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Cobalt Arachne

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Posts posted by Cobalt Arachne

  1. 5 hours ago, ZorkNemesis said:

    there's a new level shift inspiration that drops from several sources inside the Labyrinth that I assume can be used outside (can they stack with Ultimate?).

    The Draught of Fog inspiration only provides a Level Shift while inside the Labyrinth of Fog; Outside of the zone, it cures and provides immunity to the Diseased debuff that all Minotaur enemies inflict with their breath attacks, so players could potentially use it while running ITFs if they really hate that debuff.

     

    It cannot be stacked with Ultimates. The hope is that people will use Draughts of Fog instead of Ultimates, since the Draughts last 15 minutes each instead of 5, and are far easier to collect than to purchase/stock many Ultimates from Luna.

  2. 4 hours ago, gameboy1234 said:

     

    Stuff like this should be in-game.  (Is it?)  In a lot of "random dungeon" players can find items that explain things or give clues.  Maybe some stone tablets or pedestals that the players can click on to get hints or outright instructions?  Maybe make a glowie in the middle of some mob spawns so players have to defeat the spawn first.

     

    And maybe a boss key too....

     

    I'll double check that the descriptive text on the inspiration alludes to it, it was something added later in development as response to asking for hints to the maze.

  3. 19 hours ago, Lazarillo said:
    19 hours ago, Glacier Peak said:

    An entire new zone, new end game raid experience, new enemies,

    These are all really just one thing, and well, meh.  I figure it's the same as every other hardmode TF, just open world, and those aren't fun, so why would the new zone be?

    The Labyrinth of Fog is not advanced/hardmode content, it's not even Incarnate content, no more so than something like a Hamidon or RWZ Mothership raid is considered as such.

     

    The Labyrinth of Fog is more... another style of group content aimed at providing a similar format of consumption to that of the popular Halloween leagues + GM hunts combined with a 'once a day per character' raid boss payout to engage with/target, and a variety of rewards that can be prioritized/optimized by the individual raid leaders.

     

    It's not meant to be difficult, it's meant to be engaging.

     

    But the zone is also a liminal space maze, with a variety of sights, discoveries, lore, stories, and prizes to discover that encourage exploring, a lot of which was designed to be doable solo with some stealth, independent of raids going-on.

     

    I encourage anyone curious to give it a try, it's pioneering a lot of new approaches to things.

     

    As with everything we create, there will be fans and those who decide it's not for them, which is normal for any work.

     

    At least for me, I'm always looking to explore the horizons of new experiences, but I understand some prefer less complex experiences and that's okay too.

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  4. 3 hours ago, LegionAlpha said:

    Back in the day to hype up a zone would post lore on it. Like Croatoa

    I like this idea! I'll look into writing something up for an introduction for the next patch notes.

     

    There is a lot of lore to the Labyrinth, but parts of it are hidden, and those who want all the answers will have to look for it.

     

    I wrote a lot of extra lore and details specifically for descriptions.... Powers, inspirations, badges, buffs; If it had a description, I snuck lore in!

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  5. 5 minutes ago, Ukase said:

    There is one thing I'd like to see - another path to get to the content. The midnighter club locations - Steel, Croatoa, Founders and Cap...

    As part of Issue 28, the Midnighter Club is being added to Long Range Teleport with the only unlock criteria being the same single badge that unlocks the zone.

     

    That should make the zone one-click accessible from anywhere in the game with LRT.

     

    Additionally, the Labyrinth of Fog appears in LFG which can be used to reach the content as well.

    • Like 3
  6. FYI: For those wondering why, Blarf was a low-risk feature that helped us prototype precise NPC AI control and interaction in Lua, the fruits of which went on to be used in building the Labyrinth of Fog's Minotaur In The Fog.

    Blarf's excitement at being alive is meant to represent them being thrilled that they were greenlit as a feature.
    It's great when prototyping can also double as enhancements for the game! 😄

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  7. 13 hours ago, Burnt Umber said:

    without doubling up on stealth and hide or the like.

