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Jimmy

City Council
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Posts posted by Jimmy

  1. Just now, Dragon Crush said:

    but I've never had a good pineapple pizza

    It's because there is no such thing.

     

    Also we're looking at options regarding jetpacks in PvP zones. As usual, this is not a guarantee that something will happen 🙂

    • Like 1
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  2. 1 hour ago, Wavicle said:

    I think it would be reasonable and fair to add the functionality of allowing LRT to port you directly to the Base Portal in the zone you are currently in. I think it was like this early in beta, iirc.

    Here's my rationale:

    Right now, for example, if I am in Indy Port standing at the gate to Terra Volta, I cannot use LRT to port back to the base portal. But if I just step a few feet south and click into TV I can then port directly to the IP base portal. Seems silly. Just let us use it to port to the portal.

    This actually had to be removed as it conflicted with the way that the second chance mechanic now works. If we change the way that works at some point, we can probably add this back in.

    53 minutes ago, Jacke said:

    @Jimmy, can the order of Skyway City and Steel Canyon be swapped around so Steel Canyon come first, to match their order on the other Zone listings, like for the PTA Monorail.  And Skyway is really levels 10 to 19 (check the mobs at the south end of the Zone), same as Steel Canyon and 'Boomtown'.

    Reviewing all the other tram / helicopter / etc windows is on my to do list for page 2 🙂

    • Like 3
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  3. 55 minutes ago, josh1622 said:

    No one asked for game functions to be locked behind additional badge grinding.  There's a reason the devs on live quit adding those kind of things to the game.  If we followed the same rules as the other accolade powers on live then we would need a time machine because they stopped adding them after issue 9 or so.

    47 minutes ago, Jimmy said:

    Actually I think it was because they started selling them or including them in the Veteran Rewards system. Most of these teleporter powers (especially Team Transporter) could've easily been accolades you earned in game. Same with Mystic Fortune, Secondary Mutation, Shadowy Presence, Reveal, etc.

    To further reinforce this point: Paragon did at least consider adding the classic accolades to the cash shop. The code for paid-for accolades was there, they either just didn't activate them yet or decided against it.

    • Like 3
  4. 2 minutes ago, josh1622 said:

    Makes sense.   I think since badge unlocks were mostly abandoned on live you will see opposition to it.  I'm content with the compromises you've already made regarding TP cooldown and activation times (means I don't need to badge grind) but I am trying to think of things from the perspective of those who are still voicing criticism.

    Yeah, that's fair. I think some of the things we're looking at for future development (specifically the tour guide missions and batteries mentioned in the OP) should meet those needs.

    • Like 2
  5. 5 minutes ago, josh1622 said:

    If we followed the same rules as the other accolade powers on live then we would need a time machine because they stopped adding them after issue 9 or so.

    Actually I think it was because they started selling them or including them in the Veteran Rewards system. Most of these teleporter powers (especially Team Transporter) could've easily been accolades you earned in game. Same with Mystic Fortune, Secondary Mutation, Shadowy Presence, Reveal, etc.

    • Like 3
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  6. Honestly, @Ukase isn't wrong.

     

    This is a one-off caused by all the disruption this year. Generally we'd like to release things in smaller chunks, but we didn't have a good window of sustained availability to test, fix and polish until recently, and we needed that in order to push any major changes. This resulted in a huge amount of stuff piling up waiting to get released.

    • Like 7
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  7. 42 minutes ago, ZacKing said:

    you all could've copy/pasted the Oro portal code, put it into the P2W for 5 mil and given it a 5 minute recharge and been done with it.

    Right now you can actually achieve this by spending just 1 million inf on Base Transporter and 5 minutes earning a single explore accolade. Both LRT and Base Transporter give you base access every 10 minutes each. We're also considering adding a quick LRT unlock to P2W as well, which would mean you could get this for 2 million inf and 0 minutes. Alternating between two powers is not a complex proposition. I strongly encourage you spend some time exploring the changes in-game instead of commenting about them on the forum.

     

    It's become clear to me that you would've been happier if we removed the command outright, then later added these exact improvements later, because then it would've been seen as a "compromise". However, that would've sucked for the majority of players, so instead we worked hard to create this compromise first, and left the command available in the meantime. To us, the end result is more important than the optics.

    42 minutes ago, ZacKing said:

    honestly, I don't expect any future changes to this. stuff,  you've all made up your minds

    You keep saying this, but I don't think it means what you think it means.

