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PTS Update (8/26): FC.20.20110819.2

Archived PostArchived Post Posts: 1,156,071 Arc User
edited August 2011 in PTS - The Archive
FC.20.20110819.2 Patch Notes

General Gameplay:
Millennium City
  • The interact message on the helicopter has been changed to make it clear that it goes to Canada Crisis, not Canada proper.

Canada
  • Undead on Arrival: Open mission no longer grants credit outside of the open mission area.
  • Dry Gulched: Mission now sends players to Rebecca Rothschild at Stronghold Prison.

Monster Island
  • Moreau's Lab: Chimera now has a chance to drop an action figure.

Nemesis
  • Deathray Demolition: Your nemesis should no longer have trouble pathing.

King of the Hill (Hero Games)
  • All three doors in the mausoleum now open.
  • The interact distance on the "How to Play" dialogue has been reduced so it will not interfere with clicking on doors.
  • The Determination buff now decreases one stage at a time once a team takes the hill, rather than vanishing immediately. The assaulting team doesn't get a buff until the defending team's buff has expired.
  • The speed at which teams get Determination 2 and 3 has been increased.
  • The effectiveness of Determination 2 and 3 has been slightly increased.
  • Post-processing effects have been revisited.

UI:
  • The Retrain dialogue screen has been reworked to be more intuitive.

Known Issues (Please write in red text when submitting bugs to this thread so issues are easier to find.):
  • 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:

    King of the Hill (Hero Games)
    • All three doors in the mausoleum now open.
    • The interact distance on the "How to Play" dialogue has been reduced so it will not interfere with clicking on doors.
    • The Determination buff now decreases one stage at a time once a team takes the hill, rather than vanishing immediately. The assaulting team doesn't get a buff until the defending team's buff has expired.
    • The speed at which teams get Determination 2 and 3 has been increased.
    • The effectiveness of Determination 2 and 3 has been slightly increased.
    • Post-processing effects have been revisited.

    These all sound like good changes, Ironswan. I hope though that there is still a possibility of expanding this map further to include secondary objectives and strategies in the future, as nearly all of the players who tested the map agreed that this would be a substantial improvement to the KotH game.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited August 2011
    No mention of those god awefull circles being removed.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited August 2011
    A new action figure is awesome as I love to collect new ones, but can you guys start working on Series 2. Take the Chimera AF, and all other action figures that have been added to static content like the adventure pack, comic series, and pvp matches. Relabel them as series 2 instead of special editions and give them numbers. Maybe add in a few more action figures to other content, like say UNITY, UNTIL, and nemesis to round out the set.

    Series 2 doesn't have to be as big as Series 1, but I think it is wrong to add new action figures and label them as Special Edition. That should be reserved for action figures that come limited time events like either stuff like the Anniversary event or the PTS events we have had in the past. BTW, are there any more such events planned?

    Maybe in the future as new content is created and action figures are created with them you can add them to an incomplete series and then once you feel a series is complete, you can finalize it out by adding the numbers to them.

    Also, I would really love an improved UI for the action figures when you guys get a chance so that we can filter out action figures by only showing those of a certain type or series. Also the ability to search by name. Finally the ordering can use work so that series 1 appears in it's proper order so that we see 1 at the top of the list followed by 2, instead of 1 being followed by 10 and then 100, and then 101, etc.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited August 2011
    Dardove wrote:
    A new action figure is awesome as I love to collect new ones, but can you guys start working on Series 2. Take the Chimera AF, and all other action figures that have been added to static content like the adventure pack, comic series, and pvp matches. Relabel them as series 2 instead of special editions and give them numbers. Maybe add in a few more action figures to other content, like say UNITY, UNTIL, and nemesis to round out the set.

    Series 2 doesn't have to be as big as Series 1, but I think it is wrong to add new action figures and label them as Special Edition. That should be reserved for action figures that come limited time events like either stuff like the Anniversary event or the PTS events we have had in the past. BTW, are there any more such events planned?

    Maybe in the future as new content is created and action figures are created with them you can add them to an incomplete series and then once you feel a series is complete, you can finalize it out by adding the numbers to them.

