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Everything posted by Number Six
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[Beta] Patch Notes for April 5th, 2020
Number Six replied to Faultline's topic in [Open Beta] Patch Notes
Also add: Some sort of "interact" command to talk to targeted NPCs and open doors directly in front of the player so that it can be bound to a button instead of having to use virtual mouse mode to do it. -
The biggest problems this change (which incidentally required very little developer time and is something that could be slipped in between larger updates) aims to address: 1. The early-game slog, which is enough of a drag that it compels many people to skip it entirely by DfB spamming or farm sitting. We're not too worried about low-level power creep since this part of the game is often not even played. 2. SOs making for a poor player experience in that leveling up during a series of missions actually makes you less effective unless you stop to go replace all your enhancements. Leveling up should always be something to look forward to, not a stressor that makes you worry your enhancements are going to break and significantly diminish your power in the middle of a mission. It's not a 100% fix, but is intended to be an incremental effort.
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[Beta] Patch Notes for April 4th, 2020
Number Six replied to Faultline's topic in [Open Beta] Patch Notes
I'm not sure it makes sense to automatically upgrade DOs to SOs. SOs have significantly greater enhancement values than DOs do, so a DO build is not going to translate well to an SO build. A character with DOs might use 2 acc / 2 dmg, and switch to 1 acc / 3 dmg for SOs. -
The current plan - subject to change of course - is to remove TOs from vendors entirely (except maybe one hidden away somewhere for if somebody really wants a TO for some reason) since they're mostly worthless and almost always skipped, but leave DOs available as a more affordable option at low levels.
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Minor correction, what you have labeled as "chain_max_targets_expression" is not specific to chain powers but is a generic parameter (MaxTargetsExpr) that can be used for any AoE power. I don't see the other advanced chain parameters but I'm assuming you're leaving those out to keep the output more readable. The rest of the new stuff (DeadOrAliveAny, etc) all looks good as far as I can tell. 😀
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[Beta] Patch Notes for April 4th, 2020
Number Six replied to Faultline's topic in [Open Beta] Patch Notes
Just deployed a new build to beta that should fix this feature. -
[Beta] Patch Notes for April 4th, 2020
Number Six replied to Faultline's topic in [Open Beta] Patch Notes
Yes, it will. I believe it will also with with the specialty SOs likes the ones from Yin’s market. -
Discussion: Disabling XP No Longer Increases Influence
Number Six replied to Jimmy's topic in General Discussion
IMO, this is a perfect example of what I meant when I said that the market was a "player services" market more than a goods market. One or more enterprising individuals took it upon themselves to prepare for the patch, had supplies ready to go, and as soon as it went live jumped on to roll the dice with converters and populate the market. The result is that other players who didn't want to take the time to craft/convert the new sets could almost immediately buy pre-crafted ones and slot them right away if they wanted. Making a tidy profit in the process, of course. 😉 -
Discussion: Disabling XP No Longer Increases Influence
Number Six replied to Jimmy's topic in General Discussion
Back Alley Brawler says stop by sometime, nobody ever comes to talk to him and train up anymore. -
Discussion: Disabling XP No Longer Increases Influence
Number Six replied to Jimmy's topic in General Discussion
Bit of a tangent, but I honestly think that's one of the big problems with the market in general -- the lack of good information. If the interface had something like a graph of sale prices going back even 24 hours, it would be a lot easier for casual players to know what to buy/sell for depending on how quickly they want it. A ground-up rebuild of the AH is on my long-term wish list, but it's a lot of work to do it right.- 1954 replies
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Discussion: Disabling XP No Longer Increases Influence
Number Six replied to Jimmy's topic in General Discussion
Marketeering isn't really a "playstyle" though. Yes, you can make Inf that way, but it's not a direct apples-to-apples comparison because you're not really playing the game while doing that. This is more about the balance between things like running TFs, doing trials, running radio missions, regular AE fire farming, old school demon farms, and farming AE missions specifically set to exemp you to level 49 while having leftover patrol XP you never burned and turning on an option to convert excess XP to Inf. All of those activities add Influence and item drops to the economy. All are legitimate activities if the player enjoys doing them. We don't want there to be large incentives making people feel like they have to choose the last one on the list because it's hugely more rewarding than the others. Marketeering is a completely separate thing that does not add influence or drops to the economy. Loosely speaking it's more of a player services market than a primary activity. It's where people can trade time spent crafting recipes & converting IOs for Inf, so that people who don't want to do those things can not have to spend time on it. How much Inf that's worth is entirely up to the players -- though the market on HC is already much more heavily regulated than it was on live to prevent prices from getting completely out of control. Whether or not there are any problems there that need to be addressed is a separate topic for a later patch. -
