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FC.31.20151015.63 - Bug Fixes

ladygadflyladygadfly Posts: 279 Cryptic Developer
Welcome to 2016!

Release Notes for FC.31.20151015.63
This build is available on PTS as of 1/8/2016

- Removed the ability to teleport some alert maps.
- Fixed issue with pets triggering the cutscene in Hi-Pan's alert ahead of time and consequently preventing players from triggering it properly.
- Genetic Exhaustion can no longer be dispelled.
- Whiteout Blizzard, Hi-Pan's alert, the Vibora Hedgemaze, and Cybermind should now properly lock out travel effects.

Keep an eye out for a sizable update to PTS next week.

Please format any bugs you find in the following format:
Bug
Where it happens
What happens

Please stay on topic in this PTS thread. We use bug reports from this thread to decide whether a PTS build is ready to go live, and so we need to make sure we're seeing everything in it. Please do discuss the changes, but if you find yourself writing about something that isn't specific to what's on PTS, then that should probably go here: http://forum.arcgames.com/championsonline/categories/gameplay-bugs1.

These player & moderator maintained threads are checked weekly by the development team.
- http://forum.arcgames.com/championsonline/discussion/1203590/costume-bug-list
- http://www.arcgames.com/en/forums/championsonline/#/discussion/1203148/onslaught-bugs-and-balance-qol-concerns
- http://forum.arcgames.com/championsonline/discussion/1198089/known-power-bugs
- http://forum.arcgames.com/championsonline/discussion/1194284/champions-online-alerts-issues
- http://forum.arcgames.com/championsonline/discussion/1198119/compiled-list-of-bugs-issues-and-qol-concerns-version-2-0

Comments

  • pantagruel01pantagruel01 Posts: 7,091 Arc User
    Could you list which alert maps, and what 'teleport' means (the power, or devices such as team teleport)? I'm guessing this was something about Harmon exploits? Note that teleportation isn't really required for Harmon exploits, the big issues are that you can go down the elevator before the elevator door has been opened (I believe because you can interact with the elevator when right next to the door), after which point acrobatics or superspeed is perfectly fine for sprinting past everything.
  • soulforgersoulforger Posts: 1,649 Arc User
    "Keep an eye out for a sizable update to PTS next week."

    Give us a hint at what it contains?
  • kaiserin#0958 kaiserin Posts: 3,210 Cryptic Developer
    Not the ability to teleport, the devices that teleport you to players/teleport teammates.​​
  • pantagruel01pantagruel01 Posts: 7,091 Arc User
    kaizerin said:

    Not the ability to teleport, the devices that teleport you to players/teleport teammates.​​

    Ah. May I make a QoL suggestion for that? Have the boss fights that generate lockouts (Cybermind, Warlord) also move the entire team into the room, getting locked out at the start of the fight because some eager beaver aggroed the boss early is obnoxious.
  • riveroceanriverocean Posts: 1,690 Arc User
    Not the ability to teleport, the devices that teleport you to players/teleport teammates.
    Ah. May I make a QoL suggestion for that? Have the boss fights that generate lockouts (Cybermind, Warlord) also move the entire team into the room, getting locked out at the start of the fight because some eager beaver aggroed the boss early is obnoxious.

    But they just removed the ability to use TP devices on those maps. This would effectively be putting that power back in. Unless I'm confused here.​​
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  • pantagruel01pantagruel01 Posts: 7,091 Arc User
    edited January 2016


    But they just removed the ability to use TP devices on those maps. This would effectively be putting that power back in. Unless I'm confused here.​​

    With the TP device, you can die in the alert and teleport back in (I've seen this done in Gravitar). I was only saying the teleport should occur at the start of the fight (Gravitar actually does teleport everyone in already).
  • zamuelpwezamuelpwe Posts: 668 Arc User

    But they just removed the ability to use TP devices on those maps. This would effectively be putting that power back in. Unless I'm confused here.​​

    What's being suggested (and I agree with) is not to teleport everyone in for free mid lockout. Rather, that everyone get teleported inside the doorway right after the cutscene but before the lockout kicks in. This is to prevent things like getting killed on a squishy right before the final fight and someone rushing the boss while you're trying to run that long way back, thus locking you out before it even starts. Comparable to some of the NW lairs that wait for the whole team to confirm before the boss fight.
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  • riveroceanriverocean Posts: 1,690 Arc User
    zamuelpwe wrote: »
    But they just removed the ability to use TP devices on those maps. This would effectively be putting that power back in. Unless I'm confused here.

    What's being suggested (and I agree with) is not to teleport everyone in for free mid lockout. Rather, that everyone get teleported inside the doorway right after the cutscene but before the lockout kicks in. This is to prevent things like getting killed on a squishy right before the final fight and someone rushing the boss while you're trying to run that long way back, thus locking you out before it even starts. Comparable to some of the NW lairs that wait for the whole team to confirm before the boss fight.

    Ah noted. I misunderstood. Carry on.. nothing to see here :smile:​​
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  • magpieuk2014magpieuk2014 Posts: 1,268 Arc User
    Big PTS update? I read in Zone that there were fairly big changes coming to Power Armour, amongst others.... preventing the power set being used with others (as it allows you to create super damange levels). This update comes to you courtesy of random speculations.....
  • aiqaaiqa Posts: 2,620 Arc User
    edited January 2016
    While I general I think these are good changes, I think the OV system needs to be changed. CO does crash sometimes, and disconnects are also not overly rare. If one of those happens while you are an OV you are not stuck waiting 1 hours before you can try again, which is in my opinion to much. What I'd like better is if OV's only get their tokens at the very end of the duration or when they are killed. This would mean you lose any tokens you managed to get before a CTD/DC, but at least you can try again without waiting an hour.
  • stergasterga Posts: 2,353 Arc User
    edited January 2016

    Ah. May I make a QoL suggestion for that? Have the boss fights that generate lockouts (Cybermind, Warlord) also move the entire team into the room, getting locked out at the start of the fight because some eager beaver aggroed the boss early is obnoxious.

