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General Feedback: Issue 27, Page 2


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16 hours ago, UberGuy said:

They don't all grant Toxic defense. For example, Weave does not, but Combat Jumping does. Looks like inspirations do too. So maybe Weave was just overlooked.

Im pretty sure it wasn't overlooked, but intentional design flaw in the power. Fighting already has enough stupid things you can do with it, adding more to the list is probably Not A Good Idea.

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5 minutes ago, Hew said:

Im pretty sure it wasn't overlooked, but intentional design flaw in the power. Fighting already has enough stupid things you can do with it, adding more to the list is probably Not A Good Idea.

 

This isn't something anyone would have done as a result of that opinion. For one thing, it's a pretty empty gesture - if there's anything tagged toxic that's not also tagged ranged, it's very rare, so the omission is basically meaningless.

 

Given the fact that stuff like this was done by hand for basically forever, it's vastly more likely someone missed it.

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I think this qualifies more as a quirk/oddity than it does a bug, but I was collecting badge coordinates last night and ran across this issue. It was on the Steel Canyon mayhem mission, and it looks like thumbtacks (or at least the nav marker) can be thrown off if there are objects in close proximity.

 

I've attached two screenshots. The first is after I have positioned myself directly over the badge and used the /loc command to generate a thumbtack link in chat, and then I clicked that link to bring up the nav marker. The nav marker should be directly over the badge but as you can see, it shows up 14 feet away, and note that there is a 'Large Metal Crate' object directly to my left.

 

sc_mayhem_badge_1.thumb.png.11d0ce20dfbb4138cc15d323d71835c0.png

 

The second screenshot is after I have destroyed that 'Large Metal Crate' but I have done nothing else. I did not re-click the /loc link, but as you can see the nav marker has moved into the correct position.

 

sc_mayhem_badge_2.thumb.png.bf9ab772e81f09490b4e4fa1150373ba.png

 

My guess is that the 'Large Metal Crate' in this case is somehow interfering with the nav marker placement. I've collected hundreds of badge coordinates this way (including all the badges in the Safeguard and Mayhem missions), some with critters nearby but none that I recall with objects nearby. This is the first time I have run across this issue. If it rises to the level of 'bug' I am happy to post it in the bug reports thread.

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  • City Council

Build 3 - March 28th

Spoiler

 

 Miscellaneous (Focused Feedback Thread

Coordinates & /thumbtack

  • Added a /thumbtack <x> <y> <z> command to set the thumbtack in the minimap with world coordinates
  • The /loc command now displays the current position as a thumbtack link
  • Writing a location in chat surrounded by square brackets will generate a thumbtack link to that position
    • They will only be considered valid if they consist of exactly three numbers, separated by spaces or commas
  • Added the $loc chat variable which translates to your current coordinates into a clickable thumbtack link
  • The /whereami command will now also display your current position as a thumbtack link

unknown.png

 

Signature Story Arcs in LFG

  • Signature Story Arcs are now available in the "Story Arcs" tab of the Looking For Group window
  • Note that you will only see the Signature Story Arcs for your current alignment

tour3.png.850a62f090d5c3afbeb2952803d68d27.thumb.jpg.8a1c30a0ceed6a020f95c07868db78f9.jpg

 

Teleportation Targeting & /powexec_location

  • Added a "cursor" targeting mode to /powexec_location
    • It behaves as if the power was activated with a click at the current mouse cursor location
    • This will allow you to quickly activate teleport with a hotkey without needing to click
  • Significantly improved the targeting cursor for teleportation powers and it's now much easier to reliably choose the desired destination
    • The 'red ring of doom' should rarely appear now, and it should be almost impossible to have it fall back to the character's feet
  • Fixed issues with two-side polygon collision that prevented the use of teleportation powers in a few places, the most notable being the outer ring of the Chantry / Storm Palace

Inspirations

  • Inspiration Eden Trial.png Ambrosia
    • This inspiration now applies to the caster and all pets
  • Inspiration Hambrosia.png Essence of the Earth
    • This inspiration now applies to the caster and all pets

Barracuda Strike Force

  • Power of Black Scorpion (the power required to kill Reichsman) is now always granted to the team leader, regardless of Archetype
    • Defenders now receive Power of Ghost Widow
    • Masterminds now receive Power of Captain Mako

