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PTS Update FC.26.20120410a.8

Archived PostArchived Post Posts: 1,156,071 Arc User
edited April 2012 in PTS - The Archive
PTS update FC.26.20120410a.8
This build is scheduled to hit PTS by 4:00pm PST

Greetings!

Hot on the heels of our "On Alert" update, we're following up with a patch that contains a set improvements and fixes.
Among them are fixes that address random gameserver crashes, clarifying to players who to talk to and where to get Questionite missions, addressing the discrepancy between vendor item stats versus slotted/owned item stats, and more!

Below is what's included in this build.

Please format any bugs you find in the following format:
Bug
Where it happens
What happens


UI:
  • Fixing icon sizes for Alert rewards
  • Added the missing button to the end of the welcome panels.
  • The Alert selector, when minimized, will now briefly display when a new alert rotates in.
  • Updated MIL loading screen to show On Alert help images and tips
  • Fixed a bug in which having a contact window open when a cutscene started would make the contact window invisible and unable to be closed.
  • Fixed a bug in which power trees could be out of order on the spec tree UI.
  • Fixed the Super Group bank window so that it is the correct size.

Items/Rewards:
  • Healing items in the Tier vendors should no longer require a crafting skill
  • New Costume Unlocks should delete on unlock now
  • Demon Flame and Serpent Lantern specific rewards on the Questionite vendor now unlock for the completion of the correct adventure pack.
  • Fixed a bug in which items in stores would show stats higher than what the item actually gives.

Alerts:
  • Fix for players seeing 10+ checkmarks above the Alert respond window
  • Alerts: Black Talon's name card now appears in Alert cutcsenes
  • Alerts: the bodies of defeated GRAB members are no longer targetable
  • Alerts: Stitch in Time scenario now has proper reward drop
  • Alerts: adjusted cutscene in Radiation Rumble so tall villains heads appear in frame
  • Alerts: removed bad exit door from the GRAB steamboat
  • Alerts: increased waiting for player timer at beginning of alert to 60 seconds with 10 second updates starting at 40 seconds. Alert will start after 60 seconds or as soon as 5 players have entered the map.
  • Alerts:moved Alert dailies from Socrates to Lt. Patil, the Alerts Coordinator. Patil can be found in Ren Cen near Defender. He is also available through the Crime Computer where he appears as Alerts Coordinator.

Content:
  • Questionite vendors now give directions vie a mission to the alert daily and adventure pack contacts
  • Viperia's fight now operates as intended. Viperia now drops level appropriate loot.

Stats:
  • Stats: Descriptions of stats (in the Super Stat or Talent windows, for example) have been updated.
  • Respeccing Talents, Superstats, and Specializations should now cost the proper amount of resources.

General:
  • Fixed random gameserver crashes
Post edited by Archived Post on
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Comments

  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited April 2012
    Fix: Alert rewards actually be usefull for lvl 40's?
    Fix: All the broken costume pieces?
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited April 2012
    I trust fixes for Unity missions auto-completing and not providing the Silver Champion point reward are in the works?
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited April 2012
    NisDiddums wrote:
    Stats:
    • Respeccing Talents, Superstats, and Specializations should now cost the proper amount of resources.

    Don't tell me the "1 Local" cost of the "Remove all" was not intended??... that's gonna make angry quite a few =S
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited April 2012
    Does this update fix the weird always-transparent loot windows in Alerts, and the actual reward values?

    Have to admit, a handful of N is disappointing for a level 40, and having several G show as an (alternate?) exp reward is just a tease when it doesn't actually give you anything.

    attachment.php?attachmentid=18852&d=1334510538
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited April 2012
    NisDiddums wrote:
    • Respeccing Talents, Superstats, and Specializations should now cost the proper amount of resources.
    *BIG NOOOOOOOOOOOOOOOOO*

    Also, no
    • Smash Alerts now have the proper timer so most people can actually win them.
    or
    • Fixed side-kicking. Lvl30+ characters should no longer have their HP and damage nearly cut by half
    or
    • Demonflame: Demon Key finally begins his "NOOOO..." when entering the Inquisitor of Mind's Tower
    • Demonflame: Witchcraft should no longer runs towards the enemies after being falcon-punched by the Brute.
    ?
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited April 2012
    Or fixing of how the Primaries outright lose their 'bonus' effect (+Healing, +Crit Chance, +Avoid, etc etc) whenever they are modded?

