Give them a break, Fox. Two power sets and a holiday event! Easy, easy now.
I did state it was a wash. Disappointment from no Earth/Wind update was cancelled out directly by new event (Did we get the Halloween event up on test last time? I forget - honestly, I hope they do more testing of stuff in general before letting it go to Live) happiness.
Am I supposed to have the costume pieces still on? It was free before the patch... Basically, I purchased the costume packs free before the patch and now the patch is on the PTS, It seems I have to purchase the packs again...
Not exactly sure what or why I'm testing this. It's the same ol' thing, except with some new action figures to make and a C-Store that now costs real money.
Some of the devs have been talking about how they've been busy because they've been working on this. I'm going to assume that whatever this is didn't make it in with this patch, or it's hidden away somewhere.
Not exactly sure what or why I'm testing this. It's the same ol' thing, except with some new action figures to make and a C-Store that now costs real money.
Some of the devs have been talking about how they've been busy because they've been working on this. I'm going to assume that whatever this is didn't make it in with this patch, or it's hidden away somewhere.
There's likely some mission involved now. This is going by Tumerboy's tease of a warehouse with presents in it. Any info on that? Does it exist?
I'm in the finkle foundry..... on the live server. I think someone flipped the wrong switch somewhere because I thought this was supposed to be on test.
Whatever is on live looks a bit incomplete to me too. So you might wanna get someone to undo whatever was done, and get this thing limited back to test.
No Earth/Wind updates? But, hey, event up for testing. I suppose that makes it a wash - looking forward to it.
We're working on Wind and Earth powers updates at the moment, and the next build will include updates.
In the meantime, we thought we would put the Winter Event on PTS for some testing before pushing it to Live.
If you're able to defeat Clarence, you'll have an opportunity to see wait Tumorboy has been up to
We're working on Wind and Earth powers updates at the moment, and the next build will include updates.
In the meantime, we thought we would put the Winter Event on PTS for some testing before pushing it to Live.
If you're able to defeat Clarence, you'll have an opportunity to see wait Tumorboy has been up to
Awesome! Devs in general: thanks for your consideration in allowing us, the player base, to exp this wonter event before release. also I appreciate your hard work in the Wind/Earth, and the other great content you all are providing. Thanks again, and have a blessed afternoon.
Ok, clarence fight I didn't dig all the block penetrating knockback. I've been told that's been fixed in a later build. I like the whole item drop from the bear unlocking a mission thing. It was a pretty easy run but pretty crazy looking with those swarms of toys. I likely should have done it on a higher difficulty. It as a four man team, and Gentleman Crush was on it. I pretty much gave him the same feedback I'm posting here.
Toy soldiers in a large team initially all spawn inside the box when spawned by the toy spawner. They spawn all stacked on top of each other and appear somewhat stuck. A few ticks of squall generally knocked them into the open.
The debuff placed on the Winter Presents is a tad long at 5 minutes. Might I suggest that it be reduced to at least half.
Clarence's mecha blast attack seems to be spamming too much.
For the action figure items and mission for Santa, its referred to as Grandfather Winter and Father Christmas, don't know if that's intentional.
Bugs
* The Head is missing the word winter in the first sentence of its item description.
* Grandfather Winter Action Figure and Winter Helper Action Figure utilize the icon for Black Harlequin in the Action Figure screen.
* Stocking detail mention something about Ionic Reverberation, at least for me.
Is there any way that the stacks of the transmogrification devices can be increased to 10, instead of 6?
Doesn't look like we can get enough people to test the open mission.
donno if my post got modded out or not, anyways... was the C-Store becoming not free on the test server intentional? someone knows?
they might just as well close the feedback section about the C-Store if that's the case.
The warehouse mission is well done -- actual mission logic is nothing special, but the cosmetics are very good -- but it would be nice if a lot of the objects became destructible objects that could be thrown. Certainly presents seem like they should be doable as reskiinned boxes. Mission rewards don't seem difficulty scaled, someone got a purple catalyst item, which is totally useless since catalyst gear was nerfed back in '09.
