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PTS Update FC_24_20120112_1722

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  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited January 2012
    The AT selection page, the Balanced Role ATs are labeled "Hybrids"... BUT most of them arnt actually hybrids of anything....
    Only The Specialist has a mix of powers from two sets, only The Specialist has both ranged and melee...
    The rest of them, the term "Hybrid" just doesnt seem to fit.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited January 2012
    On the Tutorial Cutscene, the discussion of Super Stats seems like it would benefit from a clear, but brief, mention/illustration that they increase as you level up as part of the concept of them that is not necessarily clear, before continuing on to explain how the UI highlights them for you when applicable.



    Further thoughts:
    I think it worthwhile to consider the difference between explaining "How To" do things and explaining "What Is" something, and which type of explanation would benefit new players the most for each item in the context of the opportunity represented by a video tutorial.

    For instance, travel powers get a "How To explanation as makes sense, with the very process of having travel powers animated in the background perfectly explaining What Is. However, I think Super Stats should be a What Is explanation, but currently the cutscene more explains the tooltip and stat display information for them and falls short of explaining the actual Super Stat concept completely.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited January 2012
    Ironclad Offensive Perk Suggestion: Since this is the second revision of the tutorial, could we perhaps get a unique perk icon for this perk the way Vibora Bay's Crisis has unique perk art (Flux Incapacitator) for completing it? Seems like a fitting time as any at this point to do one.

    If this is to even be considered then there needs to be a way(limited time, one time thing, whatever) for higher level toons to return to the tutorial and get it. I already missed "Red Bug Down" on Cross the 1st time through on accident. I am not a fan of perks which can be missed forever. :(
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited January 2012
    Crosschan wrote:
    If this is to even be considered then there needs to be a way(limited time, one time thing, whatever) for higher level toons to return to the tutorial and get it. I already missed "Red Bug Down" on Cross the 1st time through on accident. I am not a fan of perks which can be missed forever. :(

    I agree, luckily this one can't be missed unless you choose to skip the tutorial. It's really just a "Complete the Crisis" perk. But I'm totally down with having "Red Bug Down" available in other areas...

    Two I can think off hand that are applicable:
    • Desert: Stand on crashed Qularr Ship in the Qularr Crash Site.
    • Monster Island: Stand on crashed Qularr Ship in Wayfarer Coast.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited January 2012
    • Animations and FX are looking cleaner. And I laughed out loud the first time I saw the new Upheaval.
    • The slower casting time of Seismic Smash helps the eyes catch those unique features of the power that distinguish it from Landslide.
    • Fissure's also looking better than before though it seems to be missing audio when performed at range.
    Earth Suggestion: Possibly give Wield Earth a Strength damage bonus when within Melee range. Something like all damage done by Wield Earth while in the 10ft melee range gets bonus damage from the Strength stat.

    Wield Earth (while in melee range) has the melee Strength bonus all melee powers have. :)
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited January 2012
    Wield Earth (while in melee range) has the melee Strength bonus all melee powers have. :)

    Ah cool! Just didn't see it in the tool tip that it does. Thanks for the update!

    EDIT - BUG: Melee damage bonus information for Wield Earth is missing in both the description and tool tip of the power.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited January 2012
    So ehm.... there was a patch a moment ago... and it says 15xx at the end... does it mean we had a rollback because of the roxstar mission??
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited January 2012
    Avenger role badge on the Power Tray is missing the connecting line of gold that blends it with the rest of the buttons. Every other role forms a complete, unbroken line.

    Player role icons above the Player name should default to OFF in the HUD optionsbecause if they default to ON, finding out how to turn it OFF will be one of the top 5 questions people will ask the moment this patch goes live.

    Open Mission/PvP section NEEDS to be integrated with the new Mission Tracker as it IS a GIANT MESS. I cannot emphasize it enough. It overlaps the Mission Tracker by DEFAULT and this is at 1920x1080. Can it not be adjusted to magically resize the Mission Tracker to accommodate the objectives? After all, if people are in an area with objectives, they are likely completing them and have no use for the tracker. Swipe the code from STO because they've had this feature since launch.

    The default "EDIT COSTUME" link in the Tailor UI loads up the first page by default for an established costume instead of the third. I would argue that if one is editing an established costume, their primary concern is adding and modifying costume pieces (aka, the "Choose Your Costume" tab) and you are adding two unnecessary clicks for everyone that wants to edit an existing costume.. which is doubly damning since you include another tab on the third panel "Choose Your Costume" exclusively for modifying one's face and body.

