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PTS Update FC_26_20120309_1641

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  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited March 2012
    Question. Where would be the motivation to go farm gear in the first place if I'm already wearing gear that beats or is the equivalent to what drops? None at all. People farm for gear to UPGRADE their gear, at least, thats the common reason. And with people getting free blues and stuff, people would not want to farm gear at all really.
    .

    This is the PTS, gear (free from a vendor or picked up as drops) are not a motivation at all. Gear is a tool on the PTS, it serves the prupose of allowing one to test properly. Depriving players of the tools they need in order to test content isnt a good idea.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited March 2012
    Bug: Alert Window Join Disappears after engaging

    The join window disappears after pushing the join button so not giving any idea of who has clicked join for ready or how much time is left before the Alert is engaged.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited March 2012
    Except they are not exactly deprived of that tool. There is someone that can give them gear. Its up to them to use the tools provided. When given an axe, use it, do not complain that its not good enough and demand a chainsaw. One bird in hand is worth more than five in flight.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited March 2012
    Silverspar wrote:
    Bug: Alert Window Join Disappears after engaging

    The join window disappears after pushing the join button so not giving any idea of who has clicked join for ready or how much time is left before the Alert is engaged.

    I noticed if you open the que window (the one on the mini map fist marker) it has it there counting down but if you hit join it tells you your not in the roster or something like that.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited March 2012
    Yup, the heal is added functionality to the Sigils, not a replacement. Important to note, however, that the build picked up the percentage based healing I was experimenting with and it will not have that for launch (it will have regular healing).

    I'm also very curious how the new Sigils (and new Circle) perform in solo and group settings.

    I haven't had a chance to test it but the % heal sounds pretty sexy... sad that it won't stay. What will the intended flat heal be? Will it adjust with Pre?
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited March 2012
    Bite while flying has no animation.

    Alerts auto-sidekick to level 30.

    Thugs mobs (Deadman Walkin) master villains are named Master Villain Default.

    Soul Siphon alert w/ Nocturne played the victory cutscene when she was at about 2/3 health.

    Crowd Control resist on defensive primary items appears to not work against knocks.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited March 2012
    Falchoin wrote:

    Crowd Control resist on defensive primary items appears to not work against knocks.

    I thought this was intended.. if not yes please.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited March 2012
    Jaybezz wrote:
    I thought this was intended.. if not yes please.
    If CC resist on primary defenses not including knocks is intended then STR is an extremely valuable stat since knock resistance can only be gained via STR since none of the new gear would have it.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited March 2012
    some specializations too but you raise a good point.

    also

    BUG:

    All fire effects on my computer look extremely pixelated. Not the Pyre's themselves but the part of them that interacts with object. or character Setting up at max settings and 1920by1200 resolution. Does not happen on live but does in PTS.. restarted, repatched, and still there. Was much MORE noticable when lighting was see through (stars and powerhouse glow) but now it's subtle but still there.

    edit: its also happening on dust effects like the one on tunneling

  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited March 2012
    Except they are not exactly deprived of that tool. There is someone that can give them gear. Its up to them to use the tools provided. When given an axe, use it, do not complain that its not good enough and demand a chainsaw. One bird in hand is worth more than five in flight.

    If the posts you are objecting to were the typical entitlement posts that are all over on myriad gaming forums, all in reference to live servers, I'd agree. However, what I read is that people are not willing to farm on the PTS to act as unpaid QA for the devs. Want to bet that if Cryptic has any in-house QA, they don't have to farm the gear to then be able to test things?
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited March 2012
    Beldin2 wrote:
    Bug :
    Item Modification
    Whenever i try to put an Enhancement into a slot i just get the message : unknown command "entCmd_GemItem"

    Yep, same for me and same error message. I got one that already had a mod in it, I was able to take it out but could not put it back in. I wish they would give us a working PTS build instead of this piecemeal stuff.

    Have ALL the specialization stuff working with everything implemented then bring out the item stuff with everything working. That's how it should have been but hey...I dont work for Cryptic and I guess they have other deadlines...seems inefficient to me though.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited March 2012
    wolfboy1 wrote:
    Yep, same for me and same error message. I got one that already had a mod in it, I was able to take it out but could not put it back in. I wish they would give us a working PTS build instead of this piecemeal stuff.

