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Everything posted by Faultline
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Recovery Serum: agreed, long-duration self buff with no counterplay, should be banned. Med Pack: less clear on this, it requires active action to use, has a 3.33 sec activation time and a rather long recharge time at 1 minute. If it's still a problem with those restrictions it could force heal decay (-50% healing for 20s like Absorb Pain, for example) but I'm not convinced it needs anything right now. Envenomed Dagger: at -250% stackable regen 6 second recharge this power is a problem for sure, however the whole purpose of this power is to help against AV killing, so outright banning it on RV would be too disruptive. I'm thinking instead of making it a -25% non-stackable regen when used against players.
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I just created a new character on the internal test server and used the Freebies menu to get Pocket D VIP Pass. The LRT accolade unlocked as expected. Using it showed Pocket D as a destination. So whatever the problem is, it'll probably be fixed when this build is promoted to Brainstorm on Saturday.
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Short version: it's more work than it sounds, not happening in Page 1 initial release. Long technical explanation: the Arena sets two flags on the character, called "modes": kArena and kDisable_Temp. The latter flag is not set if you enable non-Arena temporary powers. Powers have two parameters: ModesRequired and ModesDisallowed. Most temporary powers have ModesDisallowed kDisable_Temp. If this is the only flag they have, they are disabled by default in the Arena, but enabled when you select non-Arena temporary powers, since that flag will not be present. All Arena-specific temporary powers, including the new Fakkolades, have ModesRequired kArena. This means that they are only available when that mode is set, which happens in the Arena and now also in PVP zones. This flag cannot be toggled; it's always there. Many powers, including every self-buff that was disabled this patch as well as the "real" accolades, have ModesDisallowed kArena. This means they are disabled whenever kArena is enabled, regardless of what kDisable_Temp is doing. As stated, this flag cannot be toggled: if you're in the Arena or a PVP zone, you have it; and for things like the Fakkolades, it has to be this way to make sure you don't end up with two copies of the accolades running. The solution is, of course, to add a new flag that is just for disabling powers, rather than both enabling and disabling; probably kDisable_PVP, and then go flag most of the powers disabled by kArena to be disabled by kDisable_PVP instead, except for very specific things (like the Fakkolades) that have to be disabled inside the Arena/PVP zones, full stop. Doing that is enough work that it's not happening for Page 1 release. Possible for an inter-page patch, but likely for Page 2.
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The requirements look correct, it doesn't care for alignment and will display Pocket D if you have either exploration badge in the Pocket D zone, Cage Fighter (Pocket D arena) or Gold Club (1 hour in Pocket D): Requires TruckerTour owned? BigTime owned? || CageFighter owned? || GoldClub owned? || Not right now. I'll look into it after initial release when things are less busy.
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Focused Feedback: Asymmetrical Shoulders
Faultline replied to Jimmy's topic in [Open Beta] Focused Feedback
That is one of a handful of shoulders that use a FX script, not just geometry, so it needs extra work. The geometry can be split already but the FX keep showing over both shoulders. -
The intention for this patch is to ban only toggles/autos/long duration clickies that take no effort to maintain and give stat boosts. From your list I think only Flames of Prometheus and Enchantment of Serafina apply. For the rest of the powers, it's better to first check if they can be fixed to be fair, rather than rush a blanket ban; for example, Ethereal Shift wasn't respecting NoPhase, now it does.
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Are there problems with this power? Should anything be done to this power in PVP maps? Discuss.
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So... "one power on very short recharge, for free or very low cost" is very, very misleading, because what you want is a power that "is a simple unlock, has a brief cooldown, requires no influence and does not need to be recharged by day jobs". We have different definitions for the word "misleading".
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Jimmy actually came up with a delightfully hacky way to make LRT start recharging after you zone. It hasn't been tested and requires code changes, but it may work. Do not take this as a promise that it'll happen, I'm just bringing it up so you are aware it is something we're looking into, it's not outright dismissed as a possibility.
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This is misleading. The pushback is to have one power on very short recharge, for free or very low cost. Right now you are getting: One power for free (either grab an Exploration accolade, or park in Pocket D for an hour) which unlocks various zones, or lets you use /ebfp once every 10 minutes. One power for 1 million inf that lets you use /ebfp an additional time every 10 minutes, which datamining says covers most people's cooldown requirements. Another power for 10 million inf that lets anyone near use /ebfp, giving you 3 uses every 10 minutes, which datamining says cover >95% of use cases. Two other Day Job powers you get for free, at a low acquisition rate, to cover any edge cases where you definitely cannot wait if all other options are out. A single button to access all the options, as well as Ouroboros, Mission Transporter and Team Transporter, so they don't eat power tray space. For all intents and purposes, this is the same as a single power that you can trigger 3 times every 10 minutes to enable the use of /ebfp. Additional feedback is still being listened to to further improve the system, but a single power with unlimited charges for free on 30 second cooldown is not happening.
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Powers can't close the monorail window, they have no awareness of it being open. The monorail window is part of the door code, and while I call it a monorail window, it's really a window that pops up when the door you tried to enter has multiple destinations. If you enter the PI ferry with multiple PI zones up, you get a menu. If you activate LRT with only one destination unlocked, you are ported there with no menu.
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Ethereal Shift should be following NoPhase rules as of this patch. If you mean a different power, I need to know the name.
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There's no need for that rationalization. This is a PVP change to cater to PVPers. The PVE elements will be fine, I was still able to solo AVs using the heavies, but they were not the primary concern, and neither should they be. It is a PVP zone. All the PVP zones already result in a massive drop in power for PVE builds, either because of the forced exemplaring or because of diminishing returns. Removing Incarnates in RV is very equivalent to exemplaring down in other PVP zones -- that is the rationalization on why this was fine to do.
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The regular minimap already is. The Vidiotmaps one is not part of the base game. The mission map versions will need to be fixed separately at some point. I started doing that (you will notice a new bit with a door in the Hospital's roof) but ran out of time this patch.
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Yes, no, yes, putting them on a store is easier, no, likely insignificant, I dunno because I don't PVP.
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That would be used to grief PVPers (spy accounts, summoning garbage, pulling mods without retribution, joining an Arena match that you can't be attacked in, etc). These aren't "PVP Zone temps" (no such thing exists), they're Arena temps, which now happen to work in PVP zones too.
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It is not all temporary powers, only those not allowed in the arena. Things like Warburg nukes still work. The main target for disabling powers are self buff autos/toggles that you have to do nothing to maintain and greatly increase hp/end/def/res/regen/recovery. Most clickies should still be there.
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There should be five waves. I just looked at the missiondef to confirm.
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The game doesn't track defeats of anything unless a tracking stat is added for it (as explained above on why the new badges start at zero). For badges that only track a single number of defeats, the reward condition is simple; stat=100. For badges that track minions and bosses separately, they need two tracking stats, stat1+(stat2*5)=500. To count lietenants separately you need a third tracking stat in order to do stat1+(stat2*2)+(stat3*5)=500. At the time those badges were being implemented, there was an issue with tracking stats that crashed the entire alpha server database, so I was trying to be frugal when adding new ones.
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Honestly I think I'm going to leave this thread alone until the next patch hits, because some of the points that keep being raised have been addressed already internally and it makes the discussion tedious when the posts are based on what, to me, is no longer the case. I'll check back after the next patch.