
Rudra
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Everything posted by Rudra
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In the Taper of the Frozen Flame tip mission, in the Rogue version to destroy the taper, you get a clue when you find a glowie chest in the mission that says: Pile of Demonic Tomes Inside the chest you discover half a dozen tomes that are identical to the one that lead you to the Taper of the Frozen Flame. "Lead" should be "led" since it is past tense.
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I didn't say it was the Tyrant mission. I'm saying that Tyrant's mission with its massive numbers of Arachnos forces and one specific style of outdoor city map have the reduced rendering applied to them. On those maps, not just the Tyrant solo mission, not all mobs are rendered. A great deal of mobs are not rendered, by dev choice, because the sheer number of mobs on those maps was causing problems for some systems. That means on those maps the player will need to wipe out mobs on the map until the ones they are looking for finally get rendered on the map and become available to fight. You did say you had cleared mobs with a set range of the hostages, yes, but you also said the hostages were just standing there without captors when you found them. As I have said multiple times on this thread, if mobs are missing on specific maps, the only way to get them to appear is to defeat enough mobs on the map that the mission finally renders the missing ones. Since the hostages themselves were rendered, then their captors should have also been rendered as being part of that spawn. The captors may not have been rendered for limit of mob renderings still being achieved without them, so my recommendation would have been to keep defeating enemies or submit a support ticket in hopes a GM responds in time to force the mobs to you. Otherwise, they may have popped into existence hidden by a wall. In that case, exiting and re-entering the map, then checking the hostages to see if they had captors would have most likely solved the problem. If you managed to fight the mobs before seeing the hostages and they ran, then simply waiting would have brought the captors back and you could deal with them. They shouldn't take longer than a few minutes to get back. Maybe 5 minutes. If they fell through the floor or if they spawned below the floor, a problem that happens on some maps, then the specific location of the hostages, so the location of their captors could be identified, on the specific map you were on, is needed for the devs to be able to do anything. And also in this case, submitting a ticket to a GM to get them to force the mobs to you if they were able to respond in time would also enable you to complete the mission. (Still report the bug though.) Edit: To be clear because you still seem to not understand what I am saying from your preceding post, you are not getting new spawns/enemies to defeat by defeating mobs on those maps. It is not a case of 'defeat all and then more appear to defeat'. The game limits the number of mobs it will render, and as you defeat enemies on those specific maps, already existing enemies become visible as the game renders them for them falling within the number of mobs it will/can render at once. So depending on when the game decides the mobs you are looking for are one of the mobs it is rendering, then you can find and defeat them, but they were always there from when the mission started.
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CoX only has so many maps it can pull from for missions. The maps are not procedurally generated like in some other games, they are premade. So if there is a map error/problem, the devs need to know which map it is and where on that specific map it is. That's why when you look at bug reports on the Report Zone Geometries Error Here thread, players include the specific map name (which you can get with the /whereami command) and where on the map it is (which can also be gotten from the /whereami otherwise use the /loc command). Each map has specific spawn points available for specific mission objective types as well. So if a mission objective is bugged for some reason, then again the devs need to know which specific map and where on the map to look. (Edit: And no, there are more than just 7 hostage spawn points on that map. That mission just randomly uses 7 of the possible hostage spawn points each time the mission is run.) Not being able to find something is not a bug if it is the Tyrant solo mission or if it is on a specific outdoor city map where the number of mobs the game will show on the map has been reduced despite more mobs than the number being visible still remaining on the map. That was an intentional change by the devs back on Live. So if this is what you are dealing with, then it is not a bug. Your post made no mention of defeating the mobs containing the remaining hostages. Your post instead stated they were standing by themselves. That means there were enemy units holding them hostage somewhere. If you had not cleared the map, for that specific map in question regardless of what mission pulls that map up, then there is a good chance the mobs are there but not yet rendered. If that is the case, then you just needed to go defeat more enemies until the missing mobs got rendered. If the mobs had fled for some reason such as you managing to aggro them before you saw the hostage and they ran off because the flee mechanic triggered, then you just needed to wait for them to return. If they had been knocked through a wall, then you just needed to exit the map and re-enter until the map corrected and they were freed from the wall. If they somehow spawned below the map, then the devs need to know where specifically on the map so they can fix it. This is the bug reporting forum. If you are going to report a bug, and you should whenever you find one, you need to provide as much information about the bug as possible so the devs can look into it and find a fix. Making them have to ask you to provide more information, especially from an instance map since you can't just pop back on that map whenever you want to get the relevant data, is just making the devs lives much more difficult than it needs to be.