    For Stealth, the mobs in the Labyrinth have the standard-amount of perception and Super Speed + Stealth IO will work on almost everything, with a few exceptions:

    • The Minotaur In The Fog; Any floor (they ignore stealth)
    • Soldier of Rularuu eyeballs; Violet / Orange floors (these ignore stealth)
    • Rikti Drones; Green / Orange floors (these ignore stealth)
    • Praetorian Resistance; Red / Orange floors (increased perception per Targeting Drone)
    • The Family; Red / Orange floors (increased perception per Targeting Drone)

     

    For everything else, the bare minimum in Stealth will get you around the Labyrinth.

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  8. 8 hours ago, Mezmera said:

    Hopefully those are the things not detailed yet. 

    There are seven motes in the Labyrinth that can be found and provide small buffs when approached that last until you leave the zone, these are also key to another puzzle that ends in another reward.
    These puzzles are most reasonably tackled solo, but could become a group activity if everyone is working on the same goal.

     

    screenshot_240612-11-42-50.thumb.jpg.921a559d2f302d56183701db0391fda7.jpg

     What purpose do the mote anchors serve? They pulsate with most malevolent energy... 


    There's also unique Labyrinth-themed prizes, one prestige costume (that has six customizations) and two vanity pets to figure out their unlock methods and earn.

    Finally; I added special lore text to almost every single thing's description in the Labyrinth, if you're a lore nerd, there's a LOT here to begin piecing together, there's a story here, it's just not fed cleanly to you in a story arc directly.

    If you want the full picture of the lore, read those item descriptions! 😄

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  9. 11 hours ago, Ukase said:

    So, when I heard this voice, flashbacks of Advanced Mode LGTF came to mind.

    I've always been of the opinion that using voice-overs was not inherently / objectively bad, only their original usage in the Galaxy tutorial that people didn't like.
    So, I've been experimenting with them in ways that don't detract much from the content if you decide to turn them off (flavor dialog in the Labyrinth, encounter cues in LGTF).

     

     

    11 hours ago, Ukase said:

    So, that was fun/interesting. I never did see the Minotaur. Probably for the best. 

    As long as you are constantly moving, the Minotaur will likely never catch up to you as he moves to a players position when he hunts, but doesn't dynamically follow them; He's most dangerous when his target is currently in the middle of something else and he shows up uninvited to complicate things. This will be most noticeable when a raid is clearing mobs to build Level Shifts and he appears while clearing a floor.

     

     

    11 hours ago, Ukase said:

    I am guessing there is a way out of there - you just have to wait for those white or black lines to show you the path. But, I haven't figured that out yet, if that's even correct. 

    Hint: From the starting point of the Endless Colonnade, use a Draught of Fog inspiration (or have somebody else in the zone use one, anybody using one anywhere will trigger it) and the path will become clear, but only briefly.
    Alternatively: Have somebody else run / clear the maze for you and recall to them.

     

     

    11 hours ago, Ukase said:

    I found one of those ??? spots, but couldn't get out without ending up in the fog again. 

    If it's the fog maze inside the Endless Colonnade, the only escape is using your recall power... That being said, I can include an escape door at the beginning, so people who aren't interested can re-randomize their location.
    I've received some feedback that it's a bit too common to end up there as well, so may reduce that chance slightly.

     

     

    11 hours ago, Ukase said:

    and I guess the whole purpose of it is to get these inspirations. Seems like it should hit back or something? It didn't do anything. Maybe it was stuck in the storage racks. 

    The purpose of the Malevolent Fog pinatas are to increase the zone-wide level shift counter, as well as be a source of Reward Merits for a league that has people searching for them and using Incandescent Destiny to move the league to them for clears.

    Think akin to Giant Monster clearing during Halloween Leagues, where some people are searching the zone for Eochai / Jack-In-Irons.
    The Malevolent Fogs are a side-prize to strive for that adds Reward Merit income to the League's earning totals if hunted.

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  10.  