Badges

  • Added the "Complicated" badge to Frostfire's story arc
    • This will be granted retroactively to characters that already have the arc's souvenir
  • Corrected the badge art for many "stature level" missions that were using the wrong level range or duplicate art
    • Hero badges; Negotiator, Spelunker, Plague Stopper, Spirit Warrior, Pwnz, Do No Harm, Emancipator, Meteorologist, True Nemesis, Bodyguard, Agent
    • Villain badges: Stone Cold, Bone Collector, Plague Carrier, Mask Maker

Null the Gull

  • Simplified the dialogue options for hiding pop-up trays
    • All travel powers now use the same option for hiding trays
    • Previously they all used the same flag, but presented as different dialog options - this was fine when only Origin pools had pop-up powers and you could only ever have one
    • With the standard travel powers gaining pop-up powers it was necessary to simplify this

Atlas Park & Mercy Island

  • Enemies in Atlas Park and Mercy Island should no longer reproduce like rabbits and spawn in on top of players

User Interface

  • Enhancement Boosters and Catalysts can now be applied directly by clicking on them, without using the Combine button
    • The confirmation dialog box is optional and can be enabled or disabled from the Options window
    • Applying an Enhancement Booster that doesn't make the Enhancement +5 will have a faster animation
    • Known issue: the Enhancement returns to the power after a fast Booster application - the intention is that it stays selected so you can spam-click to +5 it, and only then it returns to the power
  • "Current Absorb" can now be monitored in the combat attributes window
    • Note: This change may mean your currently tracked combat attributes need to be re-selected
  • Power details screens should no longer mix up PvP and PvE attributes
  • Changed the wording of defense and defense debuff attributes in power details screens so players can more accurately distinguish between them
  • Improved the readability of power descriptions with the addition of paragraphing and text colours to break up the information

Bug Fixes

  • The inter-dimensional Katana and Bow thief has finally be caught and brought to justice! (fixed Katanas and Bows frequently being invisible to other players)
  • Improved the validation of certain chat links; things like [Recipe:Boresight] or [Salvage:Tactics] will no longer be considered valid
  • Fixed a crash relating to buds spawning during Hamidon raids
  • Fixed a crash bug when trying to open detail info for any power that granted or revoked other powers
  • Fixed "Medium Arcane Supergroup Banner 1", "Medium Tech Supergroup Banner 1"  texture issue
  • Fixed the Merit vendor display name for Encouraged Accuracy: To Hit Buff (Recipe)
  • Fixed malformed .fx file causing debug client errors ("FXGEO: Failed to alloc a child fx") when drawing a katana
  • Fixed a crash bug that caused a crash while hovering power info for some powers (example: Bio Armor > Evolving Armor)
  • Renamed a warehouse door in Kallisti Wharf to fix issues with CityZone Any Warehouse missions breaking co-op teams
  • Fixed an issue which allowed multiple emotes to be combined to trigger NPC-only animations and VFX
  • Fixed Veluta Lunata's story arcs requiring the Pirate badge in Ouroboros (this requirement was removed from the non-Ouroboros version of the arc a long time ago)

Costume Fixes

  • Fixed "Lebeaux" top not tinting correctly for "Robotic Arm 1" and "Robotic Arm 3"
  • Fixed Arachnos Soldier "Wolf Collar" from interfering with ear selection when "Wolf" helmet style is selected
  • Restored "Wolf 2" collar option
  • Fixed "Praetorian Police" boot option for males not appearing in asymmetry mode for the right boot
  • Fixed missing texture on "Impervium Katana" for Dual Blade models

Powers Bug Fixes

  • The following Enhancements should no longer be weaker when hitting higher level enemies:
    • Impervious Skin
    • Numina's Convalescence
    • Sentinel's Ward
    • Miracle
    • Aegis
    • Dominating Grasp
  • Enhancement > Power Transfer > Chance to Heal Self: Should be able to stack when slotted in multiple passive powers regardless of server timing

  • Enhancements > Overwhelming Force > Knockback to Knockdown: Fixed this proc not always converting to knockdown when stacked with other knockback effects

