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Everything posted by Faultline
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General Feedback: Issue 27, Page 1
Faultline replied to Jimmy's topic in [Open Beta] Focused Feedback
No, that is entirely server-side. -
There's no Echo version of The Lost Cure, it's always the same power. Looking at the power def, it is set to revoke itself if the character using it has a token MissionLostCuredToken with a value of 20 or higher. This token is reset to 0 at the beginning of mission 7 (Cure Lost) and it's a permanent character token, meaning it never goes away even after you complete the arc. Based on that, what I think is happening is that you're getting The Lost Cure from mission 6, and then using the power before you start mission 7 to reset the token. Since you already completed the mission before, that token is still set to 20, and the power goes away. I'll look into resetting the token on mission 6, before you get the wand, and that should fix the problem.
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It's not as low hanging as you'd think, because there's a tangled web of hacks around those powers being granted and revoked. The PVP ones are new, so they don't interact with that mess.
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It has always worked this way. There was no true mechanic for toggles to untoggle themselves after a certain amount of time, so the game fakes it by setting all those powers to ModesDisallowed kDisable_Toggle and then setting that mode after the time runs out. If you toggle on a Phase Shift power after you turn on Jump Pack, they will both detoggle at the same time. Hybrid Incarnate powers do the same thing, but use the kHybridLockout mode instead to avoid this conflict. The Jump Packs were never seen as important enough to get their own Mode, so they share kDisable_Toggle with Phase Shift, Hibernate, Quantum Flight (which disables just the Phase attribmods instead of the whole power) and many others. We just introduced some new tech for shared cooldowns on Issue 27 which can probably be used to fix this.
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This is the first time this bug has been reported. At the very least we need to know the character name and server to look at your build and confirm the problem.
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I would not recommend 6b since the Pocket D power is being rolled into LRT, it'd be a waste of influence to buy it if you already are unlocking LRT through other means. Get it only if you want to unlock LRT without getting an exploration accolade. /ebfp also works after activating LRT or Base Transporter, as long as the destination selection menu is up.
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How to determine recipe drop pool
Faultline replied to AboveTheChemist's topic in Unofficial Homecoming Wiki's Forum
Internally the reward tables are called "Set", "SA" (Story Arc) and "TF" (Task Force). There's also the PVP tables. I'm not sure what letters they all correspond to. Annihilation, Bombardment, Synapse's Shock: A & B are Set. C & D are SA. E & F are TF. Sudden Acceleration: A, B & C are Set. D & E are SA. F is TF. Power Transfer: A, B, C & D are Set. E is SA. F is TF. Artillery, Preemptive Optimization: A, B, C, D, E & F are all Set. Experienced Marksman: A, B, C, D, E & F are all PVP. -
Considering that /ah is available from anywhere in a static map, and LRT currently puts you 100yds from the Kings Row Wentworths and 146yds from the Cap au Diable Black Market if you need to physically go there for a Day Job, I don't see the point in complicating an already long menu with multiple locations on the same map.
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Focused Feedback: Stance Selection
Faultline replied to Jimmy's topic in [Open Beta] Focused Feedback
This was shot down because you'd have to retoggle your stance every time you die. -
Echo zones are not in Long Range Teleporter. Exploration badges in Echo zones do not enable access to the live zones in LRT.
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That's a problem with Vidiotmaps. It shows correctly in the base game.
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You're probably right since it only lasts one minute, I guess we just haven't defined what counts as "long duration" clickie yet.
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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.