     

    Exhibit A: https://forums.homecomingservers.com/forum/73-beta-patch-notes/
     

    Exhibit B:

    On 11/24/2020 at 1:47 PM, Jimmy said:

    Potential Future Developments

    [snip]

    The truth is important. Please stop distorting it. Thanks.

     

    • Like 1
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  8. Note: The Beta shards were wiped on Thursday, November 🦃 26th. You'll need to create or copy new characters.

     

    New or updated changes are listed in green (these remain part of the patch notes)

     

    Notes relevant to testing or changes from the previous build are listed in blue (these are deleted before the next build or before the live publish)

     

    Winter Event

    • The Winter event is now active
    • New for 2020: The Winter Forest, a special zone previously only accessible via Null the Gull, has been updated to be a seasonal hang-out spot
      • While the Winter event is active, it can be accessed from any TUNNEL portal or by using Long Range Teleporter
      • While the Winter event is active, several NPCs gather in the zone: Ms. Liberty (Trainer), an Icon Cosmetic Surgeon, The Candy Keeper, Shady Nick (Black Market), a P2W Winter Agent, a Last-Minute Gift Shop (Quartermaster), a Merit Vendor, several heroes and villains from around Paragon and the Rogue isles, and of course, Null the Gull himself
      • An invention table, a base portal, and a TUNNEL portal have also been added, and they remain at all times, even after the winter event ends
      • Several small geometry fixes have been made
      • A minimap and a special loading screen have been added

    screenshot_201127-00-22-30.thumb.jpg.0f42d5800839d749a916bdf33edd5ed8.jpg

     

    screenshot_201127-00-22-44.thumb.jpg.2d6bc98416405ed5404ecb6ac0f1a760.jpg

     

    Long Range Teleporter

    • Several updates have been made to the Long Range Teleporter destination list
      • Destinations are now categorized and coloured based on their location (Paragon City, Rogue Isles, Praetoria and Shadow Shard)
        • Category titles added
        • Villain zones are slightly rederer
        • Pocket D is in a special green category at the top with base access
        • Event zones are also listed at the top in their own unique colour
      • "Your Supergroup Base" is visible at the top of the list if you are in a Supergroup
      • "Enter Supergroup Passcode..." is visible at the top of the list at all times
      • Locked destinations are now listed
        • This makes it easier to see where you can and cannot go, and also keeps every destination in a consistent location regardless of how many you've unlocked
        • Zones that your current alignment cannot visit are not listed
          • Fixed all zones showing up for Praetorians
      • Shadow Shard zones moved to the bottom of the list
      • Hero zones re-ordered slightly, all co-op zones are now at the bottom of the Hero zone list
      • Zone levels have been removed in order to make the list easier to read
    • A zone checker has been added to the Fast Travel Macro
      • A list allowing you to check which zones you have and haven't unlocked in LRT has been added to the fast travel macro
      • Unlocked zones can be clicked, doing so will activate LRT (you'll still need to select the destination in the LRT popup)
      • This is likely only a temporary solution, we'd like to add something more integrated with the power itself
      • Thanks to @AboveTheChemist and @Jacke for their assistance with this
      • NOTE: If you have manually downloaded an updated version of fasttravel.mnu, you need to delete it in order to see this update
    • Long Range Teleporter can now be purchased from the P2W vendor
      • It costs 1,000,000 influence
      • It can be found under Prestige Powers > Travel > Long Range Teleporter
      • This only unlocks the power itself (with the default base access), exploration badges are still required to unlock each zone
    • Long Range Teleporter's long and short descriptions now clearly state it allows you to access Supergroup bases
    • Fixed Faultline not unlocking properly
      • Previously it would unlock if you owned any badge from Echo: Faultline, rather than Faultline proper

    image.png.c0437bbf66e879edd33312f507f4331f.png image.png.0bc982c5983839d113a94b08cf0626f4.png

     

    image.png.edf426dbd4fed44d9007bf28540d9072.png

     

    The Graveyard Shift

    • Updates to spawns in the rave mission to reduce the chance for extreme psychological trauma
    • Adjusted the Raverobber spawn to ensure that the spawn clears as complete as soon as Raverobber drops
    • Reduced the potency of the viral cocktail, now only reduces endurance by 10 instead of 20

