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Rudra

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Everything posted by Rudra

  1. Yeah, I'll support a Wands power set. I'll even support magic animations for it. I won't support a Magic Wands power set though.
  2. And not a single person on this thread has argued even once against it. So why the constant rush to defend something that is not under attack? The only counter-argument made in this thread is that the claim that MM pets are blocking characters is false. That's it. Nothing else. If for some reason the extra character models are making it more difficult for you to even find the exit? Okay. The MM specific claim though, especially as reinforced by @DrRocket, is easily proven wrong though. And all I ever asked for in this thread is to stop blaming MM pets for preventing player characters from moving when they were changed back on Live to stop doing so.
  3. I'll bet you it is the other players' characters and the "other summoned pets" that are blocking your movement. Grab any MM. Put your character in any position where your ability to move will be impeded with others present, summon your pets to block you, and then watch as your character simply pushes the pets out and aside as you move. Edit again: Hells, grab any MM, get inside a helicopter, summon your pets to block your ability to exit, and watch as your character simply shoves them out of the way as you exit the helicopter. (Edit yet again: Bring a friend! Have both of you be at the back of the helicopter, block both of you in, and try to exit. Watch as you both shove the pets out of the helicopter as you exit.)
  4. Yeh, true, we have the same engine as back then. But some bugs and problems have been fixed over the years. So whip powers could be one possibility. Maybe instead of trying to do it *same* way as before, try tinkering and see can whip powers implemented in a different way. Ofc there can be hard engine limitations to introduce new powers; like can only use pre-excisting power as a base for a new one, which just changes visual pixels and data/latch some effect and adjust numbers. But considering people who run the servers run on a limited budget/time-wise, progress of even tinkering with code and testing stuff takes a very long time. Besides bug fixes. *sigh*
  5. I don't believe you. If they do, report it as a bug.
  6. The only issue I have with the OP, other than what still seems a misguided claim against MMs, is that it only addresses the Yin TF. Previous requests about the helicopters addressed all helicopters in the game. Which makes sense since they all work the same way.
  7. Nowhere in my response did I say anything about the suggestion to move the spawn point itself. There have been many requests to turn the spawn point around so players are running out of the helicopter rather than in and I supported every one of those suggestions. Just like I supported moving the spawn point itself out of the helicopter every time that was mentioned in the previous requests. My response was to please not blame MMs and their pets for any inability to exit the helicopters because MM pets were changed back on Live to no longer impede PC movement. Which is the typical (erroneous) complaint made whenever anyone mentions MMs and being able to exit a room or helicopter. (Edit: And seeing as how in the OP you did not call out any other ATs with permanent pets, even multiples of said pets, like say Controllers and Dominators, how else am I supposed to take your MM comment?)
  8. MM pets have not blocked player character movement since some time back on Live. Please don't blame MMs for something their pets no longer do.
  9. The issue, as stated in the OP specifically, is pet scaling on higher difficulty missions. I added emphasis to that part of the OP. Edit: If a player is going to play at +4 difficulty, that player is confident his/her/their character is properly developed/built to engage that difficulty. If the player's character is not properly developed/built to engage that difficulty, his/her/their character is not going to be able to do it. MMs can solo +4 difficulty. I've done it multiple times. (I just don't think it is worth the slog/effort.) @Jacke linked instructions on how to build MMs to be able to solo +4 difficulty. No AT gets their powers buffed when the player chooses to tackle higher difficulty settings. Because the higher difficulty settings are supposed to increase the challenge for players whose characters are having too easy a time dealing with normal difficulty enemies and scaling up the ATs' powers like MM pets for higher difficulties negates that reason for having the higher difficulties in the first place. MM pet level adjustments are a completely different topic.
  10. Why? We are on the exact same engine the game was on when the Live devs said it. Why do you need to have a current dev hold your hand and tell you what was already stated? If something had changed and the information we players have is no longer valid, then sure, I can understand the desire for a dev to pop on and give updated information. If nothing has changed, like the game engine and its inability to facilitate whip effects, then why the desire to have a dev pop in to say what has already been said?
  11. Huh. That worked. Hopefully I'll remember that for next time. Anyway, that name is up for grabs now for anyone that wants it. (I tried what the linked post said, it worked, then changed the name back to the other variation I came up with that I wish I had thought of when I first brought the character back rather than retain Syndra. So that character no longer has the name I settled on but now has a name that is virtually identical to the original name back on Live, and it isn't Syndra. So apologies to whomever had a character with that name. The name is free again if you want to reclaim it. Or someone else can take it.)
  12. But at least its coming from someone that would pass as authoritative in the subject, be good bad or indifferent It already came from someone authoritative. From the devs back on Live. When they flat out told us the game engine didn't let them make a proper whip set, so the attempted set was rolled into Demon Mastery instead. Just because you are hearing it now from players instead of devs does not make the information invalid.
  13. So I brought back a character from Live and found the name already taken. Not a problem, first come, first served. So I tried some variations to see if any of those were available. Settled on a variation as tolerable and pressed on. Later I decided to check other variations to see if there was a better one. One of the variations, that I thought I checked when I brought the character back, is listed as both available and unavailable by the game. Checking the name Syndra in the character creator shows as available, but if I try to rename the existing brought back character Syndra, the game says the name is already taken. Check the name for availability in the character creator again, and the game says the name is available. Try to rename my character to it again and the game says it is not available. Rebooting the game to clear name searches and trying it the other way nets the same results. Trying to change the character's name to Syndra has the game say the name is not available, and then creating a new character and checking the name has the game say it is available. Kind of makes naming characters a bit of a challenge when the game tells you conflicting information.
