Apologies if this is on the list: the animation for Experimental Burst Ray doesn't start until the weapon is charged. Which doesn't sound like much, but because it takes so long to charge, I am constantly getting shouted at for "not doing anything" during alerts. Having the weapon presented would resolve it....
Environment art bugs. (finding new ones every day)
The train in Trainstopping is stretched upward. The Sherrera's Bar sign is stretched upward.
Both look like they were designed while the world editor at the designer's computer was set to 4:3 ratio on a 16:9 monitor. Set your game to 4:3 on your monitor and see for yourself.
Other possible bug is the "ready" for go to lemuria crisis because i was today with the idea of go solo to lemuria crisis and more of 30 minutes and it doesn't appear the "ready". The unique solution of this is go full team like in Nemcon.
This is likely a QoL thing, but the inventory system, primarily the systems ability to recognize more then the first bag, could use an overhaul. If the first bag is full anytime you open any kind of box or bag the contents of said box/bag go straight to the overflow bag, even if you have 4 empty bags in the other slots. Additionally moving items from a bank slot into your bags is tedious when that first bag slot is full.
Some Gold-turned-Silver players (likely all of them who "meet the criteria") are unable to purchase Inventory Slots from the Zen Store. Best guess is that this problem is related to Veteran Rewards, specifically the free Inventory Slot at the 600-day mark. Perhaps the game checks for the last inventory slot, rather than how many the character has total. I'm not sure, as I can't see the code. :P But regardless, this is a big problem for players, and takes money out of Cryptic's pocket in the form of unpurchased Inventory Slots.
Dasher@Tool-box, donning his armor to prance into battle and blitz the enemy! No joke!
Cupid@Tool-box, stunningly radiant stag ready to play matchmaker between villain and arrow!
Vixon@Tool-box, frighteningly eager to summon despair for his adversaries!
Jebin Zedalu@Tool-box, elementalist weaponmaster. ...One of these things is not like the others!
Please add a toggle to disable to autocomplete that causes the flashing every time you type something, it's maddening, same goes with the 'picking stuff up', I'll never want to pick stuff up, and half the time pick it up by accident when I'm trying to interact with something else, and it's infuriating.
1) Demon Key Revival: Demon key gets ambushed when he hits the road with a ton of ambushes all at once. This can be a good challenge with a properly built character, it can be overwhelming, particularly for someone in an AT, for a decently built char this isn't too much of an issue.
2) First tower: There was initial dialog from demon key in a cutscene in this tower. It started to bug out, solution was to remove the cutscene altogether. it was never restored. It makes demon key's reappearance at the end rather nonsensical.
3) Second Tower: Demon key trigger a TON of ambushes all at once when entering the first chamber with the children. You will get get swarmed with a WALL of enemies.
4) Third Tower: Winds of Lethe no longer trigger slowdown events with their AOE.
5) Luther Black: He cycles through his combat script WAAAAAAAAAAAAAAAAAAAAAY too fast. Originally he would be that big funky thing for about 3 chests worth of combat. he'd summon adds occasionally you had to keep him away from demon key as he did his work, "killing" him would stun him. About 2 chests in he would grow larger, get a ball around his avatar and he'd become invulnerable to attack and he'd grow a summon larger out of the group. After the final chest he'd get cutscened back to his original form. Now he just cycles through the whole sequence in a matter of seconds. Summons adds rather quickly and turbo charges them until theyr heads are scraping the ceiling. He needs is script slowed down so he completes a cycle in about the amount of time it takes for the clock to expire. If you don't have a crazily tanky character in this current state the only way to win is to force the AI to bug out by tricking it into trying to chase you into the air and throwing rocks occasionally to keep them distracted from demon key.
While we are at it, let's talk some extra missions:
Diseases of the Foot - It's one of those missions where you got to knock specific enemies over and inject them with thingy to cure them. Except USUALLY with such missions specific enemies hare coded to last longer when knocked over, so you got more time to cure them, this is not one of those cases. It makes the mission more difficult in not-fun ways. (Also could we get the cure re-use timer sped up without breaking anything?)
Nice Genes - This mission was shoehorned into the game on a later update. It feels rather incomplete. To specifically state what's wrong it's a map with enemies in it but it lacks the following: lightning, ambient sounds, music. It's rather jarring when compared to the detail on other missions.
Spirits in a Material World - Same exact problem as above, it was added to Champions in the same update patch. Makes me almost wonder if someone in cryptic found a heap of incomplete missions on a disk drive and just wired them into the game with no cleanup or refining.
Added the Demonflame stuff to the special reports section.
Now, @celizic, Diseases of the Foot, yea sounds like a QOL issue, but Nice Genes and Spirits in a Material World is something more suited for suggestions. It's not Bugged or a QOL issue.
Resistance - During the penultimate fight of destroyer vs shadow destroyer. Destroyer has shields, when the shields are depleted he takes a knee and goes into a recovery state before rising and fighting again with some pithy line. The issue is when he does this his shields are refreshed with some rather low tier shielding. One or two hits will blows things things clean off and knock the old-man on his knee again, forcing the hero to carry the fellow since he's going to spend a good portion of the fight on his knee. One might want to look into having his shields refresh to reasonable levels for a city destroying megalomaniac. It is of note he STARTS with good shields, it's just when they are removed things go downhill. Also he will occasionally throw an attack while in recovery phase now, I'm not sure if this is an attempt to patch the behavior or not....