    Sauria - while my damage does drop, I lose about 10 levels of HP now. Before, yes, you'd lose 50% of your health sidekicking down to 30. Now I'm losing about 20% or so, which I see as about the right number.

    Damage I haven't checked enough (no time) to see.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited April 2012
    How about fixing the purple primary items (and some blues) to keep their innate bonuses when enh and/or armorings are slotted?
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited April 2012
    No fix for 4th color changing skin tone in tailor? zzzzz
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited April 2012
    Respeccing Talents, Superstats, and Specializations should now cost the proper amount of resources.

    (╯°□°)╯︵ ┻━┻

    Pretty lukewarm about everything else to be honest. Still, I appreciate at least some of these things being addressed. Keep the pressure up on fixing stuff.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited April 2012
    No Thermal Reverb fix? :<
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited April 2012
    No Thermal Reverb fix? :<

    and
    Falchoin wrote:
    How about fixing the purple primary items (and some blues) to keep their innate bonuses when enh and/or armorings are slotted?

    Please fix these.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited April 2012
    Nothing good in changes.
    What about unleshed rage bug?
    Or how chat doesnt stop moving when you scroll up a bit ( unableing me to copy the text duue to chat/combat log) .
    Entering tailor scrolls up the chat too.
    So of the costumes are not acc wide unlocks.
    2 min smash alerts are broken. You can just aggro the boss to the van left of the spawn point and mission is ower , easy 10s XP
    Heals dont consume heals, not usre but i think they should, there are 100% crit CON ssed healers up there , heals were hard enough, nots its just inposible.
    No avoidance mods
    No primary utility blue drops
    Owerall Primary drops should be booste,d o r at least make them as a reward for killing bosses, not just recognitions.
    And last but not leest, even when we do get enough sivler recognition to buy the primary gear ( becouse its faster to buy it than to get it as a drop ( even the bad ones )) The gear is broken, so i cant even use them.

    GET TO WORK NAO !
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited April 2012
    What about Anvil of Dawn, it has been reported for weeks before "On Alert" went up that it is not working?
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited April 2012
    I wanted to mention one known issue for this PTS update. The gear sold by all recognition vendors are not scaling to the correct level.

    We are currently working on a fix for this.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited April 2012
    It isn't a documented fix, but I noticed that my slotted gear now appropriately modifies stuff like recharge/cost instead of losing those aspects when slotted with something. I haven't ported all my live chars over and tested it with all of them to be doubly sure though. Tested it on one char with a slotted primary utility.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited April 2012
    So the 'correct cost' for changing my mastery pick on specialization tree is 50 G?

    Somehow I don't find that reasonable. As long as the ONLY option for respecing a single specialization pick, or one talent is FULL retcon of all talents, specializations and superstats.. the cost should be reasonable. 50 G is reasonable for FULL reset, yes.. but having that full reset as the only option makes it too steep.

    The specialization tree has the ability to retcon points from top down (before they are commited). Could you somehow integrate a system that would let you retcon individual points for say, maybe 1N per level of character per point (so undoing all 31 points for level 40 character would cost 12G 40N)?

    I'm not sure about talents, it would be great if they were in their own separate tree. Since superstats are tied to ground level specialization, probably the only simple way to retcon them would be either just through the current full reset, or as the 'final option' when you've cleared your whole spec tree.

    The problem is that this current system doesn't give you a good way to try out your specializations, not even within powerhouse. You can't even see the effects on your character info window, let only try them in practice. The only way to see any effects is to hit 'commit' and then they're set in stone - unless you do yet another full reset.

    Even disregarding the high cost, the current live version is cumbersome (I went through maybe 10-20 different configs for just single character to test out how things worked.. and every time I had to redo ALL the associated crap, even if I just wanted to try out different mastery).

    So please, before you slap that kind of high cost to the full reset, fix the UI itself to work more flexibly.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited April 2012
    Confirmed that innate bonuses on primaries are no longer lost. So that's a plus even if it's not in the patch notes.

    It costs 50G every time you remove your SS, specs and talents even if you haven't left the powerhouse.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited April 2012
    Yukitsuki wrote:
    So the 'correct cost' for changing my mastery pick on specialization tree is 50 G?

    Somehow I don't find that reasonable. As long as the ONLY option for respecing a single specialization pick, or one talent is FULL retcon of all talents, specializations and superstats.. the cost should be reasonable. 50 G is reasonable for FULL reset, yes.. but having that full reset as the only option makes it too steep.