I thought about that, and expected people to want to be able to throw all the presents. The problem is performance. It's already a pretty intensive map with a lot of objects. And as it is, I've merged those stacks of presents into single objects to cut down on that. As such, they can't be separated and individually throwable without rebuilding those stacks out of individual presents, which would then be horribly inefficient and would drag your framerate down a ton.
As a consolation, I added plenty of pallets of normal boxes that can be thrown.
Alternately, I could leave the stacks intact (one single object, that couldn't be thrown) and make some of the individual presents be throwable, but I thought that might be confusing if you could throw one present but not another.
I thought about that, and expected people to want to be able to throw all the presents. The problem is performance. It's already a pretty intensive map with a lot of objects. And as it is, I've merged those stacks of presents into single objects to cut down on that. As such, they can't be separated and individually throwable without rebuilding those stacks out of individual presents, which would then be horribly inefficient and would drag your framerate down a ton.
As a consolation, I added plenty of pallets of normal boxes that can be thrown.
Alternately, I could leave the stacks intact (one single object, that couldn't be thrown) and make some of the individual presents be throwable, but I thought that might be confusing if you could throw one present but not another.
There's actually precedent on that half throwable/half non-throwable with existing warehouse maps. So you could go either way. Glad you took the time to consider it though. Much appriciated.
I thought about that, and expected people to want to be able to throw all the presents. The problem is performance. It's already a pretty intensive map with a lot of objects. And as it is, I've merged those stacks of presents into single objects to cut down on that. As such, they can't be separated and individually throwable without rebuilding those stacks out of individual presents, which would then be horribly inefficient and would drag your framerate down a ton.
As a consolation, I added plenty of pallets of normal boxes that can be thrown.
Alternately, I could leave the stacks intact (one single object, that couldn't be thrown) and make some of the individual presents be throwable, but I thought that might be confusing if you could throw one present but not another.
Allow presents and stacks to be thrown. Attach a larger size to the stack so it weighs right.
And done.
But at least let something be thrown. I'm totally cool with the confusion. If you can't interact with it to throw, it doesn't throw.
Pretty much a standard in action games as well.
(Ok, so I can throw the baskets, but not the coffer.)
Yes stocking have limited christmas transforms gotten a few of them. Man Clarence needs his kb toned down though. When I can't even get 1 charged attack off before kbs there spamming too much. And over 9mil hp what have you been feeding that bear!
I didn't. I was hoping that there would be some with the instance, but I haven't been able to run it.
No costume drops when we ran it on a team of five (on reflection, I don't recall any drops at all other than the boss drop; might be a good idea to check whether the soldiers have a borked drop table).
Yes stocking have limited christmas transforms gotten a few of them. Man Clarence needs his kb toned down though. When I can't even get 1 charged attack off before kbs there spamming too much. And over 9mil hp what have you been feeding that bear!
Just to verify, the stockings from the presents and not the ones from the Holiday Grab Bag, correct?
No costume drops when we ran it on a team of five (on reflection, I don't recall any drops at all other than the boss drop; might be a good idea to check whether the soldiers have a borked drop table).
Was there something noteworthy about the boss drops? Ie, is there a point to actually running the instance?
Was there something noteworthy about the boss drops? Ie, is there a point to actually running the instance?
One person got a purple; it was a fairly useless secondary, but there might be a decent primary on the drop table. Other people got 2-stat 48/48 blues, which don't seem to have difficulty scaling. There's also a perk.
Yes stocking have limited christmas transforms gotten a few of them. Man Clarence needs his kb toned down though.
He's got like one move that doesn't do knockbacks, and a bunch of his moves seem to ignore knock resistance. I was able to manage about half the dps I'd have on a regular foe, which means I spent half the fight being juggled.
To chime in on this thread for people who have had a chance to look at Clarence, I have made some adjustments to him based on internal feedback and PTS feedback. He should be much much less annoying now
EDIT: Ill expand on this a tiny bit. All his knocks are blockable now, and he should have tells for his bigger ones. I also slightly increased the charge times on his bigger knocks to give you more chance to get that block off. In addition, he uses his powers at a much greater variety now (read: doesnt just use his knocks any more!)