Whiteout - At the end of issue one after you rescue the steelhead troopers from the cage and defeat all those roinesh, you get some loot as a reward. The gear in this loot, however, is pre-on-alert gear, which makes it an interesting relic and curiosity for those who remember it. But it also makes it inferior equipment for someone looking for actual gear.
Serpent Lantern - Whacking Viperia with a travel cancel will cause her to never recover her powers of flight. This makes very easy to kite with a flight power. When she moves to the center to start her ritual she will have a hard time getting high enough to do it, she eventually gets there, but I thought I was stuck the first time.
Aftershocks - On issue 4 when you rescue Jarek Kovar, two cutscenes try to run simultaneously. The cutscene of the dream ending with all the zombie-cyborgs dying. And the cutscene of Kovar talking about the ordeal in the Qliphothic cave. This leads to a confusing jumbled mess until the two cutscenes play out.
Queen City Mission Chain - In several missions in the queen city mission chain you face a new type of undead called a "Crusher". The crusher is a reskinned grondling and uses their attack set. However, it's using a mesh with a two-armed skeleton. This leads to it being unable to animate any of its attacks. The zombie will walk up to the hero and stand there and you magically take damage.
Lamb to the Slaughter (Instance "Finding Amphibian" shoots you into) - It used to be you'd rescue amphibian from the Kakaradons and he'd take time to recover and you'd have to knock down 3-4 spawns one at a time until he finally was healed up. Now, you get all the ambushes all at once and amphibian immediately recovers as you knock down the last. If you are a well built character who can handle a heap of monsters thrown at you fast, this is awesome since the mission is effectively on fast forward, quick completion. For lesser built chars and ATs this can get rather overwhelming.
If you enter the Canadian Wilderness Powerhouse and then enter the Arena, once you exit, you will be in the Canada Crisis instead of the main Canada zone.
"Interesting builds are born from limitations not by letting players put everything into one build."
If you enter the Canadian Wilderness Powerhouse and then enter the Arena, once you exit, you will be in the Canada Crisis instead of the main Canada zone.
Thought I had this, and thought it was just generally leaving the Canadian Powerhouse. I will need to double check later when I can. Still busy with moving.
Just checked. It seems to only be the Arena that does this while the other Canada Powerhouse rooms seem fine (which would explain why others hadn't commented on it sooner).
"Interesting builds are born from limitations not by letting players put everything into one build."
There's an archway that was over the docks at this location. It's been shifted out of position and now the top beam is laid over the bridge, you used to be able to walk under that thing straight to clayton.
l played already for long time, but l think following two QoL concerns would help attract more NEW players: 1. Turn off option of Comic-style outlining by default. Many players, that just entered a game have no idea about it and thus think CO has horrible graphics, which of course, isn't true. Make some NPC or video (or better welcome window) notice them, that they have an option to turn it on. 2. Release some sort of cheap low-level hideout. Only one option that should be there is Hideout bank lMO. l got mine for free 1.5 years ago during promotion, but now players haven't that option. While Hideout is one of basis things in game, it also costs 625 Z, which they have no idea how to effectively grind. Low-level HO couldn't have Tailor in it, nor option to invite players, just one hideout bank. And price of game currency e.g. somewhere between 250 G & 500 G.
l played already for long time, but l think following two QoL concerns would help attract more NEW players:
1. Turn off option of Comic-style outlining by default. Many players, that just entered a game have no idea about it and thus think CO has horrible graphics, which of course, isn't true. Make some NPC or video (or better welcome window) notice them, that they have an option to turn it on.
This isn't really a QOL thing and graphics are really personal taste. I personally enjoy the outlines and I doubt the outlines affect that many people taste wise. And even if no one really knew the option was there, people serious about graphic tweaking will find the option regardless. Basically this is attempting to speak for everyone and pretending that everyone has your same taste in graphics, and frankly, I doubt this would attract new players just because the comic outlines are off.
2. Release some sort of cheap low-level hideout. Only one option that should be there is Hideout bank lMO. l got mine for free 1.5 years ago during promotion, but now players haven't that option. While Hideout is one of basis things in game, it also costs 625 Z, which they have no idea how to effectively grind. Low-level HO couldn't have Tailor in it, nor option to invite players, just one hideout bank. And price of game currency e.g. somewhere between 250 G & 500 G.
You can get a free hideout by subscribing to the game. It's automatic in that process. But considering the hideout guy is not on Champions, the chances of a new hideout is practically non-existent at this time. Furthermore, this is not a QOL concern, this is, in itself, a suggestion and belongs in the suggestion forums.
Level 30 Power-Up Pack also changes your Supply Kit to Level 30 The new level up pack changes your current level to 30 and also make it so that you lose all the items/gear/teleports from the Supply pack. There is no reason why you should lose this option since leveling up normally doesn't make you lose the chance to open this.
