PTS update FC.26.20120326a.3
This build is scheduled to hit PTS by 11:30pm PST
As promised, here's the second update for the week!
Today, we present to you the new and improved Fusion and Modification UI.
Respective windows have been reconfigured to read better, and we've put in work to make these features - and their functions - more accessible and easier to understand.
I other words, if the UI flow for this system is still confusing to players, we want to know!
Also making it into this build is the updated Questionite store - give it a whirl!
Thank you all for taking the time to playtest these updates and forwarding your feedback to us - we appreciate, and value your contributions
Please format any bugs you find in the following format:Bug
Where it happens
What happens*Notes in green are changes/fixes introduced in build FC.26.20120326a.4
UI:
- New and improved Fusion and Item Modification UI flow!
- UI updates to Fusion, Modification and inventory windows.
- Added new vertical tab widgets to inventory bag to indicate modifiable items.
- Added placeholder icons to inventory bag borders to denote different item types (mod, fusion, etc)
- Improvements to the Alerts window
- Added new sound FX to the Alerts window
- Updated the Questionite vendor UI.
- Added a new option in the mini-map settings: "Never show mini-map buttons"
- Moved the zoom in/zoom out buttons to the bottom-center of the mini-map. they are now affected by the mini-map buttons settings.
- Moved the Champions main menu button to the upper-left corner of the mini-map. It is no longer affected by the mini-map buttons settings.
- Moved the mini-map settings button to the lower-right corner of the mini-map.
Content:
- Fixed issue where some critters would not agro.
- Vendors! Vendors and critters with vendor costumes are now in place.
- Vendors! They also have proper costumes in zones other than MIL now.
- Some of the stores have been moved around from where they were before (within the same general area)
- Bag, Recognition and Questionite Vendors are now in place with proper costumes and names. "
- Tutorial: New intro flyover
- It should no longer be possible to purchase costume unlocks from Recognition vendors more than once.
- Krim Crown Coda quest rewards now have icons and are properly equippable at any level.
- Recognition and Questionite costumes are now bind on pickup and will delete after use.
- Alerts: now in proper journal category
- To Sealab: adjusted the patrol of the escort so that it does not get hung up on rocks as easily."
Specializations:
- All Stat Specialization skills should now have accurate tooltips.
Alerts:
- Alerts:Fixed a bug that would cause both versions of the Dockside Fight to run simultaneously, so you could win one and fail the other
- Adjusted Draconis' difficulty
Known Issues:
- Vendor/Store UI is still a work-in-progress.
Comments
Holy hell, please fix the UI for the BAGS.
This^
When I saw...
...I thought, they'd reverted the inventory windows. But nope, still the same.
Now... where's a good spot to grind for moddable upgrades to test the fusion stuff (only found one so far, don't remember where and its already used)
Could you perhaps consider adding 'give mods', 'give questionite' and 'give tokens' options for the debugger? I think that might give a more realistic opportunity to test vendors and their products, than to try and grind out five months worth of stuff on disposable characters, overnight.
That is, in case you're looking for us to actually test different options and ways the system works, instead of just taking a look at the windows and saying 'it looks shiny'.
I guess it really depends on waht you feel the role of PTS is in this development cycle. If you want to hear comments on what the first few hours of player experience will be on the new system, then it works fine as is. If you want us to try to weed out bugs from a bit deeper in the system, then we're going to need tools that don't exist on live - beyond just being able to level the character to 40, and get base greens from debugger. In other words, we'll need tools to test the content we're supposed to test. If it's the vendors/fuse/mod system, then we'll need a way to get sufficient resources for more extensive testing.
In either case, glad to see things starting to take shape. I hope we'll have a chance to give the final release candidate a spin for at least a few days, when the time eventually comes it'll await deployment.
Umm, nothing wrong with the bag UI to begin with. But on that point, umm, you know the patch still hasn't gone out yet, and won't for a few hours right?
You are one of the very few posters that seems to think that.
