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Everything posted by Cobalt Arachne
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issue 27 Focused Feedback: Sheathed Weapon System
Cobalt Arachne replied to The Curator's topic in [Open Beta] Focused Feedback
Was that one Vahzilok weapon in the GIF the only one you noted that needed fixing? If not, please list any more you noticed with weapon name and body type. Thanks! 🙂 WAI because they are actually completely separate menu categories sharing a mutually exclusive costume slot. -
That's always an interesting question since we experience the content differently as creators (mostly via test runs), but I always enjoy coming up with ways to make each content piece distinct via unique mechanics like the Brickernaut self-destruct explosions or the hostless Nictus body stealing, and then seeing how players respond/adapt to them.
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This is an odd thing to say, the game already excludes players from content if they aren't high enough level (Task Forces), and another that excludes players who don't have the required Incarnate slots (Magisterium). MMOs in general are all about building a stronger character in order to access higher tiers of content. Homecoming players already have very affordable access to Incarnate powers and superior IO enhancements vs. how things used to be on the retail servers, is it that strange that we would design a category of optional content specifically-balanced around Homecoming's power environment so characters who are fully built have somewhere to actually make use of that power growth in a meaningful manner? Advanced Difficulty came about due to a large demand for an area of content in this game that actually made use of the full strength granted to players by Incarnate powers and the accessibility of IO's. There's a lot of people who desired more engagement at max level beyond teams rotating Judgements to mostly wipe-out mobs effortlessly and nothing posing any threat. For those who don't want a challenge, they don't have to play Advanced Difficulty content, it rewards nothing they can't get elsewhere.
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issue 27 Focused Feedback: City Zone Adjustments
Cobalt Arachne replied to The Curator's topic in [Open Beta] Focused Feedback
WAI, the submarine inside Fort Trident is always an undercover submarine, but the ones outside aren't necessarily undercover. You'll be happy to know BABs has taken over training duties from Ms. Liberty in Fort Trident! 🙂 -
Focused Feedback: Reward Merits
Cobalt Arachne replied to Booper's topic in [Open Beta] Focused Feedback
Speed ASF runs are on farm, maybe even at +4/x8, but that is absolutely not the same thing as the ASF on 4*/Relentless advanced difficulty, which is quite different. -
weapon disappears on almost anyone (gullible)
Cobalt Arachne replied to TheZag's topic in [Open Beta] Bug Report Archive
I'd have to check exactly how the Gullible transform happens. I'll look into it. In before this is a super elaborate troll to prove we're gullible by getting us to look into a bug that doesn't exist as a Null the Gull 'gullible' prank. -
Weapon FX all include the scaling modifier that is set by the original costume's body type, even after using a power to transform which then also applies the scaling of the weapon by the costume's scale modifier. Meaning if you want a weapon to be slightly smaller, use a female body type under the costume power to add a scaling factor of 0.85x. If you want a weapon to be slightly bigger, use a huge body type under the costume power to add a scaling factor of 1.125x. With a male body type under the costume it sets the weapon scaling factor to the default of 1x. Using this trick you can get weapon models to be a little bigger or smaller depending on the desired size for the costume combo you're trying to use.
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When we added Advanced Difficulty modes we stated that it would not be content that people would feel forced into because it gave exclusive power growth rewards, and that still holds true. It was the reason we went with optional vanity rewards for it instead, lucrative and profitable but not something that puts you behind if you just decide to ignore them.
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issue 27 Focused Feedback: City Zone Adjustments
Cobalt Arachne replied to The Curator's topic in [Open Beta] Focused Feedback
The NPC definitions still exist, I can look into adding them to the King's Row an Port Oakes AE buildings. -
Focused Feedback: Reward Merits
Cobalt Arachne replied to Booper's topic in [Open Beta] Focused Feedback
This is getting a bit off-topic, so this will be my last reply on it here, but our original stance, was, and still is: You'll never be forced to do Advanced Difficulty content in order to get rewards required to increase your power. The new rewards are purely vanity rewards and somebody who ignores Advanced Difficulty content loses out on nothing of functional value. If Advanced Difficulty modes were to be worth the development time to design and create, they needed to have a little more broad-appeal and provide something lucrative to get people to try them, but not in a way that made them feel forced to do so. -
Focused Feedback: Reward Merits
Cobalt Arachne replied to Booper's topic in [Open Beta] Focused Feedback
Specific to the new costumes rewards and the new Aether currency: They were added primarily to incentivize running the new Advanced Difficulty content, with the few slower methods included as a generosity to make Tier 1 costumes reasonably accessible to anybody who wants them. Adding the new rewards to an existing currency that most people have huge stockpiles of doesn't accomplish anything other than removing a tiny amount of those stockpiles from the economy, which doesn't make that new content any more appealing and thus doesn't accomplish the intended goal. -
Focused Feedback: Reward Merits
Cobalt Arachne replied to Booper's topic in [Open Beta] Focused Feedback
We can probably look at adding Reward Merits to those arcs, but how many they get would be based on the datamined median completion time like all other story arc content. Originally on the retail servers, those Dark Astoria story arcs only gave their incarnate rewards one time ever, on the first non-Ouroboros completion per character, but that was changed to be every completion to allow for super-accessible solo-capable incarnate power progression, a purpose they still serve completely intact with the changes, and not something we're planning to remove or change. -
Focused Feedback: Reward Merits
Cobalt Arachne replied to Booper's topic in [Open Beta] Focused Feedback
A patch note detail was missed that I just added to the main patch note post and the original post in this thread. Those Incarnate Trial Reward Merits are subject to the standard 18 hour cooldown on the same character and are priced at the exact numbers you'd have gotten if you converted all the Empyrean/Astrals you earned from a fresh run into Reward Merits. These were added as a bonus to ensure the reward values of running Incarnate Trials remained relatively the same even with the removal of the conversion option. -
If you don't enjoy the challenge of difficult content, and the costume rewards do not appeal to you, nor does making a big profit on selling Aether, then you can simply choose to spend your time doing other things. Not every update will appeal to every player, but we hope there's other things in Page 4 that are to your liking! They are in the Special salvage tab, and do not take up any inventory space whatsoever. They aren't meant to be purely for fun, they're meant to serve as incentives for doing more difficult content, plus being able to be sold on the AH so people who prefer alternate forms of content can purchase them with influence if they absolutely avoid the harder stuff, with the bonus that people who like harder stuff but not costumes can make a tidy profit from their extra-effort endeavors.