When rescuing some hostages, they will attempt to walk their way to a given destination. If the destination has a bit of distance and the hero decides to take a leisurely stroll to continue the mission, the hostage may not count toward mission objectives. Instead, the hostage is put right back where it was with the enemies the hero had just defeated. Any missions in which hostages must walk to an escape point are subject to this issue and a player walking too far from the NPC will reset them as though the NPC was never freed. The objective for given missions will not trigger should the NPC never make it to the escape trigger.
UI Bug Now that The Icicle has been released, if you've unlocked The Cursed AT, Ranged AT icons extend past the borders of the menu. http://i.imgur.com/3JCkluz.png
"Interesting builds are born from limitations not by letting players put everything into one build."
The following subjects are being removed from the list because they have either been updated, fixed, or are on test now being fixed;
The auction needs to limit onscreen entries to 8 or 10. Currently, the number of entries per page forces a player to have to scroll down to see everything. If you attempt to resize the auction window so you can see everything, it adds more entries to the page instead of sticking with the number it previously had. (zameulpwe)(Added 25 August, 2015)
VIP transport card(veteran) is not an attractive enough device. Please reduce the cooldown drastically. (Brou)(Added 6 August, 2015)
Farlong Device and Spatial Manipulator are unavailable in the game. I recommend they return with a removed or drastically reduced cooldown. (Brou)(Added 6 August, 2015)
Necrullitic elixir has buggy visuals. The flames only randomly show up at higher video settings, and all the visual effects appear and disappear randomly when changing instances. Also the visual effects are much to strong for such a long duration item.
The Auction House really needs to be streamlined desperately at this point. More options and the game stop defaulting to level selection when you want to just search before narrowing down by level.
A memorial of City of Heroes in the park as well. Though Cryptic might have bitter feelings towards their past game, or they might not, this would go a long way to opening up a gateway to those players. (just not happening)
The Old "UNITY" Merits and Intelligence as well as "UNTIL" Merits are still on the currencies tab. UNITY Merits and Intelligence can also still be earned even though they have no actual worth in the game. These either need to be removed or converted to Questionite for those that still have it.
Bug - 9/18/11 - Perk not working at this time. Worm hole is not properly spawning
Alert Bug:Cybermind
Completing Cybermind's Special Custom Alert fails to give Credit and complete the Following Missions
1.FATAL ERROR: RAID Array
2.ALERTS: Vigilance
Players often require multiple completion in order to receive credit.
(sidenote: Im really concern about this bug, it hasn't been fixed despite the Complains from players and tomorrow its Cybermind Rotation, unless today patch add any fix)
This is propably the 4-5th rotation since the introduction of Vigilance
Something was done for that, but its not 100% Fixed
Quality of Life
Questionite Storage for Hideouts! Like Drifter Storage, especially now that the Questionite will be even more useful
Return of Old and lost forever Action Figurines (example: Dr.Silverback, Qularr Firebug e.t.c)
Cybermind Colour Puzzle and Colourblind players: It appears that colourblind players have issues with Cybermind fight! Requesting a QoL to update the Puzzle and create additional features to help Colourblind
providing colour-blind assistance is very important for video games, especially MMOs with Colour Puzzles
Cybermind Lockout: The current lockout system in cybermind can be abused to lock out other players. There need to be some limitation and features to prevent having the most pug members locked out!
Suggestive the Teleportion from Warlord to be made into Cybermind as well, so all the members get instantly teleport inside when someone triggers the battle
Post edited by avianos on
POWERFRAME REVAMPS, NEW POWERS and BUG FIXES > Recycled Content and Events and even costumes at this point Introvert guy who use CO to make his characters playable and get experimental with Viable FF Theme builds! Running out of Unique FF builds due to the lack of updates and synergies! Playing since 1 February 2011 128 + Characters (21 ATs, 107 FFs) ALTitis for Life!
Using pet commands in the pet status window (not the pet tray) to give individual pets commands does not work. All commands (including dismissing them) just produce the following error message: [System] Unknown command "Petcommands_Setspecificpetstate".
Reporting a Graphics bug for Win10: Advanced graphical settings, including:
Water Effects
Bloom (high setting)
Shadows (high setting)
Comic Outlines
SSAO
Soft Particles
Depth of Field
Will sometimes or always become disabled if your Anti Aliasing settings are above a certain point, immediately recognizable by a darker game world and, of course, all your characters not having outlines. Currently the only known fixes are to either turn AntiAliasing off (or, on more powerful systems, just lowering them), Run in DX11 mode (which can generate black polygons) or to run the game in Windows 8 compatability mode, which generates massive lag spikes.
There is no consistent way to make the game launch in DX9 mode without the bug manifesting. Clean-installing your drivers and software does not seem to have any positive effect, nor does attempting to regenerate the GamePrefs file, nor does launching the game in DX11 mode and subsequently DX9 directly after a game restart.
To my knowledge, the usage of Windows 10 is the only commonality between cases; system specs likely vary wildly from case to case.
Addendum: This happened in Win8.1 for me so it is not limited to a specific OS.
