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Cobalt Arachne

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Posts posted by Cobalt Arachne

  1. 24 minutes ago, Bionic_Flea said:

    I also notice on Brainstorm that my LRT had Fort Trident listed, but greyed out.  What's the deal with that?

    Likely because the zone's map server isn't set to auto-launch at start-up, try going to Fort Trident on foot then back to Atlas and see if it becomes available; It'll always launch once it is on Homecoming.

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  2. 53 minutes ago, lemming said:

    Just logged in today to check an unrelated item, but noted that Echo Plaza is no longer a destination for the Long Distance Teleporter

    That's a per server setting, not a default, so it's not set on Brainstorm. It was configured so that Homecoming staff could add/remove the zone as events were held, but the team then elected to just leave it open at all times.

    It'll be there as always on Homecoming when Page 4 drops.

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  3. 2 hours ago, Marshal_General said:

    Is there the possibility for a maxi costume? I have a few characters that could be larger than the game currently allows.

    Unfortunately, a large number of mission map tilesets in this game are designed around the specific player height cap, anything that would let you exceed that cap to a noticeable degree would invite a host of problems with camera positioning, severe clipping, etc.

  4. On 7/16/2022 at 6:02 AM, Gen.Alexander said:

    Some weapons have different sheathed and unsheathed models.

    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! 🙂

     

    On 7/16/2022 at 6:02 AM, Gen.Alexander said:

    Also when you select between sheathing or not, it seems like it treats weapon selections as two completely separate things. Not sure if intended.

    WAI because they are actually completely separate menu categories sharing a mutually exclusive costume slot.

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  5. 18 hours ago, FriezaReturns00001 said:

    Question dunno if you or the team can answer this but, have you + the dev team ran through the Four star/ Imperious? What parts did you like the most about it in general? 

    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.

     

  6. 53 minutes ago, ivanhedgehog said:

    so people will start excluding people that arent maxed out? is that the game we want or is that an attempt to copy wow?

    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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  7. On 7/20/2022 at 9:02 AM, Doc_Scorpion said:

    Fort Trident - Submarine, tested the teleport, all links work.  But they're all one way...  (Fort Trident -> Zone)  WAI or bug?

    WAI, the submarine inside Fort Trident is always an undercover submarine, but the ones outside aren't necessarily undercover.

     

    6 hours ago, Force Redux said:

    Let's move poor BAB instead of Liberty to the new FF building, he's so lonely in SW Atlas Park ... 

    You'll be happy to know BABs has taken over training duties from Ms. Liberty in Fort Trident! 🙂

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  8. 1 minute ago, golstat2003 said:

     

    While I agree it makes me question just how popular "more difficulty" is if you're finding the content not being run. Shouldn't that tell us something?

    I mean the Aeon SF is on FARM on one of the hardest difficulties with some teams having it down to a science. And yet still not enough people are running it?

    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.

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  9. On 7/20/2022 at 12:27 PM, Faultline said:

    @Cobalt Arachne No idea why this would happen, however note that the copied character would still have the live weapon costume keys.

    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. 

  10. On 7/17/2022 at 11:01 PM, Timeshadow said:

    I did some testing with the weapon powersets and can confirm the scaling is...questionable.

    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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  11. 1 hour ago, arthurh35353 said:

    I still don't think it matches 'hardest content rules' where you are trying to get the best unlocks in recipes and incarnate abilities to survive. 

    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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  12. 1 hour ago, AlwaysAPrice said:

     

    Regarding both this and the Mercy AE removal, some light but not wholly insignificant content has been removed by this change. In both locations is the Architect Studio Manager NPC who stands next to the elevator on the ground floor and provides a short quest to introduce new players to Architect Entertainment and the instructor NPCs that have more detailed information about how to use it, as well as the ticket vendor and AE hospital. There's also a handful of other NPCs used in that intro quest that were unique to the Atlas/Mercy AEs. Checked Kings Row and Port Oakes on Brainstorm and doesn't look like they were moved to the next most accessible AEs.