Oops, my bad. Its already 8 PM where I am... forgot to account for time zone differences
Aftershock level 3 Army of Horrors
The fully loaded (with Chaos Energy) Osprey only kills 2 of the Nightmare Demolishers maybe a few other things but there was a lot left for Ripper and I to kill.
gratuitous screeny showing that only 6 units in the army of horrors have been duffed up, this suggests that the Osprey only took out 2 x Nightmare Demolishers I had already killed 4 trash mobs before activating the ospreys autopilot.
http://i43.tinypic.com/102s0zn.jpg
Doh wrong update
You mean not apart of the same pool of people that keep posting over and over about the bag
Find me a post that isn't by you that's actually in support of the new ginormo-huge bags. I dare you. Perhaps even a double-dog dare.
I think you'll be pleasantly surprised
I didn't have a problem with the big bag UI so i didn't bother posting about it. I think people are more likely to post about things they don't like / want changed than things they are content with.:cool:
\o/ \o/ \o/
This point is valid, I agree. Part of why, if you're in the developer's shoes, you need to not let criticism make you want to throw in the towel and realize that praise is worth double.
Which is why I specifically said "in support of". People that actually like the ginormous bags as an improvement over Live (like Silverspar seems to think they are). Not the people who really don't care either way (which is how I'm reading both of your responses).
You mean the same pool that believes 40% of CO does ntohing but PvP? :rolleyes:
There's plenty of people on PTS that believe PvP is the root of all evil and should be removed from the game. I'd wager even they still hate the new bags, or are at best indifferent to them.
Why, otherwise, would the Devs be showing off all the shiny new icons and not also show off the new bags?
Is it because maybe they've realized that drastically increasing the amount of space the UI takes up (without adding any new functionality tied to/requiring the new size) is a bad idea, perhaps?
*grabs popcorn in anticipation of the coming derailment and back and forth*
This^
Sorry for bringing it up but we're here to report bugs and give feedback on the patch, not derail the thread arguing amount the merits of bag sizes that aren't even in yet. My bad for not realizing the patch wasn't in yet when I brought up the bag sizes (should have known my game patched too quick).
*goes back to waiting for the new patch*
you always say that.:D This^;)
The more i argue on the forums the more i realize how useless it is.
Also, the bags have been "fixed" so im not sure why people are still talking about them.
/shrug
It is now @ 11:30pm.
Thanks!
Hold Resistance counts as a DEBUFF instead of a Buff (on the second row of UI where all the other debuffs go). Please revise and make it a buff..
also..
Celestial Cleansing when used offensively is not removing any buff from the enemy... don't think I forgot. I keep track of even empty promises..
any word on your hold/ crowd control review?
*whistles* Wow that is late on the EST crowd including myself. Not complaining at all mind you but wow lol. Well if I can I will hop on.
I started doing that at some point on these forums after I saw other people doing occasionally... I blame the forums
Sometimes arguing may serve a purpose, I suppose. I just figured we shouldn't clutter the official thread were the Dev's get the feedback on the PTS patches with drawout out of topic arguments. And yeah.. the bags are getting fixed so moot point/dead issue
Ahh, that would be 3:30 AM for me. It'll have to wait for tomorrow... Thanks for the update anyways
Might be nice to know for my main.
And this is why I barely read, let alone post, in these forums anymore. The inmates have very clearly taken over the asylum, and I simply do not have the tolerance for it anymore.
I'm not certain I understand this, is that "no" a "not" or "now" ? If it's "now" then please make them BoE not BoP. Items are bad as BoP but costume unlocks as BoP are a horrible idea (unless you make it so that Recognition and Questionite can be traded among players and ESPECIALLY among alts).
Well, a few things at least how I'm figuring how it'll work:
1) All costume unlocks will be account unlocks, so it doesn't really matter if they're BoP or not. But I'm guessing they will be.
Why? Based on this in the topic thread:
Implies they can't be shared because you won't be able to buy them more than once (once unlocked anyway).
2) Questionite will not be tradeable at all short of through the Dilithium...er, Questionite Exchange. At least based on how STO works. Once you've refined Dilithium, you can sell it for C-Store points (for some variable price based on how popular it's selling), but I've heard that 200ish Dilithium to 1 C-Store point (yes, 1) was a decent trade back in the day on STO.
But I have not been on STO in a while, so don't quote me on that price.
