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Faultline

City Council
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Everything posted by Faultline

  1. Yes, no, yes, putting them on a store is easier, no, likely insignificant, I dunno because I don't PVP.
  2. 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.
  3. 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.
  4. There should be five waves. I just looked at the missiondef to confirm.
  5. 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.
  6. 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.
  7. ...which is exactly what I addresed with my next point about having multiple powers that don't share a cooldown.
  8. That still puts it at 3 uses in 10 minutes. The median range in this case is pretty big, players don't screw up that often. The record holder is a single account that used it 14 times in a 10 minute period in the last month. And while the complexity of having too many powers is a negative from a tray space and confusion standpoint, it is actually a strength when it comes to a teleport screwup, because you have options that are not in cooldown. Twice every 10 minutes was the baseline assuming LRT + Base Transporter and ignoring everything else.
  9. The plan is to make LRT and Base Transporter not have an interrupt in PVE zones. Usually I don't post changes that aren't in open beta because they are subject to change, but in this case it's something I need to get done so I'm posting about it to force myself to finish it for the next patch.
  10. Base Teleporter is 1 million, not 10. You're thinking Supergroup Portal, the (currently) 30-minute Team one. @Bionic_Flea to answer your question below, Mission Transporter and Base Transporter have always been 1 million. Team Transporter is the 10 million one.
  11. Addressing the recharge alone: LRT + Base Teleporter means two transfer hubs every 10 minutes, which is about the same. As much as some players are claiming that the powers need to be in much shorter cooldown, you have to remember that we have access to hard data on how much the command has been used in the server logs. The median usage per account is twice every 10 minutes, and we balanced around that; for the majority of players, twice every 10 minutes is fine, with the Supergroup Portal helping further on a team situation, and the Day Jobs being a solution to the extreme outliers that use it up to five times in 10 minutes (which happens, very, very rarely). This is not to say that "lower the recharge" isn't valid feedback, or that the current recharges are set in stone. But it's just not as useful as other type of feedback. The most valuable thing to come out of this thread is that travel is annoying because there are too many powers to do the same thing eating tray space; this is something that nobody was asking to simplify before, but now that it was brought up, it is obvious that is in need of attention. It is being given attention, and changes are coming on the next patch. Also, seriously, this is not a PVP nerf. One of the ways that the exploit can be used became public in the last few days, and another server had to shut down for emergency maintenance to hotfix that within hours. That was without the full extent of the exploit being known, and the hotfix only solves the one specific way it became public.
  12. This happens because some arcs, usually older ones, didn't set a city zone for the mission and let the game pick one at random in the level range. Neither villain nor co-op zones existed back then. When someone reports those missions we just fix them to a zone.
  13. @EmperorSteele the problem is not with yaw rotation, it's with pitch and roll. Can't disable those independently for objects. What happens if you move the portal to a new room, rotate the room, then move the portal back?
  14. No plans to remove that buff from native low level characters, they don't have enough slots to compensate for the loss. I don't remember if that applies to high level characters that exemplared down, that may be looked at someday but it's not in our radar.
  15. TO drops are removed from everywhere I found them. The patch notes wording is mainly CYA in case I missed something. They are very much not intended to be around anymore, but if there's some obscure reward table somewhere that still drops one once in a blue moon and I can't find it, consider it vendor trash.
  16. Try /maxfps 80 (or whatever number). Add -maxfps 80 to the launch options to make it permanent. /maxinactivefps for when the game has no focus. I think /maxmenufps when you're on a full screen menu but I'm not sure on that one.
  17. They don't have to. /customwindow "My Bases" creates a tiny, collapsible window, by default a tiny grey speck on the top left of the game screen. Click on it to expand it to a full window. Then you can either hit the "New Command" to add macros to it, or drag any existing macros from your power trays to this window. Resize it and move it around as you wish. Clicking on the title bar collapses it back to the tiny grey label so it's not in-your-face while you're playing.
  18. Only if you chose to make them macros for the powers tray. CustomWindows and PopMenus exist. Once again I can't give details until this is patched to live, but it has to do with the way it validates that you are allowed to switch maps, and to which maps you are allowed to switch. Amusingly, supergroup bases are the least of the concern here, since they have their own validation for people who don't have access via SG permissions or passcode.
  19. The existing Base Teleport is caster-only and works in PVP zones. The new Supergroup Portal leaves a portal behind for anyone to use, but doesn't work in PVP zones (or Ouroboros). The differences in targeting and activation requirements make it not possible to combine to a single power, even with redirects. Any solution to combine both things in the same power would be worse than just having the two powers.
  20. This keeps being repeated as if all those powers were new and introduced this patch. We added two powers, a Supergroup Portal that requires influence to obtain and has long cooldown, and a Rapid Response Portal that doesn't require influence to obtain and has a short cooldown. Everything else was already in there, and has been since before the game shut down. A spotlight is being cast on all those powers because they are less convenient than a GM command that bypasses everything, but under that metric, everything in the game has a GM command that is more convenient. The fact that /ec me+40:critter sethealth 0 exists doesn't create a valid reason to say "we have too many PBAOE powers for the same thing ".
  21. I am pretty sure that the dialog is triggered by you personally having the badges for Posi TF and the hero arc, it's not shown to everybody who plays it. @Piecemeal
  22. To be fair, this is a GM command not intended for player use, and those usually have little to no validation. But the problem runs deeper than that, which is why it wasn't found earlier, and I can't go into detail until the full fix is live.
  23. Number Six explicitly said that the nasty exploit was found in the process of looking into the passcode fix, which wasn't the priority. With the exploit found, it became an urgent priority. Some have already been posting it elsewhere and we had to hotfix the HC live servers with a half-solution that breaks certain content in order to stop the worst abuse. If we had known about this exploit in August of last year, there's no way in heck that we would have let the slash command be available this long.
  24. And there is no reason to change that. Almost every story told is the result of the protagonist overcoming obstacles. Some are major, and some are speedbumps.
  25. @CrudeVileTerror is likely correct, based on this: You do not get the power for being level 1, and you didn't get it before for being level 14 (or 25, when it was introduced). You get the power for being exposed to time travel. That is not a "pointless speed bump", that is a lore reason.
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