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It is not a question of the near mobs being cleared out. Unless you are dealing with runners on that map, it is a question of enough mobs being cleared out. It often takes (at least) half the map being cleared for remaining objectives to appear. Edit: Also, it isn't a bug. The reduced rendering was intentionally implemented by the Live devs.
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Sounds like you found a portal room. There are more portals past that one and you need to destroy the portals to stop the Behemoths from spawning. Also, the books can spawn in that room. So your 2 missing ones were probably further in that room. That map in particular is problematic because of how the game handles rendering things. You can run into this problem for instance on the Freaklympics arc where you have to take down the 4 team leaders. (Edit: Example being you "hear" the team leaders as in their chat pops up, but you keep moving through them without ever finding them because they aren't rendered due to number of mobs still on the map.) The trick to that map is to just wipe out everything as you go. If you just search for your objectives, there are almost always objectives that aren't rendered, and so can't be attacked by you or attack you, that will trip you up. In your case, since the hostages appeared, they should have recovered and completed when you walked/hovered/flew/teleported/jumped next to them. If not, then their captors still exist and you probably need to wipe out more mobs to bring their captives into existence to be attacked. (Edit again: And if you cleared the map and those hostages still couldn't be cleared? Then their captors either fell through the map or spawned beneath it, and you need a GM to teleport them to you.)
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AI pathing is weird. NPCs of all stripes struggle to figure out how to jump to where they are trying to go. The ramp that leads up to the dirt area behind the tram in Skyway is a spot where Supa Trolls regularly can't figure out how to navigate the walkway and keep falling off, then having to go back up the ramp and fall off again. You can also see this on escort NPC behavior, particularly on the Jade Spider map. One of the rave spawn points is positioned that the easiest or most direct path to the Supa Troll congregation point requires most of the Supas to run by AE. There are 2 other routes they can take depending on what the game determines is the best path for them, but yeah, one of those paths goes right by AE and its drones. Amazingly, Supa Trolls still get by because the drones have a recharge time before they can drone another Supa. (Edit: Oh, and if they manage to get by the AE drones and then figure out how to use a walkway at the top of the ramp near the north tram, then they probably get droned by the tram drones as they run by at the base of the tram access ramp to reach their congregation point by the twin gate entrances between the tram and Synapse.)
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I'm opposed to the suggestion. Turning heals into damage powers? Turning melee into range? Turning ST into AoEs? The potential for abuse is ridiculous and it throws out everything about the game and player powers. Examples: Transmogrified Damage: Now you have constant PvP capability unless the power is changed to only affects enemies. High level healers can kill low level players by "healing them to death". Transmogrified Defense: Who needs force field bubblers any more? Just turn all your Empathy AoEs into defense buffs! Between Fortitude, Recovery Aura, and Regeneration Aura, you can soft cap everyone! And between Empathy's new defense toggles and Maneuvers, Force Field players should just re-roll their characters as Empathy so they don't have to keep recasting their shields on everyone.
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Connect costume change emotes to the quick keys
Rudra replied to temnix's topic in Suggestions & Feedback
First is 0, 3rd is 2. 2nd is 1. So for 10 active costume slots, slot numbers are (from costume selection screen layout): 0 1 2 3 4 5 6 7 8 9 -
To the best of my knowledge, what you are seeing is a jump effect. I like to use it when running near a war wall in the RWZ to avoid Rikti Pylons or when in Faultline to cross gaps along the war walls. I don't think it works for strictly vertical movement as I haven't had it work on strictly vertical movement, but it is the jumping component of movement that seems to make that work. (Edit: I have Combat Jumping on when I do it, just for clarification.) Edit: The problem with running on water in this game is that your character has to be on a suitable surface to move on it. And water has its actual surface below the visible surface. So to the best of my knowledge, you won't ever see characters running on water because the water would need to have a new surface added to it that only worked if the character has Super Speed or Speed of Sound active.
