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Venture

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Posts posted by Venture

  1. patch notes 5/7/19

     

    Badges

     

    As the #badge-hoarders have noted, Echo: Faultline did not have any exploration badges. This patch fixes that oversight, returning three badges that were in the original Faultline zone before Issue 8 to Echo: Faultline, and adding 8 new exploration badges and a zone accolade

    Moved "Newsman", "Faultless Mystic" and "Apex" from Faultline to Echo: Faultline

    Added "Riveting", "Upcycled" and "Rock Bottom" to Faultline

    Added "Forsaken", "Pristine", "Claim Denied", "Spare Parts" and "Dug Too Deep" to Echo: Faultline

    Added "Epicenter", Echo: Faultline zone accolade.

    Added "Fashion Victim" for spending 50,000,000 inf on the tailor. Rewards a Free tailor token for your trouble

  2. Emphasis mine:

     

     

    Custom XP Rates

    XP has been a hotly-discussed topic over the last few weeks! We’ve heard all of your feedback - some people want the old pace back, some people want it to be faster - and we think we’ve come up with a pretty good middle-ground.

     

    Starting with the next patch, you will be able to select your own XP rate. The options will be +0%, +25%, +50% and +100%. However, there’s a catch - your Influence income will be reduced by the same amount (so if you select +100% XP, you will receive no Influence).

     

    You’ll be able to acquire these XP boosts for free from the P2W Vendor (or the Transact 4 Victory vendor in Praetoria). They last for 1 hour of in-game time each, but you can stack them for up to 8 hours. If you wish to revert back to the standard XP rate, you can delete the power by right-clicking on it in the Powers window.

     

    Mbkc1AK.png

    A preview from our private test server

     

    These boosts will also stop functioning once you hit level 50 - all Veteran Levels must be earned the old fashioned way!

     

    To clarify, this means the base XP rate of all shards will be dropped back to the default 100%. This also means that Patrol XP will work again (it’s incompatible with server-wide XP buffs). AE XP will still remain halved for all non-dev choice content.

     

    Please note that this is an experimental feature, it may be adjusted or removed at any time without notice. We’re also very open to feedback on this system, so please do let us know your thoughts!

     

     

    ie not live yet

  3. just jumping on this, did a few dfbs 2 days ago and gotg loads of enhancement drops, been teaming today and yesterday, mainly the new regulators arcs, steel arcs (laura whatsit and museum guy) and a posi 1 and got 1 enhancement drop

  4. How exactly are you wanting this to work?

     

    you can use /getglobalname $target

     

    to get the global name of the person you're targeting. I don't think you can set anything up to just scan people without that input.

     

    Edit.

     

    actually maybe you can if you link it to /target_friend_next

  5. Ok... this is way way worse than I thought...

    The mission is with Laura Lockhart, and as soon as you take it, she is gone, and you can't call her or find her. She is inside the mission at this point. When you go inside, it starts off like normal but you run into a door that can't be opened without a key, and it never drops. SHe is on the other side of that door somewhere. When you leave the mission, you discover that the Abandon button is grayed out. You can't abandon the mission, nor can you call her to complete it (the once every 3 days auto-complete option), and you can't finish it. It is seemingly impossible to get rid of this mission. I may forever have this mission stuck in my queue taking up space from my available missions! With no way to report a bug, I'm not sure what to do but post here. The missions is "Defend the UNSF Base", the contact is Laura Lockhart. It is in Steel Canyon.

     

    SPOLIER

     

     

    somewhere in the mission (one of the bigger rooms) there will be bodies, one of them is Lauras. You need to click on her to get the key/code which allows you to use a console later on and then open the final door.

  6. The I25 patch notes say:

     

    Removed the 20-hour lockout timers after doing tip missions. You can now do 10 Alignment Missions followed by a Morality Mission and repeat without a delay.

  7. Erm, this won't help much but i was able to roll one yesterday...

     

    Is it possible you clicked on a playstyle and are therefore limiting the available ATs you see?

     

    I just scrolled to the bottom of the AT list when creating a new alt and they were there...

  8. cap is 58.63 so paragon wiki appears to have it correct.

     

    Afterburner and fly technically dont stack as they're different things.

     

    Afterburner technically doesn't make you faster, it just increases the flight speed cap.

     

    That said, standard fly with one so is 73.17 mph so just activating afterburner would increase your flight speed by around 15 mph as it would boost the flight cap to above flights upper limit with one so: https://paragonwiki.com/wiki/Limits#Movement_Speed

     

     

     

     

  9. I feel like everyone reading this thread should also be aware of this fact:

    Wait, so I'm confused. Is the AE server a separate piece of software/hardware?