What I was aiming at is the possibility to buy/obtain those costume pieces through other means except Questionite/Recognition such as G's. If what you said is true then G's will become almost pointless. In fact except for Retcons and costume changes I don't see G's being used for anything anymore. You know I was looking forward to this update but the more I look at it the more of a pita it seems to be. I refuse to run SL 30 times to be able to buy a costume piece. Bah I'd rather buy the sets than farm for that long.
Also, resources can be used to pull slotted mods out of gear. Not to mention the totally amazing number of mods it takes to make the rank 9 mods you'll likely be using the AH quite a bit.
Removing mods from equipment. Auction house. Currency you can use to trade with other players (assuming you can't trade tokens and questionite in trade window)
As long as G's are the only official currency that can be traded between players, I can only see two possibilities (which are not mutually exclusive):
1) G's will retain their position as currency used in trades between players.
2) Some stackable, very rare resource evolves as an alternate de facto currency in more valuable trades between players.
In case 2 one example (and possibility) would be tier 9 mods.
I'm looking forward to seeing what the various questionite items do, but depending on how easy it is to get on the PTS, it may help or hinder the testing process. We'll be able to test how difficult it is to get questionite items, but if it's too difficult for the PTS we may not be able to test all the questionite equipment before the patch goes live.
We will not be able to test them through normal means, that's a given. The items in store will be carrots that need to take people months if not years to obtain - so it's clear that the few days in PTS will not be enough to obtain them all - especially the more expensive ones - through playing. Travel skins are a good example of this.
It's highly likely the refining ratio is 1:1 because there is no need to make it anything else. It's also pretty certain that there is daily limit to refining it, otherwise there would be no reason to introduce the refining process to begin with.
It's also very likely that the amount will be the same as in STO, because it will make it easier for people to adjust to it if they play both games - and because the actual numbers are not important. What I mean is, the rewards could be 150 instead of 1500, and prices and refining amount could be cut by 10 and the result would be exactly same.
But this of course is speculation - I don't think any official word has been given of it.
One of the things that worries me the most about Questionite right now (asside from items at questionite vendors having such astronomical prices, but that's another issue) is the idea that apparently Questionite (if Dilithium from STO is any indication) won't be able to be traded in any way, shape or form that doesn't involve selling it for CPs.
Part of the reason this concerns me is because it SERIOUSLY dampers our ability to farm Questionite, since (again spectulating here based on STO) apparently the thing can't even be traded between our own characters, and it's not account wide either. So if I'm really hoping for some of those costume pieces at the Questionite vendors (and I am), I'll be practically forced to stick to playing one toon, every single time till I get every piece, which given the prices currently listed for those pieces, could mean the rest of my time playing this game the moment the changes go live.
If Questionite is really untradeable by any means other than selling them for CPs, I REALLY hope that the Dev's would consider making it account-wide at least. CO has ALWAYS encouraged alting and been a very alt-friendly game. But now that Questionite is being brough into the system, I wonder if that will be the case anymore unless there's a means to share the burden of farming between characters.
To the Devs: Please, consider making Questonite account wide or add a way to trade between our own characters. Don't force us to choose between our Alts or Questionite farming.
EDIT: I've also been wondering about the points brought by Danimos and Yukitsuki, above. Testing this stuff at the PTS (whether the Questionite vendors work as intented, etc.) is going to be real difficult (probably impossible) if we're supposed to farm for resources first, given the amount of time it would take to do it.
I agree. There may be a way to restrict questionite refinement per day and make it account based rather than character based. Maybe if they make it an account resource similar to C-store points, this will work a bit better for those who alt quite often. Granted, this will have two effects. .
It will slow our per character questionite advancement, if each character refines it individually. This will be harmful for the progression of those who farm on several characters specifically to advance them all.
It will ease the progress of a single character for a player who plays several alts for the sake of fun. As they'll be playing whoever meets their whims for the moment, they'll be able to save questionite toward one character of their choice, which allows them to progress at least one character even if they alt quite a bit.
This will also ease the farm for the extra travel powers offered by the questionite vendor, which works in almost everyone's favor if they alt since they don't need to focus on one character to unlock a travel power.
So it's not necessarily a win for everyone, but it's an idea.