  • Pool > Fighting > Cross Punch: Fixed critical damage values

  • Pool > Fighting > Boxing: Fixed this power missing it's 35% synergy chance for stun in PvP

  • Pool > Leaping > Spring Attack: Reimplemented this power with new tools, should address some odd bugs with this power

  • Pool > Speed > Burnout: Fixed this power deactivating toggles when activated

  • Pool > Speed > Burnout: Fixed this power causing toggles to flicker when activated

  • Prestige > Athletic Run: Icon no longer continuously flashes

  • Titan Weapons (All versions): Fixed a bug with some Titan Weapon powers starting Momentum too early, most notably Crushing Blow

  • Shield Defense > Phalanx Fighting (All Versions): Fixed a bug that caused the self buff in this power to be intermittent

  • Blaster > Mace Mastery > Summon Spiderlings: Fixed an error in the power description that claimed you required 2 powers to acquire (only one power is required)

  • Stalker > Rad Melee > Radiation Siphon: Power had the wrong level requirement. Now properly set to be available at level 18

  • Electric Blast > Thunderous Blast (All Versions): Fixed a bug where the two chances for -end were not doing independent chance checksr example)

  • Stalker > Ice Melee > Assassin's Ice Sword: This power's stealth bonus damage should no longer be resisted in PvP

  • Sentinel > Epic > Mace Mastery > Focused Accuracy: This power should no longer detoggle when mezzed

  • Sentinel > Ice Armor > Frigid Shield: This power should no longer detoggle when mezzed

  • Beast Mastery > Summon Lions: Fixed a bug where this power was never actually playing the summoning animation

  • Beast Mastery > Summon Dire Wolf: Fixed a bug where this power was never actually playing the summoning animation

  • Trick Arrow > Glue Arrow: Fixed the short help text (for reals this time)

  • Electricity Assault > Static Discharge: Should no longer list Endurance Modification enhancements twice

  • Scrapper > Mu Mastery > Zapp: Fixed a bug that was causing the fast version of this power inflict slow-version criticals

  • Dominator > Psionic Mastery > World of Confusion: Fixed this power triggering Controller Overpower instead of Domination

  • Blaster > Electricity Manipulation > Dynamo: Fixed a bug where this power would do damage to the caster

  • Dark Servant > Twilight Grasp: Fixed a bug where this power was doing -damage instead of -regen in PvE

  • Radiation Blast > Radioactive Assault > Proton Volley (All versions): Fixed a bug where these powers were doing 20% less than intended damage in PvP

  • Stalker > Fiery Melee > Fire Sword Circle: Fixed this power now granting Assassin's Focus

  • Stalker > Ice Melee > Frozen Aura: Fixed this power now granting Assassin's Focus

  • Dominator > Savage Assault > Spot Prey: The perception buff on this power was lasting only 0.75s instead of 10s, this has been corrected

  • Blaster > Temporal Manipulation > Time Wall:

    • Fixed this power not accepting Blaster, Ranged Damage and Universal Damage sets

    • Fixed this power using melee damage modifiers instead of ranged damage modifiers (damage has increased slightly as a result)

  • Stalker > Street Justice > Assassin's Strike: Fixed a bug (introduced in beta) where the power would only add 1 combo level instead of 2

  • Temp Powers > Longbow Jetpack: Fixed Longbow Jetpack colors (again)

  • Blaster > Manipulation > Ice Manipulation: Corrected Defiance values, they were not adjusted when cast times were changed

  • Sentinel > Bio Armor > Genomic Evolution: Fixed a bug which prevented the Offensive Adaptation range bonus from applying

  • Brute > Regeneration > Fast Healing: This version of the power should no longer ignore healing enhancements

  • Corruptor > Dual Pistol > Hail of Bullets: Fixed a on bug on this version of the power that made chemical ammunition have a lower chance to do damage than intended

  • Electric Blast > Thunderous Blast:

    • Fixed bugs in the blaster and defender versions that made them grant endurance instead of drain endurance

    • Fixed PvP damage to reflect the new cast time

  • The following powers had their attack types corrected (this only impacts defense types):