    If you want people to be aware of their position in the editing interface, why not include a very thin set of buttons that stretches across the top of the screen, just under the main title in the Tailor UI? Furthermore, since the Tailor UI seemingly can recognize an unused costume slot over an established one by virtue of the waived Tailor fee, why not have edits start on tab 3 "Choose Your Costume" and new costumes start on tab 1 "Choose Your Face"? A new costume is the time when most people, I would argue, would be concerned with modifying their facial and bodily proportions.


    The default login you are presented with seems to ignore which account you signed in on initially. I signed in with a Cryptic account, went to change characters and by default, the UI presented me with the Perfect World login selected.

    I also hope the Completed tab of the Mission Journal is redone to resemble the Lore tab as it is, right now, still a giant performance hog. The fix made it.. less horrible though. Thank you.

    Lastly, is the Perks tab ever going to be cleaned up? I have no idea where the Comic Series badges go, for starters. And Beaconizer is the only Adventure Pack badge that actually appears in the Adventure Pack category on a character that has completed every Comic Series and Adventure Pack to date.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited January 2012
    Checked out the Earth powers on PTS and all of the powers are looking amazing :D I love Upheavel's new GFX. :3

    The AT costumes are also looking fantastic, however, I'm noticing some pieces that I thought were C-store only, but it's hard for me to tell since the "unlock" symbol stopped being put on C-Store bought things a loonng time ago. I thought they were New Millennium or something. Those pieces being on Inferno, Void, Mind and Disciple. They are under Sharp or Line. Can anyone verify if they are or am I completely remembering incorrectly?
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited January 2012
    Blu8 wrote:
    Checked out the Earth powers on PTS and all of the powers are looking amazing :D I love Upheavel's new GFX. :3

    The AT costumes are also looking fantastic, however, I'm noticing some pieces that I thought were C-store only, but it's hard for me to tell since the "unlock" symbol stopped being put on C-Store bought things a loonng time ago. I thought they were New Millennium or something. Those pieces being on Inferno, Void, Mind and Disciple. They are under Sharp or Line. Can anyone verify if they are or am I completely remembering incorrectly?

    I am pretty sure they are free pieces... ill verify later in a bit.

    Edit: Yeap just checked, every single piece its free, just checked on live with my silver account.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited January 2012
    I am pretty sure they are free pieces... ill verify later in a bit.

    Edit: Yeap just checked, every single piece its free, just checked on live with my silver account.

    Thanks a ton for the verify :D I appreciate your help :) So then there are no problems in that department! Move along all, move along. Those are some REALLY nice free pieces though :O

    But I do think Cryptic needs to start tagging premium unlocked C-store stuff with a little unlocked symbol. They used to and they stopped. I like going through all the pieces that I've bought when I buy them... annnd.. I can barely find them half the time. So I'm going to push that and an earlier suggestion.. to streamline the unlocked tab by giving cossie pieces different categories..
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited January 2012
    So ehm.... there was a patch a moment ago... and it says 15xx at the end... does it mean we had a rollback because of the roxstar mission??
    Seems so, the Roxstar mission is gone for now. Hopefully the new patch comes soon :3
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited January 2012
    All obvious bugs are in red.

    Little Italy:

    3134 20 -1055 - Trashcan inside of wall
    3313 20 -1291 - Post is not aligned evenly with rest of lamposts causing it to bleed into the street
    3256 20 -1290 & 3224 20 -1251 - Cars aren't lined up with curb causing oncoming traffic to drive right through them.
    3267 20 -1334 - Trashcan is misplaced right next to dining table.
    2967 21 -1624 - Suggestion to remove the store signs as they or replace the garage texture area along this wall with storefronts as the half opened security garage door isn't logically appropriate matched with it.

    Why'd it have to be Purple? & Thick as Thieves Warehouses:

    3781 20 -753 & 3797 20 -676 - Smaller boxes are halfway into the flooring

    Purpleline Warehouse:

    3796 194 321 & 3794 194 413 - Billboard base is too large causing it to cut through the roof of the Purple Gang Hideout.
    3772 157 351 & 3772 157 408 - Innappropriate use of textures/objects along the wall (Garage Door/Door) for the available surface area.
    3841 157 365 - Innappropriate use of textures/objects along the wall (Doors/Garage Doors) for the available surface area.
    3729 98 564 - Innappropriate use of textures/objects along the wall area (Doors/Garage Doors) for the available surface area.