    • Immune booster power corrected to run for 60s, not 30s, stacking

    • Upgraded the Zoombie explosions: They move faster, hit harder, hit you AND enemies - and added knockback

     

    General

    • Trainers no longer lie to players about Supergroup Mode and Prestige
    • Null the Gull no longer discusses the Dimensional Warder badge with Praetorians before they move over into Primal Earth properly
    • The various prestige teleportation powers in the P2W store now have proper descriptions instead of just saying "Buy me!"
    • Moved Prestige Sprints into the Travel category at the P2W vendor

     

    Bug Fixes

    • Fixed many powers having incorrect colour palettes for power customization
      • Many powers had their power customization options incorrectly assigned in i27 - this patch should resolve these issues
      • Please test and let us know if you see any problems!
    • Fixed some text errors with the Auctioneer day job
    • Fixed the Monitor Duty badge incorrectly referring to the Base Teleporter power (the old name for the Monitor Duty Teleporter power)
    • Fixed the Visionary badge not awarding credit for Overseer bosses
      • These were still being tracked, they just weren't attached to the badge, so if you killed a bunch before this patch you may automatically earn the badge when you log in
    • Fixed the Duray encounter failing during Admiral Sutter's TF
      • Please test:
    Quote

    The only thing testers need to attempt is: Defeat Duray, let the clone spawn, defeat the clone, and then wait to see if a SECOND clone spawns. Not sure if it it does or not. If a second clone spawns and you defeat him, you technically trigger the failsafe with Primal Duray still alive.

     

    The clone spawns at least 2 other invisible actors to check the status of Prae Duray, which attach to the spawn originally designed for two positions. When the tangible jerks die, either the invisible guys don't despawn properly OR the spawndef gets confused because now it recognizes other enemies that must be defeated to clear it.

     

    There's now a failsafe script running that counts how many Durays you kill, the same script that is used for defeating WEB cables in the STF 😄

    That script is set to count kills on PraeDuray, PriDuray, and PraeClone Duray. Total kills needed: 3.

     

    So you can see why I'm interested in making sure only one clone spawns

     

    • Like 11
    • Thanks 1
  9. 8 hours ago, JAMMan0000 said:

    I really like this. Nice work guys! Is this version of the mnu file available somewhere, or coming with page 2?

    We're intentionally not distributing the menu file early because we don't want people to overwrite it manually, as that prevents any future updates from appearing in-game unless you delete that file, but it shouldn't take too long to hit live. It's not something that's waiting for Page 2.

    • Thanks 3
  10. 4 hours ago, KeepDistance said:

    I don't suppose the co-op zones could get their own color code? I think that's a more useful distinction than whether a destination is technically in Paragon City.

    You can only see the zones that you can currently enter as your alignment, so if you're a pure villain then the non-co-op Paragon zones don't show up.

     

    The current categorization is an attempt to make this feel more like a real in-world thing, and be less "gamey". We're open to changing it if there's a substantial amount of feedback though.

    1 hour ago, Mystic Fortune said:

    Any chance the red zones in the list could be made a slight (very slight) shade more red? They appear to be a bit more of a burnt orange currently.

    We did actually try a redder red and it gave the impression it was a "broken" or "warning" option. I know we're meant to hate villains, but discouraging people from visiting the Rogue Isles seemed like a step too far!

     

    Here's a few we tried before the backgrounds were coloured. I could maybe try getting it slightly more red, somewhere between Mercy and Port Oakes (the current shade).

     

    unknown.png

  11. 11 minutes ago, damienray said:

    First, let me say again, I really do appreciate all the hard work you guys have put into this game.

    That being said - maybe I'm just misunderstanding... when I use ANY teleportation power (base, team, mission, etc.) are they ALL supposed to go into a cooldown timer? If not, then I have a bug OR if that's working as intended, then yes it's a PITA. Help ?? 😢

     

    That definitely doesn't sound like it's working as intended.

     

    Could you post an exact step-by-step of what you're experiencing in the bug forum? Ideally with screenshots.

