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Faultline

City Council
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Everything posted by Faultline

  1. 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.
  2. 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.
  3. No, there is currently no way for the monorail code to know that it was triggered by any specific power, nor a way for the monorail code to change the status of a power. Non trivial to add, it's very out of scope.
  4. Not possible. The power firing is what triggers the monorail code to show the list of destinations.
  5. Ethereal Shift should be following NoPhase rules as of this patch. If you mean a different power, I need to know the name.
  6. 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.
  7. 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.
  8. Yes, no, yes, putting them on a store is easier, no, likely insignificant, I dunno because I don't PVP.
  9. 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.
  10. 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.
  11. There should be five waves. I just looked at the missiondef to confirm.
  12. 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.
  13. 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.
  14. ...which is exactly what I addresed with my next point about having multiple powers that don't share a cooldown.
  15. 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.
  16. 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.
  17. 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.
  18. 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.
  19. 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.
  20. @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?
  21. 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.
  22. 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.
  23. 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.
  24. 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.
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