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PTS Update (9/16): FC.20.20110915.0

Archived PostArchived Post Posts: 1,156,071 Arc User
edited September 2011 in PTS - The Archive
FC.20.20110915.0 Patch Notes

PvE Queues (New!):
PvE Queues have been added for the following lairs: Stronghold, Project Awakening, Dr. Destroyer's Factory, Teleios' Tower, and Moreau's Laboratory.
  • Each queue tells you how many players it supports in its description. You can not launch the 5-man queues with less than 4 players.
  • Queues require you to be 1 level lower than the lair's level to enter them. There is no maximum level.
  • Queues should not raise or lower your level.
  • Players should be auto-teamed upon entering the map.

General Gameplay:
  • Tutorial: Post-tutorial celebration Mayor Biselle now has contact dialogue.
  • You may now travel via super jet to the Desert from Monster Island and back provided you meet the requirements and completed the crisis for each zone.

Monster Island
  • There are now crafting tables at the B17 Base.

Resistance
  • Server'd: Mission should now always correctly reset if failed.

Items:
  • Hero Games: Additional cost adjustments have been made to the level 40 upgrades. Blue Primaries now cost 30,000 Acclaim, down from 40,000. Purple Primaries now cost 150,000 Acclaim, down from 200,000. Purple Secondaries now cost 60,000 Acclaim, down from 100,000.

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 September 2011
    Holy crap, crafting tables on MI? I want to hug whomever put them there. A big, burly, crushing manhug.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited September 2011
    Hmm, i was shooting for 50k and 150k, but 60k isn't too bad. Thanks guys.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited September 2011
    ironswan wrote:
    FC.20.20110915.0 Patch Notes

    PvE Queues (New!):[/B

    The queue is working nicely in it's basic form, I used it to enter Stronghold prison and project awakening without having to leave millenium city, very cool.

    However, right now the queue ignores my challenge setting. I had it set to elite, but the critters in the mission were just normal.

    I trekked to Monster Island and entered Moreau's lab through the front door, I'm glad to see that still works correctly, and the critters had the elite buff, but it would be nice if the difficulty slider could work with the queue system.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited September 2011
    isometry wrote:
    However, right now the queue ignores my challenge setting. I had it set to elite, but the critters in the mission were just normal.

    That is how the queues have always worked. Would be nice if they changed that and the inability to change loot rules under autoteam but I don't expect them to do that.

    Joining multiple queues seems to be buggy. I joined Stronghold and then Awakening. I went into Stronghold when the pop-up came up, and now every time I zone I get a pop-up that says Arena Ready. If I click accept it gives me an error message saying queue_accept takes 1 argument. Eventually Awakening queue timed out.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited September 2011
    ironswan wrote:
    Monster Island
    • There are now crafting tables at the B17 Base.

    haven't had time to get on PTS yet, prolly will tomorrow, but I gotta say that makes me :)
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited September 2011
    These last few patches have just been like... ...One huge ball of stuff that has been needed done as long as I can remember. Good show.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited September 2011
    any chance we can get Therakiel's Temple added to the PvE queue list?
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited September 2011
    Aw, No unarmed stuff yet.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited September 2011
    Dardove wrote:
    That is how the queues have always worked.
    They really shouldn't put in the queues until they fix that. It already means NemCon is not worth doing.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited September 2011
    Yeah, lack of difficulty settings and loot control kind of kills the queuing for PVE instances...
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited September 2011
    ironswan wrote:
    General Gameplay:
    • You may now travel via super jet to the Desert from Monster Island and back provided you meet the requirements and completed the crisis for each zone.

    Monster Island
    • There are now crafting tables at the B17 Base.

    Thank you.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited September 2011
    Pantagruel wrote:
    They really shouldn't put in the queues until they fix that. It already means NemCon is not worth doing.

    I like running nemcon, it's fun seeing folks nem's.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited September 2011
    Yeah, lack of difficulty settings and loot control kind of kills the queuing for PVE instances...

    Especially since we're only allowed to use the PvE queue if we've been there once, right? ...or was that changed?

    Also, for AT's... will the queue be somewhat intelligent in selecting group members?
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited September 2011
    Dardove wrote:
    That is how the queues have always worked. Would be nice if they changed that and the inability to change loot rules under autoteam but I don't expect them to do that.

    Yes, I agree that the monster island crisis, lemuria crisis, and Nemcon instances have all suffered this problem since the introduction of the difficulty slider.

    IMO the PvE queue is not a real feature until it works with the difficulty slider and allows a sensible loot mode such as Need/Greed with a blue threshold (or maybe a green threshold for 21-30).
    dardove wrote:
    Joining multiple queues seems to be buggy. I joined Stronghold and then Awakening. I went into Stronghold when the pop-up came up, and now every time I zone I get a pop-up that says Arena Ready. If I click accept it gives me an error message saying queue_accept takes 1 argument. Eventually Awakening queue timed out.

    I had the same issue with the same reproduction steps. This also has occured with PvP queues for a while now and seems basically harmless, but might disturb some players.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited September 2011
    wrote:
    Especially since we're only allowed to use the PvE queue if we've been there once, right? ...or was that changed?