To chime in on this thread for people who have had a chance to look at Clarence, I have made some adjustments to him based on internal feedback and PTS feedback. He should be much much less annoying now
EDIT: Ill expand on this a tiny bit. All his knocks are blockable now, and he should have tells for his bigger ones. I also slightly increased the charge times on his bigger knocks to give you more chance to get that block off. In addition, he uses his powers at a much greater variety now (read: doesnt just use his knocks any more!)
Is there any possibility we could get knocks and crowd control in general to proc when the actual attack hits and not when they start activating it, like damage?
EDIT: Ill expand on this a tiny bit. All his knocks are blockable now
Do they also apply and respect knock resistance? They didn't on the version I fought. Also, many powers in the game check resistance at the start of activation rather than when they actually go off, making blocking them useless; I didn't check Clarence because I was being bounced while I had three stacks knock resistance (i.e. I should be immune), which would hide blocking bugs.
Is there any possibility we could get knocks and crowd control in general to proc when the actual attack hits and not when they start activating it, like damage?
Do they also apply and respect knock resistance? They didn't on the version I fought. Also, many powers in the game check resistance at the start of activation rather than when they actually go off, making blocking them useless; I didn't check Clarence because I was being bounced while I had three stacks knock resistance (i.e. I should be immune), which would hide blocking bugs.
@Xao: This is why the knocks all have charge times. During the charge you are free to begin blocking, but once the activation hits the system does all its calculations. This is also why you can back out of range during a charge (kiting) to prevent them from hitting (assuming you can get to a safe distance).
@Pantagruel: Good catch, fix'd. They did apply it, but dud not respect it in all cases. I have fixed it so it now should.
@Xao: This is why the knocks all have charge times. During the charge you are free to begin blocking, but once the activation hits the system does all its calculations.
This is not consistently true. There are a fair number of cases where blocking an npc after the power starts being charged does not affect whether or not you're going to be knocked (this used to be true with pull powers, such as fetterer grabs and cowboy lasso's, I haven't checked recently).
This is not consistently true. There are a fair number of cases where blocking an npc after the power starts being charged does not affect whether or not you're going to be knocked (this used to be true with pull powers, such as fetterer grabs and cowboy lasso's, I haven't checked recently).
I am reasonably sure at least some cowboy robot lassos still have that behavior, at least on Live; I've been farming them for costume parts, and I'm fairly reliably knocked when they charge their lasso when I block after they start the charge animation.
This is not consistently true. There are a fair number of cases where blocking an npc after the power starts being charged does not affect whether or not you're going to be knocked (this used to be true with pull powers, such as fetterer grabs and cowboy lasso's, I haven't checked recently).
I used to think there was some kind of hidden calculation that reduced the strength of the knock based on the time difference between them starting the attack and you starting your block. So if you hit block just before the attack went off, the knock would be near full strength, and if you hit block just after they started the charge the knock would be near nothing.
Then I figured that was way to complex to not advertize somehow, so it must be some side effect of lag and RNG.
This is not consistently true. There are a fair number of cases where blocking an npc after the power starts being charged does not affect whether or not you're going to be knocked (this used to be true with pull powers, such as fetterer grabs and cowboy lasso's, I haven't checked recently).
I cant really comment on other critters (especially ones created long before I started working here) but I CAN tell you that Clarence does correctly obey Resistance and does not calculate anything until the charge is complete
Comments
Give them a break, Fox. Two power sets and a holiday event! Easy, easy now.
I did state it was a wash. Disappointment from no Earth/Wind update was cancelled out directly by new event (Did we get the Halloween event up on test last time? I forget - honestly, I hope they do more testing of stuff in general before letting it go to Live) happiness.
It's not a frown, that's just how I smile! ;_;
Some of the devs have been talking about how they've been busy because they've been working on this. I'm going to assume that whatever this is didn't make it in with this patch, or it's hidden away somewhere.
There's likely some mission involved now. This is going by Tumerboy's tease of a warehouse with presents in it. Any info on that? Does it exist?
Maybe. . .
And straight on until sunset?
My mind works in mysterious ways.
Whatever is on live looks a bit incomplete to me too. So you might wanna get someone to undo whatever was done, and get this thing limited back to test.
We're working on Wind and Earth powers updates at the moment, and the next build will include updates.