    Yes! This would be amazing. If some -bad word- rushes one of these bosses, it won't screw the entire party over. Or if someone gets stuck on a freaking wall and can't run back before getting the lockout. Or if lag happens. It's so easy to get locked out of these fights over stupid stuff.
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  • itsbrou#5396 itsbrou Posts: 1,778 Arc User
    How about that reaching the notches in a boss' health, when the orbs get tossed out, the barrier turns green and loses collision for about 8 seconds so that locked out players can return to the fight?
    (a form of tracking would be required to stop bosses that heal themselves from triggering this multiple times.)
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  • chaosdrgnz43chaosdrgnz43 Posts: 1,674 Arc User
    Ouch, if the tp on Gravitar is disabled now, my Radiant AT is practically a liability now...or any squishy toons tbh.
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  • voyagersixvoyagersix Posts: 232 Arc User
    Expect cybermind costume drops to skyrocket in price.
  • rtmartma Posts: 1,198 Arc User
    edited January 2016

    Ouch, if the tp on Gravitar is disabled now, my Radiant AT is practically a liability now...or any squishy toons tbh.

    Liability.... way to sound just like a business, this just gives support players or those with Revival powers a chance to use it, a purpose, or just Rage-quit cause no-one gives a F**k, cause we all know roles/specializing aren't encouraged here...
    Post edited by rtma on
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  • theravenforcetheravenforce Posts: 7,148 Arc User
    edited January 2016

    How about that reaching the notches in a boss' health, when the orbs get tossed out, the barrier turns green and loses collision for about 8 seconds so that locked out players can return to the fight?
    (a form of tracking would be required to stop bosses that heal themselves from triggering this multiple times.)

    ^ I like this idea.

    As for teleporting (Teleport To Team Mate / Summon Team) being disabled, that's an interesting change. I hope that's announced well, perhaps on the Z-Store page or in the updated device description, because it is used a lot for situations where bad things happen and people press revive a bit too quickly.
    rtma said:

    Liability.... way to sound just like a business, this just gives support players or those with Revival powers a chance to use it, a purpose, or just Rage-quit cause no-one gives a F**k, cause we all know roles/specializing aren't encouraged here...

    I like to think of myself (when I am a support toon) as a safety net for others, IF they fall, not a necessity. This way, I can get on and do my own thing but also be there to help out if I am needed. To me the purpose is to be a support, if possible we all like to prevent others and ourselves from dying in PvE content.
  • draogndraogn Posts: 1,269 Arc User
    Hopefully there are some fixes in the pipeline for Cybermind with these changes. There have been a few times where I or someone else has crashed during Cybermind, only to return to the entrance near Silverback with no way back into the alert with out this device. (not to mention the times that running Cybermind successfully has failed to yield mission credit.)
  • avianosavianos Posts: 6,195 Arc User
    DAILY REMINDER That the Cybermind alert KEEPS Failing to give Credits for the Daily and the Vigilance​​
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  • chaosdrgnz43chaosdrgnz43 Posts: 1,674 Arc User
    rtma said:

    Ouch, if the tp on Gravitar is disabled now, my Radiant AT is practically a liability now...or any squishy toons tbh.

    Liability.... way to sound just like a business, this just gives support players or those with Revival powers a chance to use it, a purpose, or just Rage-quit cause no-one gives a F**k, cause we all know roles/specializing aren't encouraged here...
    Sorry if I sounded harsh(I think), but when I'm on my healer, I like to think that as long as I can teleport to a teammate, I can still get back and continue healing/reviving. Also, I would not distract other healers to res me so they can focus on others.

    Speaking of which, I noticed that the team roster repeats itself in a PUG. Like team roster 1 has the same players listed in team roster 2 (sometimes they aren't even listed).
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  • zamuelpwezamuelpwe Posts: 668 Arc User
    draogn said:

    Hopefully there are some fixes in the pipeline for Cybermind with these changes. There have been a few times where I or someone else has crashed during Cybermind, only to return to the entrance near Silverback with no way back into the alert with out this device. (not to mention the times that running Cybermind successfully has failed to yield mission credit.)

    Yeah, while I get fixing the lockout, this mission can block player reentry even before you reach Cybermind himself. That really needs to be fixed before this goes live.
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  • chaelkchaelk Posts: 7,732 Arc User
    edited January 2016
    o.O Loses collision.
    loses cohesion - no longer a whole, as opposed to loses collision- cannot crash into.
    I have gotta eat before reading.
    but YES, to teleport everyone in, so the <expletive deleted> who is " clearing the way for everyone" by aggroing everything on a run through and then runs straight in and attacks the Boss, can't lock everyone out.
    does this include the Flight from Ascension?
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  • notyuunotyuu Posts: 1,121 Arc User
    chaelk said:

    o.O Loses collision.

    loses cohesion - no longer a whole, as opposed to loses collision- cannot crash into.

    I have gotta eat before reading.



    but YES, to teleport everyone in, so the <expletive deleted> who is " clearing the way for everyone" by aggroing everything on a run through and then runs straight in and attacks the Boss, can't lock everyone out.


    does this include the Flight from Ascension?

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    what about mist form, does it include that too?
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    Yeah some things are broken... no I don't use/abuse them.. where would be the fun in that?
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