    The specialization tree has the ability to retcon points from top down (before they are commited). Could you somehow integrate a system that would let you retcon individual points for say, maybe 1N per level of character per point (so undoing all 31 points for level 40 character would cost 12G 40N)?

    I'm not sure about talents, it would be great if they were in their own separate tree. Since superstats are tied to ground level specialization, probably the only simple way to retcon them would be either just through the current full reset, or as the 'final option' when you've cleared your whole spec tree.

    The problem is that this current system doesn't give you a good way to try out your specializations, not even within powerhouse. You can't even see the effects on your character info window, let only try them in practice. The only way to see any effects is to hit 'commit' and then they're set in stone - unless you do yet another full reset.

    Even disregarding the high cost, the current live version is cumbersome (I went through maybe 10-20 different configs for just single character to test out how things worked.. and every time I had to redo ALL the associated crap, even if I just wanted to try out different mastery).

    So please, before you slap that kind of high cost to the full reset, fix the UI itself to work more flexibly.

    What he said
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited April 2012
    There's a memory leak on live, CO seems to take up more and more of my memory as time goes on. I dunno if this is also what causes the frequent cryptic errors that everyone has been getting too.

    EDIT:
    Falchoin wrote:
    Confirmed that innate bonuses on primaries are no longer lost. So that's a plus even if it's not in the patch notes.

    It costs 50G every time you remove your SS, specs and talents even if you haven't left the powerhouse.

    ^This should be in patch notes, and I'm not sure if the tech exists for it to be possible but it would be great if this also fixed items people have already bought.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited April 2012
    Bug: Items from debugger for level 40 are set at level 42, drops from level 41 enemies are set around level 45-46

    Tried with 2 chars, both had same problem. Set them to level 40, went to the debugger, clicked Get Upgrades and got 6 level 42 items.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited April 2012
    darkonyx88 wrote:
    Bug: Items from debugger for level 40 are set at level 42, drops from level 41 enemies are set around level 45-46

    Tried with 2 chars, both had same problem. Set them to level 40, went to the debugger, clicked Get Upgrades and got 6 level 42 items.

    Confirmed on grimoire I just made and patched to 40, I was just about to write a note about it myself. If you set yourself to 35, you get level 37 upgrades, level 20 gets level 22 updates and so on.

    Also drops from Serpent's Lantern run (elite) from level 40 mobs are level 42 so it seems to be rather generic error.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited April 2012
    Yukitsuki wrote:
    So the 'correct cost' for changing my mastery pick on specialization tree is 50 G?

    Somehow I don't find that reasonable...

    Wow.

    So a few days after a massive update, the next quick fix is going to make a buggy system people are still learning and trying to figure out massively expensive to do so?

    And what happens after the next few updates change various trees and either buff or nurf the OP /underpowered ones? It is still going to cost 50G for every single change?

    There are numbers in between 1 and 500,000 that can be used as well.

    This is not sarcasm when I say this - are you actively trying to find ways for people to do something else other than play CO for the summer? Because pricing every single little thing to make it require a full month of work is a good way to accomplish that goal.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited April 2012
    Falchoin wrote:

    It costs 50G every time you remove your SS, specs and talents even if you haven't left the powerhouse.
    That needs to not make it Live. Does that even scale at all with level or is it 50G across the board?

    Additionally, I would ask that the development team _strongly_ reconsider adjusting these fees upwards at the moment, even in a non-buggy fashion. You just upended a lot of people and a lot of builds. People are still re-learning the game, retrying stat combinations and what not. They are already paying a tax anytime they need to re-do their mods. Keeping the fee where it is for another week or two may not be a bad idea.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited April 2012
    Agreed... cut the prices down significantly, especially since its an all or nothing reset so if I want to change just ONE point in my skill tree thats a massive chunk of money gone. 20g should be absolute max and it should scale to level and if not it should be no more then 10g.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited April 2012
    Talents, Innate characteristics, and Specializations need to be each be put on their own retcon "tracks". They are not dependent upon each other or prerequisites, and can be made independent.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited April 2012
    biostem wrote:
    Talents, Innate characteristics, and Specializations need to be each be put on their own retcon "tracks". They are not dependent upon each other or prerequisites, and can be made independent.

