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Everything posted by Faultline
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All I can say at this point is that there is a plan, but everybody involved knows how hyped this particular story arc was and wants to do it justice to the best of our abilities. This means keeping it backburnered until we have the experience, assets and mechanics to really sell it as the game-changer it's supposed to be.
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Overwhelming Force doesn't work on Singularity.
Faultline replied to Breath's topic in [Open Beta] Bug Report Archive
Singularity does a mix of Repel and KB. Repel is not affected by this IO. -
That's not a badge.
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https://hcwiki.cityofheroes.dev/wiki/Enduring_Badge Duplicate suggestions are obviously not eligible.
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Clarifying Some Oddball Powers (Controller edition)
Faultline replied to oedipus_tex's topic in Controller
I am not a powers dev, I know nothing about this. -
Focused Feedback: Pool Powerset Revamp: Sorcery
Faultline replied to Arcanum's topic in [Open Beta] Focused Feedback
Assuming 3 damage SOs, on a Blaster: Fire Blast: 85.995 dpa Arcane Bolt without Arcane Power: 91.18dpa. Flares: 103.7205 dpa Blazing Bolt (fast): 180.47dpa Arcane Bolt with Arcane Power: 182.36dpa. Blaze: 264.97 dpa Numbers from the powers people, I'm just the messenger. -
Focused Feedback: Pool Powerset Revamp: Sorcery
Faultline replied to Arcanum's topic in [Open Beta] Focused Feedback
Damage formulas dictate base damage, bonus damage on powers has to be tied to gimmick mechanics. -
Focused Feedback: Pool Powerset Revamp: Sorcery
Faultline replied to Arcanum's topic in [Open Beta] Focused Feedback
Two pages of posts have been hidden. The short version is: Discord exists. We take feedback from Discord. If you provide feedback on Discord, it will be taken into account. If you were not aware that Discord exists and that Homecoming has a Discord server, now you know. If you do not like Discord and only post your feedback on the forums, it will also be taken into account. Neither avenue is given preference over the other. None of that is relevant to the Sorcery revamp. -
Focused Feedback: Pool Powerset Revamp: Sorcery
Faultline replied to Arcanum's topic in [Open Beta] Focused Feedback
You may not be aware of this, but that change was a result of player feedback after discussing multiple choices: The forums are not the only place where feedback is gathered, and the changes to Sorcery were discussed at length in the Beta Testers discord for several days before hitting Brainstorm. Trying to paint this as "Developers ignoring feedback and doing whatever they want" is quite inaccurate.- 312 replies
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City of Titans opened a Kickstarter and raised almost 700K with just a few pieces of concept art. Eight years later they have not been able to deliver on things they promised for 2015. Regardless of how pure and true their intentions may have been, they are a classic example of Kickstarter vaporware, taking advantage of a specific event to raise funds and then being completely over their heads. Their entire campaign was just a payday to Epic, Autodesk and Adobe, assuming they spent the money in the things they said they would.
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They will be available on AE once their story arc is continued (most likely page 3). Right now they are way too unbalanced since they were only expected to fight other NPCs, all their powers have been receiving tweaks and changes in preparation for fighting players.
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Got Wheel of Destruction missions out of order - 2 then 1
Faultline replied to DougGraves's topic in Bug Reports
Yes, those missions are intentionally part of a group given in random order. Why? No idea. But that's working as designed. -
A note on Rune of Protection changes
Faultline replied to Captain Powerhouse's topic in Open Beta Testing
We indeed mean different things; until a change makes it to a patch to the internal dev server for testing by devs, I haven't "looked at" it, because I am not a powers dev and just seeing the changes to attribmods in the data file is German to me (es tut mir leid, mein Deutsch ist schlecht). -
A note on Rune of Protection changes
Faultline replied to Captain Powerhouse's topic in Open Beta Testing
The other powers couldn't be looked at before nerfing ROP, because then you'd have the other powers updated without updating ROP and people would think ROP was fine as-is. They definitely could be looked at the same time, but because the set got an early update because of the travel part of it, the non-travel powers were left for after. Does that make sense? -
A note on Rune of Protection changes
Faultline replied to Captain Powerhouse's topic in Open Beta Testing
Caveat emptor: I'm not a powers dev. I am however involved in the dev discussions in the backend and want to address a few points that have been brought up. "Why even ask for feedback if the change is set in stone?" Truth is that no change is set in stone and continues to be discussed internally up to release and sometimes after. While the posts may not be directly replied to in the forums, that is because players as a whole tend to take any dev word as an absolute promise that shall never be broken, so it's better to not say anything while internal discussion is going on. But the feedback is being read and used in the internal discussion to see where the change goes. Something that may not be obvious is that the amount of feedback, in either direction, lets us know how much people care about a specific power. Realize that less than 5% of all characters have Rune at level 50; with Corruptors being the AT that takes it the most at 11%, and Brutes taking it the least at 1.7%. Compare to something like Afterburner, which was also modified this patch: 11% of all characters have it by level 50, with Blasters leading at 22% and Brutes in the back at 4% (Peacebringers are at 0.6% but we're ignoring them since they get inherent versions of it). So part of the reason why the Rune feedback was largely not acknowledged is that it was seen as a sidegrade (remember that it comes with a buff when used reactively) that affected a minority. So having many pages of feedback arguing about this one particular power lets us know that while it's only used by a minority, that minority is pretty serious about it, and we should handle it with more care. Now, for my own subjective take. The entire Sorcery pool was born out of the intention to sell origin pools for real money back in 2012. It had a single publish to the Issue 24 beta back then, and it has been completely (to my knowledge) untouched until