
Rudra
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Everything posted by Rudra
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Sorry, but this proposed set is nonsense. All 6 enhancements provide a KB to KD proc? And would all 5 set bonuses also be KB to KD? Edit: Also, the level range is ridiculous. Only PvP sets and ATOs get a level 10-50 range, and nothing gets a level 7-50 range. So maybe a level 20-50 like other sets, but most definitely not a level 7-50 range.
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+100% recovery rate isn't enough? Then build more endurance management into your character.
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This should be reported under "Report Zone Geometry Errors Here". It is the 3rd pinned thread on the Bug Reports forum.
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Problems with that? Shielded Wires: A basic shielded wire, that is, a wire with basically a wire mesh wrapped around its core insulator that is then covered in an insulator, are in common use. Their purpose is to take stray electromagnetic signals, like say from an EMP or strong fields, and shunt them away from the system wiring and into ground. So basic shielded wires prevents system co-op by the AI through passive fields such as the earth's electromagnetic field. (Edit: Unless the computer itself is not shielded for some reason.) Shielded/Hardened Computers: There are computer systems that are hardened against EMP and other EMI to ensure their proper operation even in intense fields. Like with shielded wires, they take any external electromagnetic signal and run them to ground, away from the computer itself. Non-Networked Systems: Computers are set up to receive signals in a specific manner. Networked systems are linked via landlines or wireless transmission, with radios being an option. If the computer is not set up to accept external data inputs, then no external data is going to reach the computer to alter its coding. Non-Computer Control Systems: If there is no constructed computer of some type to operate the system, then control of the system must be accomplished by other means. In most cases, this means mechanical interaction with an operator. If the system is mechanically operated by an operator with no computers controlling system functions, then attempts to override the system with a computer will fail. You will need another operator to go in and mechanically operate the system or you will need to add a computer control system to the system as its operator. Computer controls cannot spontaneously generate themselves out of thin air. The same also applies with cybernetic systems. If an organic brain is the control system, then no amount of computer override or reprogramming is going to do anything since the computer system is the hardwired organic brain. Again, a computer control would need to be physically added to the system in order to take control away. Combined cybernetic-robotic systems like Malta Titans however, would likely be susceptible since precedent has already been established that the battle computer has priority control over the system with the organic brain being used as a reference system. I get what you are trying to do, but it doesn't just blanket work because something looks or acts like a robot. It doesn't matter where the AI itself is or what it uses for its nervous system, there are technical problems it just can't overcome on multiple in game unit types. Now if you want to move away from science fiction and just say it magically seizes control of the units? Then you also have to explain why it isn't also taking over organic systems like humans with our organic computers and wiring. (Edit: The fastest means of wiping out organic life if something can just seize anything like a computer or robot without consideration to hardening practices and technological safeguards, or organic control of the system, is to seize control of the organic computer systems organic life uses and have the lifeforms self-terminate.) Edit again: Even in things like Terminator, the machines rise up from a central point and spread out by producing more of themselves. They also seize control of vulnerable systems to expand their network. If a system is not accessible, then they have to go to that system and physically link it into their network. That's why shows like the Battlestar Galactica reboot are so annoying to people like me because it basically throws out what is already common knowledge and simple safeguards to make an enemy seem more imposing and dangerous than they should be. (Edit yet again: Want to know a good way to either make a technician laugh or curse? Make them watch most sci-fi and emphasize the tech being used. You'll get a fairly wide range of reactions depending on the person as common equipment is mis-represented, misnamed, and misused. It can be difficult to get out of a maintenance/repair mind set even when watching or playing fiction.)
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The Warhulks are basically exo-suits more so than robots. They would be largely immune like the Freakshow and most of the Arachnos bots. The regular automatons use the most advanced primitive computers ever. So they would also likely be largely immune due to differences in control systems. Especially since they seem to lack networking capability. Robot MMs are defined by the game as having absolute control over their bots so no one can take control away, yet they are affected by confusion attacks just fine. So Robotics MMs could be handled in one or more of three ways: the bots remain loyal to the MM for some reason, the bots underperform as the MM struggles to maintain control and the bots process conflicting commands, or the MM is fucked and rendered petless with their pets adding to the numbers of opponents.