    They sort of are, because of how the whole system is created. Your bottom specialization tree depends on your primary superstat, so changing primary will change that tree as well. Your innate talent and talents do not directly depend on your superstat (and so if you changed PRE/int/ego into INT/pre/ego for example, you might not want to alter your talents at all), but generally they do indirectly depend, because you normally pick talents that support your superstats.

    It wouldn't be unreasonable though, to change the specialization tree so that the three 'trees' would be independent of eachother.. and you'd simply gain points to each tree on certain level range. That way you could f.ex. change your primary superstat and it would only reset the bottom tree, without touching others (except possibly the master spec if you'd picked one based on your superstat).

    The whole complex innate talent / talent system could be changed into simple point-by-point stat system. At present the whole talent list has grown out of proportions - when I'm picking the innate talent, my FPS actually drop significantly just from opening that window. :p
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited April 2012
    Falchoin wrote:
    Confirmed that innate bonuses on primaries are no longer lost. So that's a plus even if it's not in the patch notes.

    It costs 50G every time you remove your SS, specs and talents even if you haven't left the powerhouse.

    Wow .. thats so great since we still don't see what the specs do to our stats until we commit them. And then
    all we can do is respec again if it wasn't what we expected.


    Really .. fix first that we can see what we get, and then that we can redo it for free in the PH, before
    you raise the prices for a totallly bugged and clunky system.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited April 2012
    riggsmax wrote:
    Wow.

    So a few days after a massive update, the next quick fix is going to make a buggy system people are still learning and trying to figure out massively expensive to do so?

    And what happens after the next few updates change various trees and either buff or nurf the OP /underpowered ones? It is still going to cost 50G for every single change?

    There are numbers in between 1 and 500,000 that can be used as well.

    This is not sarcasm when I say this - are you actively trying to find ways for people to do something else other than play CO for the summer? Because pricing every single little thing to make it require a full month of work is a good way to accomplish that goal.

    This. Please reconsider this change.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited April 2012
    Yukitsuki wrote:
    So the 'correct cost' for changing my mastery pick on specialization tree is 50 G?

    :eek:

    50 freaking G's? For a Stat/Spec reset? Not even full powers?

    I haven't checked this yet, but do the retcon cost for the powers still go out of whack as well when you reset your Stats and Specs (you know, on top of the huge increase in Stat/Spec reset cost)?
    Yukitsuki wrote:
    Somehow I don't find that reasonable.

    I agree (and with the rest of the post). 50Gs is way too much just for Stats and Specs.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited April 2012
    All purple gear can't be equipped now, cos it *Requires lvl 50*


    Cryptic cryptic... xD
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited April 2012
    Beldin2 wrote:
    Wow .. thats so great since we still don't see what the specs do to our stats until we commit them. And then
    all we can do is respec again if it wasn't what we expected.


    Really .. fix first that we can see what we get, and then that we can redo it for free in the PH, before
    you raise the prices for a totallly bugged and clunky system.

    Yeah, this is ridiculous. The system is clear as mud right now, with very little properly expressed in the character UI.

    As someone else asked, are you actively trying to drive players away?

    At a bare minimum don't implement this until you have we can get a proper display of all the stuff affecting our character and we've gotten to the point where flaws are ironed out. Oh, and make it so it doesn't charge you when you haven't left the powerhouse.

    It would be better if an incremental respec for the specialization tree were made separately available, too.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited April 2012
    I wanted to mention one known issue for this PTS update. The gear sold by all recognition vendors are not scaling to the correct level.

    We are currently working on a fix for this.
    Are you saying this is an issue just as of the current PTS version? I just bought a piece of recognition gear on Live and the stats were much lower for the piece in my inventory vs what was said in the tooltip on the vendor.

    Just wanted to confirm that this is already an issue on Live.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited April 2012
    Yukitsuki wrote:
    They sort of are, because of how the whole system is created. Your bottom specialization tree depends on your primary superstat, so changing primary will change that tree as well. Your innate talent and talents do not directly depend on your superstat (and so if you changed PRE/int/ego into INT/pre/ego for example, you might not want to alter your talents at all), but generally they do indirectly depend, because you normally pick talents that support your superstats.

    It wouldn't be unreasonable though, to change the specialization tree so that the three 'trees' would be independent of eachother.. and you'd simply gain points to each tree on certain level range. That way you could f.ex. change your primary superstat and it would only reset the bottom tree, without touching others (except possibly the master spec if you'd picked one based on your superstat).

