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Everything posted by Cobalt Arachne
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Focused Feedback: The Labyrinth of Fog
Cobalt Arachne replied to The Curator's topic in [Open Beta] Focused Feedback
We're aware of some sort of crashing issue with the Minotaur's Hoof Stomp attack; I am looking into it. Source of the crash was an FX flag error in Hoof Stomp, should be fixed next build. -
Vandal and friends use a giant max/min donut radius to locate a suitable pre-existing spawndef point on the map that is far enough away the from the 'instigator' player (whoever triggered the phase transition) and then spawns the ambushes with a behavior to run to their instigator, which accounts for the delay between their trigger and them arriving. What this means, is that there is no pre-set locations where they spawn, and the exact spawn def the ambushes could change every run depending on where the team is positioned when the ambush trigger fires. I would assume the game would just pick the very first, closest spawn point that meets all the eligibility requirements, meaning you might be able to manipulate where he spawns, but that's just conjecture on my part, so it may not be as helpful.
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Mercedes Sheldon offered as contact but cannot be selected
Cobalt Arachne replied to Metatheory's topic in Bug Reports
Fixed this, her Pocket D contact was missing flags to exclude her from introductions. Will go out in a future patch. Thanks for the report! -
Digging into some of these map bugs from the bottom-up, will use an emoji when I've fixed them. Pineapple = Fixed. Pepperoni = Was not fixed, either due to it not being actually being a map issue, not being something I can fix by myself, or not without a significant time investment that exceeds the scope of quickly getting as many of these done as possible.
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Checked on this. Turns out there was a large number of details on Rikti_60_Layout_02 that were incorrectly grouped and were therefore not rendering. This will be fixed so all these details will be visible.
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I just figured this one out, should be good for next Page; There were a handful of invisible map move markers for that door under the Founder's Safeguard map, that the original map artist must have lost when editing.
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Becky Badge has been consistently bugging out on us. PLS fix this
Cobalt Arachne replied to SSR's topic in Bug Reports
Becky now attaches to her owner as a command-able pet, and will auto-magically teleport to her owner if too far away. If her owner leaves the map, she'll attach/warp to the next oldest player on the map. This should make Becky 100% fail-proof next Page. When this goes out to test, give her a spin; In particular if you can verify that her fail-over tech works if her owner leaves the map; It was working for me, but we know how these things go. -
Becky Badge has been consistently bugging out on us. PLS fix this
Cobalt Arachne replied to SSR's topic in Bug Reports
I'll look into this; I'll move the glowie back onto the metal base of the globe instead of directly underneath and see if that improves things. -
We're aware of this and looking into it. This one has been hard to pin down, there's a lot of costume pieces and weapons that do it, but it is not immediately apparent what the commonality is between them that's triggering the problem in the first place. This will involve some reverse engineering on why the check passes committing a costume, but fails loading it.
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Nasty Bug in "Take Down Cockatrice" Mission from Praetor Sinclair
Cobalt Arachne replied to Astralock's topic in Bug Reports
Figured this one out and fixed it; Should be good in an upcoming patch. Thanks! 💙 -
Minor bug: Zone message does not match signage
Cobalt Arachne replied to McSpazz's topic in Bug Reports
Thanks! Confirmed the sign texture is incorrect (Cygnus is in Galaxy City), and the correct texture does exist for Aquarius Medical Center; Will get that fixed.- 1 reply
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This badge is bugged, an issue was identified when the script rolled onto the next mission; Will be fixed next patch. Thanks for the report; Should be good soon! 💙
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Focused Feedback: Team Badges
Cobalt Arachne replied to The Curator's topic in [Open Beta] Focused Feedback
If suggesting to a new player that a Blaster is a better pick than a Defender on teams for somebody who wants to be play Ranged Damage (which is an objective fact) is "forcing a particular plastyle" then there's not much room for discussion. That's not us changing the game, that's just literally how the game works. It's a rather odd take on the goal of trying to better passively educate players that certain ATs are better choices for specific team roles. -
Focused Feedback: Team Badges
Cobalt Arachne replied to The Curator's topic in [Open Beta] Focused Feedback