  14. No more so than my inability to stand on any other boat more than large enough for my character to be on because I just fall through them into the water because they move around as opposed to the ones that don't move that I can get on.
  15. That is what I said in that comment you quoted: That is countered by the fact they could have just left the bridge down and the cargo ship on either side rather than locking the bridge up with the ship always there. It is further countered by the game having moving boats like we see in Talos Island moving around (that you can't stand on), the Ghost Ship we see transiting Independence Port and Talos Island, and the Rikti Dropships that follow their specific to zone map paths during Rikti invasions. All of which were in the game well before Kallisti Wharf was added. (The cargo ship could have just moved from zone sea door to zone sea door in the War Walls following a set path like the dropships. The game already has that capability and we see it used.) (Edit again: Though in that case, an elevated or arched bridge would have been better for the ship's passage.) Fading away works just fine. The devs showed they were fine with things fading in and out when they added the phasing to Atlas Park and Mercy Island. And phasing was added well before Kallisti Wharf was. Hells, the sea doors of the Kallisti Wharf War Walls could have used phasing to give the impression of them being open as the ship enters/exits until we got close enough for it to fade away like how many mobs do in Atlas Park and Mercy Island. I get the impression I'm not going to convince you. And I know you can't convince me. The arrangement of the ships, the placement of the cargo ship permanently keeping the bridge raised, the ease with which the bridge's presence and ability to facilitate the passage of large ships like the cargo ship could have been implemented in numerous ways without having a transit obstruction, the ease of which the check points at the bridge to stop traffic could have been implemented without changing anything about those posts even with the bridge down, and that big ships like that have gotten stuck before even in places where it was suitably deep and wide enough for the ship to pass but human error (or other factors) caused the ship to run aground, get stuck, or suffer unexpected damage all leads me to believe the tug's and the cargo ship's arrangement is intentional, and the cargo ship is stuck. Just without any above water indicator of why/how.
  16. This didn't turn up on a search for "council of evil", so here goes: In the final mission mission from Veridian for the Council of Evil arc, Nemesis says: [NPC] Nemesis: And As for me, well, this body is merely a robotic duplicate! The a in "As" should not be capitalized.
  17. I specifically avoided making comment on that because I have no clue what is going on with that. My intent was to help you understand what is the deal with Warburg as opposed to other PvP zones.
  18. Warburg is the only free fire zone. The rest are standard PvP zones. So yes, it is only Warburg where that happens.
  19. That isn't a bug. That is how the zone is set up. If you talk to the NPCs, they warn you that Warburg is a free fire zone. As in everyone can attack everyone else. That is very much intentional. (Edit: Basically, Warburg is set up so that only players on your team are not a threat to you. So if a team member suddenly disappears from the team roster? Check your back because odds are you are about to get an unhappy 'greeting' from the former teammate.)
  20. None of our powers are supposed to scale up as we increase mission difficulty. That goes against the whole reason for us to increase mission difficulty. And MM pets are just another power in an AT. So if you can't boost your pets to handle +4 difficulty, it really isn't up to the game to make the highest allowed difficulty more feasible for players. (Edit: And yes, MMs can solo +4 content. In my experience, it is an absolute slog and isn't worth it, but it can be done. It takes near constant re-summoning, a very careful advance to attract as little attention as possible at a time, and lots of running away to recover/reset from the fight.)
  21. Zone/Mission: CENTERS_DANGER_ROOM Position: [10.2 -64.0 875.9] Looking north at these coordinates, there is a gap at the base of the ramp letting you look under it. Looking west (just barely) slightly north of these coordinates, you can see the ramp does not reach the wall either, with another (or the continuation of the same?) gap. There does seem to be floor and walls under the ramp, so I don't think a player can use this gap to get under the map and safely fight anything, but the gap is there nonetheless.
  22. You mean like they did back on Live when the devs announced they were changing the attempted whip set to Demon Mastery?
  23. That's assuming Kallisti Wharf is normally a large port and the ship wasn't at or near the port's limit for passage. That also assumes there wasn't some other concern that caused the ship to get stuck. The ship's angle does not lend itself to the theory of having been knocked sideways by severe winds and running aground, but I don't recall other large ships like that in the zone. (Will check shortly to see if there are.) So if the pass was dredged, given how small the port we see at Kallisti Wharf is, there is still a chance that a miscalculation on the helmsman's part or some other circumstance we do not see caused the ship to get stuck. The only things I have to base any of this on though is the directions of the two vessels in question and the fact the zone was designed with the bridge always up for a transit that shouldn't take more than a few minutes not counting raising and lowering times for the bridge. (Which also can explain why no previous notices were announced.) Edit: Yep, just verified. That is the only large vessel on the map. So it looks to me like it managed to get in, but is now stuck while trying to get back out.
  24. Any word on when non-contest judging will be possible?
  25. Random thought given the drawbridge is stuck up as part of the map design, and what I thought might be going on when I first saw it, what if the cargo ship is stuck and the tugboat is trying to pull it back out of whatever underwater obstacle (a sandbar perhaps that the ship was too big to clear?) it plowed into? (Edit: Otherwise, what would be the point of designing the map to always have the bridge raised.?)
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