    The whole complex innate talent / talent system could be changed into simple point-by-point stat system. At present the whole talent list has grown out of proportions - when I'm picking the innate talent, my FPS actually drop significantly just from opening that window. :p

    Then tie the primary super stat to specializations. Secondaries can be separate, as can talents and the innate...
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited April 2012
    Savant wrote:
    Are you saying this is an issue just as of the current PTS version? I just bought a piece of recognition gear on Live and the stats were much lower for the piece in my inventory vs what was said in the tooltip on the vendor.

    Just wanted to confirm that this is already an issue on Live.

    The stats aren't even working on live, my friend.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited April 2012
    biostem wrote:
    Then tie the primary super stat to specializations. Secondaries can be separate, as can talents and the innate...

    Yes, that would work. Or, what I posted on this thread on the suggestions box about talents... but then you already noticed that. :D

    About the reset cost of 50G, on day one I was at powerhouse, and someone was getting a bit heated over the original cost - which was what... 50L or 50N or so? You can imagine the reaction when someone comes in to redo their character.. and being used to testing out stuff freely on powerhouse, just sets on to try out a couple of spec trees - and then returning from training rooms, gets slapped on face with 50G bill from the test run.

    Edit:

    After a few tests...

    1) at level 20, the cost is 5 G
    2) at level 30, the cost is 20 G
    3) at level 40, the cost is 50 G
    4) how many talents / specs etc you have trained, has no effect on cost
    5) power costs still get hinkey - when you reset the talents etc, the retcon cost of powers spikes up (although free powers still remain free)

    At level 40, you need 'Large Resource Reward' from 540 GRAB alerts to pay the reset cost of your spec tree :D
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited April 2012
    riggsmax wrote:
    Wow.

    So a few days after a massive update, the next quick fix is going to make a buggy system people are still learning and trying to figure out massively expensive to do so?

    And what happens after the next few updates change various trees and either buff or nurf the OP /underpowered ones? It is still going to cost 50G for every single change?

    There are numbers in between 1 and 500,000 that can be used as well.

    This is not sarcasm when I say this - are you actively trying to find ways for people to do something else other than play CO for the summer? Because pricing every single little thing to make it require a full month of work is a good way to accomplish that goal.

    *sigh*

    I had really hoped that they had taken a page out of the Borderlands and Guildwars book (you know, two games that are generally considered well designed?) and intentionally made retconning those particular things cheap in order to make it easy to tweak builds and shift between roles a bit.

    It's a real, real shame that wasn't the case. I mean, I guess I should have known better because it would make way too much sense for Cryptic to do that.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited April 2012
    I would have to agree that resetting talents, specs, and super stats should be a very low cost endeavor. As these things effectively comprise your "spec" (tank, healer, ranged dps, melee dps, support, etc.) and the industry standard for changing your spec is for it to be very pain free, especially considering most other games have dual (or more) spec options that can be changed on the fly, it seems counterproductive to fly in the face of customer expectations.

    The only thing that should be costly is changing your actual powers, as these effectively create your "class" and that's not something that should be changed on a whim.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited April 2012
    Galactiman wrote:
    I would have to agree that resetting talents, specs, and super stats should be a very low cost endeavor. As these things effectively comprise your "spec" (tank, healer, ranged dps, melee dps, support, etc.) and the industry standard for changing your spec is for it to be very pain free, especially considering most other games have dual (or more) spec options that can be changed on the fly, it seems counterproductive to fly in the face of customer expectations.

    The only thing that should be costly is changing your actual powers, as these effectively create your "class" and that's not something that should be changed on a whim.

    QFT 10QFTs
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited April 2012
    Yukitsuki wrote:
    [snip]
    Edit:

    After a few tests...

    1) at level 20, the cost is 5 G
    2) at level 30, the cost is 20 G
    3) at level 40, the cost is 50 G
    4) how many talents / specs etc you have trained, has no effect on cost
    5) power costs still get hinkey - when you reset the talents etc, the retcon cost of powers spikes up (although free powers still remain free)

    At level 40, you need 'Large Resource Reward' from 540 GRAB alerts to pay the reset cost of your spec tree :D


    Well, I think the cost are fair for the levels.

    But, 540 GRAB? .... Don't just count the final reward. Every mastervillain rank foe in Alerts rewards you more than that. Get the recource bouns, do some Alerts .... or do Nemcom, TT to farm gears (for sale).

