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Faultline

City Council
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Everything posted by Faultline

  1. It's been running out of memory in Excelsior and Everlasting; the max memory will be increased on Tuesdays' patch.
  2. Eden is a zone that villains can canonically fly into undetected - there is at least one villain arc that sends you to Eden with a flyer.
  3. Not just to play, but to dev. I've used the Steam Deck as my main machine for everything in the last two years -- I have been moving around too much for various reasons, so reducing the size and volume of everything I have to pack is mandatory. It's better to play it under SteamOS because the AMD drivers for Windows aren't super stable on old OpenGL apps. I've had some crashes when playing on a large league with all the particles flying that only happen on Windows. For dev work, where I'm usually by myself on the whole dev server, it's fine under Windows as well.
  4. Filtering by rarity should be doable next page (we're not really adding anything complex to page 2 at this point). Filtering by level isn't likely.
  5. _Chain_ powers can be set up to prioritize targets to jump to based on different things, so if the control power is made into a chain...
  6. You might want to double check the author of the article.
  7. It's probably a bit late to try to steer the thread in a positive direction, but I'll try anyway: What parts of the article do you agree with? What parts do you think are completely wrong? What parts are you unsure about, and would like to clarify how you're taking that information? As I've said many times before, I'm not a powers dev, so a proper discussion about the contents of the article would be helpful.
  8. Just that run. The arc is very complex and relies on your character's decisions a lot, so depending on which choices you pick, you'll lock yourself out of the relevant options that run.
  9. BTW, not really on-topic but someone was listing co-op zones: both The Hive and The Abyss are co-op, though The Hive is harder for villains to get into (I think only base teleporter?)
  10. Both badges are doable on the same run, but Truth Seeker's requirements are something you may or may not have locked yourself out of.
  11. Probably not until after page 2 goes live, all the dev energy is on getting that monster patch ready right now.
  12. Players in Brainstorm have access to /badgegrant and the freebies menu, so they can get badges that are normally impossible to get together, as well as badges that are not enabled yet.
  13. For most badges, there's nothing in the data that can be checked in order to determine if it's a hero or villain badge -- they have no requirements themselves, they are just awarded to anyone who completes a specific task. There are a few that check alignment before awarding, but they are the exception, not enough to make a filter with. Someone would need to go in and tag every badge with info that a filter can use. I did manually go in and create a filter to hide praetorian-born and primal-born badges from the other side, so it's not impossible, just not for this page.
  14. No. The nightmares are selected based on which ones are needed by the most players in the league, so unless over half the league drops simultaneously, the selection will still be tailored to the remaining players, because they compose the majority of players in the league. And even with over half the league dropping simultaneously, if they're bringing "fresh" characters (that is, ones that don't have any progress), they won't affect the selection at all, because having defeated no nightmares means they won't have any preference for which nightmares are selected. Considering that the previous selection was purely random, there is no scenario in which you're worse off, because you were never guaranteed to get what you needed anyway. If you had 15 out of 16 nightmares, each run was a 18.75% chance of getting you the nightmare you need. You could get unlucky and run 10 trials in a row without seeing that nightmare -- 1/8 chance of that happening. Note that the current (live) selection of nightmares follows a well-known math problem called the "coupon collector's problem" where you ask "if you have a set of N coupons, and you collect them in packs of K at a time, how many packs do you need to open on average to collect the desired number M?" and the solution is a well-known formula; for our scenario (16 "coupons", 3 "received" at a time, you want to collect all 16 "coupons" = average of 17 "draws"). This matches what someone else posted about their best run being 9 and their worst being 20. The new selection system is guaranteed to get you all the nightmares twice as fast, even with the two extra ones in the mix. You can see the exact formula here: https://www.wolframalpha.com/input?i=sum+of+((-1)^(i%2B1)+*+binom+(16%2Ci))+%2F+(1+-+binom+(16-i%2C3)+%2F+binom+(16%2C3))+for+i%3D1..16 I wrote a little simulation in order to check what the existing situation is; the result of the formula aligns perfectly with the simulation. With 1000 players going for the badge, this is what happens: 6 runs: 1 players got the badge. 7 runs: 3 players got the badge. 8 runs: 9 players got the badge. 9 runs: 28 players got the badge. 10 runs: 35 players got the badge. 11 runs: 73 players got the badge. 12 runs: 72 players got the badge. 13 runs: 79 players got the badge. 14 runs: 101 players got the badge. 15 runs: 82 players got the badge. 16 runs: 75 players got the badge. 17 runs: 53 players got the badge. 18 runs: 56 players got the badge. 19 runs: 58 players got the badge. 20 runs: 42 players got the badge. 21 runs: 41 players got the badge. 22 runs: 35 players got the badge. 23 runs: 35 players got the badge. 24 runs: 21 players got the badge. 25 runs: 17 players got the badge. 26 runs: 15 players got the badge. 27 runs: 13 players got the badge. 28 runs: 13 players got the badge. 29 runs: 5 players got the badge. 30 runs: 6 players got the badge. 31 runs: 4 players got the badge. 32 runs: 7 players got the badge. 33 runs: 3 players got the badge. 34 runs: 4 players got the badge. 35 runs: 3 players got the badge. 36 runs: 4 players got the badge. 37 runs: 1 players got the badge. 38 runs: 1 players got the badge. 39 runs: 2 players got the badge. 48 runs: 1 players got the badge. 54 runs: 1 players got the badge. 75 runs: 1 players got the badge. Average: 17.05 runs You are way more likely to get the badge in more than 30 runs, than to get it in less than 8. Here's the simulation code if you want to try it yourself: https://onecompiler.com/lua/43k4zuuan
  15. Controller started as heroes, and their pets are dogs - they see you as part of the pack, and will gladly help you. They just learned to follow new commands, just to please you! Dominator started as villains, and their pets are cats - they will do whatever the heck they want, if that inconveniences you, deal with it, that's why you have a cat. No points for guessing if I'm a cat or a dog person.