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issue 27 Focused Feedback: City Zone Adjustments
Cobalt Arachne replied to The Curator's topic in [Open Beta] Focused Feedback
I'll look at it; It was on the list, but I'm also juggling all fixes/tweaks to Sheathed Weapons, Aether Costumes, Advanced Difficulty ITF, Fort Trident & The Crucible, yata yata. The seagull noises are likely because the sound size of the coastal ambience was just set to be giant because it didn't have to consider any underground, adding a tailor is an easy 'sure, can do' as well, I'll even go look for a CC0 pirate shanty to add to the space for ambience. -
issue 27 Focused Feedback: City Zone Adjustments
Cobalt Arachne replied to The Curator's topic in [Open Beta] Focused Feedback
I don't think that's going to be an issue, he's on the zone's minimap and with a store icon. Players should be using maps until they've memorized where things are. 👍 Everyone has vault access everywhere at all times now, check the top left of your Salvage window. It's been that way for a while if I recall. 👀 I could add one, but it'd just be for visual transparency. Already looked into that and it is not possible. SG base maps are formatted differently than zone maps and can't store item data like that so it would not function if added to Fort Trident. I was instructed to add them by the lead devs to prevent a brand new player from wandering into Fort Trident and one-way teleporting themselves to Founders Falls and being stranded in a zone filled with +35 enemies. 😱 -
issue 27 Focused Feedback: City Zone Adjustments
Cobalt Arachne replied to The Curator's topic in [Open Beta] Focused Feedback
Oh yeah! Forgot about that, the Lead GMs have orange names, normal GMs have blue names, thanks for the reminder haha! -
issue 27 Focused Feedback: City Zone Adjustments
Cobalt Arachne replied to The Curator's topic in [Open Beta] Focused Feedback
Not trying to be deceptive or confusing; There's three branches under the Homecoming banner in nutshell: The Development Team, we have cyan forum names and we work on new updates to the game, fixing bugs, adding features. The GM Team, they have orange (Lead GMs) or blue forum names and moderate player/community affairs, promotions, and running contests. The Homecoming Team, they have yellow forum names and oversee Homecoming as a whole; Things like running the game servers, handling finances, and managing the coordination of the two other teams. I hope that clears things up! -
issue 27 Focused Feedback: City Zone Adjustments
Cobalt Arachne replied to The Curator's topic in [Open Beta] Focused Feedback
Just to clarify, the Development Team doesn't manage Homecoming's promotions or events, we just work on updates to the game. It's the GM Team that manages community affairs, moderation, promotions, contests, and events. Despite their being called "Developer's Choice" the judging and awarding of those AE arcs is handled independently by the GM Team, not the Development Team. -
issue 27 Focused Feedback: City Zone Adjustments
Cobalt Arachne replied to The Curator's topic in [Open Beta] Focused Feedback
It's not really the Development Team's place to promote player-made content, especially when that content differs between each server and the owner's of said content could cut off all access to it for everyone if they felt like it, making it a tough candidate for any kind of 'patched-in and permanent' type of promotion. If you're interested in seeing more SG base spotlights, that'd be something to suggest to the Homecoming/GM Team who manage community events/affairs. -
issue 27 Focused Feedback: City Zone Adjustments
Cobalt Arachne replied to The Curator's topic in [Open Beta] Focused Feedback
Next build of Page 4. -
issue 27 Focused Feedback: City Zone Adjustments
Cobalt Arachne replied to The Curator's topic in [Open Beta] Focused Feedback
Actually, next patch the door to The Crucible will be in Mercy Island! So you can rejoice in it being far easier to find/access soon! 😉 -
issue 27 Focused Feedback: City Zone Adjustments
Cobalt Arachne replied to The Curator's topic in [Open Beta] Focused Feedback
Not a bad thought... Good suggestion! I'll add an Arachnos/Freedom Corp greeter by the doors who can be clicked and will explain what the facility is and what how it works/can be used for. -
Just as a heads-up, there's a known issue currently where the hostless Nictus can successfully begin channeling their body hijacking but the hold power falls off due to what I assume is hard coded limitations on how close a target must be in order for a targeted toggle to stay active. This will be fixed next patch, if a hostless Nictus grabs you they will teleport you to them with a hold, so there's no discrepancies/ability to move out of their range and it's also very obvious which one grabbed you. Most the strange behavior currently is people not realizing they were being hijacked because the hold portion didn't take effect and then suddenly dying from far away (only the initial power in the hijacking chain checks for range). I imagine the Level 1 bug would be because the hijacking checks the level of the hostless Nictus that stole your body to set the doppelganger's, but if you moved too far away from the hostless Nictus, the game can't check its level to set the spawned doppelganger's and thus defaults to 1.