This I am removing as this is something on a manual level to fix. In order to stop this from happening you will need to go into your Champions Online/Live folder and delete your localdata and cache folders.
As a warning, once you do this, your settings will be reset and you will have to restore your preferred settings. So be sure to write down what your settings were. Once you start the patcher, be sure to force a file check so it can redownload the missing files to the game and then run Champions normally. Again you will have to reset all your settings once this is done.
The Following is being removed as it is either fixed or updated on test server now;
Turrets in the PvP stronghold map randomly turn invincible, with no warning and no discernible way to prevent the immunity (most likely related to the CC bug with Cybermind). (Removed January 28, 2016)
The Unity Invitation mission that's mailed to players at level 40 points to the blimp above RenCen instead of at the UNITY location at the UNTIL building. While the mission will complete if you go in the right door, the incorrect arrow mean players are being pointed in the wrong way for what is supposed to be endgame content. Especially since the arrow points at the physical blimp itself instead of any ground based entry door. (zamuelpwe)(Removed 28 January, 2016)
Some Gold-turned-Silver players (likely all of them who "meet the criteria") are unable to purchase Inventory Slots from the Zen Store. Best guess is that this problem is related to Veteran Rewards, specifically the free Inventory Slot at the 600-day mark. Perhaps the game checks for the last inventory slot, rather than how many the character has total. I'm not sure, as I can't see the code. :P But regardless, this is a big problem for players, and takes money out of Cryptic's pocket in the form of unpurchased Inventory Slots.
Due to the update, the Recognition store in RenCen now has a vendor that sells PvP gear. However, they are still using the old bag vendor imagery instead of using the visuals from one of the PvP vendors.
"Interesting builds are born from limitations not by letting players put everything into one build."
Due to the update, the Recognition store in RenCen now has a vendor that sells PvP gear. However, they are still using the old bag vendor imagery instead of using the visuals from one of the PvP vendors.
Need clarification. Do you meant he look of the NPC?
Yes. You can reword that as needed, just pointing out that the way that vendor looks may be a point of confusion.
Separately, Rusty from GATEWAY Station (and several other vendors) now have working Sell tabs so that can be removed from the list.
Alright, as far as the vendor's appearance... honestly the bag vendor always looked more designed for PvP. Might cause confusion the first few days but I think that will be figured out in short order. It's basically a low priority thing if it's even a thing at all, to be blunt.
Infernal and demon nemesis minions are not counting towards their respective kill 10/100/1000 minions perks. This bug may be applicable to ALL nemesis minions types, but I've only tested with infernal and demon nemesis minions.
Infernal and demon nemesis minions are not counting towards their respective kill 10/100/1000 minions perks. This bug may be applicable to ALL nemesis minions types, but I've only tested with infernal and demon nemesis minions.
Any confirmation of this, since I haven't made a nemesis on any of my alts yet?
Infernal and demon nemesis minions are not counting towards their respective kill 10/100/1000 minions perks. This bug may be applicable to ALL nemesis minions types, but I've only tested with infernal and demon nemesis minions.
Any confirmation of this, since I haven't made a nemesis on any of my alts yet?
After more playing with it, the problem seems to be that NO nemesis minions count towards the perks if you've set them to have the supernatural powers (as opposed to dark magic, psionic projection, etc.). Tested with undead, infernal, and demon nemesis minion types.
Level 40 Purple Secondary Gear sold by the SCR vendor is broken. After purchase it becomes "leveless". This causes stat values to plummet to worthless levels. See photo example below:
I purchased Lvl 40 Commanding Bracers that should give +37 Presence. It now has no level and only gives +10 Presence.
Level 40 Purple Secondary Gear sold by the SCR vendor is broken. After purchase it becomes "leveless". This causes stat values to plummet to worthless levels. See photo example below:
I purchased Lvl 40 Commanding Bracers that should give +37 Presence. It now has no level and only gives +10 Presence.
Known issue already in test notes, so not putting up.
Using Epidemic, and possibly some other powers, on certain lab maps seems to create very weird geometry effects. This extra geometry doesn't cause collision or anything but is very noticeable.
This item I am pretty sure was a lore item, but it no longer interact-able in game. I can't remember which lore and/or perk it belongs to those. It is found around coordinates -2311 40 -945 on Monster Island, near the ARGENT Reserve.
Updated the list, still checking into perk bug but still not able to confirm.
Using Epidemic, and possibly some other powers, on certain lab maps seems to create very weird geometry effects. This extra geometry doesn't cause collision or anything but is very noticeable.
This item I am pretty sure was a lore item, but it no longer interact-able in game. I can't remember which lore and/or perk it belongs to those. It is found around coordinates -2311 40 -945 on Monster Island, near the ARGENT Reserve.
Updated the list, still checking into perk bug but still not able to confirm.
If you need to confirm it before putting it on the list that bad, it shouldn't take more than 5 minutes to make a junk nemesis and with supernatural-powered minions and jump in the museum mission to test it. I assure you, it is a real bug. Doesn't look like anyone else is interested in testing it out (including you) - and keeping it off of the list because of that is silly.