    Serioiusly, I don't think 50g is a big issue for lvl 40 characeters ... unless you reform your character very often.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited April 2012
    Galactiman wrote:
    I would have to agree that resetting talents, specs, and super stats should be a very low cost endeavor. As these things effectively comprise your "spec" (tank, healer, ranged dps, melee dps, support, etc.) and the industry standard for changing your spec is for it to be very pain free, especially considering most other games have dual (or more) spec options that can be changed on the fly, it seems counterproductive to fly in the face of customer expectations.

    The only thing that should be costly is changing your actual powers, as these effectively create your "class" and that's not something that should be changed on a whim.

    Although in Guild Wars you could change your skills freely too, as long as you were in an outpost. But then, the skills were just part of the class in that game, so it's not exactly comparable.

    It would be interesting though, if we had the option of picking - say - double the number of powers we currently have.. and the option to create our 'builds' (meaning the F5, F6, F7...) by mixing and matching those skills, and assigning separate advantages (and specializations) for each build. Then given the option to switch between builds when outside combat. Maybe not as many as double.. but something like 2-3 extra powers per build... maybe have the current powers as base powers, and let you swap 2 or 3 of them on each build. That would already be enough to make interesting variations, while still retaining the base concept of the character.

    Archetypes could similarily have a number of extra skills assigned for them, and be allowed to create builds using those skills. Well, it's the random thought #3 of the day. :o
    Terlisha wrote:
    Well, I think the cost are fair for the levels.

    But, 540 GRAB? .... Don't just count the final reward. Every mastervillain rank foe in Alerts rewards you more than that. Get the recource bouns, do some Alerts .... or do Nemcom, TT to farm gears (for sale).

    Serioiusly, I don't think 50g is a big issue for lvl 40 characeters ... unless you reform your character very often.

    Oh I'm aware that GRABs aren't the fastest way of earning resources. I'm just pointing them out because they are specifically advertised as giving 'Large Resource Reward'.. which is just over 9 N. :p

    Suppose I should run another GRAB and check exactly how much you net during the whole run, although I have a feeling the numbers are still quite less than stellar.

    My opinion is, the GRAB end reward should be around 20x what it is now (depending on your level). The bonus at 15% is ok, or could be extended to 20%. The duration however should be long enough that you have time to easily do 2 more alerts, and one of the adventure packs / comic series or a lair.

    That way you could put together a group, run through grab, smash and burst.. then take the same group through AP, CS or lair, while keeping the three buffs through it. Better still if the daily G-B-S mission was always available so you could cash in 2000Q from alerts and 1500Q from AP. That would make it a full and rewarding run. I don't see as if it would make things unbalanced, because 15% bonus isn't anything huge - but being able to collect them for a mission run would give them a purpose.

    Alternately the reward buff could be BoP item you can activate when you're ready to do a run. If you could stack them up, it wouldn't matter if duration is not long enough since you could simply do a few alerts to stock up, and then use as many as you need during lair/AP/CS run.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited April 2012
    Please Fix the memory leak !
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited April 2012
    Terlisha wrote:
    Serioiusly, I don't think 50g is a big issue for lvl 40 characeters ... unless you reform your character very often.

    It is. I've never had more than 300G or so one my main, and that was only once, included all the money I gathered leveling her as well as hours grinding at VB for costume unlocks, and I blew most of it buying a costume unlock from someone (Sovereign Son's Skull Bikinis, which is kinda rare). We also have to pay for things like costume changes (which can cost several Gs for significant changes) and removing mods from items. People can also make mistakes or change their minds about their power selection, and something like this would make such changes prohibitive.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited April 2012
    Kien. wrote:
    No fix for 4th color changing skin tone in tailor? zzzzz

    Fix this, and fix some of the recog costume pieces not being account wide if you didn't already.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited April 2012
    I am also of the opinion that 50g is too steep a price to pay for most occasions this stat/specialisation retraining would see use.

    The main reason for this is twofold:


    • There is currently no way to test a specialisation/stat build in the powerhouse.

    Unlearning powers and advantages is free until you exit the powerhouse area.
    No such concession exists for stat-related choices: once a superstat, talent, or specialisation point is spent, it's final.

    This effectively means we're blindly committing to a choice, not knowing beforehand whether it even works the way it seems to on paper.
    Fifty globals is not an acceptable price tag for in-powerhouse testing.


