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Number Six

City Council
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Posts posted by Number Six

  1. If anyone reproduces this, can you try exiting back to the shard list and then immediately coming back to the character select screen? Don't log into any other characters, just hit "Back" and pick the shard again, and see if the icon is still there.

     

    I think this is a display glitch. I've triple checked the code but it doesn't make a lot of sense how this could happen, since the name release status is calculated in real-time based on the last active timestamp, which is clearly sometime today because the (also calculated) time offline is displayed as '0' on the same screen.

     

    The only thing that comes to mind is maybe a timestamp very slightly in the future by a few seconds is getting stored in the database, perhaps as the result of clock drift on one of the mapservers. That could possibly result in the math underflowing and looking like a very large number, but would resolve itself after a second or two. If that's the case, leaving and coming back should show the status correctly.

     

    I'm going to go ahead and add a check for that particular edge case. I may suspect that it's a display glitch, but haven't spent a lot of time looking into it yet and want to make absolutely sure that there isn't some other issue.

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  2. 2 hours ago, Greycat said:

    I'm asking because going from there to "the shards would need to know" doesn't logically make sense to me at that point for what's being talked about. In my thinking it should be possible without doing a heck of a lot to look at that account server and say "OK, User3897 logged in today. User 3898 hasn't logged in since October 6, 2022. User 3899 hasn't logged in since 2021."  Or "Account server, give me a list of all accounts who have not logged in (or accepted the EULA, or whatever) in 366 days or more," and then work with that as the basis, versus a shotgun "character based, active account or not" approach. And wondering why it would involve any shard having to know anything else other than what they already do.

     

    The shards themselves have no idea when the last time you logged into your account was. Excelsior only know when the last time User3897 logged into Excelsior was. If User3897 logged in to some other shard, the Excel dbserver would have no idea and would think the account is still inactive.

     

    The authentication server of course knows, and the second part of your question seems to be, well why can't the shards just ask the auth server "when did User3897 log in last?". The answer is that sure, we could build something to do that, but no channel of communication currently exists to do that so it's a net new system that would require programmer time to design, build, and test. Programmer time that is currently being spent on other projects.

     

    2 hours ago, Greycat said:

    I'm reasonably sure the live devs ran their script manually (and seem to recall a comment along the lines of "and it took a while," yeah.) I'm just confused about the whole "and the shards would have to know..." bit, versus "We get this info from the authentication when someone logs in, these accounts haven't been logged into in over a year at all," taking that and just feeding it (and the globals) to the shards at maintenance and saying "Free these up."

     

    If we were doing it as an offline script, the shards wouldn't need to know that information. The one time Paragon did something like that, they did an offline script that just shoveled a bunch of old characters out of the database to offline storage, so they couldn't even be logged in without a process to rehydrate the record (this also makes backups a lot more complicated).

     

    If we wanted to be really obnoxious and do that, or rename everybody's old characters to GenericHero12345, that would be a way to go, but we decided early on that we wanted a lighter touch that would be less intrusive. So the game servers instead will leave everything alone and only rename inactive characters "just in time", or at the moment somebody tries to create a new character with the same name.

     

    Doing that requires that each shard know at all times which names are eligible to be reclaimed. Since it's based on character activity that's easy - it implicitly knows the last login timestamp for the character anyway. If it were based on account activity, then it would mean they'd need to know the activity status of the account tied to any arbitrary name that's being checked.

     

    Since the design goals for the name release system included dealing with active accounts that have 10 active and 900 inactive names that haven't been touched in years, there wasn't any sense building an extra system to look at account activity that doesn't meet those requirements.

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  3. 1 hour ago, ForeverLaxx said:

    I'm pretty sure that HC doesn't have (claims it doesn't have) the ability to tell a "dead" account from an active one.

     

    Of course we have that ability, that's not a question.

     

    It's not about accounts not being tied to characters or whatever, it's about the way shard isolation works. Once you're logged in, you get handed off to a different server depending on which shard you pick, and those shards just get handed an account name (which is how they know which characters to retrieve). The shards themselves do not have access to the account database - that would be a violation of shard isolation and bad design from a security perspective.