This I am removing as this is something on a manual level to fix. In order to stop this from happening you will need to go into your Champions Online/Live folder and delete your localdata and cache folders.
As a warning, once you do this, your settings will be reset and you will have to restore your preferred settings. So be sure to write down what your settings were. Once you start the patcher, be sure to force a file check so it can redownload the missing files to the game and then run Champions normally. Again you will have to reset all your settings once this is done.
I still have this problem, even after removing the cache and config files. My guess it has something to do with the new video driver framework in windows 10, that causes this problem with certain videocards and/or drivers.
Hello. As this is still my first week in the game, I am not sure if this is a Mission Bug or just Player Error but, in "Why'd it have to be Purple?" the first two times I acquired the mission there was no exit from the first room and the map did not show the door as it does now. Now, on acquisition 3, I can see and access (and clear) 3 rooms and 2 halls but I cannot complete the mission as either: 1) I cannot find another room or sewer access; 2) I cannot find an interactive object (one would think, in a room that dark, that a glowing object would be easy to find); 3) No mob has an ! with the mission objective in his pocked for me to pick. * My first guess is that there is a fourth room somewhere and my map does not show the door and hugging the wall does not exit me into another hall - or - I simply cannot see the glowie in all this darkness. If this is the case, sorry for posting here but, if this really is all of the map and the objective is not spawning, I cannot complete the mision due to a bug. * Note: Acquisition 1 was probably at level 7, since the mission is; toon is now 21, still has acquisition 3, and still cannot complete the mission.
Hello. As this is still my first week in the game, I am not sure if this is a Mission Bug or just Player Error but, in "Why'd it have to be Purple?" the first two times I acquired the mission there was no exit from the first room and the map did not show the door as it does now. Now, on acquisition 3, I can see and access (and clear) 3 rooms and 2 halls but I cannot complete the mission as either:
1) I cannot find another room or sewer access;
2) I cannot find an interactive object (one would think, in a room that dark, that a glowing object would be easy to find);
3) No mob has an ! with the mission objective in his pocked for me to pick.
*
My first guess is that there is a fourth room somewhere and my map does not show the door and hugging the wall does not exit me into another hall - or - I simply cannot see the glowie in all this darkness. If this is the case, sorry for posting here but, if this really is all of the map and the objective is not spawning, I cannot complete the mision due to a bug.
*
Note: Acquisition 1 was probably at level 7, since the mission is; toon is now 21, still has acquisition 3, and still cannot complete the mission.
If that is the mission I am thinking it is, it goes as follows when you enter it; (sorry wrong mission)
You get a cut scene of two thugs that are waiting for a cash drop. They spot you and you are free to move about. When you proceed down the corridor after passing or clearing out the thugs in the room you started you should get another cut scene. This time of a thug telling some henchmen to seal the door. Once in that room you need to take down the heavy to get the key card then unlock the door.
Now you go through a few more rooms and the last room you will see a boss purple with a hat on. You can choose to defeat him or pass him up and go up the ladder behind him. This will take you to the warehouse. In the warehouse, you will defeat a few gangers before coming to a door with a terminal next to it. You need to use the terminal to unlock the door. Once you go down a few more corridors defeating some dragons and cobras you will find the final door, open it and see a cut scene with Hi Pan discussing his plans for West Side with the other bosses of West Side. They will run and you need to clear out the room with Defender before Defender will give you a mission complete and offer the next mission to you.
Ok I know which one you are talking about now. This one the map is a bit confusing. In the third room, the door to continue is actually just west of the door you exited to enter that room. In the final room you will see a desk that will have the objective you need to complete the mission.
Thank you, but that is a different mission. :) I seem to recall that one went well, as I do not have it in my notes. * The mission I cannot complete is in a warehouse next to the high wall up to RenCen - there are stairs and a roadway tunnel "just over there." Room 1: Square. It may have goons it it at the start but there are no goons on subsequent tries/farms. Exit West to hall. Down the hall is also down the ramp. 2 goons. Room 2: Almost Square. 2 sets of goons. Exit South into dog-leg hall. Down the hall is also down the ramp. 2 goons. Room 3: Mostly Square. 2 sets of goons. * No Glowie found, no ! dropped, no hole in the map wall and hugging the wall in the dark o.O does not exit. My guess is Player Error - I am just missing something but, after at least 8 visits I still cannot find another hall, portal to sewers, interactive object, and I kite all goons in Room 3 into the lit areas so I can see any drops that much easier. * Sorry if I am being inconvenient - I know this is not a Help thread, but this is the only mission I have tried where this is an issue, so I have to wonder if it is the Game and not me this time. :)
> @championshewolf said: > Ok I know which one you are talking about now. This one the map is a bit confusing. In the third room, the door to continue is actually just west of the door you exited to enter that room. In the final room you will see a desk that will have the objective you need to complete the mission.
Junkbot and Mechanon Spider Action Figures both have the same figure number of 139. In addition, Teleiosarus Hatchling is shown as #132, but appears in the AF list as only Teleiosarus Hatchling.