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Why the Mapserver Event Needs to Change
Rudra replied to mechahamham's topic in Suggestions & Feedback
Each server gets its own events. And if you limit events to less populated servers, then players on more populated servers won't see the events to partake in. So this does not work on multiple counts. What causes the lag isn't the event itself. What causes the lag is the number of players participating in it, the number of mobs spawned for it, and all the powers and attached power effects bogging down the server's capabilities. Many players have limited time to play. Some have odd schedules. Their available time to play isn't going to line up with others. If the event is limited to a single weekend, it will be over before many players even have a chance to find out it ever even started. To a lesser extent, this applies to limiting the event to a single week as well. For the Halloween event for instance, I have friends that aren't able to get on the game for the entire first week of the event. This is not an invasion problem. All spawns get a set amount of time to animate arriving before being able to be attacked. You will see this most often with Freakshow when they rez. As they animate getting up, they can't be targeted by players. Non-player entities however do not have that limitation imposed upon on them. So pets can attack even rezzing Freakshow and kill them before they finish animating rezzing and being able to fight back. Move slightly away from the mob of players. The mobs on the fringes of the fight are more stable for targeting by players. -
Most powers that do KD are doing KB with a 0.76 or less KB. So KB protection works just fine against them.
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The electroconductivity of water depends on the minerals present (or not present) in the water. It is the minerals in the water that conducts the electricity. Pure water does not carry electrical currents very well.
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Except Hulk doesn't have a thunder clap attack, he has a hand clap attack, and that version is covered by Hand Clap in Super Strength. I don't take it either and I would be fine if it got revisited. @Vanden's comments don't seem like attempts to revisit it though.
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I'm confused. Really, really confused. Why do you keep saying that Thunder Clap should do what other powers in the set already do?
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I must have missed 1 or more posts. I don't recall anyone saying that.
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The set already has Tornado to do that and why would a thunder clap summon a twister?
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You heard the man, no more nice things ever. You thought you were playing a game? You thought you were here for fun? No, you're lucky we haven't made you suffer like we did back in the day when we leveled uphill, both ways! Sister Psyche in a fridge, man. Are y'all listening to yourselves? At least try to understand the argument you are arguing against. The comment you are quoting is not saying we can't ever get any more nice things ever again, it was a response to a comment that implied we don't already have any and never will because of opposition to various suggestions. (Edit: Though I do concede how that comment reads.)
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So yeah, if you would have earned the badge but left before it could be applied, the game recovers to the last point it knew that character was at to start the clock towards the day job. Given notorious spaghetti code, that actually makes a lot of sense. (Edit: If there is one thing I know to do about badges, is to always wait until after they post on my screen as received before moving on or it doesn't get awarded. That goes for explore badges, day job badges, and any other badge I am going for.)
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The hardest content, sure, but hard mode/advanced difficulty does not. Temps don't get disabled until at least 3 star difficulty. So @Sunsette's point is still valid. (Edit: I crafted an empowerment station buff and then started Hard Mode ITFs until the temp power was disabled by the game. At 1 or 2 stars, the buffs remain.)
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The progress bar may disappear, but when you log off in that location again and then log back on after a while, is the bar starting over or has it progressed from previous? Edit: Watched the video. Okay. That's a bug, though I don't know why players trying for badges don't give the badge time to load. Best guess? The game was awarding the badge but you left while it was, disrupting the award. So the game auto-recovered as best it can, starting you over.
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Yep, I've seen players do that too. We're smashing cables and some players are camping where Sands is going to appear emoting drinking coffee or any other emote. I've seen players do that on Lambda runs even after the trial leader told everyone not to because sometimes it causes Marauder to leap out past the gate and cause the trial to fail.
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True, but by the same token, we were already doing that for iTrial launches. Though in those cases it was more humorous. I agree that there can be imposed consequences if the vote is not hidden or if the team or team leader try to ferret out the one that wants to see the cut scene for any reason, but right now @Saiyajinzoningen's proposal is the only one that gives possibility to the OP and retaining the ability to see the cut scenes. The only other option I can think of is that if the team leader goes to disable cut scenes, the game checks to see if anyone hasn't already done the TF/SF and overrides the disabling if anyone hasn't. Except that then leads to a poll of who hasn't already done the TF/SF with the newbie likely getting booted. So again, I ask, how can the OP be modified to accommodate both sides? Because I'm having a hard time thinking of one. Even if the cut scene only played for the person that hasn't seen it before, that person will still stand out and for the cut scene's duration, not be helping the team. Which can again lead to the person being kicked.