    The NPC definitions still exist, I can look into adding them to the King's Row an Port Oakes AE buildings.

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  13. 10 minutes ago, ShardWarrior said:

     

    Unless I am mistaken, my recollection of the few requests there were for advanced difficulty options was that the game is too easy and people wanted more of a challenge.  Having the challenge itself is incentive enough for them based on what those requested it had said.  I guess that is no longer the case? 

    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.

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  14. 8 minutes ago, ShardWarrior said:

    If too many reward merits from EMP conversion was a problem, why not add in more things to spend those reward merits on?  I mean, you all are creating yet another in-game currency to buy costumes?  Just use merits.  Or add converting them into the same sort of reward table where the amount that can be converted is limited per day.

    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.

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  15. 1 hour ago, skoryy said:

    I'd recommend doing the same reward merit boost for Dark Astoria and other quests that reward emps as well.  This way all non-vet level methods are covered.

    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.

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  16. 25 minutes ago, Oklahoman said:

     

    Double check my understanding on this: I can run a speed LAM which takes about 12 minutes, and on top of the rewards I'm already getting I would ALSO get 20 Reward Merits? Per run? That seems crazy to me.

     

    For MSRs, can we drop 20 reward merits to the league just for finishing the raid?

    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.

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  17. 9 hours ago, arthurh35353 said:

    I'm going to be quite blunt, making a new hardest mode currency, then using it simple funzie "transmog" stuff makes ma actually not want to do any of the hard modes at all.

    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!

     

    9 hours ago, arthurh35353 said:

    They are just going to be occupying space and being annoying.

    They are in the Special salvage tab, and do not take up any inventory space whatsoever.

     

    9 hours ago, arthurh35353 said:

    If it was really just supposed to be for fun, make it drop from level one and not be tied to the hardest modes at all.

    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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  18. 10 hours ago, arthurh35353 said:

    There's basically no club music, no one (other than Bad Penny) playing any of the games in the casino. Blue-side got non-zombie tiki entertainers and Black Beard has... seaguls cawing inside.

     

    It's a frankly horrible place that I wouldn't want to visit at all.

    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.

     

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  19. 1 hour ago, Techwright said:

    2. The P2W vendor in the Fort is much appreciated, however, might I suggest locating him in a tad more obvious location.  At the moment, it feels just a little like an easter egg hunt.  

    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. 👍
     

    1 hour ago, Techwright said:

    6. Please consider adding a vault access, preferably need the crafting tables.

    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.
     

    1 hour ago, Techwright said:

    7. Similar to #6, I realize the Fort couldn't have storage shelves like a traditional base would, but maybe an exchange shelf?

    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.

     

    1 hour ago, Techwright said:

    9. Are the security rank limits on the portals really necessary?

    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. 😱

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  20. 1 hour ago, Excraft said:

     

    So you're all the "Homecoming Team" without being the "Homecoming Team".... k.  Understood I guess.

    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!

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  21. 1 hour ago, Excraft said:

     

    You are promoting it.  You've held base building competitions and select Dev Choice story arcs in the AE.  I get that content is different on each server.  Just thought something to point people in the direction of forum threads or other info that would help people find them.  Some players sunk quite a lot of work into them to make these bases available for the specifically for the public at large.  A few even have very cool bases used for specific themed events like the Halloween base.  Just seems a real shame to provide a disincentive to explore these.

    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.

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  22. 3 hours ago, Excraft said:

     

    Why not add something to help promote all these very cool community built bases in game to all these new players instead?

    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.

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  23. 1 minute ago, golstat2003 said:

    @Cobalt Arachne Will players be able to resist that with Orange Inspirations or will this teleport they will now do override that?

    The hostless Nictus' teleport is unresistable since as players have reported, if you move away from the hijacking chain it can get a bit buggy; Since this is for a micro-event, not an ordinary enemy teleport.

    Those oranges will work against the Elite Boss Cimeroran Beast's Shadow Slip though.

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