    3841 114 369 - Garage doors make no sense in this area.
    3647 98 565 - Door makes no sense in this area.
    3841 157 325 - Innappropriate use of textures/objects along the wall area (Doors/Garage Doors) for the available surface area.
    3686 98 633 - Garage doors make no sense in this area.
    3755 29 642 - Door is sunken halfway into the street floor
    3756 29 484 - Door is sunken halfway into the street floor

    3763 111 279 - Floating medpack on roof
    3924 199 361 - Suggestion to move the Coin-up viewers as their placement in this area no longer makes logical sense due to the billboard covering it.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited January 2012
    Bug 1: When making a new character, in the AT selection window, for the Mind AT "Lead Tempest" is shown as a signature move.

    Bug 2: In the AT power progression, there are abilities that require -1 level.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited January 2012
    Bug: The ToyMaster has had a shave. His dialogue box picture has not.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited January 2012
    Beldin2 wrote:
    These missions are endless repeatable, at least if your in the levelrange, so i think its fair that you have at least
    to free the citizens first to get them, and can't just get them over and over from the Crime Computer.

    The whole point of this idea is that they are endlessly repeatable.

    Whats wrong with providing an alternate way for people to level up? This same mechanic has already been proven to work in COX.

    I don't see a problem with me getting a team together, setting the difficulty slider and running random missions for exp.
    Open world missions are still going to be faster for exp, so its not like people will be power leveling with citizen missions. The way i see it citizen missions are not being fully utilized because they are so inconvenient to find and get. Since every one is complaining about wanting more content and alternate ways to level, why don't we stop sitting on this underused citizen content and make it readily available. you can still get them the old fashioned way and more than likely, citizen missions will be superseded by alerts, neighborhood events, and zone events any way.

    I fail to see where the actual problem with this idea is, maybe you could explain?
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited January 2012
    I've noticed a couple of changes with yesterday's build. They made it so you have to train your SS in order to claim your beginners gear box (good change, and less confusing). They removed the Roxstar mission/mobs as it was mentioned by Robo. Also one bug (maybe intended):

    Bug: Both Cursed and Scourge AT are missing from the AT selection screen

    Edit: Also noticed that the cutscenes now can be seen separately by topic and the starter box thing, now has an actual icon. Besides that I don't notice any other changes on last night patch.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited January 2012
    Bug:

    New Crime Computer

    In the old crime computer, each contact had the zone they reside in in brackets next to their name. The new crime computer only lists the contacts name but does not indicate the zone they are located in. This makes it harder to focus on missions that are close to you.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited January 2012
    SeraphyG wrote:
    Bug: The ToyMaster has had a shave. His dialogue box picture has not.

    Lol actually that bug its quite particular (at least on my side) if you zoom out he looks like he's shaved, but if you look closer (just move the camera close enough) the mustacho magically reappears.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited January 2012
    Lol actually that bug its quite particular (at least on my side) if you zoom out he looks like he's shaved, but if you look closer (just move the camera close enough) the mustacho magically reappears.

    Quick, call Sherlock Holmes. (or at a pinch, Jonathan Creek) - Its the case of the disappearing, reappearing facial hair.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited January 2012
    Lol actually that bug its quite particular (at least on my side) if you zoom out he looks like he's shaved, but if you look closer (just move the camera close enough) the mustacho magically reappears.

    I noticed that was also happening with the new Frank Zaretti model too. They gave him a pimp-like beard on the character picture that doesn't show up on his model.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited January 2012
    Wield Earth (while in melee range) has the melee Strength bonus all melee powers have. :)

    Does it have the taunt as well??
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited January 2012
    Bug: changing emanation point for wield earth doesn't change the emanation point when using Mountain Archetype.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited January 2012
    Stone Shroud doesn't hue shift correctly.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited January 2012
    Sigma7 wrote:
    The whole point of this idea is that they are endlessly repeatable.