    Have ALL the specialization stuff working with everything implemented then bring out the item stuff with everything working. That's how it should have been but hey...I dont work for Cryptic and I guess they have other deadlines...seems inefficient to me though.

    However, in that case we'd still be twiddling our thumbs with the old system in place at PTS. I'm not saying that would necessarily be a bad thing in itself, but it would certainly mean pushing the release date back by a month or two (which of course might be in order even now).

    I do think it's not a bad decision to show on PTS the earlier stages of the development - and it's necessary if player comments are to be allowed to influence the final product. This kind of massive change would be too bulky to modify after it's put complitely in place. Also there's been major bugs and problems that have already been caught - which also obviously wouldn't have happened if the system was not out for testing.

    Certainly it would have been possible to do the whole development behind closed doors, and then just reveal the final product - but obviously Cryptic has picked a more open kind of method.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited March 2012
    Mission "Special Report" Tells you to report to Julie Morgan, but talking to her does not complete the mission, there is no waypoint listed for the mission.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited March 2012
    Bug: Unable to turn in Alert: Red Winter

    The mission keeps saying the inventory is full. My assumption on this part is those of us that decided to fill our packs with recognition gimme tokens ended up flooding the back end, and despite the actual value is less than 1000 cap that it is suppose to be, the system still thinks we have 1000 local recognition.



    Bug: Any Alert requiring to do an Alert 3 times to complete is completing is just 1

    I took both the Smash and the Grab Alert missions and completed them both with only having played one of either type of Alert type. They say it requires 3 of those types of Alerts to complete. So that was an easy 2000 questionite ore each.



    QOL: Rewards with variable amounts do not list the amount

    Reward items that have a varying amount besides 1 of that item do not list how much of said item is given. For instance, the questionite ore rewards for the Alerts and Adventure Packs do not say much much is given, nor does the Red Winter Alert list how much recognition is given.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited March 2012
    I Didn't read all of the topic so I don't know if this has been answered yet.
    Will we be able to fuse the same items together like 2 rings of Takofanes.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited March 2012
    tariq10 wrote:
    I Didn't read all of the topic so I don't know if this has been answered yet.
    Will we be able to fuse the same items together like 2 rings of Takofanes.

    No.Fusion is for mods only. So no, you aren't going to be able to take your ill gotten acclaim gear to make super gear with.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited March 2012
    Changing all your power colors at once removes learned specializations.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited March 2012
    BUG:
    defense is always shown as 0, so no chance to test if any defense enhancing specializations work at all
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited March 2012
    Ryko_Nailo wrote:
    Useless info time! While this isnt the cheapest possible retcon its pretty darn close but the price to completely wipe the slate at 40 was 1048g 48n 21l and took about 10 minutes mashing left click and space bar...... Can we get this retcon system reworked soon?

    Nice Idea, I was thinking something similar to this, we cld like checklist which powers and advantages we want to retcon instead of wasting needless money on other powers and talents we want to keep e.g. Say Ego Blast was one of your powers and you wanted to remove Accelerated Metabolism you would go to retcon menu and select Ego Blast power and then a drop down menu of all different advantages/ ranks purchased would show up for that power then you pick which one(s) you want to remove, but the lower on the menu it is the more it costs

    le example:

    Ego Blast

    Rank 3 - 8G 67N 13L

    Rank 2 - 10G 97N 10L

    Accelerated Metabolism - 13G 54N 73L

    Something like that maybe?!
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited March 2012
    Nice Idea, I was thinking something similar to this, we cld like checklist which powers and advantages we want to retcon instead of wasting needless money on other powers and talents we want to keep e.g. Say Ego Blast was one of your powers and you wanted to remove Accelerated Metabolism you would go to retcon menu and select Ego Blast power and then a drop down menu of all different advantages/ ranks purchased would show up for that power then you pick which one(s) you want to remove, but the lower on the menu it is the more it costs

    le example:

    Ego Blast

    Rank 3 - 8G 67N 13L

    Rank 2 - 10G 97N 10L

    Accelerated Metabolism - 13G 54N 73L

    Something like that maybe?!