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Connect costume change emotes to the quick keys
Rudra replied to temnix's topic in Suggestions & Feedback
Or, you know, you can set up key binds and macros to do the same thing. Even using different costume change emotes for the same costume slot with different macros. -
I personally don't like Whirlwind. The animation is silly for instance. However, I do understand why they animated it the way they did. It is the super speedster's run so fast you make a whirlwind power except with spinning to avoid the problems of animating a character running in circles even when moving around. I would normally be against changing a power's appearance to deviate from theme, but in this case? I'm not opposed. I can head canon it as the character is moving so fast either running tiny circles or spinning that the our eyes can't keep up. So we only see the after effect and the character standing there inside. More options are a good thing. (Edit: Though maybe a slight blurring of the character to imply their movement would help sell that head canon.)
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You're missing the point. No one is actually advocating for badges to be moved, let alone so aggressively, we're just having fun.
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I appreciate that, but I meant it needs to not be called intangibility for its effect if it does not abide by what intangibility in the game says it does. (Edit: When you look up detailed info or look on City of Data for its effects, it says Mag 4 intangibility. It should have a different name if it follows different rules for its intangibility.)
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It's both. Double checked against a +17 Rikti Pylon. Okay, yeah, Mag 4 intangibility does not protect you. (Edit: Except Phase Shift is only Mag 3. So if Super Speed doesn't work the same, then it needs to not say it is an intangibility.)
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Please explain how super speed is lagging behind the rest as a travel power. Super Speed has 1 contemporary power: Speed of Sound. Super Speed has +350% running speed, +35 feet stealth radius, and -1 threat level. Speed of Sound has +350% running speed. Super Speed has a secondary power in a popup tray that makes your character intangible and thus unaffected by enemy attacks. Speed of Sound has a short range teleport.
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Does Dark Regeneration need a balance pass?
Rudra replied to SeraphimKensai's topic in Suggestions & Feedback
Oh. My mistake. Every time I read purple patch, I think purple triangles of doom. I knew enemies got more resistant to effects as they leveled higher than the player's character, but I thought it reduced the duration of debuffs, not reduce the power of debuffs. I sit corrected. Thanks. -
Does Dark Regeneration need a balance pass?
Rudra replied to SeraphimKensai's topic in Suggestions & Feedback
Your statement, as I read it, says that the ToHit debuff only affects minions. It does not. It affects everything in its radius. -
Does Dark Regeneration need a balance pass?
Rudra replied to SeraphimKensai's topic in Suggestions & Feedback
Okay, thanks. Then yeah, I agree that needs to be improved. (And prefereably the END cost too.) -
Does Dark Regeneration need a balance pass?
Rudra replied to SeraphimKensai's topic in Suggestions & Feedback
Where are you getting the pulses from? Even in game I see no mention of pulses for the ToHit debuff from Cloak of Fear. Just that it is applied after 0.5 seconds from power activation in CoD. And where are you getting your information from? Yes, the terrorized effect only affects lieutenants and minions, but the ToHit debuff affects everything in range. -
Does Dark Regeneration need a balance pass?
Rudra replied to SeraphimKensai's topic in Suggestions & Feedback
Like I said, I admit the set is extremely END heavy. All I'm arguing in this case is that -5% ToHit debuff is not negligible. -
Does Dark Regeneration need a balance pass?
Rudra replied to SeraphimKensai's topic in Suggestions & Feedback
If the build works, then it isn't a bad build. -
Does Dark Regeneration need a balance pass?
Rudra replied to SeraphimKensai's topic in Suggestions & Feedback
I disagree. I have it on my Dark/Dark Scrapper and I leave it on most times. Yes, Dark Armor is END heavy and I wish it wasn't, but it does work for me. (Edit: Then again, I'm used to running the set from before Fitness became inherent.) -
Does Dark Regeneration need a balance pass?
Rudra replied to SeraphimKensai's topic in Suggestions & Feedback
I agree the END cost is high, but the Mag 2 terrorize isn't bad. It just doesn't affect anything higher than a lieutenant. For reducing the amount of hate my Dark/Dark Scrapper takes though? It works well. -
Does Dark Regeneration need a balance pass?
Rudra replied to SeraphimKensai's topic in Suggestions & Feedback
Negligible? Cloak of Fear's -5% ToHit is only 0.63 weaker than Dark Melee's attacks and can affect up to 10 targets (in its 8 feet radius).