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Everything posted by Faultline
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Or you could just ask...
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Guide writers hate Praetorians.
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issue 27 Patch Notes for December 1st, 2020 - Winter Event!
Faultline replied to Jimmy's topic in Patch Notes Discussion
That is intended to be added as a Null the Gull option once we're back from break. -
issue 27 Patch Notes for December 1st, 2020 - Winter Event!
Faultline replied to Jimmy's topic in Patch Notes Discussion
Those were added on September 13th 2011. https://archive.paragonwiki.com/wiki/Patch_Notes/2011-09-13#Contact_Icons The yellow state ("has mission available") was bugged because it expected the player to have access to the Paragon Store, which obviously no longer exists. Remnants of the Paragon Store were removed in i27 and that caused them to start displaying over contacts' heads again. They can be disabled from Menu > Options > General > Miscellanous > Hide Contact Icons. -
issue 27 Patch Notes for December 1st, 2020 - Winter Event!
Faultline replied to Jimmy's topic in Patch Notes Discussion
Going to have to put that bug in the priority queue to figure out once we're back from December break. -
issue 27 Patch Notes for December 1st, 2020 - Winter Event!
Faultline replied to Jimmy's topic in Patch Notes Discussion
Bugfix, they were never meant to be black, they (along a lot of powers) lost their palette information. The good news is that it should be possible to make them customizable in the future, and then you'll be able to make them whatever shade of black you like. -
issue 27 Patch Notes for December 1st, 2020 - Winter Event!
Faultline replied to Jimmy's topic in Patch Notes Discussion
A little, but intended. BT can send you to any Coalition base without a passcode, so that is "different enough" to justify being its own power. The combination of both lets you enter a base twice every 10 minutes, and if you also use Supergroup Portal you can do three times every 10 minutes. -
issue 27 Patch Notes for December 1st, 2020 - Winter Event!
Faultline replied to Jimmy's topic in Patch Notes Discussion
Badges that award on login are always silent because they award before the client is done loading the character, so the client never saw the reward floater. If you had been online when the Winter Event script was turned on, you would have seen a notification. -
issue 27 [Beta] Patch Notes for November 29th, 2020
Faultline replied to Jimmy's topic in [Open Beta] Patch Notes
That's a question for @AboveTheChemist - I just grabbed his updated file and put it on the patch. -
It's a Vidiotmaps issue.
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issue 27 [Beta] Patch Notes for November 28th, 2020
Faultline replied to Jimmy's topic in [Open Beta] Patch Notes
Ouro should be disabled **inside missions**. It was intentionally left enabled when outdoors. -
issue 27 [Beta] Patch Notes for November 28th, 2020
Faultline replied to Jimmy's topic in [Open Beta] Patch Notes
He's thinking of Ouro, which is disabled in Master runs but it's not an accolade (even though it looks and acts like one) -
issue 27 [Beta] Patch Notes for November 28th, 2020
Faultline replied to Jimmy's topic in [Open Beta] Patch Notes
The powers system doesn't know anything about what you do with the menu. They are completely different systems that don't talk to each other. -
issue 27 [Beta] Patch Notes for November 28th, 2020
Faultline replied to Jimmy's topic in [Open Beta] Patch Notes
I think it already costs the same. Preloading it was discussed but I don't want to do it until we gather usage data on its current iteration. It does have the Winter Forest unlocked by default during the Winter Event, so there is no reason to rush that decision. Right now the reason this unlock exists is /ebfp -- two million inf lets you use /ebfp twice every 10 minutes. Remember that we *like* players using bases as travel hubs, community sharing player created stuff is good. -
issue 27 [Beta] Patch Notes for November 28th, 2020
Faultline replied to Jimmy's topic in [Open Beta] Patch Notes
Can't be at the moment, it's hardcoded in monorails.def. Can investigate options after the December break. -
issue 27 [Beta] Patch Notes for November 28th, 2020
Faultline replied to Jimmy's topic in [Open Beta] Patch Notes
The patch notes aren't explicit enough that it's just the power, no zone unlocks and no Passport badge. -
I have answered this many times already: a single power on a 3 minute cooldown forces you to wait the whole 3 minutes every single time, and doesn't allow you to just do it twice in a row quickly where needed. Honestly, I am done answering your messages; I tried, but it's clear that it doesn't matter how many times I give you answers, you just keep going back to "I don't know why", "I haven't seen justification" and so on. There's only so many times I can repeat myself before I give up.
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You... do realize that when you use /ebfp, the entire screen is filled by a loading screen anyway, right? Out of all the complaints, this one seems the absolutely most petty.