     

    Sure, we could pass along last activity date when you log in, but that's not the problem. Doing inactivity based on account means that Everlasting would have to know the last account activity for all accounts, even ones that have only been logging into Excelsior lately. And it would need that information to be readily available whenever somebody is creating a new character in order to know if the name should be reserved or not.

     

    It's not impossible, for sure. It could be done with an on-demand lookup back to the authserver, or a local cache that gets updated whenever someone logs in on every other shard, or several different ways. But it would mean implementing a new system that doesn't currently exist, and it just isn't worth the developer time when what's already been done is perfectly adequate to address the issues. Especially true when you consider that one of the concerns is someone with an otherwise active account deliberately holding onto many names with no intent to use them -- much more of a risk when accounts are free than when there was a subscription fee.

     

    Also to clarify some confusion from upthread, when the system goes live, the timer does NOT reset. Red names immediately become eligible for release. Though I'll reiterate that they don't lose the name right away, only if somebody else creates a new character with that same name.

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  4. 2 minutes ago, Krimson said:

    The last time I used the Homecoming Discord, the "Topic of the Day" was an account posting phishing links. Considering the average age of the player base, I would never recommend using Discord out of good conscience. 

     

    When did this happen? Occasionally an account shows up and spams phishing or spam links, but they typically get banned and all the messages deleted within minutes, sometimes seconds if a moderator or admin happens to be reading when it happens.

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  5. Just now, kelika2 said:

    It might be the 10 year gap between shutdown and now, but was that really homecoming that lowered the prices?  I dont even remember 500 merit cost items until that devpost

     

    Technically I think it was done during the gap between live and HC, when a lot of stuff got re-tuned for a small pop private server environment. We just never un-did those changes. But if you go onto a stock I24 server you'll see them in all their glory. Not pictured on the wiki article is enhancement converters going for 10 merits each.

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  6. 11 minutes ago, kelika2 said:

    The pessimist in me said it was a "YOU DANG KIDS" post

    The optimist in me said that the dev team has merit prices on their radar to lower them even more or give us the option to half merit cost but add inf cost

     

    Not quite. More along the lines of since the costs were already reduced by a HUGE amount, as much as 400% lower in some cases, we would be very careful about adjusting them any further. As merits were designed to be a release valve to keep the market under control (i.e. you should never be paying merit prices for uncommon recipes unless something has gone very wrong) I wouldn't expect that to happen unless there were signs of significant supply problems.

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  7. On 10/23/2022 at 5:36 PM, Zep said:

    On another thought given the age of the client, except perhaps/maybe for the physics, I expect the code is a single thread and everything is running on a single core, Or perhaps it has multiple threads, I've seen it cross 6%  cpu and 1/32 = 3.1%

     

    There's four threads of any significance: main thread that runs the game, render thread that actually renders the 3d graphics, physics thread, and audio thread. Typically only the main thread and render thread see significant CPU time, though the physics thread can under some circumstances. There are a few others like the threads responsible for loading textures, saving options and map fog of war to disk, etc, but those never use a lot and are only background threads so that they don't impact the main loop.

     

    Unfortunately for those of us with AMD graphics cards, their OpenGL drivers often end up CPU-bound in the render thread processing the very large amount of draw calls the game makes. Nvidia drivers tend to handle it a bit better, but the current AMD GL drivers assume that games use more modern techniques to reduce draw call count since that was a big focus of game optimization in the late 2010s. COH does a little bit of that and at least tries to group up things with similar textures or shader modes, but not go to the lengths that the drivers are built to expect.

  8. 2 hours ago, Neiska said:

    but what may have escaped your consideration is the number of players doing each activity.

     

    One (but not the only) metric we looked at was the total influence being generated gamewide, which doesn't need to take into account the number of players because it's a global picture of all influence. When that graph showed 80% of all influence being created in a single map (Shiva Fragment), something is out of balance.

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  9. 4 hours ago, Cobalt Arachne said:

    The AH is simply a way to manipulate items exchanging hands and taking a cut of the profit for yourself to reinvest.