     

    The missionserver, as its called, is a separate piece of software that stores the mission data as created by players. It does use some resources, but that part is not a big deal. Once you start an AE mission, it's loaded in a mapserver, like any other mission. They are not treated any differently.

     

    The problem is that players can build missions that are a lot more resource-intensive than normal missions from the game. When enemies spawn in normal missions, most of them have their AI in an "idle" state until they are aggroed, which doesn't require much processing power. But most AE farms rely heavily on ambushes or patrols, which spawn the critters with fully active AI. And that's the problem.

     

    Missions are run on 9 servers with a total of 224 cores. For the most part you can run lots of zones and missions on a single core without a problem; but AE farms tend to max out a core all for themselves. If there's just 100 AE AI-intensive farms running, that eats half of the mapserver processing power for all 4 shards.

    Farmers are not harmless. Farming actively robs resources from the other players.

     

    That is a stupid stance. By your standards, GMs shouldn't spawn because they rob resources from people in missions. You're full of it.

     

    its a valid point when server resources are as limited as they are currently...

     

    also thinking about it a GM is just one mob and anyone fighting it is in the sam instance so the resource overhead is minimal. It's the map servers and the way the AI works that's the resource issue so GMs or multiple mobs is no issue at all

  10. I feel like everyone reading this thread should also be aware of this fact:

    Wait, so I'm confused. Is the AE server a separate piece of software/hardware?

     

    The missionserver, as its called, is a separate piece of software that stores the mission data as created by players. It does use some resources, but that part is not a big deal. Once you start an AE mission, it's loaded in a mapserver, like any other mission. They are not treated any differently.

     

    The problem is that players can build missions that are a lot more resource-intensive than normal missions from the game. When enemies spawn in normal missions, most of them have their AI in an "idle" state until they are aggroed, which doesn't require much processing power. But most AE farms rely heavily on ambushes or patrols, which spawn the critters with fully active AI. And that's the problem.

     

    Missions are run on 9 servers with a total of 224 cores. For the most part you can run lots of zones and missions on a single core without a problem; but AE farms tend to max out a core all for themselves. If there's just 100 AE AI-intensive farms running, that eats half of the mapserver processing power for all 4 shards.

    Farmers are not harmless. Farming actively robs resources from the other players.

     

    That is a stupid stance. By your standards, GMs shouldn't spawn because they rob resources from people in missions. You're full of it.

     

    its a valid point when server resources are as limited as they are currently...

  11. I feel like everyone reading this thread should also be aware of this fact:

    Wait, so I'm confused. Is the AE server a separate piece of software/hardware?

     

    The missionserver, as its called, is a separate piece of software that stores the mission data as created by players. It does use some resources, but that part is not a big deal. Once you start an AE mission, it's loaded in a mapserver, like any other mission. They are not treated any differently.

     

    The problem is that players can build missions that are a lot more resource-intensive than normal missions from the game. When enemies spawn in normal missions, most of them have their AI in an "idle" state until they are aggroed, which doesn't require much processing power. But most AE farms rely heavily on ambushes or patrols, which spawn the critters with fully active AI. And that's the problem.

     

    Missions are run on 9 servers with a total of 224 cores. For the most part you can run lots of zones and missions on a single core without a problem; but AE farms tend to max out a core all for themselves. If there's just 100 AE AI-intensive farms running, that eats half of the mapserver processing power for all 4 shards.

    Farmers are not harmless. Farming actively robs resources from the other players.

     

    This!

     

    AE hasn't had it's XP nerfed just to spite farmers, or even for balance reasons. It's solely been done to encourage people not to farm and reduce the demand for AE resources thus massively increasing the resources for, and stability of, the rest of the game. Unfortunately the current Server resources are limited and thus the only option is to reallocate resources from elsewhere. AE farms use a disproportionate amount of server resources and thus are the obvious place to reallocate from.

  12. I don't think it's better, just different.

     

    I prefer the TP in mystic flight to the regular TP as i'm notorious for failing to click a new destination quick enough and thus usually fall out of the sky. The fly/TP combo here stops that.

     

    I prefer regular fly however as it's a. quicker and b. let you get Afterburner...

  13. I never liked villains, i just never got on with red side for some reason.

     

    I always thought segregating the playerbase this way was a big mistake on Cryptic's part... I'd have had them occupy the same zone but have a flagged system where the options you chose in missions (killing/arresting the big bad at the end) or the missions you chose to complete affected your morality...

     

     

    Anyway, please note that you do not need to role a hero, villain or praetorian. You can travel ,to Pocket D on any alt, speak to Null the Gull and he will instantly change your allignment to whichever you want... This makes swapping from Red to Blue to Gold much quicker/easier.

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