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Everything posted by Faultline
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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.
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Long Range Transport absent on transferred character
Faultline replied to Fingernailgun's topic in Bug Reports
Server and character name, please. -
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.
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Max still in active contacts, no longer offers missions
Faultline replied to Placta's topic in Bug Reports
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.- 1 reply
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Overseers no longer counting toward Visionary badge
Faultline replied to Moonscribe's topic in [Open Beta] Bug Report Archive
Can anyone confirm if this is present on live? -
Use /windowscale contactDialog 2 (or some other number between 0.5 and 4)
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PowExecLocation (Ouroboros Portal & Portable Workbench)
Faultline replied to Zepp's topic in [Open Beta] Bug Report Archive
I'm not familiar with the 0:5 notation, try forward:5 instead. The Fast Travel popmenu uses /powexeclocation forward:7 "Ouroboros Portal" -
Overseers no longer counting toward Visionary badge
Faultline replied to Moonscribe's topic in [Open Beta] Bug Report Archive
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. -
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.
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It's not a text change. It's a power category change.
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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.
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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.
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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.
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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.
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Not a bug, won't change. They can be deleted whenever the player chooses to, therefore they belong in the Temporary Powers category.
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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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An early source of income is Merit Reward drops, either from the arcs or from Exploration accolades. One merit will purchase 3 Enhancement Converters, which sell for 50-100k influence each at the market, depending on demand at the time. If you have five merits, you can purchase an Enhancement Booster which will sell for over a million influence in the market. That should cover all your low-level SO needs. Seriously, use the market.
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Some posts have been hidden. Discussion on enhancement scaling due to exemplar is off-topic on this thread; it isn't a new or modified feature in Issue 27. Please make a new thread if you want to discuss that mechanic.
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I'm going to skip the long explanation: players are expected to use the market. Things like item bucketing were put in place to lower the barrier of entry and make it useful even at low levels. If you refuse to use the market, you will generally be overpaying for everything, with recipes at the merit vendor being more expensive by a factor of 20 or more. The short explanation is that influence exchange between players = good, influence generation out of thin air by rewards = bad. If you want the long explanation, make a new thread and tag me there, because this is going way off topic. But bottom line is that the AH is the one core element in keeping the game economy healthy, so we want players to use it. Any argument about the AH should be about how to make it more easy and accessible to use, and not how to accommodate players who absolutely refuse to.
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While we are not tracking P2W purchases, I actually ran some queries yesterday on specifically the teleporter powers that I can repeat today to see how many characters bought the powers in the last 24 hours on a very ordinary day. Base Teleport 45, Mission Teleport 107, Team Transporter 63; that's 782 million inf drained in 24 hours just from those three powers on Excelsior alone. And while I didn't track it yesterday so I don't have a 24hr number, 107.3 billion inf has been spent so far on Excelsior just on Portable Workbench.
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Try searching for it.
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Multiple posts hidden. This is a Focused Feedback thread; if your posts are comments based on what you assume the changes to be, without checking if your assumptions are correct, they don't belong here.