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PTS Update (8/11): FC.20.20110805.8

Archived PostArchived Post Posts: 1,156,071 Arc User
edited August 2011 in PTS - The Archive
FC.20.20110805.8 Patch Notes
ETA: 6:30 PM PST (GMT-7)

General Gameplay:
  • Critters should no longer jitter.

Canada
  • Burial Caves: Necrull now has combat voiceover.

Desert
  • Persuade, Escort, Extract: Techtinker should now reset properly.

Monster Island
  • Andrith Ruins: Elements of Lemuria: Mission should always complete properly.

Aftershock
  • Defeating the Army of Horrors now only grants 1 item per team member instead of number of team members' items per player.
  • Aftershock #1: Players should no longer take friendly fire damage from missile launchers while fighting Ripper.
  • Aftershock #2: Players with Jarvis as an ally should always regenerate health normally following combat.
  • Aftershock #5: Chaos Energy is now consumed when cages are destroyed, and UNTIL solders should always respond when being freed.

Powers:
  • Several powers that were unable to be Dodged are now working properly in this regard. Previously, certain passives, toggles, and other powers that created effects with a 0 second activation time could cause this unintended behavior. Any 0s power activation time is now affected by the base level of Dodge, as if it had a 1 second activation time.

UI:
  • Team Join Request: Cancel button has been updated.
  • Team Join Request: "Always use this option for this team" checkbox has been readjusted.

Known Issues (Please write in red text when submitting bugs to this thread so issues are easier to find.):
  • All known issues will be posted here.
Post edited by Archived Post on

Comments

  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited August 2011
    ironswan wrote:
    Powers:
    • Several powers that were unable to be Dodged are now working properly in this regard. Previously, certain passives, toggles, and other powers that created effects with a 0 second activation time could cause this unintended behavior. Any 0s power activation time is now affected by the base level of Dodge, as if it had a 1 second activation time.
    Heh. The most difficult power in the game to dodge is now, I believe, mini gun (0.25s tics). Should be an interesting nerf to sigils (and NPG).

    Issues not mentioned in this patch that are known to be broken on Live: PvP queues do not add players to matches after the match has been created, resulting in 1v1, 1v2, and 2v2 games..
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited August 2011
    Pantagruel wrote:
    Issues not mentioned in this patch that are known to be broken on Live: PvP queues do not add players to matches after the match has been created, resulting in 1v1, 1v2, and 2v2 games..

    We are taking a look at PvP queues. Once PTS comes back up with the new patch, we'd like to try and reproduce the issue. We would appreciate help populating the maps. :)
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited August 2011
    Fix the PvP queues please.

    Edit below, since I just saw your reponse...
    ironswan wrote:
    We are taking a look at PvP queues. Once PTS comes back up with the new patch, we'd like to try and reproduce the issue. We would appreciate help populating the maps. :)

    If you post in the COPvP channel the time when you guys are planning on testing it....and also post in there at the time you're testing it, I'm sure people will be happy to help.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited August 2011
    Pantagruel wrote:
    Heh. The most difficult power in the game to dodge is now, I believe, mini gun (0.25s tics). Should be an interesting nerf to sigils (and NPG).

    Issues not mentioned in this patch that are known to be broken on Live: PvP queues do not add players to matches after the match has been created, resulting in 1v1, 1v2, and 2v2 games..

    Uh oh...


    *runs to check Unleashed Rage*
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited August 2011
    Pantagruel wrote:
    Heh. The most difficult power in the game to dodge is now, I believe, mini gun (0.25s tics). Should be an interesting nerf to sigils (and NPG).

    hmm but NPG is no power heh makes me wonder.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited August 2011
    I'll be on pts whenever I'm needed to help.