You bring some good points. Making Questionite account wide would make it easier on those who play multiple alts for fun, but limit those who might want to use alts to reach the daily refinement cap on multiple characters. Maybe add a way to transfer it between characters instead. Though, perhaps that could have problems of its own. Still I wanted to throw that concern out there early to see what everyone else thought, because I didn't want this thing to go Live without its potential implications for Alting being considered.
Repurpose. Before this patch it was amazing, most likely too good. In Hybrid role stacking 180 offense from items on top of 437 PRE, 156 DEX and 135 CON my Conviction would heal for roughly 3504. Exact same stats, gear, spec now yields a 2543 heal. That's not much better than on live.
Now that we live in the land of enraged crit builds I had thought (or maybe convinced myself) that Repurpose was more or less balanced because of the much higher damage potential.
It would have been nice if it was at least in the patch notes.
EDIT: Oh, at least this makes +healing gear more valuable. Pity NOTHING synergizes with it in the spec trees.
Still no update on a mod/fusion tutorial?
<insert Spock's eyebrow quirk here>
Hmmmm... really?
Well, if not...
-readies flamethrower-
I'll be back.
(Dudum dum dudum)
Ah! Good, there goes my "blue mask" complaint out the window.
(Sadly, it also means we can't trade those items else we can't get it for ourselves... too bad)
Anything being done as far as preview goes?
(Especially for the new / costly stuff)
Yummm
Same here, but they are (or were, will see that later) just too bulky and the space seems to be wasted for no reason...
In any case, resizing to one's taste is always the best.
More options, more options...
New Tutorial flyover is awesome. I like the SOCRATES voice and hope that it gets used a bit more. The fact it's Defender talking and not a random chat between Chief Surhoff and some random Sergeant making it feel this is actually being asked directly of you makes you already feel more involved. It doesn't make you feel like you are just randomly there. Plus I notice the Qularr ships actually have laser beams firing out of them so that's good.
FEEDBACK: Modification Tutorial
Very succinct and too the point. I think it explains things well. However, it still leaves the question of where Catalysts comes from, and I still do not see these on vendors for questionite or anything of that nature. However, there is a problem I am noticing but I will cover that in BUGS below. Overall I think the tutorial was to the point and well done.
BUG: Our Craft Skill is not Displayed
There is no UI describing what our current craft skill is at. I know I have 400 Arms skill, I've had 400 since launch. But, if it's true that skill level determines success rate of mod fusion, then other people are going to want to be able to see their current skill rating.
Hence the patch notes saying we could not buy them 'more than once' .
All joking aside, I am also seeing this issue.
E.g. I insert a +6 EGO mod, and I get +61 EGO bonus.
In a previous build, after the new gear started dropping, but before modifications could actually be used, the ones that dropped off of mobs were displaying +54, or +55 bonuses.
Of course, that might have been a bug, too.
Steps to reproduce: Try to buy something from a token vendor, they won't give it to you regardless of how much currency you have.
Just figured out you can double click items in the list to buy them, but you can't click the buy button to buy them, ok.
Bug: Seems that, in addition to not being able to buy anything, i also can't pick up UNTIL tokens, well, i can pick them up, but they just disappear into the twilight zone instead of going into my resources tab.
This seems to be caused by getting 1000 recognition tokens, once you hit 1,000 you can no longer recieve tokens picked up. (So I guess we're just supposed to spend them like crazy at the end of every day before we go out and do more stuff then so as to not accidentally save them up and end up not getting any tokens from drops.)
Bug: Viperia fight still completely broken to the extreme, also, she drops a levelless item and an MCPD token, which i was able to pick up, unlike the UNTIL tokens, which i cannot.
Screenshot: http://cloud.steampowered.com/ugc/541797266041946888/28E2F80B6EE791BEF8BF6DD1AF41F37E9B9CD841/
That seems much more likely, yes. Single digit numbers as upgrades on level 40 gear seem complitely trivial. If modding is supposed to let us actually customize gear in a meaningful way, then yes - it's probably the bonus shown in tooltip that's bugged.
Damn.. I thought this meant there were fewer (none) NYI.. I am not coming back to test until they finish this.. but hopefully soon.
And, could you please do some change to the label of Fusion/Modification on inventory window? They are inconvinent to be read.
I think that's the level of upgrade, not the bonus, and the stats received depend on the quality of gear you put it in (green, blue, purple)