    Also, I would really love an improved UI for the action figures when you guys get a chance so that we can filter out action figures by only showing those of a certain type or series. Also the ability to search by name. Finally the ordering can use work so that series 1 appears in it's proper order so that we see 1 at the top of the list followed by 2, instead of 1 being followed by 10 and then 100, and then 101, etc.

    To add on to what Dar has said, I'd like to see consistent naming conventions applied to the figures. For example the Undead Action figures are named Undead X Action Figure, but in the list they show up as Zombie X. There might be a few others that have off names as well.

    I'd be nice for other people to see what action figure it is. Sort of useless that the only person that can see the name is the owner. Which is dumb, considering I already know what one it is.

    Lastly, either be consistent with the rarity of items, or remove that feature outright.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited August 2011
    Anything about the circles being removed? This has been pretty much the most universally-reviled addition, and the fact they've overstayed their welcome is slightly puzzling.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited August 2011
    P0t3mk1n wrote:
    Anything about the circles being removed? This has been pretty much the most universally-reviled addition, and the fact they've overstayed their welcome is slightly puzzling.

    Off with their heads!

    They are extremely ugly and not really useful at all. If there's a petmaster inside a swarm of pets the circles sure as hell don't help me target them.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited August 2011
    BUG: When I first logged in on a character, the character name wouldn't display before the @ symbol on "non-instance-maintained" channels.
    Reference: Ticket ##15,897

    What happened was the character from the above Ticket would display the character name when chatting in Zone (in MC) and local, but not on custom channels or Help (in case that is any different).

    However, I logged out to try other characters, and either other characters or the process of logging in again fixed it, because those other characters and the initial character, when I returned to it again, worked properly after that.

    I mention this in case this behavior is unexpected and might be indicative of an issue that might have more significant or prevalent manifestations.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited August 2011
    Inertial wrote:
    No mention of those god awefull circles being removed.
    Unless that's what "post-processing effects" refers to.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited August 2011
    Pantagruel wrote:
    Unless that's what "post-processing effects" refers to.

    Post-Processing handles things like occlusion and other art assets like bloom and such. Basically the subtle special effects.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited August 2011
    Silverspar wrote:
    Post-Processing handles things like occlusion and other art assets like bloom and such. Basically the subtle special effects.

    lol ya missed it :D
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited August 2011
    Bugs:

    - You cannot complete the nemesis mission, "The Violent Majority", due to the fact that you can't free Judge Anderson. Instead of a yellow task meter coming up when you trigger the action by clicking the button, or pressing "Z", it just neglects the input and the button appears ad nauseum. This prevents you from progressing past this segment of the mission.

    - Any time I attempt to switch builds on any of my characters, I receive the message, "Inventory Full" even though my inventory isn't full. I've attempted this with space cleared in my personal inventory, as well as my bank inventory, to no avail.


    These issues can be found on both Live and the current version of Test.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited August 2011
    _Zer0_ wrote:
    Bugs:
    - You cannot complete the nemesis mission, "The Violent Majority", due to the fact that you can't free Judge Anderson. Instead of a yellow task meter coming up when you trigger the action by clicking the button, or pressing "Z", it just neglects the input and the button appears ad nauseum. This prevents you from progressing past this segment of the mission.

    This is the same behavior that's preventing the completion of Remote Access on live. You are prompted to interact with the droid, but nothing happens and the prompt just re-appears.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited August 2011
    This has been reported elsewhere, however the bug has yet to be fixed. I'm pretty sure the correct art asset exists, it's just not hooked up properly. This has been like this since the costume pack went live.

    In case there is confusion, I have helpfully made a screenshot of the issue.

    Fixthis.jpg


    And also, a puppy.

    02.jpg
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited August 2011
    That's a lot of stuffed animals.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited August 2011
    Lohr wrote:
    That's a lot of stuffed animals.

    They ritually dismember them constantly and we get behind on picking out the stuffing-less ones and tossing them out sometimes.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited August 2011
    This has been reported elsewhere, however the bug has yet to be fixed. I'm pretty sure the correct art asset exists, it's just not hooked up properly. This has been like this since the costume pack went live.

    In case there is confusion, I have helpfully made a screenshot of the issue.

    Hmmm, haven't noticed that on the female version (Open Carrie has it for her right bracer). Is it exclusive to the male costume piece?

    Also, cute puppy.

    *edit: nvm, just read the thread you linked.
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