  12. Note: The Beta shards have been wiped. You'll need to create or copy new characters.

     

    Winter Event

    • The Winter event is now active
    • New for 2020: The Winter Forest, a special zone previously only accessible via Null the Gull, has been updated to be a seasonal hang-out spot
      • While the Winter event is active, it can be accessed from any TUNNEL portal or by using Long Range Teleporter
      • While the Winter event is active, several NPCs gather in the zone: Ms. Liberty (Trainer), an Icon Cosmetic Surgeon, The Candy Keeper, Shady Nick (Black Market), a P2W Winter Agent, a Last-Minute Gift Shop (Quartermaster), a Merit Vendor, several heroes and villains from around Paragon and the Rogue isles, and of course, Null the Gull himself
      • An invention table, a base portal, and a TUNNEL portal have also been added, and they remain at all times, even after the winter event ends
      • Several small geometry fixes have been made
      • A minimap and a special loading screen have been added

    screenshot_201127-00-22-30.thumb.jpg.0f42d5800839d749a916bdf33edd5ed8.jpg

     

    screenshot_201127-00-22-44.thumb.jpg.2d6bc98416405ed5404ecb6ac0f1a760.jpg

     

    Long Range Teleporter

    • Updates to the Long Range Teleporter destination list
      • Destinations are now coloured based on their location (Paragon City, Rogue Isles, Praetoria and Shadow Shard)
      • Locked destinations are now listed - this makes it easier to see where you can and cannot go, and also keeps every destination in a consistent location regardless of how many you've unlocked
      • Shadow Shard zones moved to the bottom of the list
      • Peregrine Island moved to just below Eden (this results in all co-op Paragon zones are now listed together at the end of the Paragon section)
      • Zone levels removed in order to make the list easier to read
    • Fixed Faultline not unlocking properly
      • Previously it would unlock if you owned any badge from Echo: Faultline, rather than Faultline proper

    image.png.836b84739073daff70dfdd4c7be8a51a.png

     

    The Graveyard Shift

    • Updates to spawns in the rave mission to reduce rectally-induced trauma
    • Adjusted the Raverobber spawn to ensure that the spawn clears as complete as soon as Raverobber drops

     

    General

    • Trainers no longer lie to players about Supergroup Mode and Prestige
    • Null the Gull no longer discusses the Dimensional Warder badge with Praetorians before they move over into Primal Earth properly
    • The various prestige teleportation powers in the P2W store now have proper descriptions instead of just saying "Buy me!"

     

    Bug Fixes

    • Fixed many powers having incorrect colour palettes for power customization
      • Many powers had their power customization options incorrectly assigned in i27
      • This patch should resolve all of these issues - please test and let us know if you see any problems!
    • Fixed some text errors with the Auctioneer day job
    • Fixed the Visionary badge not awarding credit for Overseer bosses
      • These were still being tracked, they just weren't attached to the badge, so if you killed a bunch before this patch you may automatically earn the badge when you log in
    • Fixed the Duray encounter failing during Admiral Sutter's TF
      • Please test:
    Quote

    The only thing testers need to attempt is: Defeat Duray, let the clone spawn, defeat the clone, and then wait to see if a SECOND clone spawns. Not sure if it it does or not. If a second clone spawns and you defeat him, you technically trigger the failsafe with Primal Duray still alive.

     

    The clone spawns at least 2 other invisible actors to check the status of Prae Duray, which attach to the spawn originally designed for two positions. When the tangible jerks die, either the invisible guys don't despawn properly OR the spawndef gets confused because now it recognizes other enemies that must be defeated to clear it.

     

    There's now a failsafe script running that counts how many Durays you kill, the same script that is used for defeating WEB cables in the STF 😄

    That script is set to count kills on PraeDuray, PriDuray, and PraeClone Duray. Total kills needed: 3.

     

    So you can see why I'm interested in making sure only one clone spawns

     

    • Like 7
    • Thanks 2
  13. 6 minutes ago, dominatr37 said:

    So how do I get this mysterious long range teleporter accolade? That's the most important question.

    You know, that's a good point. It's not actually mentioned in the main body of the post. I'll add it in shortly.

     

    The answer:

    On 11/24/2020 at 1:42 PM, Jimmy said:

    Long Range Teleporter is unlocked by the Passport Accolade, which can be acquired by earning:

    • An exploration accolade in any zone with a Base Portal (see the "Complete Base Portal List" below for reference), or
    • The Pocket D VIP Gold Club Member badge (for spending 1 hour in Pocket D)
    • Thanks 1
  14. 29 minutes ago, Replacement said:

    Depending on how hard this is to mock up (is this just CSS?), I'd love to see a version with colorful backgrounds but standard white text.  I think it would certainly be playing it more safe with color blind players.

    unknown.png

     

    My boyfriend (who's incredibly colourblind) actually had more problems with this, as the darker background colours have much less contrast between them than the bright coloured foreground text.