    I vaguely remember a dev saying that this couldn't be done because of power progression and tiers. If you take out a tier 0 power that would allow you access to a tier 1 power, for example, it would screw with your build from there.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited March 2012
    TacoBomber wrote:
    I vaguely remember a dev saying that this couldn't be done because of power progression and tiers. If you take out a tier 0 power that would allow you access to a tier 1 power, for example, it would screw with your build from there.

    Yeah .. and now they even build the new tree also into that mess, so that we now have to pay what at the end ?
    Maybe 2000 or even 4000g for a total retcon with 31 more thing to remove ?
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited March 2012
    Beldin2 wrote:
    Yeah .. and now they even build the new tree also into that mess, so that we now have to pay what at the end ?
    Maybe 2000 or even 4000g for a total retcon with 31 more thing to remove ?
    Last I checked the Trees were free to remove... Has this changed?
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited March 2012
    Bug: Overpower from Strength tree doesn't seem to be adding to my critical chance. Despite the tooltip stating I've gained a 7.6% increase from ranking it, the extra chance doesn't show up on my character sheet and I don't notice any appreciable difference in how often I score a critical strike. I've retconned and ranked the spec several times and had the same result. Is it not intended to be shown on the character sheet?
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited March 2012
    Last I checked the Trees were free to remove... Has this changed?

    Only the Superstat Tree looses all points if you just remove one point, all the higher skills must be removed
    one by one.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited March 2012
    P0t3mk1n wrote:
    Bug: Overpower from Strength tree doesn't seem to be adding to my critical chance. Despite the tooltip stating I've gained a 7.6% increase from ranking it, the extra chance doesn't show up on my character sheet and I don't notice any appreciable difference in how often I score a critical strike. I've retconned and ranked the spec several times and had the same result. Is it not intended to be shown on the character sheet?

    It only adds to melee crit chance and therefore doesn't show on the character sheet.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited March 2012
    Beldin2 wrote:
    Only the Superstat Tree looses all points if you just remove one point, all the higher skills must be removed
    one by one.
    That's not what I was talking about, I was saying that last I checked they didn't cost anything to remove, hence they will not inflate prices as such (I think, maybe they still do...)
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited March 2012
    That's not what I was talking about, I was saying that last I checked they didn't cost anything to remove, hence they will not inflate prices as such (I think, maybe they still do...)

    Hm .. i just speced the initial tree outside the PH and when i wanted to remove it i saw it costed money.
    After that i only played around in the PH were it was free of course, and didn't checked again what happens
    when i leave the PH.

    [edit]
    OK .. now i've checked it ... the "good" thing is, they only cost 4,79g each to remove them. And even if they
    were free .. we still have the hassle to remove them all first if we want to retcon a "normal" power.

    retcon-pts.jpg
    [/edit]
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited March 2012
    Not Sure if this is a bug or a change that we were not told about:
    BUG: Eye Beam generate energy. Well, my eye beam on a toon that has Con/Ego/End as her super stats, no gear (shes naked in gear), and no specializations, her Eye Beam costs her -0.14 energy initially and -0.1 energy per one sec. And with specializations, it costs -0.16 energy initially and -0.11 energy per sec. This is at level 20.

    Now, on the flip side, if that was an intentional change...than I won't complain. But...I doubt it was. I need to get gear to determine if this was a good or bad thing.

    Also:
    Dropping the main Mission for Serpent Lantern does not drop any other of the Serpent Lantern missions. For example, it will not drop the Bunker mission.

    I'm pretty sure that missions that are linked to each other should be dropped. Kinda like how the two Jump Start hero missions are dropped at the same time if you drop the one that requires you to speak to defender.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited March 2012
    Not Sure if this is a bug or a change that we were not told about:
    BUG: Eye Beam generate energy. Well, my eye beam on a toon that has Con/Ego/End as her super stats, no gear (shes naked in gear), and no specializations, her Eye Beam costs her -0.14 energy initially and -0.1 energy per one sec. And with specializations, it costs -0.16 energy initially and -0.11 energy per sec. This is at level 20.

    Now, on the flip side, if that was an intentional change...than I won't complain. But...I doubt it was. I need to get gear to determine if this was a good or bad thing.

