further behind without the MM even trying to outrun them. If the pets had the same inherent buffs all player characters enjoy, then at least they would stay near the MM as the MM runs without any travel powers and not keep falling further behind. Yes, MM pets will teleport to the MM, but only if they fall a (seemingly random) distance beyond that 'near MM' radius. Which helps when the MM is using actual travel powers, but not if the MM is not, or if the MM just moves down a hall to the next fight only to find the pets are still only 1/3 of the way into said hall. My concern with the proposed giving pets Athletic Run is either the pets will always have it on or never have it on. And both are problems. MM pets tend to burn through their END pools fast even with lots of END slotting. And if they have Athletic Run always on, you will see their END bars basically bottom out at the start of most fights. And if they are as picky about using Athletic Run as they are about their inherent jumping ability, then they will still lag behind the MM by hazardous distances. I admit I skipped the bulk of the OP, so I missed this. I agree with @Greycat. Don't replace Group Fly. As much as I hate it when I find myself affected by it, it mainly serves as a reminder to go talk to Null. Group Fly and Team Teleport are probably the most useful means for a MM to get their pets around and keep them near at hand.
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Why? Just in pool powers, not patron powers or ancillary powers, we have 10 powers that can slot the proc.
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Note: Valentines missions when active cannot be abandoned
Rudra replied to Lady Awinita's topic in Bug Reports
The Valentine tip missions are only active during the Spring Event. Scratch is also only available during the Spring Event in Pocket D. So you will need to wait until next year's Spring Event to do the tip. As for why you can't just abandon it? I'm guessing it is because you need to actively select the mission to abandon it, but you can't actively select a mission that no longer technically exists until next Spring Event. That's just a guess though, I don't really know. -
I never thought I'd say it but...bring back rooted animations!
Rudra replied to BurtHutt's topic in Suggestions & Feedback
Thanks. I was unaware and have not witnessed it on my own characters. In that case, I concur with the OP. -
That red marker appears on many maps after there are no further objectives (including enemy spawns) left on the map. It is itself a bug. Another marker, or group of markers will appear to show where the last spawn on the map is, but there is that extra marker that doesn't actually seem to mark anything. The trick to this mission is to remember that the 3 heroes only have like 1 HP. So you need to draw the Freakshow away from them to fight. Including any other nearby Freakshow spawns. Because if any other Freakshow are in aggro range and you reach the freed hero, they immediately kill the freed hero causing the mission to fail.
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Teleport grants no defense and is already the fastest movement power in the game. No. Especially just for the sake of having yet another place to slot another LotG proc.
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and no one ever comes back from the dead. Typically when it comes to game lore? No, the NPCs usually stay dead.
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I never thought I'd say it but...bring back rooted animations!
Rudra replied to BurtHutt's topic in Suggestions & Feedback
What are you talking about? You are still rooted for animations. Or am I bugged and only I am? -
Some things "I" think would be cool additions
Rudra replied to Drow2100's topic in Suggestions & Feedback
Kage just means shadow. Things like hokage are a Naruto thing. Besides, we already have the oni and I'm rather partial to the oni now. While not thematically appropriate, it does still work.