    • Resetting stat and specialisation picks is an all-or-nothing deal.

    With powers and advantages, we can choose to retcon everything at once by spending an (appropriately expensive) retcon token, or revert choices one by one, at the moderate cost of globals per power or advantage untrained.

    When it comes to specialisations and stats, though, we are forced to revert everything, and pay a hefty free for it, even if we wanted to take back only a choice or three.
    In the case of trying to fix misclicks in talent choices, the problem is compounded by the previously mentioned inability to undo changes for free while in the powerhouse.

    A smaller-scale 'undo' of some kind would be very welcome.
    Point-by-point untraining may not make much sense here, but one could have, for example, two kinds of talent/spec resets:
    - the current full one, for 50g, that lets you chose all superstats, talents, specialisation trees, and spec point allocations from scratch;
    - A smaller half-reset, priced appropriately lower (10-15g?), that kept your existing primary/secondary superstats, as well as what spec trees will be used, while letting one repick their talents, and redistribute their spec points among the character's chosen specialisation trees.


    Should both these concerns be addressed, then the fifty gee price on full stat/spec retraining may be acceptable.
    As it stands currently, however, it is simply unaffordable, considering the circumstances in which players are most likely to want to use it (and how often they do).

    Please consider a lower cost, until we players have a viable way to use the new spec system without resorting to blind leaps of faith.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited April 2012
    Or .. if you want to keep these retcon-prices .. give us also ways to earn money. The money from mobs
    and completing quests is just a total joke, and since we have less trash-loot now, we can also not really
    make much money with selling stuff to NPCs.

    So .. if a Unity quest for example gives 2-3g always then we can talk about these prices. But also first
    it still must work correct, so free reset in the PH, and that you see what happens to your stats before
    you commit it. Or that you can in the PH still undo each point with right-click after commit.

    BUG:
    GameClient.exe is NOT compiled with Large Memory Aware, so the game no constantly crashes due to
    some memory leaks. Since i doubt you find the leaks very fast, compile at least the client with LMA so
    it can use 4 GB on 64-Bit Windows.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited April 2012
    I saw a fix for the costume unlocks.
    While it's nice that we won't have to trash them ourselves, will it fix the issue of account / character unlock?
    Cause of the two issues, having to drop certain pieces for all my toons certainly beats removing used items from my bags...
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited April 2012
    Can u please fix the whiteout mission 3 nemesis problem ?
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited April 2012
    biostem wrote:
    Talents, Innate characteristics, and Specializations need to be each be put on their own retcon "tracks". They are not dependent upon each other or prerequisites, and can be made independent.

    Please do this.

    A full, blind reset each time you want to change one little stat is incredibly tedious and unreasonable.

    We can remove powers from the last chosen down. The specializations and stats should at least work roughly the same way. It is a new system, and people are going to need to tweak/adjust their choices.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited April 2012
    Galactiman wrote:
    I would have to agree that resetting talents, specs, and super stats should be a very low cost endeavor. As these things effectively comprise your "spec" (tank, healer, ranged dps, melee dps, support, etc.) and the industry standard for changing your spec is for it to be very pain free, especially considering most other games have dual (or more) spec options that can be changed on the fly, it seems counterproductive to fly in the face of customer expectations.

    The only thing that should be costly is changing your actual powers, as these effectively create your "class" and that's not something that should be changed on a whim.

    Agreed.
    PsionCCC wrote:
    ^This should be in patch notes, and I'm not sure if the tech exists for it to be possible but it would be great if this also fixed items people have already bought.

    Tested this last night after being alerted to it by Falchoin. Copied all of the characters I have on live using purple primaries and the fix affected all of the primaries I had already bought.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited April 2012
    The 50G Fee (and the respective scaling) is reasonable but ONLY once it starts to apply to regular powerhouse respecc rules. That means: You enter powerhouse, pay 50G to unlearn your specialization, and as long as you stay in powerhouse, any unlearning is FREE until you leave it, where the changes are locked. Let me continue with the rest of my report:
    1) MEMORY LEAK:
    I only read that there is one, but nobody actually pointing out the issue. Perhaps I overread this, but I believe it is the alert window that is the culprit. Why? Well, my game starts to slow down after 30 to 60 minutes, depending how much I change zones in between (thus loading new stuff). However, as I once started to minimize the pesky alert window, and continued to minimize it after it popped up again after EVERY goddamned cutscene or zoning, it got significantly better. With zealous minimizing of the window I managed to play 3 hours straight without my computer slowing down or crashing. Apparently there is something with refreshing queues and new alerts that just is not unhooked or whatever. Please check if that might be an issue, or if I was just lucky after doing a straight test of running Aftershock for 1 hour with the window open, and then aftershock for an hour again with the window constantly minimized. I had no stuttering or slowdown with the second attempt. Which leads to:

    2) ALERTS:

    While I appreciate the idea of this introduction of alerts, and the addition of random Nemesi, there are some things to consider fixing.
    1. For starters, make it not an essential part of the interface, but a WINDOW. Let us be able to close the window until we actually want to do them, where we keep it open and check for new alerts. It could temporarily fix the memory leak for some until you found a working solution.
    2. Get rid of the skull-level enemies and introduce bring level brackets. Since everyone of any level can join, the chance to fail smash alerts is rather high. Lowlevel freeform characters might not have their hardhitting powers yet, and Archetypes usually get their good stuff at the very end. Have you tried to do a Smash alert with 5 people who are all lower than 20? It really really hurts. So. Bring levelbrackets, just like the current pvp system, and while you do, please alter these level brackets properly, and not some arbitrary "every 10 level thing". Tailor them to some key levels where you get new powers that unlock a new tier and so on. And, please, for the love of balance: A level 40 only bracket. This way you don't need this really really dumb "all are level 30" roundhousekicking and can tailor your encounters to be increasingly challenging and diverse come higher levels. Because currently, I see people of different levels pooled together who really tried their very best (I tested this in a premade of friends with varying levels) and still failed.
    3. Wasn't there something advertised as "the more alerts of a type you do, the better the rewards will be" ? Either I got that wrong or there are no cumulative bonuses.
    4. I would rather see the 4Gsomething worth XP bonus from Smash have its value exchangd with the one from Grab Alerts :rolleyes: I don't actually see the problem why Grab alerts are so ridiculously low in their rewards (and yes I know there is more than just THAT resource reward, I did check the loot window, but all in all that still is a tad low in sum). Is it so difficult to take a scaling amount of money like you already do for your current missionsystem?

    3) SPECIALIZATION WINDOW:

    I mentioned the easy fix right at the start of the posting. A more sophisticated solution would be revamping the entire thing so this becomes actually an intuitive part of the interface. I would suggest it as follows:
    1. Remove "Choose innate talent", "purchase primary superstat", "purchase secondary superstats", "purchase talents" and the following up "purchase specialization". Then you add: "Choose Core Characteristics". This does the following:
    2. You are prompted with the specialization window, however it is double in size. The second half (be it left or right is a design question) lets you choose primary superstat, secondary superstats, innate, and talents without the need to prompt another window. You just have them in tables with a few scrollbars and have your way clicking and selecting. So naturally, when selecting your primary superstat, you can instantly see the changes on the root of the specialization tree.
    3. Lets talk features. The part with talents and superstats should either only be available in the powerhouse (because it only matters there) or there should be a button that collapses / shifts the part hidden. Each segment on this extra tab ( primary superstat, secondary superstats, innate, talents) has an own "unlearn" or "revert" button that is only available in the powerhouse so you can change out things individually without the need to scrap EVERYTHING. To the top left or right beside the name of each segment of the specialization tree, there is a "revert" button, so you don't need some 10 clicks to check out a new tab.
    4. The brackets of the specialization tree should no longer be depending on each other. They unlock per level and you can't put any more points anyway, since it has a limit of 10. By removing this arbitrary hindrance you can tinker and select more freely.
    5. Having said that, when you are in the powerhouse, changing your superstat with a fully spent Specialization tree will now only remove the points from the root segment, and only removes the mastery IF it was the superstat one. This allows thus to click the "revert" button in one of the two other sections to freely change that without affecting your previous choices.
    6. Naturally, the reverting options should either be greyed out or completely removed when going out of the powerhouse to avoid exploits.

    4) MASSIVE INTERFACE PROBLEMS:

    When I open certain windows, the specialization one, the power window, and especially when choosing a new innate and talents, my framerate drops from 60 to 5 or less. I am not having the best computer, but even a friend with a hexacore i7 and a Geforce 590 experiences a loss of FPS when doing so. Not as grave, but noticable. Care to look into that please?
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