    Eyebeams have always cost negative energy, since release. It still inflates your power costs for other toggles when toggled on though. I suspect it was meant to be a sort of "free toggle" after getting its post-beta "nerf mace to the head", but it's actually not in practice.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited March 2012
    Dropping the main Mission for Serpent Lantern does not drop any other of the Serpent Lantern missions. For example, it will not drop the Bunker mission.

    I'm pretty sure that missions that are linked to each other should be dropped. Kinda like how the two Jump Start hero missions are dropped at the same time if you drop the one that requires you to speak to defender.

    Would how ever be nice if that works as intended and you don't have to have 2 missions in your journal
    if you just want to farm Freon :D
    If Freon farming is still required / good after the patch of course :o
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited March 2012
    Bug

    Nemesis Mission Hot off the Wire Nemesis and minion conversation do not activate during the cutscene as normal, instead playing after the cutscene when the minions are supposed to attack the player, this breaks the mission.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited March 2012
    Ordanance Trainer is innaccessible. In addition the new 'Let's Roll' Mission points me towards the Vipers Nest in Downtown MC
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited March 2012
    Eyebeams have always cost negative energy, since release. It still inflates your power costs for other toggles when toggled on though. I suspect it was meant to be a sort of "free toggle" after getting its post-beta "nerf mace to the head", but it's actually not in practice.

    Odd I could have sworn at one point they actually cost energy to use.
    Beldin2 wrote:
    Would how ever be nice if that works as intended and you don't have to have 2 missions in your journal
    if you just want to farm Freon :D
    If Freon farming is still required / good after the patch of course :o

    Totally agree!
    Ordanance Trainer is innaccessible. In addition the new 'Let's Roll' Mission points me towards the Vipers Nest in Downtown MC

    Not a bug. Crafting has been removed for the most part. So trainers no long have anything to train.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited March 2012
    BUG:

    Using Debugger to max level does not open 6 build slots.


    This is important to my testing (time saving) not to mention my main toon with 5 passives.

    Using Rocket Jump after any self root power like quicksand causes mightly leap animation on travel power instead of Rocket Jump.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited March 2012
    Jaybezz wrote:
    BUG:

    Using Debugger to max level does not open 6 build slots.


    This is important to my testing (time saving) not to mention my main toon with 5 passives.

    To get all six slots you have to level to 18, than 20, than 25, than 30, than 35, than lastly 40. Doing it that way might take a few more seconds, but it unlocks all six build slots.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited March 2012
    To get all six slots you have to level to 18...

    you lost me at "level"

    Bug:

    Switching Instances forces on my slotted passive, even when i've purposefully unslotted it.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited March 2012
    Jaybezz wrote:
    you lost me at "level"

    Bug:

    Switching Instances forces on my slotted passive, even when i've purposefully unslotted it.

    let me see if I can post a step by step guide:

    step one: go to the bug guy, select level 18, upon attaining level 10, you should get a character slot.

    Step 2 to whatever, repeat the above steps for levels 18 and up, you will get all your build slots.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited March 2012
    General Notes: End or Rec spec trees are greatly outshined by INT spec tree for those who want energy maintenince. I'd take the best in INT tree (penetration and revitalize.. assuming u fix the bug in "expertise") and put them in either REC or END tree..

    This may be a bit early to call since not all skills are implimented yet, but the general feeling I keep getting is "don't get Rec" even when i WANT to try rec.. it's just never worth it. END maybe more so for offensive force builds... in either of these adding +Cooldown Redux or + Cost Redux will help them compete with INT which gives both. I find the heals in both END and REC to be "not enough" even on a Rec/Pre or End/Pre toon
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited March 2012
    Jaybezz wrote:
    General Notes: End or Rec spec trees are greatly outshined by INT spec tree for those who want energy maintenince. I'd take the best in INT tree (penetration and revitalize.. assuming u fix the bug in "expertise") and put them in either REC or END tree..

