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Faultline

City Council
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Everything posted by Faultline

  1. 1) Yes, use the Arena version from the vendors in the zone. 2) /windowscale contactDialog 1 (or any number between 0.5 and 5)
  2. Use Base Transporter while LRT is on cooldown. Use SG portal while both are on cooldown. Use the day job versions if you need to use it even more often than thrice every 10 minutes. This has been stated many times already; all of those powers enable /ebfp validation. No, those powers can't and will not be combined, they do different things on their own. But they all enable /ebfp for those who just want to ignore those options and use /ebfp three times every 10 minutes. You want a shorter cooldown on /ebfp usage? Either spend time offline by a portal to get Day Job charges, or fork over 1m influence for Base Transporter and/or 10m influence for Supergroup Portal. You have options that you're choosing not to use. If being able to use /ebfp on a shorter cooldown is so important to you, then spend the time (Day Jobs) or inf (P2W) for it.
  3. We're not doing anything other than critical fixes and very minor changes during the holidays season (Thanksgiving to New Year). Some on the team are workaholics that will try to push to get things done anyway, but that's not healthy. Consider development largely on break until January; even if your request seems minor, if we start doing all the minor things, we'll take no break at all.
  4. Posts like these ignore that LRT enables the use of /ebfp. Just use /ebfp as before while the LRT monorail menu is up, it will put you on your selected base as before, which zones you have unlocked doesn't matter. Yes, this could be communicated better. Adding a "Your Base" option at the top of LRT is in the to-do list, but we ran out of time. We're heading into holidays break and it was either release LRT without a visible "Your Base" option (but with passcode access enabled) or delay all of i27 and leave the much more problematic exploits unpatched until January. Considering how you were already using /ebfp before I didn't think it was such a massive deal to continue using it with LRT for a few weeks.
  5. I'll try to make it a Null the Gull option.
  6. That's a separate thing that a GM has to go and do. No need to test it since it's just auction commands.
  7. Try transferring the character to Brainstorm and see if the problem is fixed. It was counting only the COP version of the bosses. Regular bosses were still tracked, just not attached to the badge, so no progress should be lost.
  8. Quoting Jimmy: I'm not allowed to go into much detail, but the gist of it is that the game had very, very poor validation on what maps you were allowed to access and relied in security through obscurity, ie. that most players wouldn't know the commands or try to mess with their parameters. It assumed that if you could run a map-switching command, then whatever map you were switching to was a valid destination, even maps you had no business going to.
  9. Server and character name, please.
  10. That's the Vidiotmaps overlay, not a problem in our end. If you delete the Vidiotmaps overlay you'll see that the minimap from Homecoming is fine.
  11. This happens because Max has missions he can offer you, but they're hidden behind a dialog tree that checks that you already completed the finale. No easy fix without breaking the arc into something more normal than the out-of-order missions behind a dialog tree. It is on the radar to address sometime, though.
  12. Can anyone confirm if this is present on live?
  13. Use /windowscale contactDialog 2 (or some other number between 0.5 and 4)
  14. I'm not familiar with the 0:5 notation, try forward:5 instead. The Fast Travel popmenu uses /powexeclocation forward:7 "Ouroboros Portal"
  15. You mean in-game, or just the patch notes?
  16. Try this on the Staging server, please (Shadow). There's an issue with badge tracking that applies exclusively to Brainstorm and can't be fixed without a database wipe, which we'll do after release.
  17. LRTP enables the use of /ebfp. Activate the power, then use your /ebfp macro and it will work just as before.
  18. Not a bad idea, though I think it may be better integrated into Twinshot's and Graves' arcs, since those are supposed to be the ongoing tutorial. I don't think they give enough useful information on the market right now.
  19. It's not a text change. It's a power category change.
  20. The reason Ouroboros Portal is in the Temporary Powers category is because originally it was two powers, one for heroes and one for villains, which sent you to a faction-specific version of Ouroboros. The current co-op Ouroboros is the hero version, and everyone is keeping the Hero version of the portal rather than it revoking on side switch. We may move it to Accolades to fit its new status better, since it can't be revoked by any means now.
  21. I can tell you already that the answer to splitting Temporary Powers into multiple categories will be no. There's no way to change the category of a power while keeping it with the same state on the player. The old power needs to be revoked and a new one granted to the player, and that trick won't transfer time remaining or charges left.
  22. The specific action being to right click on it to delete it. Mind you, any player can edit that page to say that all Temporary Powers last exactly 30 minutes and summon a flying boombox for the entire duration, and the dev team won't be required to implement that. Wikis aren't official documentation.
  23. Now look at the Ouroboros portal. Temporary Powers that have a set number of charges or a timer until expiration say so when right-clicked from the Powers window to look at their info. Powers that don't list that information don't expire on their own. This has always been the case. You are the one assuming a built-in expiration when none is listed. This is not a problem with the power.
  24. Not a bug, won't change. They can be deleted whenever the player chooses to, therefore they belong in the Temporary Powers category.
  25. This is not difficult but it is very time consuming. Every enemy spawn, hostage and collection location has to be placed by hand. Older maps had generic spawns that translated easily to AE, newer maps are heavily scripted and don't have generic mission spawns. Slices of the city zones obviously have no mission spawns. It takes several hours to place and test the spawn points for a single map, and that's why you don't see a lot of them added to the AE. For the Arena you only need to drop a few player spawn points and call it a day, that's why eight maps could be added in a week.
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