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Faultline

City Council
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Everything posted by Faultline

  1. All trials had a reward merit reward added, with the number of merits being equivalent to the former conversion. This is on the patch notes.
  2. Click on the vote count. Votes are public.
  3. The thread is going off topic, Temporal Warriors discussion goes here:
  4. You cannot combine votes from different sources since the same people could be voting on multiple (and likely are). Post links to this thread instead.
  5. The official policy is that PVP zones are for PVP first and foremost. A) That is your opinion. B) Below is an example he provided which, if you read the text very obviously highlighted in red, explicitly states do not enter unless you are willing to engage in Player Vs. Player combat.
  6. Sorry, Temporal Warriors are internally a different alignment and they can't get missions, but I see how that was a bad way to ask the question.
  7. Well, for one, stated in the screenshots that @Glacier Peak posted.
  8. Were you the right alignment? The missions from the various zones have been open to any level in order to earn the badge 'Behind Enemy Lines' a while ago.
  9. Both. The wording from contacts is carried from before shutdown, the wording in the Pocket D exit to Recluse's Victory was added a page or two ago. The official policy is that PVP zones are for PVP first and foremost.
  10. You may want to go try and do one of those missions at level 50.
  11. That is not part of the proposal. The change would be to set the level of characters to 50 (or 30) and scale up the critters in the zones to be relative to 50. Minigames and badges stay where they are. For example: Bloody Bay sets the player to level 25. That would be bumped to 50. Critters in Bloody Bay spawn in the range 20 to 27, that would be adjusted to 45 to 52. I believe some turrets and other special critters spawn at 35 or 40, those would be bumped to 54. Everything else about the zones remains the same. Correct, this is the main block to this proposal and the reason why Terius is asking if people care. During testing, COT and Freakshow went to 50 in Bloody Bay, but even the Banished Pantheon stayed low level because it is currently using the Striga villaindefs. Fixing all those critters would take more time than I have before the page goes live, so if players overwhelmingly want to raise the level cap, it'd be with many grey critters still remaining until page 5.
  12. That badge is the equivalent of VIP/Destined One/Praetoria's Son and the name was chosen because it's close enough to Temporal Soldier that non-PVP characters can wear that badge instead. Temporal Warrior counts as a patron badge for the purposes of unlocking those pools at character creation. LRT will not have any zones you can't go to on the live servers (because you need badges in those zones to unlock them in the first place) so that's not a concern. Base portals are and I need to review those, ideally you shouldn't see any beacons to zones you can't go into. It's not a showstopper for live but I'd like to solve it, however there's a 30-second countdown before PVP enables, so you have a chance to escape if the spot is camped. This spot is not set by anything in particular, it's just part of the same code that would boot a hero to Atlas, vilain to Mercy and praetorian to Nova if they find themselves in an unsupported zone. The Pocket D manhole is a special case because it can be accessed by both heroes and villains, so it can't drop you inside one base or another because you'd get ganked. There's currently three different monorails that handle moving between PVP zones: - Hero (moves you between hero bases in Bloody Bay, Siren's Call and Warburg, and one-way to Pocket D's main floor) - Villain (moves you between villain bases in Bloody Bay, Siren's Call and Warburg, and one-way to Pocket D's main floor) - Neutral (moves you from the Pocket D main floor to a random spot in Bloody Bay, Siren's Call, Warburg and Recluse's Victory) I think I can fix the one from Pocket D to drop you at the base for the relevant faction, I'll look into it for the next patch.
  13. @Cobalt Arachne No idea why this would happen, however note that the copied character would still have the live weapon costume keys.
  14. That the warning-only mode works and you cannot accidentally take the name from someone during the warning phase. Congratulations, I believe you are the first person to actually test the feature as intended.
  15. This would be pointless since players can create as many accounts as they want as quickly as they want. It'd just add the minor annoying step of logging into a different acount.
  16. We're different teams, we talk to each other (recent problems in Excelsior were caused by SQL Server load that needed new code to troubleshoot and mitigate) but we have different roles. Developers don't do hardware provisioning or handle finances, and we don't want to. We are developers, we already got our hands full doing that. I, as a developer, can add new code that will run on the servers once deployed. I can't tell the "publisher" side, "provision a new server, tackle $1000 on next month's donation goal to cover it, and set it up with exactly these config settings". That's way beyond my boundaries and responsabilities.