Comments
Epic Stronghold
Block timing explained
The train in Trainstopping is stretched upward.
The Sherrera's Bar sign is stretched upward.
Both look like they were designed while the world editor at the designer's computer was set to 4:3 ratio on a 16:9 monitor.
Set your game to 4:3 on your monitor and see for yourself.
Not sure in how many places, but in Millennium City it looks more like a camouflage pattern than grass.
This things needs a overhaul. Add ALL missions to it.
Labor dispute inside the Mechasasin (questionite authority) factory
engineers are not saved, they continue on working. 6 out of 8.
Bank job- the random ones. Since and during the nighthawk event.The fake nighthawk has appeared in them, as well as the boss.
Get the Forums Enhancement Extension!
Cupid@Tool-box, stunningly radiant stag ready to play matchmaker between villain and arrow!
Vixon@Tool-box, frighteningly eager to summon despair for his adversaries!
Jebin Zedalu@Tool-box, elementalist weaponmaster. ...One of these things is not like the others!
1) Demon Key Revival: Demon key gets ambushed when he hits the road with a ton of ambushes all at once. This can be a good challenge with a properly built character, it can be overwhelming, particularly for someone in an AT, for a decently built char this isn't too much of an issue.
2) First tower: There was initial dialog from demon key in a cutscene in this tower. It started to bug out, solution was to remove the cutscene altogether. it was never restored. It makes demon key's reappearance at the end rather nonsensical.
3) Second Tower: Demon key trigger a TON of ambushes all at once when entering the first chamber with the children. You will get get swarmed with a WALL of enemies.
4) Third Tower: Winds of Lethe no longer trigger slowdown events with their AOE.
5) Luther Black: He cycles through his combat script WAAAAAAAAAAAAAAAAAAAAAY too fast. Originally he would be that big funky thing for about 3 chests worth of combat. he'd summon adds occasionally you had to keep him away from demon key as he did his work, "killing" him would stun him. About 2 chests in he would grow larger, get a ball around his avatar and he'd become invulnerable to attack and he'd grow a summon larger out of the group. After the final chest he'd get cutscened back to his original form. Now he just cycles through the whole sequence in a matter of seconds. Summons adds rather quickly and turbo charges them until theyr heads are scraping the ceiling. He needs is script slowed down so he completes a cycle in about the amount of time it takes for the clock to expire. If you don't have a crazily tanky character in this current state the only way to win is to force the AI to bug out by tricking it into trying to chase you into the air and throwing rocks occasionally to keep them distracted from demon key.
Diseases of the Foot - It's one of those missions where you got to knock specific enemies over and inject them with thingy to cure them. Except USUALLY with such missions specific enemies hare coded to last longer when knocked over, so you got more time to cure them, this is not one of those cases. It makes the mission more difficult in not-fun ways. (Also could we get the cure re-use timer sped up without breaking anything?)
Nice Genes - This mission was shoehorned into the game on a later update. It feels rather incomplete. To specifically state what's wrong it's a map with enemies in it but it lacks the following: lightning, ambient sounds, music. It's rather jarring when compared to the detail on other missions.
Spirits in a Material World - Same exact problem as above, it was added to Champions in the same update patch. Makes me almost wonder if someone in cryptic found a heap of incomplete missions on a disk drive and just wired them into the game with no cleanup or refining.
Now, @celizic, Diseases of the Foot, yea sounds like a QOL issue, but Nice Genes and Spirits in a Material World is something more suited for suggestions. It's not Bugged or a QOL issue.
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Whiteout - At the end of issue one after you rescue the steelhead troopers from the cage and defeat all those roinesh, you get some loot as a reward. The gear in this loot, however, is pre-on-alert gear, which makes it an interesting relic and curiosity for those who remember it. But it also makes it inferior equipment for someone looking for actual gear.
Serpent Lantern - Whacking Viperia with a travel cancel will cause her to never recover her powers of flight. This makes very easy to kite with a flight power. When she moves to the center to start her ritual she will have a hard time getting high enough to do it, she eventually gets there, but I thought I was stuck the first time.
Aftershocks - On issue 4 when you rescue Jarek Kovar, two cutscenes try to run simultaneously. The cutscene of the dream ending with all the zombie-cyborgs dying. And the cutscene of Kovar talking about the ordeal in the Qliphothic cave. This leads to a confusing jumbled mess until the two cutscenes play out.
Queen City Mission Chain - In several missions in the queen city mission chain you face a new type of undead called a "Crusher". The crusher is a reskinned grondling and uses their attack set. However, it's using a mesh with a two-armed skeleton. This leads to it being unable to animate any of its attacks. The zombie will walk up to the hero and stand there and you magically take damage.
-Sterga
Thought I had this, and thought it was just generally leaving the Canadian Powerhouse. I will need to double check later when I can. Still busy with moving.
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-Sterga
There's an archway that was over the docks at this location. It's been shifted out of position and now the top beam is laid over the bridge, you used to be able to walk under that thing straight to clayton.
1. Turn off option of Comic-style outlining by default. Many players, that just entered a game have no idea about it and thus think CO has horrible graphics, which of course, isn't true. Make some NPC or video (or better welcome window) notice them, that they have an option to turn it on.