    Also, for AT's... will the queue be somewhat intelligent in selecting group members?
    Incoming 2 inferno and 3 soldier :p
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited September 2011
    ironswan wrote:
    FC.20.20110915.0 Patch Notes

    PvE Queues (New!):
    [/list]

    ooo man. This is awesome:D
    Its payback time lovies
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited September 2011
    Falchoin wrote:
    Especially since we're only allowed to use the PvE queue if we've been there once, right? ...or was that changed?

    Also, for AT's... will the queue be somewhat intelligent in selecting group members?

    The instances can still be entered normally without using the queue.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited September 2011
    Jet travel from MI to Desert : OK
    Jet travel from desert to MI : KO, there is no option for MI under the desert jet.

    Craft tables at MI seems to be OK. But there isn't tailor and nemesis, can you add these in the patch, please?
    I hope for lemuria soon (with craft, tailor, nemesis, too)

    I don't have test queues at this time. But why only under 1 level ?
    Quests can be taken at level -3. Why players can't join a queue at [Instance level -3] ?

    Thanks.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited September 2011
    Gaelyn wrote:
    Jet travel from MI to Desert : OK
    Jet travel from desert to MI : KO, there is no option for MI under the desert jet.

    Craft tables at MI seems to be OK. But there isn't tailor and nemesis, can you add these in the patch, please?
    I hope for lemuria soon (with craft, tailor, nemesis, too)

    I don't have test queues at this time. But why only under 1 level ?
    Quests can be taken at level -3. Why players can't join a queue at [Instance level -3] ?

    Thanks.

    Tailor, yes, but I don't see a reason for nemesis.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited September 2011
    Dardove wrote:
    Tailor, yes, but I don't see a reason for nemesis.

    The same reason than tailor, the quality of life, and fewer changes of zone every time we want to make something.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited September 2011
    XaoGarrent wrote:
    These last few patches have just been like... ...One huge ball of stuff that has been needed done as long as I can remember. Good show.

    This.

    Also, Now with the PVE Queues for Telios and suchforth....

    I Like them, so long as they don't stop premades/solo's from just walking in (EG: They're not required to run the instance, unlike nemcon.)

    Patching now.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited September 2011
    Zerethon wrote:
    This.

    Also, Now with the PVE Queues for Telios and suchforth....

    I Like them, so long as they don't stop premades/solo's from just walking in (EG: They're not required to run the instance, unlike nemcon.)

    Patching now.

    The old ways of entering instances hasn't been removed.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited September 2011
    Dardove wrote:
    The instances can still be entered normally without using the queue.

    Be that as it may, there's not much point in using the queues unless it puts together groups that can actually complete the instance. A bunch of squishy AT's *might* be able to pull it off set to Normal, but I wager it would not be fun for them. Cryptic more or less forces the classic trinity style gameplay on AT's for lair runs. I'd hate to see this QoL feature made useless for them.

    Then again, until the difficulty slider affects queued instances it's useless from my perspective as well...
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited September 2011
    Zerethon wrote:
    This.

    Also, Now with the PVE Queues for Telios and suchforth....

    I Like them, so long as they don't stop premades/solo's from just walking in (EG: They're not required to run the instance, unlike nemcon.)

    Patching now.

    It would also be nice if they added level scaling to the lower level lairs, so that we had a few more to run at 40. Of course, this will also eventually include Mandragalore and Andrith, so hopefully more people will start doing those again (BoE loot plz), but Dr. D's and Telios would be great at 40, especially since we have a distinct lack of tech themed lairs at the cap.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited September 2011
    Monster Island

    There are now crafting tables at the B17 Base.

    Will Lemuria be getting the same treatment?
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited September 2011
    Are Nemesis booths really neccessary for MI/Desert/Canada/Lemuria? Kinda gives you a reason to go to MC, and if you ont like MC, then the quieter VB. Banks though, I feel, are needed in every zone. Not that the Nemesis booth isnt, but it just seems like it isnt as big a deal as the bank would be.

    On another note, once the patch is fixed, it will be pure awesome.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited September 2011
    •Queues require you to be 1 level lower than the lair's level to enter them. There is no maximum level.
    •Queues should not raise or lower your level.

    So L28's may be teamed up with L40's and the level doesn't raise or lower to balance out??
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited September 2011
    well ideally the higher level people would sidekick down like they do now, or just run them through at 40. Both things are entirely possible with how lairs work, so I don't really see an issue with the queue doing the same thing. Lvl 40s do sometimes run lower level lairs to farm mats, try for rare drops, get perks, etc.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited September 2011
    well ideally the higher level people would sidekick down like they do now, or just run them through at 40. Both things are entirely possible with how lairs work, so I don't really see an issue with the queue doing the same thing. Lvl 40s do sometimes run lower level lairs to farm mats, try for rare drops, get perks, etc.

    Ahhh...ok, I read it wrong. Thought it meant sidekicking down was not allowed.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited September 2011
    I believe what it means is it won't auto sidekick you. So if a 40 wants to run his buddies through a lower lair, or get a group of higher levels for farming purposes, it won't restrict them.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited September 2011
    Bug: there is an error in the naming of two of the new PvP items. The Hero's Precise Cape and Champion's Precise Cape should both indicate "Stability" instead of "Precise".

    Yes, my OCD noticed that the adjectives all appear in pairs, except there are three "precise" items and only one "stability" item in each color bracket. Its the capes that are off.
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