    This may be a bit early to call since not all skills are implimented yet, but the general feeling I keep getting is "don't get Rec" even when i WANT to try rec.. it's just never worth it. END maybe more so for offensive force builds... in either of these adding +Cooldown Redux or + Cost Redux will help them compete with INT which gives both. I find the heals in both END and REC to be "not enough" even on a Rec/Pre or End/Pre toon

    heh i see expertise pointed out already :D, i was wondering if it was expertise bugged or the other specialization that decreases recharge time of AO's, cause every time i used an AO it's recharge time got permamently shorter and left the lingering effect of its bonus, like i used ego surge so i was able to get 100% crit chance after using AO just from the after effect damage was also increasing slightly after every use of the power.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited March 2012
    hraughr wrote:
    heh i see expertise pointed out already :D, i was wondering if it was expertise bugged or the other specialization that decreases recharge time of AO's, cause every time i used an AO it's recharge time got permamently shorter and left the lingering effect of its bonus, like i used ego surge so i was able to get 100% crit chance after using AO just from the after effect damage was also increasing slightly after every use of the power.

    The bug with Expertise shortens the coolowns of ALL powers, as well as reduces their energy costs to absurd levels, actually. I detailed it awhile back, hoping it gets fixed up with the next patch.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited March 2012
    advantage on burning chi fist does not change color with color with the power.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited March 2012
    Bug: Activating Chest Beam cancels Wrist Bolters with Automated Assault.

    Bug: Wrist Bolters with Automated Assault use the old animation while acting as a toggle. (while other toggles are on)
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited March 2012
    Jaybezz wrote:
    General Notes: End or Rec spec trees are greatly outshined by INT spec tree for those who want energy maintenince. I'd take the best in INT tree (penetration and revitalize.. assuming u fix the bug in "expertise") and put them in either REC or END tree..

    This may be a bit early to call since not all skills are implimented yet, but the general feeling I keep getting is "don't get Rec" even when i WANT to try rec.. it's just never worth it. END maybe more so for offensive force builds... in either of these adding +Cooldown Redux or + Cost Redux will help them compete with INT which gives both. I find the heals in both END and REC to be "not enough" even on a Rec/Pre or End/Pre toon

    Here's an idea. Have a rec specialization that makes immune (or pseudo immune) to heal debuffs. And an end specialization that increases your energy regen rate. Oh, and I think that revitalize from the int tree should probably be a at second reduction as opposed to % based. Just my opinion.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited March 2012
    Bug: Gatling Gun's cylinder of effect is scewed to the right.

    Where it happens: I have only tried this power in MC westside.

    What happens: When I fire Gatling Gun at a target, mobs and objects are hit as if the targeted mob is the left side of the 3ft cylinder. so things just a bit to the left are missed, but things much farther to the right are hit.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited March 2012
    me_less wrote:
    Here's an idea. Have a rec specialization that makes immune (or pseudo immune) to heal debuffs. And an end specialization that increases your energy regen rate. Oh, and I think that revitalize from the int tree should probably be a at second reduction as opposed to % based. Just my opinion.

    LOVELY idea.. being heal debuffed is what killed regen in the first place. regen + recovery SS could bring some desperately needed life back to the power.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited March 2012
    Specializations ought to be accessible by talking to a Trainer in the Power House, not just by pulling up the Powers display. It's similar to how you used to be required to manually slot a blocking power: blocking powers were definitely available for people who understood what was going on, but new and casual players would have trouble getting them to work. Likewise, putting Specializations where they are without also having a powerhouse trainer link to them is going to leave players wondering about how to go about this Specializations business that they're hearing so much about but can't seem to find.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited March 2012
    Dataweaver wrote:
    Specializations ought to be accessible by talking to a Trainer in the Power House, not just by pulling up the Powers display. It's similar to how you used to be required to manually slot a blocking power: blocking powers were definitely available for people who understood what was going on, but new and casual players would have trouble getting them to work. Likewise, putting Specializations where they are without also having a powerhouse trainer link to them is going to leave players wondering about how to go about this Specializations business that they're hearing so much about but can't seem to find.
    I am very sure some sort of tutorial will be in place when the patch hits.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited March 2012
    Yes; but it would be just as easy to add the link that I'm suggesting as it would be to make a tutorial. And they aren't mutually exclusive, either.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited March 2012
    Has there been discussion to when these specialization points hit the character per level? I haven't tested it, but it almost seems like you want a full dump after the tutorial.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited March 2012
    Jaybezz wrote:
    Has there been discussion to when these specialization points hit the character per level? I haven't tested it, but it almost seems like you want a full dump after the tutorial.
    Given that they hit at level 10 and you get 31, it's probably one per level and an extra one at some level.
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