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We datamined how often players used enterbasefrompasscode every 10 minutes. Twice every 10 minutes was the median (>50% of uses), thrice every 10 minutes covered >95% of use cases. That's how we know that keeping it at 3 usages every 10 minutes will cover the vast majority of player use. The perception of thrice evey 10 minutes being too long is refuted by the data collected when players had free access to run the command as many times as they wanted, not artificially limited at all, and save extreme outliers kept it at 2-3 every 10 minutes.
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Because they don't, no matter how many times you repeat the same misinformation. You can just use them all to enable /ebfp if you want to always use a travel hub base, but that's not what the powers do by default, that is just a choice you have available. Long Range Teleporter: direct teleport to zones Base Transporter: direct teleport supergroup bases for self. Supergroup Base: persistent portal in-zone that can be used by anyone. The Pocket D VIP Pass was folded into LRT, the various market teleporters are gone. We removed different powers that did the same thing. The only powers that do "the same thing" in the Fast Travel menu are the Day Job ones, and the reason for those is that it's just how the Day Job system works, many of its rewards are redundant copies of powers you can get elsewhere. Which you are free to ignore. The "long" cooldowns are shorter than what the VIP Pass or Base Transporter used to be. The /ebfp cooldown can be made shorter by purchasing the various options that let you use it up to three times every 10 minutes. The "high costs" are a power that is free, a power that is 1m and a power that is 10m. You get to choose how much you are wiling to spend on the convenience. Your questions are the equivalent to "why is the sky purple". It isn't, you are just wearing pink-colored glasses. No, we're facing it because we decided to let the /ebfp command stay active until we had a way to limit its use sensibly instead of just taking it away and saying "no, you can't have this, wait until we come up with a way to do it that follows sane game design rules". As a result, you are using /ebfp instant-cast, zero-cooldown, no-cost as a baseline for what travel should be like. This is not a valid baseline, and no feedback that starts with that premise is useful.
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Which is exactly why LRT is not a requirement and can be put behind an unlock; those things you are listed are intended to be the low-effort, less-convenient option. It's kind of frustrating how posts like this get too close to realizing that "oh, LRT has a requirement to get because there are other options" and instead decide to frame it as "LRT is more difficult to get than the other options, therefore it's inconsistent". No. It's intended design. There's a progression here that players are trying to skip, because they got used to skipping all progression when it comes to travel.
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Activate LRT regardless of what zones you unlocked and while the zone selection menu is up use /ebfp and a travel hub base like you have done for the last year. Every single post complaining that they need to unlock everything in LRT to make it useful is invalid. I don't know if people don't understand that they can use /ebfp while the menu is up, or if they are intentionally choosing to ignore that fact to continue painting the power as useless without a major grind, but either case, any feedback that ignores that /ebfp can be used from LRT is useless, because the person giving it is ignoring a key element of the power. It's like complaining that Phantom Army expires when no other controller pets do, while ignoring they're invincible during that duration.
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It has been stated multiple times, but it seems people have selective amnesia when it comes to explanations they don't like. You don't want to do exploration badges? Stand idly in Pocket D doing nothing for an hour. You get LRT with just one destination, but that's enough to enable the /ebfp travel hubs. If you want more direct destinations then you have to put on some effort, but they are not required or necessary, proven by everyone being perfectly happy using bases as travel hubs this long. This is not an oversight, this is intended and will not change. Until you show that you can access a zone on your own, passing relevant alignment and level checks, it won't be added to LRT. Getting one exploration badge is the minimum bar to clear to prove that your character can handle that zone; for the same reason, it will not be an account wide unlock. You want a shorter cooldown on /ebfp? Day Job or P2W the Base Transporter and Supergroup Portal powers, which combined can get your cooldown on /ebfp to five uses every 10 minutes. Yes, if you want to use /ebfp three times every 10 minutes you have to spend 11 million inf. This is not an oversight, this is a cost for the convenience. You may not like those explanations but they have been given. The fact that /ebfp allowed instant no cooldown travel to hub bases (and from there to everywhere) for free was an aberration and not intended behavior. It was a GM command. I will compare it to other GM commands. This is not a false equivalency.
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It's because they have a different version of the Kallisti map that was built for Titan Icon and the HC client is trying to load that version, which is incompatible. Any folders under data other than texture_library and sounds can cause crashes.
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Functionality that we said from the beginning wasn't intended and would go away. You see /ebfp as the gold standard for travel, we see it as an aberration that was begrudgingly kept for the sole purpose of bookmarking bases and jump easily between them. Any game system is going to be less efficient and/or expensive than a GM command; pointing this out is both correct, and irrelevant. Using /completemission is also more efficient and cheaper than playing through a mission, which takes a lot of time and 3-4 powers to do -- sometimes a lot more! It's quite frankly ridiculous how complex it is to complete a mission without /completemission.