now. The fact that one of the powers is something that squishies have been asking for a very long time (mez prot) is no coincidence; I am convinced that this was a deliberate decision in order to ensure the power pool sold well once it was put on the cash shop. The rest of the set is arguably subpar, but that one power was the set seller; those who spent real money for Rune were prepared to spend two weak power picks in order to unlock Rune. We don't live in that reality anymore, selling power pools is not what we do. Sorcery is receiving a revision at this time because of the travel power revamp, and that's why the decision was made, now, to bring Rune in line where the power developers want a pool T5 to be; losing duration in exchange of keeping the buffs when used reactively, coupled with the buffs to Mystic Flight, was seen as OK for a power pool that is not that popular. The power developers knew this wouldn't be received with super open arms, and there are plans to look at the rest of Sorcery to make it more well-rounded, but they believe this particular change is necessary to even be able to look at the other powers in Sorcery; as long as Rune stayed the way it was, the other Sorcery powers had to be there as gatekeepers. What those changes will be I can't say until they hit Brainstorm, for the reason stated above; I'm not even a powers dev, so I should definitely not be talking about future power changes that I'll be held onto for not implementing. But the message was received, and it's being processed.- 417 replies
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General Feedback: Issue 27, Page 2
Faultline replied to Arcanum's topic in [Open Beta] Focused Feedback
This is normal and working as intended; the waypoints use regular pathing beacons to get you to your destination, which is why the work through doors (or don't, if you're in Mercy and Oakes) so something big detected "on the way" will cause the waypoint pathfinding to stop there. -
https://hcwiki.cityofheroes.dev/wiki/Luna#Badges
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You can preserve a base by using the /demorecord command; the entire base map including storage is saved on the demo file. Play back the demo to make sure it's there (easiest way to play back a demo is to go to the settings dialog in the HC launcher and adding the -demoplay command in the extra parameters).
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General Feedback: Issue 27, Page 2
Faultline replied to Arcanum's topic in [Open Beta] Focused Feedback
Because if we make a booster that does +5 then it should cost 5 times as much and drop 5 times less, which means that a player who doesn't go out of their way to +5 everything and instead just uses boosters as they drop to get a +1 here and there will have a much harder time doing that. The change would indeed only benefit "the elite". Reducing the time it takes to apply multiple in a row reduces the nuisance factor without affecting casual players. (And no we wouldn't make separate +1 and +5 items; both because of code and UI cleaniness, and because it creates the impression that we're happy with what +5 boosting does in the first place). -
Are alternate powers within powersets possible?
Faultline replied to Snarky's topic in General Discussion
It is certainly possible and there is at least one example in the game, Practiced Brawler vs. Master Brawler on Sentinels. I believe there was pushback on the idea because if you start doing that for a lot of powers it becomes a balance nightmare and looks clunky, so it wasn't even ported to other versions of Super Reflexes. -
It is the most likely explanation, yes. City of Heroes runs on Windows Server, and there are some very easy blunders you can make when you don't have years of experience managing Windows Servers. For example, an unexperienced server administrator will use Remote Desktop to connect to the server and manage it using just a username and password; this is a terrible idea, even if you have a fantastic username and password, as Remote Desktop has a history of new security vulnerabilities appearing every few months. They only need to get lucky once. Honestly, the best defense against cyber attacks is to assume that you will get hacked at some point, no matter what you do, and have a plan to deal with it. Usually this means having a very robust backup system in place, so even if your server is fully encrypted by ransomware or nuked completely for the lols, you can reinstall on a new server, restore from backups and just lose a few hours at worst. This is useful not just against hackers, but also hardware failures, earthquakes, the datacenter being set on fire, and anything else that can affect your server. Regular backups, stored in a different location ("off site"), using completely different security credentials in case the main set is compromised, and tested regularly to make sure they work when needed. If you run a server and you don't have a very robust backup strategy, you are risking losing everything out of nowhere every single day.
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The vast majority of 'hacking' attempts are from bots. They don't know what they're targeting, they just look for servers that are running standard protocols like SSH (Secure Socket Shell) or RDP (Remote Desktop) and them spam them with logins trying to get in. I recently set up a tiny server to play Ark with a few friends, and this is what the SSH activity log looks like right now; all of these are failed logins from an unknown source: This is for a tiny server that isn't advertised anywhere and has nothing of value, and with SSH running on a nonstandard port (meaning it's slightly harder to find; if SSH was running on the standard port for it, the window would never stop scrolling with login attempts). The bots don't know what it is, they are indiscriminate in their targets; worst case scenario they may be able to add it to a botnet to attack other servers with and mine crypto, best case scenario they run into something actually valuable they can ransom. If you run a server on the Internet, you will see this traffic. It's just the reality of the modern internet; none of this is targeted. You have to expect intrusion attempts, and have a plan to deal with them. The longer you run a server, the more experience you get on how to protect it from these attacks, and eventually this becomes mostly harmless background noise, as long as you stay on top of security vulnerabilities.
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General Feedback: Issue 27, Page 2
Faultline replied to Arcanum's topic in [Open Beta] Focused Feedback
Out of all the items in the Paragon Store, Boosters are the ones that most if not all devs agree crossed the P2W line and would love to nerf. So don't expect any changes that make them more accessible/less rare.