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Everything posted by Faultline
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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.
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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.
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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.
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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.
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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.
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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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The gist of your feedback is that you want the seasonal map changes to stick around longer. That is something we can agree on, but the problem is that, at the moment, those map changes are manual, and a fair bit of work to prevent messing the normal version of the zone. There is a wishlist item to automate those changes, and when that happens we can talk about changing the trigger dates and add more seasonal zone changes.
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General Thermal Defenders have been hard at work melting the snow in Atlas Park. Super Packs no longer drop Experience Boosters instead of Experienced. Geometry Fixed bartap LOD at distance that has been broken for a long time Fixed bartaps being sunk too low on maps and supergroup bases. This fix is transparent to anyone who left the bartaps alone in their bases. If you moved or added any after the page3 release, you will unfortunately have to re-position them again. We do apologize for this issue. Powers Fixed missing visual FX for the Holiday Event version of the Snowball temporary power. Emotes Fixed issues with em ddcoffee, em ddcoffee2 emote visuals on male and huge em ddcoffee, em ddcoffee2 now properly require the same badge as the donuts Females should no longer attempt to douse their foreheads with enriche A house fell on the Sand Witch and she will no longer be turning sandwiches invisible Quick Chat Emote Menu Emotes which were unlocked but still displaying as locked on the quick chat menu have been enabled: em bringit em pushup em snowflakes (em throwsnowflakes) em growl em boast ("Show Off") em opengift em collapse em swoon em propose em throwrice em throwconfetti em throwrosepetals em hiss em sniff em savage em offergift em receivegift em throwsnowflakes (alias of em snowflakes, keeping it in the Holiday menu as well for consistency) em fireworkrocket em fireworkbloom em fireworksparkle em inspiration em hottemper em trainwhistle em protestloyalist (internally unlocked) em protestresistance (internally ulocked) em praetoriansalute (internally unlocked) em drinkenriche (internally unlocked) em powerup em powerdown em calculate em mixforumla em pool em soccer em basketball em catchbreath em cardtrick em juggle em jugglemagic em jugglefire em juggleelectricity em stancehero1 em stancehero2 em stancevillain1 em stancevillain2 em heroloyal em vigilanteloyal em villainloyal em rogueloyal Some emotes which were intentionally locked have now been unlocked: em ghoulflex (previously required participation on the Resistance side of "The Great Escape" Zone Event in Neutropolis) em tantrum (previously required participation on the Praetorian Police side of "The Great Escape" Zone Event in Neutropolis) em listenstolenpoliceband Some emotes which were intentionally locked have had their unlock requirements changed: em matablet now only requires the "Thrill Seeker" badge, instead of the previous "Mission Engineer" badge. The "Architect Comlink" power still requires the "Mission Engineer" badge and is not affected by this change. Some emotes which are extra flare versions of existing emotes remain locked behind simple rewards and will remain locked: High Roller Tablet Write Drenched Donuts
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There's no check for confusion. In COD you'll see an attribute called ScriptNotify which is set to hit either version of Zoe -- that is what the script looks for.
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If Zoe's health is <= 10% when she's hit by a Brickernaut explosion, her health is set to zero and the badge awards. I believe a little debug text slipped into the live build that will print in chat exactly how much HP she had when the explosion went off.
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If the mission is reset, the script is reset, so the indicator that you took damage is reset as well. Even if Midas is defeated, resetting the mission will reset the script for the fight.
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The concern is more about pieces of code like if (influence - price >= 0) or if (influence - price < 0) which would all break if influence becomes unsigned int (the first one would always be true, the second would always be false). It's not worth the time to look at everywhere in the codebase that interacts with influence to make sure it doesn't do anything like that instead of the more reasonable if (price > influence) and so influence remains a signed int. Not to mention the possibility that there's an influence = influence - price somewhere that then puts it at 0 if it's negative, and would instead result in the character getting 4 billion inf out of nowhere.
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Zoning has nothing to do with it. The blue orbs only spawn for players who are inside the fight area with Midas, when you zone you're not in the fight volume and it will never spawn on you. The first orb doesn't spawn until Midas is actually dragged to a cauldron, so people don't have to dodge them while also figuring out what they need to do in order to damage him.
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This should not be the case. When players are teleported, any existing orbs are destroyed (so if one spawned right on top of you before the teleport, it would be destroyed) and 15 seconds are added to the blue orb spawning timer (so players have time to move away before a new blue orb spawns). I can add a message to the chat to indicate who got hit by the ripple damage, but I intentionally didn't do that to avoid players assigning blame for missing the badge.
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Not doing it on Vicious. That difficulty setting locks the difficulties to +2 x8 and adds a bunch of resistances and tohit to enemies. All the badges needed for MO in the ASF are available at Malicious, which leaves the difficulty settings alone and don't add extra resistances to enemies. That's the highest difficulty setting that should be considered unless you are going in with a full team of at least semi-incarnated players. The median (50th percentile) completion time for the ASF at all difficulties stands at 89 minutes right now, with the fastest run at 15 minutes and 21 seconds. It can be as short or as long, as easy or as difficult as you want to make it. But it was designed with anything above Malicious being entirely optional, and so the only dev response to the ASF being too long or too difficult above Malicious is "lower your difficulty".
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Tips cannot be added to ouro because Tips aren't missions, they are contacts. When you click "Investigate", you are calling a contact, and when you get a choice, you are selecting between two or three different tasks in a taskset. That's why they were put in the mission computer instead, you are receiving a contact. The original plan was to extend their range and allow any of them to be obtainable via mission computer, but it's a lot more work than you may think, so it got shelved. May still happen at some point, but as priorities go, it's pretty low.
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Because there was no way to disable Incarnate powers using challenge settings until now. They were introduced in Issue 11 and never updated; even when the Epic powersets were lowered to level 35, the challenge settings continued to act as if they opened at level 41. The new challenge settings are why we can do it.
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Now that ASF went live, what do you think of it?
Faultline replied to Albion's topic in General Discussion
Adding a base item that can be destroyed by players and then will disappear from the base until the base mapserver restarts is a terrible idea. -
Be aware that some of the posts here are talking about two different things, and so will never understand each other without clarification: The challenge itself, isolated from the badge. It still exists, anybody can still select "no deaths, no temps" and play it exactly the same as before. There wasn't any "mandatory nerfing" of the challenge itself, if you built a character to solo the MLTF with no deaths and no temps, you can still do that just fine. It just doesn't have the catchy "Master" name attached anymore. The badge requirements, which are attached to a challenge that is more difficult than the one it had in the last 2.5 years. With the main reason behind it is that two different characters with the Master badge don't compare apples-to-apples anymore. For the most part, everybody's talking about (2), even if they say they are talking about (1), because (1) hasn't changed. If you reply to posts assuming they're talking about (1), chances are you will be confused by the response because it's really about (2).