    Since the AH does not generate anything by itself, AE is still undisputed king for generating wealth, even if a large portion of it then ends up on the AH for others to profit from. Players have to actually play and put things on the AH for it to function at all.

     

    Expanding on this a little, the thing about making money from the AH is that it's a finite resource. Wealth acquired from the market is not generated out of thin air -- it's taken from other players who value convenience and getting things right now more than influence. But there's only so many "lazy players" to make money off of, so the more people who engage in marketeering, the less there is to go around. If everyone were to switch to using the AH to acquire wealth at once, suddenly nobody would be making any at all.

     

    So maybe at a particular moment in time it's the best way to make money, but that can change at any time and completely independently of anything we do since it's based entirely on player behavior.

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  10. 7 hours ago, Lockpick said:

    When did she take over training in PI?  Any reason for the change?

     

    Because the irony of making Castle be the trainer for PVP-only characters in Recluse's Victory was just too good to pass up.

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  11. Greetings! It's my pleasure today to introduce not one but TWO Community Representatives to help coordinate the base building community. Please give a big hand to @Dacy and @Easter Bunny, who will be sharing the responsibilities of the role -- only fitting since it's well known just how labor intensive base building can be, but the results are nothing short of astounding.

     

    So just what are those responsibilities? Community Reps are something we've been slowly rolling out to be a bridge between players and the Homecoming Team and facilitate community involvement. The idea is for players who are known within the community and specialized in specific areas to:

    • Act as a liaison between players and the development team and help organize and prioritize requests for features and changes that benefit the community.
    • Organize base related events -- possible examples include contests or tutorials.
    • Be a resource that people can go to for information in a specific area. They'll be manning the "Base Building" global channel as a hub for questions and advice.

     

    Simple enough, right? With that out of the way, I'll let them (re-)introduce themselves and add anything they want to say.

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  12. 23 minutes ago, flakoff said:

    It's interesting you say cheese it with stacked barrier as pretty much all hm itf and aeon are full of those just to do it.

     

    The main difference there is that ASF and ITF HMs were designed knowing that barrier exists and could be stacked -- "cheesing" certain parts by stacking is an expected strategy, but you have to choose between stacking for temporary immunity during harder parts or keeping it rolling for better overall protection, and bringing a lot of Barrier means giving up some other Destiny abilities.

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  13. 11 hours ago, Black Zot said:

    Who do we blame for the attack doing enough damage to oneshot people right through an active Ambrosia buff?

     

    Whoever designed the trial? We didn't change the damage values -- I checked the commit log just to verify. Foot Stomp and Prism Blast always did a stupid amount of damage -- Scale 1.32 Smashing damage and Scale 3 (!) Unique1 damage. From an archvillain class enemy that's... a lot. Especially for an enemy with a +100% tohit bonus, so defense isn't going to help you much.

     

    Ambrosia gives you 75% Res to Unique1 (or 65% if you're in Master Mode). Assuming that bit is working correctly -- it looks like it should be but might be worth double checking if it seems to be doing more damage than it should. Even with 75% that's going to be something like 480-ish special damage, and another 857 smashing on top of it. That's level 40 values, I don't remember if the experimental levelless version changed that but I think it got reverted because it never quite worked right. Oh, looks like it just got the range extended and goes up to 50 now. So it would be more damage (655 special after ambrosia, 1154 smashing) but you also get to be level 50 and have more HP.

     

    The smashing part is not autohit, but it does have that built-in massive tohit buff, and god help you if one of the DE gets close enough to drop a Quartz.

     

    Admittedly it was a long long time ago but I remember even on retail that crystal titan being no pushover on the squishier ATs. The strategy was always to burn it down as fast as possible with overwhelming damage.

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  14. 1 hour ago, Ukase said:

    It sure didn't say that in the patch notes I saw when page 2 dropped, and again today when I copied it. I promise you, I didn't do any editing to my snip & sketch. 

    Another ninja move by a GM. 

     

    You sure you didn't copy the beta notes or something? The wiki page has it as well and you can check the version history to see that it always has:

     

    https://homecoming.wiki/wiki/Issue_27_Page_2

     

    My memory is a little fuzzy because that was over a year and a half ago at this point, but I remember the first version in development applied to all pets, but there was a tech issue of some sort that caused problems (I kind of think it had something to do with pets that can't be affected like Phantom Army and some lores), and it had to be changed before release to specifically target mastermind pets instead.