Spoiler

 Arachnos_Soldiers.Arachnos_Soldier.Heavy_Burst
 Blaster_Ranged.Archery.Fistful_of_Arrows
 Brute_Melee.Kinetic_Attack.Focused_Burst
 Brute_Melee.Staff_Fighting.Serpents_Reach
 Corruptor_Ranged.Archery.Fistful_of_Arrows
 Defender_Ranged.Archery.Fistful_of_Arrows
 DilemmaDiabolique.Manticore.Fistful_of_Arrows
 Epic.Brute_Leviathan_Mastery.School_of_Sharks
 Epic.Corruptor_Leviathan_Mastery.School_of_Sharks
 Epic.Mastermind_Leviathan_Mastery.School_of_Sharks
 Epic.VEAT_Leviathan_Mastery.School_of_Sharks
 Guns.Laser_Rifle.Pulse_Rifle_Burst
 Incarnate.Lore_Pet_Banished_Support_Attack.Frigid_Blast
 Incarnate.Lore_Pet_Knives_LT.Shockwave_Slice
 Magisterium.Chimera.Fistful_of_Arrows
 Mastermind_Pets.Droid_3.Full_Auto_Laser
 Mastermind_Pets.Howler_Wolf_3.Throat_Bite
 Mastermind_Pets.Zombie_2.Projectile_Vomit
 Mastermind_Summon.Beast_Mastery.Call_Locusts
 Mastermind_Summon.Ninjas.Fistful_of_Arrows
 Mastermind_Summon.Robotics.Pulse_Rifle_Burst
 Mission_Maker_Attacks.Archery.Fistful_of_Arrows
 Mission_Maker_Attacks.Kinetic_Attack.Focused_Burst
 Mission_Maker_Attacks.Ninjas.Fistful_of_Arrows
 Mission_Maker_Attacks.Robotics.Pulse_Rifle_Burst
 Mission_Maker_Attacks.Staff_Fighting.Serpents_Reach
 Mission_Maker_Secondary.Archery.Fistful_of_Arrows
 Mission_Maker_Secondary.Kinetic_Attack.Focused_Burst
 Mission_Maker_Secondary.Staff_Fighting.Serpents_Reach
 Pets.ChargeCone.Shield_Charge
 Pets.Martial_Manipulation_Burst.Burst_of_Speed
 RedCaps.RedCap_Ranged_Cone.Fistful_of_Arrows
 Scrapper_Melee.Kinetic_Attack.Focused_Burst
 Scrapper_Melee.Staff_Fighting.Serpents_Reach
 Sentinel_Ranged.Archery.Fistful_of_Arrows
 Signature_Summon.Manticore.Fistful_of_Arrows
 SkyRaiders.Sky_Raider_Crimson_Pets.Pulse_Rifle_Burst
 Stalker_Melee.Kinetic_Attack.Focused_Burst
 Stalker_Melee.Staff_Fighting.Serpents_Reach
 Syndicate.Tub_Ci.Fistful_of_Arrows
 Tanker_Melee.Kinetic_Attack.Focused_Burst
 Tanker_Melee.Staff_Fighting.Serpents_Reach
 Tsoo.Endgame_LT_Archer.Fistful_of_Arrows
 Tsoo.Endgame_TubCi.Fistful_of_Arrows
 Tsoo.Tub_Ci.Fistful_of_Arrows
 V_Arachnos_Proxy.Staff_Fighting.Serpents_Reach
 V_FreedomPhalanx.Manticore.Fistful_of_Arrows
 V_FreedomPhalanx.Manticore_RV.Fistful_of_Arrows
 V_GenericVillains.Ninja_Mastermind.Fistful_of_Arrows
 V_GenericVillains.Robotics_Mastermind.Pulse_Rifle_Burst
 V_Luddites.Boss_Low.Fistful_of_Arrows
 V_Snakes.Elder_Mamba.Fistful_of_Arrows
 V_Wyvern.Boss_Sting_Low.Talon_Fistful_of_Arrows
 V_Wyvern.Elite_Boss_Raptor_Low.Talon_Fistful_of_Arrows
 V_Wyvern.Lt_Fang.Talon_Fistful_of_Arrows
 Villain_Pets.Kinetic_Melee_Assassins_Strike.Assassins_Strike_Quick
 Villain_Pets.Kinetic_Melee_Assassins_Strike.Assassins_Strike_Stealth
 Warshade_Offensive.Umbral_Blast.Gravimetric_Snare
 Warshade_Offensive.Umbral_Blast.Gravity_Well
 Widow_Training.Widow_Training.Dart_Burst