We're not, and many are looking at this the wrong way. Also worth noting, as it's something many people are getting wrong in this discussion: Your chosen playstyle is not the same thing as your AT's primary role on a team. Because the game allows players to run anti-meta builds, like a Defender who's specced into a taunt and fights only in melee, but that is choosing a playstyle. That does not make it that Defender's role on the team to tank enemy aggro. If I invite a Tanker to my team completely blind without looking at their powersets at all, what should I expect them to be contributing to my team? My answer would be that the expectation is that they are going to be the ones first into enemy groups and tanking their aggro alpha. If the Tanker instead sits at the back of the team using only ranged attacks and never taunting, they're choosing a playstyle that does not suit their Archetype, which is allowed, but it does not mean their Tanker is fulfilling the role of Ranged Damage. In-fact, by doing so they're contributing very little to their team, so even if it's technically allowed within the game, it's not behavior we are going to reward. It would be more productive if that Tanker who loves playing Ranged Damage instead was on a Blaster, as they'll contribute far more to that role while retaining the same playstyle. The distinction will hopefully lead players to play the ATs that are the strongest choices for the playstyle they enjoy, while also acknowledging the role they are expected to fulfill when on teams. This is the knowledge we're hoping to impart to new players with these more defined roles. The character creator even refers to this selection as 'Playstyle': -
Focused Feedback: Rikti War Zone Revamp
Cobalt Arachne replied to The Curator's topic in [Open Beta] Focused Feedback
The new Vanguard compound was setup using vistrays so that if you're not currently inside of it, it doesn't render, so players doing Mothership Raids should not notice any performance impact. However, as always, if anyone notices anything suspect, do let us know! -
Focused Feedback: Rikti War Zone Revamp
Cobalt Arachne replied to The Curator's topic in [Open Beta] Focused Feedback
Probably not, instanced zone maps are taken as copies from the original zone at the time of their creation, all zone functions stripped out, and then modified into mission maps. Adding the new sections to the instanced maps would essentially mean redoing them entirely from scratch. It's too much effort for what would change almost nothing for the missions on those maps. As for outdoor maps... The AE building shouldn't exist in those old outdoor maps because Rikti War Zone content was from Issue 10 and the Architect system wasn't added until Issue 14. -
We've investigated this issue, which is a result of Blasters having access to 5+ possible weapons from sets and players only having 4 total weapon slots on their costume's data format, so this has now become a hard-coded problem requiring some involved adjustments to resolve. I can confirm it's on our radar, and we're looking into it, but this won't be fixed in time for Page 7 unfortunately, it's not possible to resolve with things setup as they are currently. This issue is due to a weapon slot overlap, it wasn't caused by any recent sheathed/holstered changes, just made more visible.
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Focused Feedback: Team Badges
Cobalt Arachne replied to The Curator's topic in [Open Beta] Focused Feedback
They would have earned less Aether over time if we changed non-epic ATs to qualify for more than one role per the character creator. Not every team is going to be lead by somebody who cares about getting the bonus, leaving more chances that could be swayed by the AT you yourself play which would lead to reward imbalances inherent to certain Archetypes. Example: If you played a Warshade, you automatically fulfilled 3/5ths of the criteria by yourself and only needed two other roles on the team to qualify, making it easier to earn the bonus regularly without trying for it. That being said this thread is about the current feature, so we'll let that get back on track. -
Focused Feedback: Team Badges
Cobalt Arachne replied to The Curator's topic in [Open Beta] Focused Feedback
Simplicity and fairness primarily. One AT, one primary team role. Example: Stalkers would only qualify for Melee Damage... No matter how creative you want to try and be with it, their main advantage involves using stealth to drop aggro at any time (opposite of a Tank's job), and doing critical melee attacks for massive damage. How would it be fair to Stalkers that they get to just naturally earn less Prismatic Aether than everyone else? Because other multi-role ATs would qualify for the bonus more often and thus earn more over time. Since some ATs would only be able to qualify for a single role, for simplicity and fairness, we went with everyone's one primary role. (Not counting the Epic Archetypes.) Fairness was weighted far more heavily in the design considerations earlier for the previous feature due to that reward involved.