  17. Developers don't set up servers. System administrators do. Completely different area that developers have no input on.
  18. Some collected responses, not going to bother quoting invididual posts: @El D is correct in that this mode was approved because PVP is seen as a separate minigame that shouldn't require a lot of PVE effort to get into. The closest simile is base building; originally it also required players to farm Prestige in order to build anything interesting, but we decided that this is just a pointless hurdle that prevents players from getting into the base building minigame, so Prestige was removed. Removing PVP zone exploration badges from villain accolades is a maybe, I'll add a note to look at the specific accolades and what they could be replaced with. Temporal Warriors currently only get respecs from the level up badges, then they have to acquire Respec Recipes for more. I'll add a note to revise this in the future depending on the mode's popularity, I can easily datamine how many respecs are actually used. In a related point that appears to be missing from the patch notes, the first three costume unlocks that PVE players get from missions are granted by the PVP kill badges, with the last slot from Halloween salvage not being currently available, but there will be a vendor somewhere for it eventually. A no-enhancements mode for Arena is possible, I'll add a note to include it at the same time that the no Incarnate modes are added, which have been pending for a while. Premades are, at the moment, a pipe dream; just too many holes to properly lock those characters. It may be possible to do something in the PVP zones themselves, where interacting with an NPC changes your build into a premade and marks your character so it is not persisted to the database, but even that has a lot of holes that need to be carefully found and plugged before it has a chance of happening. Reverting to pre-i13 PVP is a massive amount of work, again way more than this mode took to create. There was an internal experiment back in December with i12 rules but no power work, and it just doesn't work as a simple fix; too many powers need to be manually adjusted, and I'm not a powers dev. Temporal Warrior took about six hours of work by just me over the weekend. I looked into changing the levelup system of Temporal Warriors to work like a respec, but there are significant hurdles there. The respec really wants to place you back to the same security level you started on, and changing that breaks things like the extra respec that VEATs get at specific security levels. I'll echo @Number Six in his post here https://forums.homecomingservers.com/topic/36519-focused-feedback-name-release-policy-phase-1-warning-mode/page/9/#comment-482806 that developers don't use sockpuppet accounts in feedback threads, we have better things to do with our time.
  19. No, because those zones come with extra complications that may break the sandbox; namely, TUNNEL and the giant crystal that teleports you to contacts. Echo Plaza / Winter Forest are a maybe for the future if TUNNEL can be secured, Ouro is probably permanently out.
  20. They get the default window of reservation, which I believe is 30 days right now. We can probably promote them to the other brackets via some achievement, but it's not a priority right now.
  21. There's no such thing as untradable IOs. The game is not set up to mark specific items in any way, all copies of an IO just point to the same data. Attuned versions of the enhancements are completely different copies of the enhancements that just happen to have the same name and effects. In order to add 'untradeable' IOs, a third copy of every enhancement in the game would have to be made, and that's a level of data bloat and maintenance nightmare we don't want to deal with. Adding a SO vendor to the Pocket D arena is trivial, not sure if it'll help the particular issue but we can drop it in the next build. They won't be free though, it'll just be a regular vendor, for the same reason as above; they are just normal tradeable and sellable SOs.
  22. That's already a thing, I believe they're set to 7, 14, 30. Also, not directly aimed at you, the name is not automatically taken away at the end of the timer, it's only made available for new characters to use. You could have a character logged off for ten years, and if nobody tries to use their name at character creation, it'll still be there. Some of the feedback in various channels sounds like people expect to come back after a month and find all their character names wiped out.
  23. General A few internal changes to try to contain the rampages of the dreaded mapserver. Fixed a minor issue with the inspiration queue for pets/henchmen. The Nemesis invasion event will now spawn its GM if there's at least a full team (8 players) in the zone, down from 11 players.
  24. Developers take an enforced break in December, so no patches happen during that month unless it's an emergency bugfix. Unless/until there is a way to automatically swap the maps without a patch, it'll continue to be the last thing we patch before taking a break, which means late November/first days of December.
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