    I 100% agree with the other posters. Please take a look at the neuroelectric pulse generator, lvl 29 primary offensive item from telious tower. It's dmg and knock and cooldown are all fine for what it costs to use but I completely think it should be dodgeable. The item does not ignore any other passive defense; can you make sure it's also operating at a 1 sec activation? This adding 1s to all 0 qctivations would help a lot towards making LR a viable defensive passive in pvp. And since it's an item I am notorious for using in combos it will at least help LR be around the same level as defiance/invuln.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited August 2011
    PTS has been patched. Please hop on in and gather in Millennium City if you want to help test PvP queues!
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited August 2011
    Slight cross-post:

    The issue is being able to get bodies into queues. So all you need to do is log onto PTS and try to queue. You don't have to fight anyone or anything.

    The ones that seem to be the most affected:

    - Stronghold (it's Tier 4, so 31-40 only can queue for it)

    - UTC (all brackets)

    - Bash (Tier 3 and 4, so 21-40)

    Symptoms:

    If two people get zoned into a PvP arena and the match "officially starts", no one will be able to join. This can apply to any number of players.

    So if one person's on blue team, five are on red and no one else shows up for blue before the match "officially starts", Blue's stuck in a 1v5.

    This can also pair characters against no one on the other team, forcing a stalemate.

    If there's anyone who's willing to help but really doesn't want to "PvP", send me a tell (@Dr.Sage) and I'll try to team up with you and some like-minded others.

    Getting the queues fixed may be the best birthday present I get today.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited August 2011
    ironswan wrote:

    General Gameplay:
    • Critters should no longer jitter.

    Yay! Now I know my mind wasnt playing tricks on me!
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited August 2011
    Rejoice! Queues are fixed!
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited August 2011
    There are still device powers with 0s activation that can't be dodged.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited August 2011
    I hope all of the lightning attacks from the lemurian sorcerors in andrith and mandragalore are dodgeable now, Devs.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited August 2011
    Yep confirmed. If any of them need adjustment it that's one.

    And queues are fixed!! Thanks IS!
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited August 2011
    Dr.Sage wrote:
    Slight cross-post:

    The issue is being able to get bodies into queues. So all you need to do is log onto PTS and try to queue. You don't have to fight anyone or anything.

    The ones that seem to be the most affected:

    - Stronghold (it's Tier 4, so 31-40 only can queue for it)

    - UTC (all brackets)

    - Bash (Tier 3 and 4, so 21-40)

    Symptoms:

    If two people get zoned into a PvP arena and the match "officially starts", no one will be able to join. This can apply to any number of players.

    So if one person's on blue team, five are on red and no one else shows up for blue before the match "officially starts", Blue's stuck in a 1v5.

    This can also pair characters against no one on the other team, forcing a stalemate.

    If there's anyone who's willing to help but really doesn't want to "PvP", send me a tell (@Dr.Sage) and I'll try to team up with you and some like-minded others.

    Getting the queues fixed may be the best birthday present I get today.

    Not sure... if this belongs in here... but I've tried queue'ing into zombie with a five man team on live and it took forever to proc and when it finally did (literally after an hour or so) it said the map didn't exist. So that needs to be examined as well. This was Tier 4 Zombie Apocalypse.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited August 2011
    UR is fine :)
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited August 2011
    What kind of kludge is it to turn instant activations into 1 second, when we have lots of attacks with legitimate activation times under 1 second ? What is the logic in this?
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited August 2011
    The whole logic of multiplying dodge chance by the speed of the power has always been weird. Doesn't look like it was fixed in a rational manner, though (i.e. just go after the dodge algorithm rather than fixing individual powers).
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited August 2011
    when this patch goes live, will characters with sorcery powers be given a free retcon to implement these beautiful new blades?
    i know its a long shot but, one can hope eh?
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited August 2011
    apygoos wrote:
    when this patch goes live, will characters with sorcery powers be given a free retcon to implement these beautiful new blades?
    i know its a long shot but, one can hope eh?

    No. they don't give retcons when they add new powers, only when something is severely nerfed
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited August 2011
    isometry wrote:
    What kind of kludge is it to turn instant activations into 1 second, when we have lots of attacks with legitimate activation times under 1 second ? What is the logic in this?