2. Release some sort of cheap low-level hideout. Only one option that should be there is Hideout bank lMO. l got mine for free 1.5 years ago during promotion, but now players haven't that option. While Hideout is one of basis things in game, it also costs 625 Z, which they have no idea how to effectively grind. Low-level HO couldn't have Tailor in it, nor option to invite players, just one hideout bank. And price of game currency e.g. somewhere between 250 G & 500 G.
This isn't really a QOL thing and graphics are really personal taste. I personally enjoy the outlines and I doubt the outlines affect that many people taste wise. And even if no one really knew the option was there, people serious about graphic tweaking will find the option regardless. Basically this is attempting to speak for everyone and pretending that everyone has your same taste in graphics, and frankly, I doubt this would attract new players just because the comic outlines are off.
You can get a free hideout by subscribing to the game. It's automatic in that process. But considering the hideout guy is not on Champions, the chances of a new hideout is practically non-existent at this time. Furthermore, this is not a QOL concern, this is, in itself, a suggestion and belongs in the suggestion forums.
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The new level up pack changes your current level to 30 and also make it so that you lose all the items/gear/teleports from the Supply pack. There is no reason why you should lose this option since leveling up normally doesn't make you lose the chance to open this.
When rescuing some hostages, they will attempt to walk their way to a given destination. If the destination has a bit of distance and the hero decides to take a leisurely stroll to continue the mission, the hostage may not count toward mission objectives. Instead, the hostage is put right back where it was with the enemies the hero had just defeated. Any missions in which hostages must walk to an escape point are subject to this issue and a player walking too far from the NPC will reset them as though the NPC was never freed. The objective for given missions will not trigger should the NPC never make it to the escape trigger.
And I will always be @DZPlayer122.
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Now that The Icicle has been released, if you've unlocked The Cursed AT, Ranged AT icons extend past the borders of the menu.
http://i.imgur.com/3JCkluz.png
-Sterga
- The auction needs to limit onscreen entries to 8 or 10. Currently, the number of entries per page forces a player to have to scroll down to see everything. If you attempt to resize the auction window so you can see everything, it adds more entries to the page instead of sticking with the number it previously had. (zameulpwe) (Added 25 August, 2015)
- VIP transport card(veteran) is not an attractive enough device. Please reduce the cooldown drastically. (Brou) (Added 6 August, 2015)
- Farlong Device and Spatial Manipulator are unavailable in the game. I recommend they return with a removed or drastically reduced cooldown. (Brou) (Added 6 August, 2015)
- Necrullitic elixir has buggy visuals. The flames only randomly show up at higher video settings, and all the visual effects appear and disappear randomly when changing instances. Also the visual effects are much to strong for such a long duration item.
- The Auction House really needs to be streamlined desperately at this point. More options and the game stop defaulting to level selection when you want to just search before narrowing down by level.
- A memorial of City of Heroes in the park as well. Though Cryptic might have bitter feelings towards their past game, or they might not, this would go a long way to opening up a gateway to those players. (just not happening)
- The Old "UNITY" Merits and Intelligence as well as "UNTIL" Merits are still on the currencies tab. UNITY Merits and Intelligence can also still be earned even though they have no actual worth in the game. These either need to be removed or converted to Questionite for those that still have it.
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Perk Bugs: Monster Island Perk: Bait & Switch
This perk is unobtainable
Reference from the old wiki archieves
Alert Bug: Cybermind
Completing Cybermind's Special Custom Alert fails to give Credit and complete the Following Missions
1.FATAL ERROR: RAID Array
2.ALERTS: Vigilance
Players often require multiple completion in order to receive credit.
(sidenote: Im really concern about this bug, it hasn't been fixed despite the Complains from players and tomorrow its Cybermind Rotation, unless today patch add any fix)
This is propably the 4-5th rotation since the introduction of Vigilance
Something was done for that, but its not 100% Fixed
Quality of Life
- Questionite Storage for Hideouts! Like Drifter Storage, especially now that the Questionite will be even more useful
- Return of Old and lost forever Action Figurines (example: Dr.Silverback, Qularr Firebug e.t.c)
- Cybermind Colour Puzzle and Colourblind players: It appears that colourblind players have issues with Cybermind fight! Requesting a QoL to update the Puzzle and create additional features to help Colourblind
- Cybermind Lockout: The current lockout system in cybermind can be abused to lock out other players. There need to be some limitation and features to prevent having the most pug members locked out!
providing colour-blind assistance is very important for video games, especially MMOs with Colour Puzzles
Suggestive the Teleportion from Warlord to be made into Cybermind as well, so all the members get instantly teleport inside when someone triggers the battle
This I am removing as this is something on a manual level to fix. In order to stop this from happening you will need to go into your Champions Online/Live folder and delete your localdata and cache folders.
As a warning, once you do this, your settings will be reset and you will have to restore your preferred settings. So be sure to write down what your settings were. Once you start the patcher, be sure to force a file check so it can redownload the missing files to the game and then run Champions normally. Again you will have to reset all your settings once this is done.