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Short version/summary: Empowerment stations are available for free in any SG to build as well already available at the Crucible and Fort Trident. Empowerment stations grant a buff lasting 90 minutes (regardless of what the in game description says) for the cost of 1 common salvage, 2 common salvage, or 2 common salvage + 1 uncommon salvage depending on the buff. The request is for the buff duration to be reduced to 1 hour, but also be stackable up to 8 hours duration if crafted 8 times. Opposition is that the cost of the buffs for 8 hours of benefit is not sufficient for benefits received, the time required to go back and replenish said buffs is part of the cost of those buffs, and removing the time required to go back and refresh the buffs needs to be offset if the buffs are made stackable. The reasons given for why the OP should be done or why the OP should not be done is the circular argument of power creep vs quality of life vs irrelevant change vs anything else going on. Does that help?
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@Sunsette makes a good point. I get the desire to not have to deal with the cut scenes we've seen ad nauseum, but those cut scenes are often the only part of the story the team members are getting and not everyone has done all the TFs, SFs, or iTrials (if iTrials are to be part of the OP for cutting). Yes, new players can be referred to the wiki or be told to run the TF/SF themselves and so know what the story is, but there is already at least one thread asking for team members to get to see what the team leader sees for mission briefings and debriefings, and removing the cut scenes just because the team leader has already seen them worsens that position for other players. So with that in mind, how could the OP be modified to accomplish what the author wants while also retaining the ability for new players to see the cut scene without having to double back and run the TF or SF again themselves just to find out what the cut scene they were denied had?
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It was a level 3 SO because the mission was a level 3 mission.
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I tried that, but the salvage caps keeps saying no. Even if you scale up the salvage to Uncommon and then Rare depending on buff stacking level as opposed to just doubling the salvage requirements, that still puts it out of reach for starters and lowbies. That's why I think having a scaling up inf' cost, with a different base cost for the 2nd hour based on the character's level and then doubling up from there to match the inf' costs of buying amplifiers to 8 hours is fair. It leaves buffs available for free (sans cheap salvage) at the 1st hour, has a minor inf' cost for the 2nd, and progresses up from there.
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Give the Family's Beam Rifle revamp to the Sky Raiders
Rudra replied to Vanden's topic in Suggestions & Feedback
I both agree with and disagree with the OP. I agree with the part where you go into an old Mafia movie and you are fighting Family with advanced weapons. That part makes no sense, but I do understand that it was done to make the movie Family a threat to the player. I disagree with the part about the Family just being your common criminals. Yes, they are that, but they are also aren't. Let me explain. One of the things you see in later Family arcs, by which I mean the point at which prior to their upgrade to be level 40+ enemies, is their attempt to improve their power base with advanced weaponry. It shows up in 1 tip mission I believe, and it shows up in a blue side arc where the Family are negotiating with the Sky Raiders. Then eventually there is a mission/arc where the Family manages to get their hands on the advanced weapons they use. So their goal of updating themselves to keep pace with and hopefully outperform the supers is met. There is also the fact that while the Family may be rooted in archaic mafia motifs, any organization, especially a criminal one that wants to survive in a super world, will and should be adapting their methods and goals. They can still retain their business suits and 50's gangster talk, that falls under retaining tradition within such an organization, but their methods, equipment, and even goals can change to reflect the changing world around them. So on those grounds, I'm fine with the high level Family, except for that one TV mission. As for the Sky Raiders? Yeah, they need to be updated too. -
Yes and no. I agree that the cost in salvage to get 8 hours of buff is negligible, but this argument either needs clarification or is misunderstanding the other side's argument. They aren't asking for the single buff they get from the empowerment station to last for 8 hours, they are asking for the ability to stack the buffs to 8 hours by crafting each buff 8 times after having the current durations reduced to 1 hour from 1.5 hours. I agree that is a joke cost and that the cost of the buffs is the time the player has to spend going back to any base to refresh their buffs. So please don't think I am disagreeing with you. However, if their proposal was modified so that the 1st hour still has the same costs as current but each subsequent hour they craft to stack has an increasing cost in inf' to make up for the stacking time, would that work for you? Adding a cost for any stacking buffs past the first of meaningful value should help, right? (The question here being what constitutes "meaningful value".)