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Faultline

City Council
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Everything posted by Faultline

  1. 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.
  2. 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.
  3. 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.
  4. 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.
  5. 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.
  6. @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?
  7. 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.
  8. 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.
  9. 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.
  10. 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.
  11. 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.
  12. 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.
  13. 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 ".
  14. 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
  15. 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.
  16. 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.
  17. 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.
  18. @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.
  19. You get the portal because you're exposed to time travel. How easy or hard it is is entirely up to how quickly your character is exposed to time travel. That has everything to do with the lore, and nothing to do with your character's level.
  20. Echo Zones: they're gone from base teleporters because that's time travel, not teleportation even across dimensions. It could be argued that traveling to Praetoria after it's canonically destroyed in the Magisterium trial is time travel, but that is not how the game treats it. Canonically, only Cimerora, Ourobors and the Echo Zones are time travel, therefore they don't belong in the Base Teleporter network. The only reason they weren't removed before was because people used it to get the Ouroboros portal early, so lore was bent a little until another solution was in place. Canonically, those portals were fixed points in time that were still accessible due to the portal being already there, but with the Teleporter Network being damaged, the original spacetime locations of the portal are no longer accessible. Ouroboros/Cimerora access: it was always been the case that you get the portal from being exposed to time travel in any way. Originally the portal power was available at level 25, then it was reduced to level 14, now it is being reduced to level 1. There are no lore problems with this. The organization is just recruiting members at lower and lower security levels as the Coming Storm gets closer. Cimerora access from the Midnighter Club was originally restricted as the Midnighters didn't want the knowledge that they had access fully known, but that went out of the window during the Dark Astoria storyline, and Ouroboros is now fully aware of the Midnighter crystal to Cimerora. Due to this, the Menders are now tracking characters that travel to Cimerora in order to initiate them into Ouroboros before the Midnighters completely sell them into their side of the story, and the Midnighters are making Cimerora access available to all members since the secret is out. Supergroup Portal powers: DJ Zero is a very powerful Celestial who created his own Pocket Dimension to have a dance club, and he doesn't much care about the politics or alignments of characters as long as they're having a good time. Creating connections through spacetime is his thing, and he was responsible for setting up the original base teleporter network. After the energy spike in Galaxy City destroyed it, an event that is very disturbing as it dislodged gates put in there by a Celestial, he was asked to assist in the rebuild. As part of it, he connected Praetoria and the Shadow Shard to the network, and also made a beacon accessible that characters can use anywhere in space and time to request a portal to be opened. The only thanks he requires for this service is that everyone visits Pocket D and has a good time, away from all the troubles of Primal Earth, Praetoria, the Shadow Shard, or any other dimension. Those are the in-universe, lore reasons why those changes to Echo transporters and Ouroboros/Cimerora access happened. Roleplayers are free to integrate them, others are free to ignore them. The ability to access those zones hasn't changed; you can still get to Echo zones at level 1, and you could already get to Cimerora at level 1 by using Team Transporter. This just brings an in-universe justification for it.
  21. Where did you get that message? It's supposed to only show up if you try to use it in a Tutorial map.
  22. The updated City Map is available as a very high resolution image for those who want to print themselves an updated poster! http://cdn.homecomingservers.com/hc/docs/citymap-i26.jpg
  23. When you get a RespecFailed message, your character is left in a corrupted state because the client and server have different ideas on what your character looks like. Logging off and back on will restore it to the previous database save, with no loss of enhancements or anything else. If you want to make sure your character is saved to the database, switch zones; there are other triggers but that's the one that is 100%, because the new zone has to read the character from the database. If you post the character name and server in which this was happening and a rough idea of what your final respec was supposed to be, I can try to reproduce the problem. This error message can be caused by any of many, many things failing during a respec, so each time it is reported we need to look at that specific set of circumstances.
  24. Probably since the Issue 13 PVP revamp.
  25. It already worked for everything but Synthetic HOs of the "Mez" type, because the Synthetic HOs were still attempting to buff Intangibility while the rest weren't.
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