    It didn't turn them into it literally... Doge mechanics just treat them like 1 second :3 Or if you already knew that then i withdraw this statement.. lol
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited August 2011
    Blu8 wrote:
    It didn't turn them into it literally... Doge mechanics just treat them like 1 second :3 Or if you already knew that then i withdraw this statement.. lol

    Good point, I wasn't clear the way I worded things. I am aware that it's just for the purpose of dodge though, thanks.

    My point is that we have a lot of powers with activation times of 0.5 seconds. To me it makes a lot more sense to treat instant activation powers as if they have an activation time of 0.5 seconds for the purpose of dodge, than to treat them as having a 1 second activation time for the purpose of dodge.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited August 2011
    I dont mind a bit of a nerf to sigils or ebon rift
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited August 2011
    isometry wrote:
    My point is that we have a lot of powers with activation times of 0.5 seconds. To me it makes a lot more sense to treat instant activation powers as if they have an activation time of 0.5 seconds for the purpose of dodge, than to treat them as having a 1 second activation time for the purpose of dodge.
    I'd sorta like to scale dodge chance on (1 + activation time)/2, so it would have a bit less of a sharp line between 'godly' and 'crap'.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited August 2011
    isometry wrote:
    To me it makes a lot more sense to treat instant activation powers as if they have an activation time of 0.5 seconds for the purpose of dodge, than to treat them as having a 1 second activation time for the purpose of dodge.

    Agreed. It's a bit harsh to go from "undodgeable" to "don't even bother, you're just going to heal them with that."
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited August 2011
    I think Pantagruel's suggestion is fair. The way it works out, long-activation attacks actually have a snowball's chance in hell of hitting them and shorter ones aren't *quite* as good.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited August 2011
    What about the chat problem? When will that be fixed?
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited August 2011
    Pantagruel wrote:
    I'd sorta like to scale dodge chance on (1 + activation time)/2, so it would have a bit less of a sharp line between 'godly' and 'crap'.

    Sounds great, sniper rifle being dodged 40% of the time on a basic non-dodge toon is pretty bad, 25% seems fair.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited August 2011
    wrote:
    I think Pantagruel's suggestion is fair. The way it works out, long-activation attacks actually have a snowball's chance in hell of hitting them and shorter ones aren't *quite* as good.
    And even if you hit them the snowball is going to do no damage they can't heal up :p
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited August 2011
    Like all changes, the dodge buff gives me mixed feelings. On the one hand, my dodge tank toons Cheezekipz and Shaolin Monkey are going to be near impossible to kill. On the other, the changes just screams overpowered since it leaves no real holes in a dodge tanks defense.

    And in the cases of blended dodge like dodge stacking on invuln, it might very well push them to unkillable. It's fairly easy to stack enough dodge on top of invuln to guarantee charged attacks get dodged, and invuln makes little attacks into a joke.

    Maybe I should make a Kien-clone :D
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited August 2011
    Bleh. Nevermind.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited August 2011
    The right arm Retro Sci-Fi bracer is missing the bubble-glass section, it's just not there. Tested on male characters. Additionally, the bar in the costume tab that lets you color the left bracer glass section is not there for the right bracer.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited August 2011
    Bug: Pyromancer Blades don't animate properly at times. Sometimes the hilts disappear and other times you see a spectre holding the blades. You can also see the spectre if you're too far away from from the blades, easily reproducible by running away from the blades with super speed.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited August 2011
    Bug: Combined Aftershock comic series: Captain Jarvis will not follow player down the elevator after the area is cleared.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited August 2011
    Nerf me more!
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited August 2011
    I put here my post from other thread to increase the chance to be seen:

    Now that we can change weapon skin, could we change the animation for experimental burst ray?
    It really look silly now, especially if you use one of the new Sci-fi ray-gun.
    Basically you put your hand in front of the gun before firing, that certainly hurt.
    Or perhaps change it to use a ray-blaster model instead of ray-gun model.

    Also i would like to put a reminder that a ray-gun energy builder is really needed to be able to have a full ray-gun character.
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