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Jimmy

City Council
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Everything posted by Jimmy

  1. Unfortunately none of these specific suggestions are as easy as they sound to implement, but I do agree we need to find a good way to show the list of zones you do and do not have access to without needing to put the power on cooldown.
  2. These are some stats from just Everlasting a few weeks ago, and they aren't entirely accurate as they don't include players who purchased the Pocket D power and don't own one of the accolades: 59% of characters at level 50 47% of characters at level 32 or above 25% of characters at level 10 or above This isn't a fair assessment though, because you didn't have direct connections to every single individual zone before i27 (unless you were using the more extreme version of the exploit). You had access to bases (which had fewer and less convenient drop-off points than they now have). Base access takes a 5 minute tour of a single zone to unlock. Direct access to individual zones requires a bit more investment and is a reward for actually exploring the world. You don't need it, the same way that you don't need purple enhancements or your own personal summoned base portal. 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.
  3. That's fixed already, should be in the next patch 🙂
  4. Hello! Thanks for your feedback. We actually ran the numbers, something like 60-70% of existing level 50 characters should've had access to Long Range Teleporter off-the-bat, and LRT allows you to enter your base using the existing /enterbasefrompasscode command after using it - meaning you only need to go and gather those badges if you wish to teleport directly to those zones without going through a base. If you don't have LRT, it's a quick 5 minute tour around a single zone to unlock it. This is reasonable. I agree that for a few cases - especially for players who had memorized exactly where all the drop off locations were for the various methods of teleportation - this new system can be slightly less convenient. Our goal here however was to make zone travel more consistent, understandable and accessible for all players. Dropping in and out of the same portal location was a big part of that. This however I'm not sure I agree with, but I think the real issue here is an understanding one. The portal is an additive extra, just like Team Transporter (the power which teleports your entire team to the mission, it also costs 10 million). LRT and Ouro are free, with Base Transporter (teleport self to base) and Mission Transporter (teleport self to mission) both coming in at 1 million each. For just 2 million you can fast travel roughly 5 times every 10 minutes, and that's not including the times you're already close to a base portal. Essentially - the summoned base portal doesn't really speed up your travel. It's a cool toy to have, and can be nice to help your teammates with, but that's about it. This feedback is really helpful though, and it's starting to become clear what one of the biggest problems is - the perception that the summoned base portal is required to access your base remotely, when in fact you can use either Base Transporter or Long Range Teleporter to do this as well. LRT specifically doesn't communicate that it allows you to use /ebfp at all, so unless you've been told it does that, you'd have no idea. This is definitely something we need to improve.
  5. You posted the same thing five times yesterday. Fleas shouldn't be allowed to use computers.
  6. As a reminder, discussion about the zone travel changes belong in the zone travel thread. I've moved some posts from here to that thread.
  7. It’s not broken. Blasters are glass cannons with a mix of ranged and melee attacks. The focus is range, sure, but almost all Blaster secondary sets have a melee component. If you want something purely ranged, other ATs are available, or you can skip the melee powers. Sorry buddy, but this is over the line. You are more than welcome to provide your critique, but you you aren’t free to make snide comments about minor bugs in content that was developed for free by volunteers over hundreds of hours, especially if you didn’t contribute to the testing process.
  8. Some quick things based on feedback we've seen that'll be in the next patch: Fixed the Faultline Long Range Teleporter unlock looking at the badges in Echo: Faultline rather than Faultline proper Teleportation powers in P2W now have text descriptions rather than just saying "Buy me!" Zones in LRT are now coloured based on their location These colours are just a first pass and can be adjusted - please give us your feedback!
  9. In all seriousness, there's been no change to doorways. We also don't "stealth nerf" things, ever. If something isn't in the patch notes, it's because of one of the following reasons: We forgot it / missed it (almost always this) and it'll be added if someone points this out to us It's an unintended change (ie: a bug) and it'll be fixed if someone points it out to us It's an exploit fix, which we generally do not include in the patch notes until we're confident the fix works and does not need to be rolled back
  10. This is correct. You can zip between bases instantly, and you can pop in and out of bases easily if you want to use the auction house, as the base beacons now drop you at the base portal.
  11. New feedback is always welcome, and will definitely be read. We just don’t appreciate the same posters repeating their arguments and clogging up the forum - that makes it harder for us to see the posts from new contributors such as yourself. I may have overstepped the mark a little with that post. A better explanation of what I was trying to say: the view that anything less than unrestricted access to /ebfp (or something identical) is unacceptable isn’t a helpful position to take, because if your position is that immovable, then there’s simply no discussion worth having. There are, however, many details that we definitely were open to discussing, but obviously the scope for change is far more limited now that the beta is over. I highly recommend engaging in the beta process early if you want your feedback to be considered. An example of one of those topics hotly discussed during the beta phase was the wide variety of options available. Some players wanted to combine everything, and others wanted to keep the variety. Consolidating everything into a single power definitely wasn’t a majority opinion, and it’s important to take all viewpoints into account. Some consolidation was done - Pocket D became LRT instead of remaining a separate option, /ebfp was added to several powers, allowing you to use just that command more often if you want to, and the fast travel menu was added - but it’s a fine line to walk between those who want variety and those who want simplicity.