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- Turrets in the PvP stronghold map randomly turn invincible, with no warning and no discernible way to prevent the immunity (most likely related to the CC bug with Cybermind). (Removed January 28, 2016)
- The Unity Invitation mission that's mailed to players at level 40 points to the blimp above RenCen instead of at the UNITY location at the UNTIL building. While the mission will complete if you go in the right door, the incorrect arrow mean players are being pointed in the wrong way for what is supposed to be endgame content. Especially since the arrow points at the physical blimp itself instead of any ground based entry door. (zamuelpwe) (Removed 28 January, 2016)
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-Sterga
Need clarification. Do you meant he look of the NPC?
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Separately, Rusty from GATEWAY Station (and several other vendors) now have working Sell tabs so that can be removed from the list.
-Sterga
Alright, as far as the vendor's appearance... honestly the bag vendor always looked more designed for PvP. Might cause confusion the first few days but I think that will be figured out in short order. It's basically a low priority thing if it's even a thing at all, to be blunt.
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- Allow "Rusty" within the GATEWAY Station to buy items from players like most other vendors. (zamuelpwe) (Removed February 6th, 2016)
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Any confirmation of this, since I haven't made a nemesis on any of my alts yet?
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Any confirmation of this, since I haven't made a nemesis on any of my alts yet?
After more playing with it, the problem seems to be that NO nemesis minions count towards the perks if you've set them to have the supernatural powers (as opposed to dark magic, psionic projection, etc.). Tested with undead, infernal, and demon nemesis minion types.
I purchased Lvl 40 Commanding Bracers that should give +37 Presence. It now has no level and only gives +10 Presence.
Known issue already in test notes, so not putting up.
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This item I am pretty sure was a lore item, but it no longer interact-able in game. I can't remember which lore and/or perk it belongs to those. It is found around coordinates -2311 40 -945 on Monster Island, near the ARGENT Reserve.
Updated the list, still checking into perk bug but still not able to confirm.
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Sup?
1) I cannot find another room or sewer access;
2) I cannot find an interactive object (one would think, in a room that dark, that a glowing object would be easy to find);
3) No mob has an ! with the mission objective in his pocked for me to pick.
*
My first guess is that there is a fourth room somewhere and my map does not show the door and hugging the wall does not exit me into another hall - or - I simply cannot see the glowie in all this darkness. If this is the case, sorry for posting here but, if this really is all of the map and the objective is not spawning, I cannot complete the mision due to a bug.
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Note: Acquisition 1 was probably at level 7, since the mission is; toon is now 21, still has acquisition 3, and still cannot complete the mission.
If that is the mission I am thinking it is, it goes as follows when you enter it; (sorry wrong mission)
You get a cut scene of two thugs that are waiting for a cash drop. They spot you and you are free to move about. When you proceed down the corridor after passing or clearing out the thugs in the room you started you should get another cut scene. This time of a thug telling some henchmen to seal the door. Once in that room you need to take down the heavy to get the key card then unlock the door.
Now you go through a few more rooms and the last room you will see a boss purple with a hat on. You can choose to defeat him or pass him up and go up the ladder behind him. This will take you to the warehouse. In the warehouse, you will defeat a few gangers before coming to a door with a terminal next to it. You need to use the terminal to unlock the door. Once you go down a few more corridors defeating some dragons and cobras you will find the final door, open it and see a cut scene with Hi Pan discussing his plans for West Side with the other bosses of West Side. They will run and you need to clear out the room with Defender before Defender will give you a mission complete and offer the next mission to you.
Ok I know which one you are talking about now. This one the map is a bit confusing. In the third room, the door to continue is actually just west of the door you exited to enter that room. In the final room you will see a desk that will have the objective you need to complete the mission.
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*
The mission I cannot complete is in a warehouse next to the high wall up to RenCen - there are stairs and a roadway tunnel "just over there." Room 1: Square. It may have goons it it at the start but there are no goons on subsequent tries/farms. Exit West to hall. Down the hall is also down the ramp. 2 goons. Room 2: Almost Square. 2 sets of goons. Exit South into dog-leg hall. Down the hall is also down the ramp. 2 goons. Room 3: Mostly Square. 2 sets of goons.
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No Glowie found, no ! dropped, no hole in the map wall and hugging the wall in the dark o.O does not exit. My guess is Player Error - I am just missing something but, after at least 8 visits I still cannot find another hall, portal to sewers, interactive object, and I kite all goons in Room 3 into the lit areas so I can see any drops that much easier.
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Sorry if I am being inconvenient - I know this is not a Help thread, but this is the only mission I have tried where this is an issue, so I have to wonder if it is the Game and not me this time. :)
> Ok I know which one you are talking about now. This one the map is a bit confusing. In the third room, the door to continue is actually just west of the door you exited to enter that room. In the final room you will see a desk that will have the objective you need to complete the mission.
Thank you - I will try that. :dizzy:
- Junkbot and Mechanon Spider Action Figures both have the same figure number of 139. In addition, Teleiosarus Hatchling is shown as #132, but appears in the AF list as only Teleiosarus Hatchling.
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