    1 minute ago, lemming said:

    I agree that it's imbalanced.  (though similar to Invader/TFC but more so).

     

    I would see if all the safeguard objectives shared credit to the team.  Right now, I think it's only Arsons that share. (and that was a recent upgrade)

    Team credit for Safegaurd Mission objectives was on a to-do list; I'll see about getting that done sooner rather than later.

    • Like 4
  11. 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.

  12. 9 hours ago, Glacier Peak said:

    Where are you seeing the reward table? Or have you gathered this data yourself - either way, can you share?

    Blarf's 'gifts' from most likely to least likely:

    Spoiler

        Legacy Salvage Bone Fragment
        Legacy Salvage Dangerous Chemicals
        Legacy Salvage DNA Mutation
        Legacy Salvage Mutated Sample
        Legacy Salvage Genetic Sample
        Legacy Salvage Exotic Compound
        Legacy Salvage Neo Organics
        Legacy Salvage Ectoplasm
        Small Inspiration Def
        Small Inspiration Acc
        Small Inspiration End
        Small Inspiration HP
        Small Inspiration Dmg
        Small Inspiration Res
        Small Inspiration Revive
        Random Training Origin Enhancement
        Holiday Inspiration Lump of Coal
        Reward Merits (<0.1% chance)
        Prismatic Aether (<0.1% chance)
        Very Rare Recipe (1 in 80,433 chance)

    If you do not have space in your inventory for the gift Blarf is trying to grant, it will not be received!

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  13. Mote Hunting, Gladiator Costume, and other solo-focused features:

    6 hours ago, Figurehead said:

    Before the event started, a few people went to find motes so people could warp there to get a minor buff. That meant that every person who hadn't been in the labyrinth before needed all that explained, then the motes explained. Then the fact that enough motes together could be sacrificed at core to get gladiators etc means the core needed explained, and gladiators needed explained

    Mote hunting, the unlockable Gladiator costume reward, and finding secret locations were added specifically as things for solo adventurers to do/find on their own when not raiding. This zone exists for more purposes than just league raiding, a large amount of design emphasis was put into making sure there was fun activities that players who like exploring so they could do that on their own when there's not a raid running.

    If the actual raid itself is being explained as anything other other than:
    "Work together with your Team/League to defeat as many Elite Bosses as you can to gain Level Shifts toward defeating the Minotaur and maximize rewards!"
    ...then it's complicating things in my opinion, but it's fair that there's too much visual noise right now that distracts from the above.

    I'm going to put some effort into standardizing the visibility of elements that don't pertain to the raid and are more solo oriented, as to not confuse players with things that have no impact on the raid.

     


    Hunting Volatiles:
    Reading to me like there's an argument to be made for removing the Level Shifts from Volatile Aether and having Volatiles serve the purpose of being a Prismatic Aether pinata for solo hunters or for raiding players who care less about Inf/Exp rewards from the raid proper.


    Might make more sense for the raid to be streamlined to Influence/Experience/Minotaur defeat focused.
    I'll take the level shifts off the Volatiles next patch so players feel no pressure to hunt for them in a raid and we can see how that compares.

    This will result in it being up to the raid/players to volunteer to explicitly lose their Inf/Exp rewards to sacrifice time hunting Aethers instead to gain Prismatic reward income that has no bearing on the raid's success. The same way it works for Trick-or-Treat leagues during Halloween who hunt GMs.

    We'll see how the raid feels after and can make some comparisons.
     


    Teleport Failures:
    Seems like the teleport has issues if their target is currently going through a door, or there's not enough space nearby, then it simply doesn't fire at all. This appears to be the case whether it's done in powers, or done through Lua...
    I'm looking at removing the teleport's CD, so you can retry easily until a teleport returns valid.


    At this point, I've tried three entirely different methods for executing teleports and all of them seem to share the same issue.

    I can't do anything about looking into the issues with the teleport code functionality, only @Number Six or @Faultline might, because now it's speculatively a change to the game's teleport code.

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  14. 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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