  16. You get 3 nightmares per run. There used to be 16 nightmares, so even under absolutely perfect conditions, it would take 6 runs to get the badge, with the last run having two duplicates. 16 isn't divisible by 3. Adding two nightmares brings the number to 18, and the script changes means it'll always take 6 runs, with no duplicates. It's mathematically impossible for the additions to make the badge slower to get. They fit in the gap that would be used by duplicate nightmares otherwise.
  17. cohdev@HC-BUILD MINGW64 /c/coh/data (release/brainstorm) $ git merge i28p2/master Merge made by the 'ort' strategy. [...] 9468 files changed, 1487215 insertions(+), 330813 deletions(-) ### cohdev@HC-BUILD MINGW64 /c/coh/data (release/brainstorm) $
  18. No plans to modify existing sets unless there's a very good reason and even then only in a way that is backwards compatible. The reason is that it would majorly impact builds all over the board, unlike targeted changes to specific sets. Since enhancements have an influence value in the auction house, it would seem extremely unfair when the early testers get a heads up on what sets are about to increase/decrease in value. No insider trading allowed! There's no technical reason why we can't add new sets, it's just a matter of finding a specific niche that needs attention. The main issue design wise is that some of the later sets (Superior ATOs and Winter) are so high on the power curve that any new set will have trouble competing if they are at all an alternative -- hence the new sets being for things that either have a specific utility purpose (like the KB to KD in Sudden Acceleration) or cover aspects not available in those sets (like the Endurance Modification ones). There were several sets being worked on last year that would work in any mez power, but they got shelved when I had to leave. No idea when/if they will be worked on again.
  19. I know people are frustrated with the subreddit situation, but I'll echo Cipher's position in that it's best to not engage and focus on the positive. Press attention is certain to cause a new influx of players, and we want them to see a welcoming community, rather than one that is fractured and bitter. Be excellent to each other and game on, dudes.
  20. The chance to fail is based on the relative level between enhancements. It's there to prevent you from buying low-level HO-equivalents (I think they start at 30 with Eden/Hydra?) and combining to get a 53 HO on the cheap. Yes, even back on Retail you could combine a Hydra/Titan with a HO.
  21. Players ask for options all the time for pretty much anything as if it was a no-brainer to just make everything into an option. While this is more-or-less true for client settings (graphics, controls, sound) it is very much not the case for server settings, especially those that affect gameplay. Not only for the obvious reason of gameplay consistency (if everyone changes too many things about how the game works, it becomes harder for people to help each other since they will not have the same frame of reference) but because not everything can be made into an option. There's a concept in programming called "scope": while yes, at the end of the day everything in the game is in memory somewhere, parts of the game don't know every other part of the game, and making it so some parts of the game are accessible from a part of the game where they currently aren't can introduce issues. And that is assuming that the thing you want to change affects only the client or only the server; if the setting would require the client and server to both be aware of it and keep it synced between them, it becomes even more of a hassle. In some cases, no amount of moving things around will get past that problem. There's a reason Null the Gull exists and hasn't been deprecated in all these years; the various gameplay changes it enables are only possible via directly giving something to the player character itself that can be detected via the powers system, or by polling the character inventory directly in order to see what badges they have available, or what alignment they are. Those things cannot be read from the settings code, and cannot be altered by settings -- not without some major surgery to change how settings are managed and stored, which is very much not worth the dev time. In conclusion: pretty much every time a change is made, players ask for an option to avoid the change, and more often than not, they won't get that option. It doesn't matter what the result of the poll is, because if the setting is something we can add without much fuss, we'll just do it (see the various settings to control the power recharge animation -- a client setting) and if it's something that we determine isn't feasible to make into a setting, we won't.
  22. No, badges can have pretty complex requirements that are hard to reset, and even in the case of simple ones, resetting them is not desirable. For a very obvious example, take the Veteran badges -- while they are awarded by a single stat that could be reset to zero, that means player would be able to repeatedly get the badges for infinite Empyrean merits. Even Rookie has a reward attached, it gave you Patrol XP, so allowing you to revoke an Exploration badge would mean infinite Patrol XP.
  23. Regarding the new way to obtain the Passport accolade, be aware that the change means any exploration badge counts for Passport, not just the badges tied to an accolade. Jail Bird (Breakout), Thrill Seeker (any AE location), Rail Rider (CTA stations) and a bunch of other badges now count. So going to Pocket D and grabbing Big Time, Trucker and Thrill Seeker counts as three badges, if you want to avoid enemies entirely outside of your starter zone.
  24. Those powers can be switched out, so making them slottable is a no-go; you would lose the slots and any enhancements slotted on them when swapping.
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