    AFAIK, the Civilian Missions aren't endlessly repeatable. There's only 10ish or so available every other level (so 10 in a 2 level timespan, seems to reset on the odd levels) until some level range of which I've forgotten.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited January 2012
    Overall I like the idea of the tutorial videos and I believe someone else mentioned that the video on Stats and Gear should include an added leveling component. On a broader scale, the male trainer seems to be rushing through the lines, it may be better slowed slightly so that the dialog is clearer.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited January 2012
    I found a bug where the knockdown of Fissure does NOT proc the Aggressor toggle most uncool for my HW/Earth build.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited January 2012
    Bug: The Knock-to component of Upheaval w/ Expansive Terrain does not appear to work (VS dummys - not tested yet in real world combat)

    Now tested outside PH. Knock to component of this power does not work.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited January 2012
    Bug:

    If you put a head inside a bubble and have Cursed/Scourge Eyes, they won't appear unless you pan the camera downward.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited January 2012
    Bug: Mission Tracker will not stay closed. it re-opens when ever you zone, end a cut-seen, re-spawn after death and leave the Tailor
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited January 2012
    The various timers on the duel arenas are -extremely- annoying. If you're going to keep them there, can we have other areas of the powerhouse opened up so we can test our builds in duels without having to worry about hurrying back as quickly as possible?
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited January 2012
    The various timers on the duel arenas are -extremely- annoying. If you're going to keep them there, can we have other areas of the powerhouse opened up so we can test our builds in duels without having to worry about hurrying back as quickly as possible?

    The timers are only turned on if you are in the Arena without dueling for too long. If you are fighting, it doesn't kick you out.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited January 2012
    Roxstar wrote:


    Does it have the taunt as well??

    I'll wager it doesn't. I think it's meant to suit people that want to play it either ranged or melee, and the taunt might make things bothersome for the former.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited January 2012
    Bug:

    The "Robot eye" costume piece (listed under eye accessories) warps into the characters face on the lower left side when the character moves its head as if the lower left side of the costume piece is connected to the wrong part of the characters skeleton. (this makes the costume piece unusable)

    Reproduce this by selecting the "robot eye" eye accessory on any character that is not wearing a helmet.
    Note: "robot eye" functions normally with helmets but warps badly when used with any thing under [full mask] category or [heads and hair] categories.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited January 2012
    Sigma7 wrote:
    Bug:

    The "Robot eye" costume piece (listed under eye accessories) warps into the characters face on the lower left side when the character moves its head as if the lower left side of the costume piece is connected to the wrong part of the characters skeleton. (this makes the costume piece unusable)

    Reproduce this by selecting the "robot eye" eye accessory on any character that is not wearing a helmet.
    Note: "robot eye" functions normally with helmets but warps badly when used with any thing under [full mask] category or [heads and hair] categories.

    Quick question... this happens on live as well?? or its just a PTS issue??
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited January 2012
    Quick question... this happens on live as well?? or its just a PTS issue??

    It is live and has been broken since launch. I just figured that now was as good a time as any to bring it up considering that the costume creator is being worked on.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited January 2012
    Sigma7 wrote:
    It is live and has been broken since launch. I just figured that now was as good a time as any to bring it up considering that the costume creator is being worked on.

    Okay, then if you don't mind, ill add this bug to the list on this thread. I am kinda hoping as well that they will read that thread and fix most of the bugs.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited January 2012
    Bug: Mission Tracker will not stay closed. it re-opens when ever you zone, end a cut-seen, re-spawn after death and leave the Tailor

    This has been true since the new mini-map was introduced..and it's annoying. Please fix. Please.


    -Bug: Mini-map: On random toons(more than half of my 26 toons) you can set the [] "Show Mini-map Buttons Only on Mouse over" and it will reset to "Always Show Mini-Map Buttons" everytime you zone, die, or see a cutscene. This bug has been true since the mini-map release.

    -Bug: Lava Arena: You cannot go down the ramps and such because of the invisible floor.

    -Bug: Wrestling Arena: Toons walk roughly 2f in the air when not in the ring. Also, the chairs are really tiny.

    -Bug: Arena: The reflective walls on the sides....do not cast toon reflections. Well, unless we're all vampires. :D


    Also, thank you for putting in the "Show Player Role Icons with Name" Option...because those things are hideous.