  12. And, to be fair, in the context of the travel changes, this is entirely relevant. If we had proper resources, this would've been fixed up and replaced within weeks - or even days - of it being discovered last year. The only reason there's such an uproar about it now is because we chose to have it remain available until we fixed it because of the side benefits it provided. We could've simply removed it immediately with no replacement - and honestly, if something like this appears again, we will probably do exactly that.
  13. If the base is your destination, then all of these options let you get there, so I'm still not sure what your point is. Please don't put words into my mouth. I specifically said "I want to cheat and teleport at any time with zero investment". That's not the same thing as concerns about complexity and implementation. If you read very next sentence, you'll see that. Blackbird, based on your replies here and throughout the beta process, I really don't feel you're discussing this in good faith, so I'm just going to put an end to our exchange here because it's not going anywhere helpful for anyone.
  14. Yeah, later this week, I've got a lot to get through, plus I'm actually playing the game on the live servers for the first time in months now that all my test server characters have been mercilessly discarded 🙂
  15. Sorry, I missed that. The power doesn't appear automatically. Day Job powers require that you be logged out at the relevant destination in order to earn charges. See the Wiki for more info. If you logged in by the base portal after i27, then it would've retroactively counted the time (as Day Jobs are applied based on when and where you log in, not out).
  16. Highly unlikely. It's a very messy, very inconvenient system. The downsides of using it (must be solo / quit the team, can't be on a TF, limited destinations, destinations that are level-locked, and a very clunky UI) far outweigh the benefits, and therefore doesn't have anywhere near the same impact on the game. Plus, it wouldn't be simple to decouple it from the other functionality of the LFG menu.
  17. Hello! Due to some oddities that occurred during the i27 testing process, it has become necessary for us to wipe the Brainstorm character database before we can commence any future testing. We will therefore be wiping the database later this week. If you have any costumes or character builds on Brainstorm that you wish to save, please do so now. The wipe will occur no earlier than 1am UTC on Thursday the 26th of November (24 hours from now), so save everything you need before then!
  18. I disagree. The 2s~ cast times are not equivalent to the travel time saved on the other end (or by the brand new teleport destinations). Plus when using LRT you actually save even more time, as you skip the base entirely. A speedrunning team with all the relevant powers will absolutely never not have a portal or team transporter available. Yes, I did. Your comments are relating to the Day Job powers, and they are calling out intrinsic features present in all Day Jobs, not something unique to these powers that we have added. Once again, you are completely free to ignore the Day Job powers if you don't like them, there's plenty of other options available. Just because you don't like them, we're not going to remove them, because other people do wish to use them. Honestly, feedback on specific components or powers of this system that ignores the wider context just isn't that helpful. Feedback that boils down to "I want to cheat and teleport at any time with zero investment" is also not that helpful, because it's a viewpoint that's fundamentally not shared by anyone on the team. Feedback about implementation absolutely is helpful and we did act on much of it. If you read through the original feedback thread and the many, many changes made since the first beta build (and the potential future developments detailed in this thread), you will see exactly that. Travel powers exist for a reason. Trainers, stores, and crafting locations exist out in the world for a reason. All of the zones in the game have various connections to each other for a reason. All of these other travel options existed in the live game for a reason. The command obviated huge parts of the game. That's not a good thing. If you think otherwise, then I'm not sure how you ever enjoyed the game during retail.
  19. It has no defence debuff It has a smaller radius It doesn't benefit from the Blaster's increased damage values due to the rather odd way the power is implemented
  20. Right. Did you read what you quoted? 🙂 You're forgetting the most important part, which is the exit points in almost all zones being in more convenient locations, and a bunch of new portals / beacons being added. Once again, you're presenting a flawed argument here. The Day Job powers are not the only option available, all of these options are intended for you to mix and match as you please, just like every other aspect of the game. We listened to all the feedback intently, and the valid feedback was acted upon.
  21. Correct. The command was merely an extension of the base selection window, and should never have worked without the window. It now only works everywhere the window does, plus whilst you're already inside a supergroup base (going from base to base was a common thing for RPers).
  22. This was changed, Pocket D is now always the very first option in the list. From Pocket D, you can then easily walk over to the base portal to get anywhere you want.
  23. So, this is something that was discussed many times during the feedback thread, but I'll reiterate here: You don't need all of the travel options to get around quickly. You can run to base portals. You can use Ouro. You can use any of the many P2W powers. You can use the day job powers. You can use Long Range Teleporter. Or you can take the scenic route and use good old fashion trams and zone doors. If you don't want to spend money? That's fine. Ouro and LRT are free. As are the day jobs, and simply running to a base portal. Want to be super fast? Cool. There's a wide variety of powers available in P2W which are now all better than they were before i27. You'll actually be able to get around faster than you could before. You can use one, two, or more of these options, to get around the game easily, but you seriously do not need all of them. Pick the options that work best for you, and don't worry about the rest. Just because you don't like some of these options, we're not going to get rid of them, because other people do like them. That's like asking us to remove all but one enhancement set from each set category.
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