    • Thanks 2
  15. 44 minutes ago, ZacKing said:

    So the majority of characters below 50 will not get this automatically.  That's what was suspected. 

    Correct. Nobody ever suggested otherwise, so I'm not sure why this is a surprise. LRT takes about 5 minutes to unlock, and you also get some free XP and merits for your trouble. I seriously struggle to understand what the problem with this is.

    46 minutes ago, ZacKing said:

    As far as now getting direct access to every zone, thanks but that isn't what some people asked for.  Some of us actually like visiting bases and didn't need a way to bypass them completely. you keep pushing the LRTP thing but again, thanks it wasn't what some of us asked for.   You're ignoring the community that was built around simple access to them. 

    LRT allows base access. The very post you quoted mentions this multiple times. Why do you choose to continue to ignore this fact? The only reason I can see is that you wish to continue arguing?

    48 minutes ago, ZacKing said:

    and Supergroup Portal = 10 million inf.  TT = 10 million inf.  Where is the inf price difference again?  One should cost more than the other because it's a direct drop to the mission door for an entire team.  The other isn't.  you're pricing a Toyota the same as a Ferrari.

    This is called moving the goalposts. Let me quote your own words (emphasis mine):

    8 hours ago, ZacKing said:

    TT SHOULD cost 10 mil and have the recharge it does because it's a direct port for the entire team right to the mission door.  Making the base portal P2W the same price and recharge doesn't make sense at all.  it doesn't operate the same way.  You have to load screen to a base, then load screen to a zone and then travel normally to the mission door.  You're pricing two different things the same even though they don't work the same. 

    And my response:

    6 hours ago, Jimmy said:

    I agree, teleporting directly to a mission shouldn't be as easily accessible. That's why they don't actually operate the same way.

    • Supergroup Portal = 10 million inf, 10 minute cooldown
    • Team Transporter = 10 million inf, 30 minute cooldown

    This was one of the many changes we made in direct response to feedback during beta, the Supergroup Portal had a 30 minute cooldown originally.

    See how I clearly responded to your point, and after realising you were incorrect, you decided to simply ignore the facts again.

    52 minutes ago, ZacKing said:

    I realize I'm talking to a brick wall here, just hoping that next time you all consider actually engaging the community a little more to help flesh out ideas before making sweeping changes. 

    No, you're talking from behind a brick wall, and it's obvious that engaging with you any further isn't a good use of anyone's time.

    • Like 4
    • Thanks 4
  16. image.png.beec4ce752c72bf5c401bb164057b74a.png

     

    Some improvements:

    • Pretty background colours
    • Locked zones are also listed (but we still want there to be a way for you to see them without burning the cooldown)
    • Shadow Shard moved to the bottom

    And a question: Is this too colourful? Should the text and the background be coloured, or just the background?

    • Like 8
    • Thanks 4
  17. 5 minutes ago, macskull said:

    The cooldown on the prestige jump jet/steam jump was reduced to 30s post-shutdown (I24-based servers still have the 90s cooldown). Your description of how and why you used them is at least part of the reason the cooldown was changed to be shared - if you owned those two powers you could chain them indefinitely and never touch the ground, which is normally something reserved for flight-type power picks (Hover, Mystic Flight, etc) or purchasable temp powers with finite durations.

    And to clarify, it was always meant to be a shared cooldown, it was just incredibly buggy and rarely worked (and sometimes broke the powers entirely... and also had an odd interaction with Phase Shift powers). i27 added functionality for easy shared cooldowns (see: Accolades), so it's now used for these as well.

    Anyway - this thread is for teleportation, so let's stick to that 🙂

  18. 2 minutes ago, Apparition said:

    Step 1: Take the TUNNEL system in Atlas Park or Mercy Island, or a SG base to Night Ward.  Enter the mansion.  Get the badge.

     

    Step 2: Enter the Midnight Club mansion and head to Cimerora.  Grab either of the exploration badges in Cimerora.  Congratulations, you have a brand new Ouroboros Portal.  Use it with care.

    You can also simply drop a portal yourself, then log off, then log in on a new character to enter it. In i27 they now stick around for 2 minutes even after you leave the zone.

    • Like 4
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