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  15. 18 minutes ago, Sanguinesun said:

    Make plain then if collectively the team's intents are to return to the "good ole days".   The community should more transparently know.

     

    We've literally said multiple times that's not the case, and bent over backwards to make the Prismatic Aether system and hard-mode rewards purely cosmetic items to show off with and not affect gameplay at all.

     

    Even after the 'nerfs' to get things a bit more even-keel, AE powerleveling is still faster than it was on retail and drops sellable items instead of tickets, merit costs are an order of magnitude lower, there's perma double XP available, market prices are way, way lower than they ever were and you can purple out characters for a fraction of what it would have taken. You get Incarnates for basically free -- tier 4s even! -- for doing other content, rendering iTrials mostly obsolete. Sure, I've said before I think it should have been tier 3s at most through that system, but we have no plans to change it. Other servers joke and say that HC is "easy mode" and comprised of nothing but people who farm all the time, and while I disagree with their perception and think it's not as extreme as some seem to think, it's definitely quite a bit less grindy than when people were paying monthly subs or being pushed into the cash shop.

     

    I mean if that was really our intent and all we've managed to do in that direction is add some costume change powers, then we're really bad at it.

     

    If you still don't believe it and think we're out to destroy everything out of spite or whatever, I don't think there's anything any of us can say that will make a difference.

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  16. 24 minutes ago, Bionic_Flea said:

    Any stats on how many Aethers have been accumulated and by how many players?

     

    I have some old numbers from back in August. As of 21 days after Page 4 dropped and added them to the game, a total of 71,566 aether had been generated. 21,270 had been spent and there was 31,477 spread across a number of characters and on the market. I assume the other 18,819 was in SG base storage or email or otherwise squirreled away somewhere.

     

    At that time, 7 characters across 6 different accounts had >1200 aether on them (1200 was going to be the price point for baby mode before it was lowered to 250 and the tier 4s added).

     

    I don't have current numbers readily available, but after another 2 months and with the Halloween badges now rewarding up to 10 per character, I can only suppose there's a lot more in circulation.

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  17. 5 hours ago, Vanden said:

    The Crystal Titan's Resistance power gives +100% ToHit:

     

    https://cod.uberguy.net/html/power.html?power=devouringearth.crystal_titan_powers.resistance&at=boss_archvillain

     

    The Smashing and Energy Damage elements of its attacks might need a ToHit check, but with that much +ToHit it's essentially irrelevant. My Tanker had around 70-80% defense and was still getting hit by virtually every attack.

     

    I checked the I24 data and that +100% ToHit is present there as well, so don't blame us for that one!

     

    You can blame us for the autohit special damage, which IIRC was changed to be autohit so that you had to actually get Ambrosia and couldn't cheese it with stacked Barrier. Though with that +100% ToHit buff unless you've got a team with you anyway it might as well have been autohit...

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  18. 24 minutes ago, Faultline said:

    I believe this is because Soul Extraction creates the critter based on the class of enemy you have targeted, and the critters on that mission are all of a weird class that isn't taken into account. The power may need to have a "default" spawn given if the enemy matches none of the standard classes.

     

    That's... now how soul extraction works anymore.

     

    The likely cause is that your pets are getting some of the incarnate uberbuffs as well. IIRC one of them makes you completely unaffected by anything. If your pets get that as well, that seems like the likely reason Soul Extraction might fail on them, since it needs to put a buff on the target (your pets) to summon the spectres.

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  19. 21 minutes ago, El D said:

    or the ability to turn into a nekkid Rikti on every character they have.

     

    Not to mention the Rikti models use a different sequencer and that causes a number of things to be somewhat glitchy on them.

     

    If everybody had access to them we'd get endless questions and support tickets asking why they're broken or in some cases demanding they be fixed.

     

    It's unlikely something like that would ever make it out the door in the first place due to quality standards, as fixing them would be an immense undertaking for each weird model.

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