In the meantime, we thought we would put the Winter Event on PTS for some testing before pushing it to Live.
If you're able to defeat Clarence, you'll have an opportunity to see wait Tumorboy has been up to
Awesome! Devs in general: thanks for your consideration in allowing us, the player base, to exp this wonter event before release. also I appreciate your hard work in the Wind/Earth, and the other great content you all are providing. Thanks again, and have a blessed afternoon.
Toy soldiers in a large team initially all spawn inside the box when spawned by the toy spawner. They spawn all stacked on top of each other and appear somewhat stuck. A few ticks of squall generally knocked them into the open.
The debuff placed on the Winter Presents is a tad long at 5 minutes. Might I suggest that it be reduced to at least half.
Clarence's mecha blast attack seems to be spamming too much.
For the action figure items and mission for Santa, its referred to as Grandfather Winter and Father Christmas, don't know if that's intentional.
Bugs
* The Head is missing the word winter in the first sentence of its item description.
* Grandfather Winter Action Figure and Winter Helper Action Figure utilize the icon for Black Harlequin in the Action Figure screen.
* Stocking detail mention something about Ionic Reverberation, at least for me.
Is there any way that the stacks of the transmogrification devices can be increased to 10, instead of 6?
Doesn't look like we can get enough people to test the open mission.
Action figure parts give a quest even if you already have the AF.
they might just as well close the feedback section about the C-Store if that's the case.
I clicked on ones I know I've done and I got a message saying I've already done the mission.
As a consolation, I added plenty of pallets of normal boxes that can be thrown.
Alternately, I could leave the stacks intact (one single object, that couldn't be thrown) and make some of the individual presents be throwable, but I thought that might be confusing if you could throw one present but not another.
There's actually precedent on that half throwable/half non-throwable with existing warehouse maps. So you could go either way. Glad you took the time to consider it though. Much appriciated.
Allow presents and stacks to be thrown. Attach a larger size to the stack so it weighs right.
And done.
But at least let something be thrown. I'm totally cool with the confusion. If you can't interact with it to throw, it doesn't throw.
Pretty much a standard in action games as well.
(Ok, so I can throw the baskets, but not the coffer.)
Lots and lots of duct tape. Your logic has been beaten.
Of course it'd be silly! But since this is isolated (not across the entire game) and on a light-hearted map, silliness is bound to rear its head. :]
It'd be fun with Telekinesis too. Whip an entire family's worth of Christmas presents at a villain! Bombarded by them!
I didn't. I was hoping that there would be some with the instance, but I haven't been able to run it.
I also couldn't confirm if the stockings contained limited versions of the become devices.
Just to verify, the stockings from the presents and not the ones from the Holiday Grab Bag, correct?
Was there something noteworthy about the boss drops? Ie, is there a point to actually running the instance?
EDIT: Ill expand on this a tiny bit. All his knocks are blockable now, and he should have tells for his bigger ones. I also slightly increased the charge times on his bigger knocks to give you more chance to get that block off. In addition, he uses his powers at a much greater variety now (read: doesnt just use his knocks any more!)
Is there any possibility we could get knocks and crowd control in general to proc when the actual attack hits and not when they start activating it, like damage?
@Xao: This is why the knocks all have charge times. During the charge you are free to begin blocking, but once the activation hits the system does all its calculations. This is also why you can back out of range during a charge (kiting) to prevent them from hitting (assuming you can get to a safe distance).
@Pantagruel: Good catch, fix'd. They did apply it, but dud not respect it in all cases. I have fixed it so it now should.
I am reasonably sure at least some cowboy robot lassos still have that behavior, at least on Live; I've been farming them for costume parts, and I'm fairly reliably knocked when they charge their lasso when I block after they start the charge animation.
I used to think there was some kind of hidden calculation that reduced the strength of the knock based on the time difference between them starting the attack and you starting your block. So if you hit block just before the attack went off, the knock would be near full strength, and if you hit block just after they started the charge the knock would be near nothing.
Then I figured that was way to complex to not advertize somehow, so it must be some side effect of lag and RNG.
I cant really comment on other critters (especially ones created long before I started working here) but I CAN tell you that Clarence does correctly obey Resistance and does not calculate anything until the charge is complete