 

 

Please contact me on the Homecoming Discord for a faster response! Arcanum#7164


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On 3/13/2021 at 5:38 AM, GM Arcanum said:

Bug Fixes

  • Fixed an issue which allowed multiple emotes to be combined to trigger NPC-only animations and VFX

 

 

 

Any chance we could have this particular animation as new official emote, because if you take this away from me I'm going to be really sad.

 

MysticFortune2021a.thumb.PNG.58e9c079e6348c943d638c2bba5d3409.PNG

 

I get that this fixes the ability to perform the obnoxious gold sky beam animation that people like to abuse during big events, rightfully so. That's a good fix. However it's also disabling harmless hidden animations such as the one on display here.

Edited by Mystic Fortune
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Regarding the new Story Arcs tab in LFG. Pandora's Box Part 1/5 [Lastri Kayumanis] - This arc requires unlocking via completion of the A Window of Opportunity tip mission, and should probably be greyed out in the menu in the same way that Mortimer Kal and other TFs are greyed out before they've been unlocked. As it is, you teleport to her but she won't offer you any mission. The popup infobox needs to have:

 

Extra Requirement: Complete A Window of Opportunity [Tip Mission]

 

Edited by Aberrant
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Check out the Unofficial Homecoming Wiki! Contributions welcome!

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28 minutes ago, Mystic Fortune said:

 

Any chance we could have this particular animation as new official emote, because if you take this away from me I'm going to be really sad.

 

 

 

I get that this fixes the ability to perform the obnoxious gold sky beam animation that people like to abuse during big events, rightfully so. That's a good fix. However it's also disabling harmless hidden animations such as the one on display here.

 

Reinstating the less problematic animations into the menu as official emotes would be lovely. And I say this as someone who doesn't even use any of them or has.

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38 minutes ago, Mystic Fortune said:

Any chance we could have this particular animation as new official emote, because if you take this away from me I'm going to be really sad.

 

I get that this fixes the ability to perform the obnoxious gold sky beam animation that people like to abuse during big events, rightfully so. That's a good fix. However it's also disabling harmless hidden animations such as the one on display here.

 

+1 to this, but also keep the obnoxious gold sky beam one.

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@Hissatsuman, you can mainly find me on Everlasting!

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  • City Council
On 3/25/2021 at 12:08 PM, AboveTheChemist said:

I think this qualifies more as a quirk/oddity than it does a bug, but I was collecting badge coordinates last night and ran across this issue. It was on the Steel Canyon mayhem mission, and it looks like thumbtacks (or at least the nav marker) can be thrown off if there are objects in close proximity.

 

I've attached two screenshots. The first is after I have positioned myself directly over the badge and used the /loc command to generate a thumbtack link in chat, and then I clicked that link to bring up the nav marker. The nav marker should be directly over the badge but as you can see, it shows up 14 feet away, and note that there is a 'Large Metal Crate' object directly to my left.

 

sc_mayhem_badge_1.thumb.png.11d0ce20dfbb4138cc15d323d71835c0.png

 

The second screenshot is after I have destroyed that 'Large Metal Crate' but I have done nothing else. I did not re-click the /loc link, but as you can see the nav marker has moved into the correct position.

 

sc_mayhem_badge_2.thumb.png.bf9ab772e81f09490b4e4fa1150373ba.png

 

My guess is that the 'Large Metal Crate' in this case is somehow interfering with the nav marker placement. I've collected hundreds of badge coordinates this way (including all the badges in the Safeguard and Mayhem missions), some with critters nearby but none that I recall with objects nearby. This is the first time I have run across this issue. If it rises to the level of 'bug' I am happy to post it in the bug reports thread.

 

This is normal and working as intended; the waypoints use regular pathing beacons to get you to your destination, which is why the work through doors (or don't, if you're in Mercy and Oakes) so something big detected "on the way" will cause the waypoint pathfinding to stop there.

