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PTS update FC.21.20111016.2

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  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited October 2011
    On the subject of Cubemaps...

    In the Druidic Sanctum, if you look into the shiny crystal balls on the table, they show a reflection of the Mystic Sanctum. I should probably test this further with one of my shiny characters.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited October 2011
    On the subject of Cubemaps...

    In the Druidic Sanctum, if you look into the shiny crystal balls on the table, they show a reflection of the Mystic Sanctum. I should probably test this further with one of my shiny characters.

    Because a map can only have one Cubemap reflection image, and in that Hideout's case, it's based on the Mystic Sanctum.

    For all the Hideouts, it's based on the 'first' one that came out in their respective category. Not sure which one it's based off of on the Penthouse right now.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited October 2011
    We can change cubemaps when we change sky files. So, for instance, in the cave hideout, we change sky files with the Venue selection. So that the Jungle Cave looks moist and misty, the Ice cave looks cold, and the Lava Cave looks hot. In each case, I shot a cubemap for that venue (using some selection of other parts of the hideout), however, they are static. Which means that when you swap to the lava cave venue, you will get a cubemap based off of the rock platforms, torches, mystic fire computer, etc., even if you have all of the tech bits turned on.

    The problem with something like the Sanctum is, while I could swap skyfiles, and therefor cubemaps, those sky files have to be attached to some existing choice. In the caves, the venues provide a pretty drastic and distinct look that covers most of the cubemap, so that makes sense. But what selection in the sanctum would you say has the biggest impact? The centerpiece? The walls? There was no good option in my opinion, so I didn't bother.

    In Canada, or other zones, we could generate a new cubemap per neighborhood, and put skyfade volumes over those neighborhoods to allows us to swap, but it's not something we've done very often, and takes some thought and planning to pull off. We did do this in Vibora however.


    And Nike, yes, I saw the lighting swap suggestion, and had already pondered it myself. I would love to do something like that, but I have no way to make it grief proof. There would be nothing stopping anyone from running in there and flipping the lightswitch on and of and on and off and on and off and on and off during the whole contest. If you have a good idea of how to restrict that, that doesn't require new tech (i.e. assigning an "owner" to the instance, which we have no way to do right now), I'm all ears. Until then, I felt it was better to not include such a feature.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited October 2011
    Mission Suggestion: Stone Dead Killer

    Have a ticket vendor (contact) inside the booth next to the Bayou Queen's dock entrance. Then have that ticket vendor redirect you to one of the smaller boats at one of the other docks for the mission entrance instead.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited October 2011
    Bug: Backhand Chop/Stinging Bee is no longer limited to 1 stack if you don't have a focus form active
    I was able to get aggressor, 8x focus, 8x enrage, or more usefully, aggressor, 8x focus, on a build with 40% crit and 100% severity.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited October 2011
    Tumerboy wrote:
    We can change cubemaps when we change sky files. So, for instance, in the cave hideout, we change sky files with the Venue selection.

    To be honest, the venue option is why the Cave >> All Other Phase 1 Hideouts in my opinion :). Though the massive quantity of options + the interactive water features makes the Penthouse comperably amazing.

    I take it the day/night cycle is NOT a change in skybox files?
    The problem with something like the Sanctum is, while I could swap skyfiles, and therefor cubemaps, those sky files have to be attached to some existing choice. In the caves, the venues provide a pretty drastic and distinct look that covers most of the cubemap, so that makes sense. But what selection in the sanctum would you say has the biggest impact? The centerpiece? The walls? There was no good option in my opinion, so I didn't bother.

    I'll look at those again, but I won't be surprised if I have nothing brilliant to offer :rolleyes:.
    In Canada, or other zones, we could generate a new cubemap per neighborhood, and put skyfade volumes over those neighborhoods to allows us to swap, but it's not something we've done very often, and takes some thought and planning to pull off. We did do this in Vibora however.

    Cool. In Canada, it seems potentially valuable in the Gadroon Xenoforming patch and maybe the Burial Caves, as those two neighborhoods have radically different palettes.
    And Nike, yes, I saw the lighting swap suggestion, and had already pondered it myself. I would love to do something like that, but I have no way to make it grief proof... If you have a good idea of how to restrict that, that doesn't require new tech (i.e. assigning an "owner" to the instance, which we have no way to do right now), I'm all ears.

    This, I do have a cunning plan for! I'll send you mail :D.

    Thanks for the insights!
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited October 2011
    I was thinking, how does someone who has say tunneling get from the tug boat to the bayou queen? There isn't a ramp or anything and the boats are pretty far apart.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited October 2011
    Lohr wrote:
    I was thinking, how does someone who has say tunneling get from the tug boat to the bayou queen? There isn't a ramp or anything and the boats are pretty far apart.

    I always test everything I make with no travel powers on. You can make the jump with no travel powers.

    However, it's been reworked, and the loading ramp on the Bayou Queen has been lowered. So there is now a ramp. You will still have to jump from the small boat to the tug though.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited October 2011
    Just to make sure this gets mentioned.

    Exiting from the Minefield after entering it from the low level Vibora Bay will drop you in the high level Vibora Bay instead of the low level Vibora Bay.

    For some reason, the Dogz does not count toward the 'Minefield Sweeper' defeat count. Maybe the above bug got something to do with it?
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