    Edit: Bug: Rainbow Scripts no longer work on PTS. It just spams your screen with "Unknown command "hue" ."
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited January 2012
    Possible bug: tried to make a nemesis on PTS and it crashed the UI. Had to relog to get it back. Is nemesis not hooked up on PTS or is this a concern?
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited January 2012
    General remarks on the Mountain AT. I played to level 12. It is very fun to play and almost overpowered on "normal". I didn't have any problems taking down anyone and it took a huge mob to defeat the AP. One issue. I do not know if it is my computer or not, but the animations were a bit glitchy. I kept getting a double stomp or a double clap when I was using the two charge up powers accessible at this level. One stomp/clap mid-charge with no activation of the power and then the end stomp/clap, causing rocks to explode from the ground or floating boulders to smash together.

    Another animation glitch that I couldn't get to reoccur--thus it may have been my computer. At one point, the tiny rock debris would not stop bouncing. This lasted for several minutes and was quite amusing.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited January 2012
    Possible bug: tried to make a nemesis on PTS and it crashed the UI. Had to relog to get it back. Is nemesis not hooked up on PTS or is this a concern?

    Yeah I noticed this with the last patch, hopefully it's intentional. If not this needs to be fixed as a priority.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited January 2012
    BUG(?): There are no training dummies in the dummy room of the new Powerhouse in the Vibora Bay powerhouse.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited January 2012
    Bug: There's no "Crest Thick" on top accessories for males (assuming both genders get the same stuff at this moment on the PTS)
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited January 2012
    BUG(?): There are no training dummies in the dummy room of the new Powerhouse in the Vibora Bay powerhouse.

    I got this same issue in the MI powerhouse.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited January 2012
    Please Change Poe's face. He looks like a sandman ripoff. A bad one. Love the new guns
    and how he fights with them. I can even get behind the darkness
    powers if you explain where he gets his powers. His voice and his looks don't match at all
    though.

    I don't even mind the suit. I kinda like it. However, please Ditch the gas mask.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited January 2012
    Nexus wrote:
    Please Change Poe's face. He looks like a sandman ripoff. A bad one. Love the new guns
    and how he fights with them. I can even get behind the darkness
    powers if you explain where he gets his powers. His voice and his looks don't match at all
    though.

    I don't even mind the suit. I kinda like it. However, please Ditch the gas mask.

    The Darkness stuff actually sorta makes sense for him if you think for a moment who he shares a name in common with.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited January 2012
    Nexus wrote:
    Please Change Poe's face. He looks like a sandman ripoff. A bad one. Love the new guns
    and how he fights with them. I can even get behind the darkness
    powers if you explain where he gets his powers. His voice and his looks don't match at all
    though.

    I don't even mind the suit. I kinda like it. However, please Ditch the gas mask.

    I don't think it's really Poe. I think it's an impostor. Notice how you don't get the "Defeat Kevin Poe" perk anymore?
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited January 2012
    From the Free Forums:
    Xavori wrote:
    I know I'm at risk of starting to sound a lot negative after the way I tore up the Unleashed AT, but..

    1. There is no energy passive. This is a huge, huge problem for any set.

    2. There is no slotted passive in set or even in category for offense. Unstoppable is melee, and most of earth is not. You can take Storm Bringer from Wind, or Kinetic Manipulation from Force, but that creates problems early on for a build.

    3. The powers are much lower DPS wise. A good example is Hurricane versus Quicksand. Bother are PBAoE powers. Both having built-in control effects. Of course, for a ranged squishy toon, Hurricane's repel away w/ knock is way better than repel towards. The almost 80% better DPS is just gravy on top of that.

    4. There is no spike power. That means this set will have problems with any enemy that uses shielding or invulnerability.

    I spent a bunch of time trying stuff out because I really, really want an Earth toon. And even with these problems, I'll prolly build one anyway. After all, I do have a level 40 telepath and a level 40 archer, and those sets are much worse than where Earth is now.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited January 2012
    Inertial wrote:
    I got this same issue in the MI powerhouse.

    It looks like no powerhouse other than Millennium City has test dummies inside.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited January 2012
    I don't think it's really Poe. I think it's an impostor. Notice how you don't get the "Defeat Kevin Poe" perk anymore?

    Could be. Or it might just be an entirely new entity ID that hasn't been hooked up into the perk yet.

    If this patch is supposed to go live later this week, I do hope we see a huge round of bug fixes. Otherwise it's going to be a mess...
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