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32 minutes ago, Monos King said:

Make it exclusive to those with Bug Hunter badge.

 

 

Uhh... nothing should be exclusive to those with the Bug Hunter badge.  That's exclusive enough as it is and is its own reward.  I say that as someone with the Bug Hunter badge.

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2 hours ago, Apparition said:

 

 

Uhh... nothing should be exclusive to those with the Bug Hunter badge.  That's exclusive enough as it is and is its own reward.  I say that as someone with the Bug Hunter badge.

I'd rather that than it be removed. Looking for other suggestions to that end.

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  • City Council
4 hours ago, Mystic Fortune said:

 

Any chance we could have this particular animation as new official emote, because if you take this away from me I'm going to be really sad.

 

I get that this fixes the ability to perform the obnoxious gold sky beam animation that people like to abuse during big events, rightfully so. That's a good fix. However it's also disabling harmless hidden animations such as the one on display here.

 

3 hours ago, Monos King said:

Petition to keep all of NPC emotes.

 

2 hours ago, Giovanni Valia said:

Do not remove the non-intrusive NPC emotes. The Zeus lightning strike one is annoying, but I see no reason the others should be removed.

 

1 hour ago, ScarySai said:

There's no real reason to touch emotes, we're kinda getting off track here.

 

We appreciate the concern here - but to be clear this is a bug fix, not a deliberate removal of content (these were, obviously, never intended for player use). Unfortunately it's an all-or-nothing fix for this "backdoor" method of triggering animations, it wasn't possible to simply disable certain animations (the beam of light will not be coming back 🙂).

 

However it is possible to add player-safe versions of the non-intrusive animations. Would you be able to post up a thread documenting the ones you'd like to see return? Specifically we'd like:

  • A screenshot
  • A /demorecord file of the animation playing (which will help us find back the source animation)

For each one you'd like to see become emotes. Keep in mind that animations which aren't available for all body types will likely not be be enabled as emotes.

 

Also: As with anything, this isn't a promise it will actually happen, but we'll see what we can do for a future update (and it definitely won't be in Page 2).

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Signature Story Arcs are now available in the "Story Arcs" tab of the Looking For Group window

 

Very nice.  Not a big deal, to be sure, but a nice addition.

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Originally on Infinity.  I have Ironblade on every shard.  -  My only AE arc:  The Origin of Mark IV  (ID 48002)

Link to the story of Toggle Man, since I keep having to track down my original post.

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6 hours ago, Jimmy said:

We appreciate the concern here - but to be clear this is a bug fix, not a deliberate removal of content (these were, obviously, never intended for player use). Unfortunately it's an all-or-nothing fix for this "backdoor" method of triggering animations, it wasn't possible to simply disable certain animations (the beam of light will not be coming back 🙂).

 

However it is possible to add player-safe versions of the non-intrusive animations. Would you be able to post up a thread documenting the ones you'd like to see return? Specifically we'd like:

  • A screenshot
  • A /demorecord file of the animation playing (which will help us find back the source animation)

For each one you'd like to see become emotes. Keep in mind that animations which aren't available for all body types will likely not be be enabled as emotes.

 

Also: As with anything, this isn't a promise it will actually happen, but we'll see what we can do for a future update (and it definitely won't be in Page 2).

Can we get a sticky or a link to said thread? Not sure if it should be under Beta sub or somewhere else...

because I already got these requests done. Just need the right place to post them.

 

Already done.

 

Edited by Tiger Lady
additionally..
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On 3/23/2021 at 6:38 AM, SuggestorK said:

 

Hello,

 

just wanted to add a possible problem caused by this solution, what happens if the leader get dced?

Will the Power be moved then to new leader? If not, and he needs time to come back .. as we all know real life problems are not all solved in minutes, this could lead to the problem to not be able to finish the Strikeforce.

 

I hope this issue is addressed.

 

Perhaps a better solution is to provide it as a temp to all players on the SF.

Or maybe put a glowie in the mission that can be clicked on for some limited charges.

Or if players log off and back on the new leader gets the temp.

 

If the leader, for example, disconnects or quits after the temp is awarded to the leader, that would be frustrating unless there was a way around it.

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