Discussion: Disabling XP No Longer Increases Influence
Number Six replied to Jimmy's topic in General Discussion
You beat me to it. Playing the market is secondary and doesn't actually generate anything. 😀 If anything, the fact that people are able to make tons of Inf off the market tells me that not enough people are playing it effectively and there isn't enough competition between those doing it... -
Discussion: Disabling XP No Longer Increases Influence
Number Six replied to Jimmy's topic in General Discussion
As someone who enjoyed playing the market back on the retail servers, and did some flipping, crafting, etc., while tracking market trends -- yes, it was out of control. However, I saw no evidence of the 'ebil marketeers' forum regulars liked to complain about manipulating things on a large scale. Sure, someone would occasionally try to corner the Luck Charm market or something, but it was usually short lived because the clunky interface made it hard to keep up 24/7. Instead, the issue seemed to be a very simple one: Influence was being created at a faster rate than recipes and other items. As more and more accumulated, inflation got out of control to the point where people were trading Glad Armor IOs off-market for higher than the inf cap. AE made it worse because it gave standard influence rewards, but AE tickets converted to drops at a lower rate than regular content. But the lack of any real influence sinks meant that the 10% market cut was not nearly enough to keep the economy stable. -
Discussion: Disabling XP No Longer Increases Influence
Number Six replied to Jimmy's topic in General Discussion
No, the option existed, but the dynamics of using it were completely different. You couldn't earn XP beyond 50, and therefore couldn't create the weird interaction between converting XP to Influence, vet levels, and patrol XP. -
Discussion: Disabling XP No Longer Increases Influence
Number Six replied to Jimmy's topic in General Discussion
It did not, because on live you stopped earning XP at 50. -
Two places to check to see if there's any indication of what the problem may be. 1. Check if there's a 'Crash' subfolder under your coh install and if there are any report files in there. In rare circumstances we've seen AV or other software blocking the crash handler from running. That unfortunately means the report files will be incomplete and may not be too helpful, but there may be some clues. 2. Check the Application Log in the windows event viewer. If there's some sort of fault that the crash handler can't catch, some information may be logged there.
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That's the field itself. If you right-click and cancel it, the bubble should disappear.
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1.66 seconds after initial activation of the power, and it's based on the position of the target after the delay -- just like a pseudopet would be. Use the same frame of mind as targeting for the kinetics heal. If your intention is to make use of the rez, the safest option is to use it on the dead player since they (probably) won't be moving. Edit: I just went and double checked and the power is actually set to center the AoE powers around the caster. That's not my understanding of the design intent, so I'm checking to see if that was intentional or if it's a mistake.
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Defib is a bit more complicated so that isn't the case here. The top-level power does single-target selection the at the beginning of activation, but executes two more powers on a delay: the AoE rez that affects dead friendlies and the AoE sleep/debuff that affects live enemies. Those powers themselves don't activate until the delay timer expires to sync with the animation. They had a 7' range set because they were copied from the top-level power, they should have instead had an unlimited range because the target could have moved in the meantime. Come to think of it they probably also need to be flagged to ignore LoS also just in case. Think of it almost like spawning a pseudopet that's forced to cast a power on the original target, but without the pet.
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If the target was moving that’s probably why. Same as the jousting issue, if the target was more than 7’ away at the time of the actual hit (keep in mind due to motion prediction and time travel mechanics in the powers system this may not sync up with what you see onscreen exactly), the secondary power would fail to go off because it was out of range. That was not fixed until today. The recovery debuff and the sleep share the same radius — they’re both part of the offensive half of the power.
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Focused Feedback: Invention Procs (Release Candidates)
Number Six replied to Jimmy's topic in [Open Beta] Focused Feedback
They should be fine to log in, the unique constraint only applies when slotting new enhancements and not to existing builds (unless / until they respec).