Issues that are unable to be reproduced:
2. UI: Tailor: Color Selection: An option is selected for the user without, the input from user. (demalion0, Thread Post) [QA ? I was not able to reproduce this issue. When in the tailor, selecting one of the color pallets requires a ?Button Release? until the color selection window appears. More information on how to reproduce what you are seeing will be required on this issue.]
How to reproduce:
1) Go into the Tailor.
2) Choose the 4th color button (from the 'only modify this piece' area, NOT the skin/global color picks).
3) Move the cursor around the palette, then click anywhere that is not a color choice (so outside the box that pops up).
4) Color will magically change to whatever was last highlighted before you clicked away.
NOTE: For all the other color choices, clicking outside of the color choices cancels picking a color.
Technically this is 'without the input from the user', IMHO, as you did not choose a color. Maybe that's what he means.
3) Move the cursor around the palette, then click anywhere that is not a color choice (so outside the box that pops up).
4) Color will magically change to whatever was last highlighted before you clicked away.
OK, I see where I might have had a misunderstanding on the reported issue. When moving the mouse around on the color palette, the mouse is highlighting the colors, and then clicking off the window is actually selecting the currently highlighted (unwanted) color.
The highlighting of the color is to see a preview of what the color will look like on the costume, but when the mouse is moved off that color, it should become no longer highlighted. This would probably resolve this issue. Ill add this new information into the bug and investigate the issue.
I do have a question drannic willl y ou guys fix these soon?
You're joking, right? CO is done. Unless PWE is going to find some buyer for it, if they find it worth off-loading rather than just shutting it down.
Sure, I'm a doom speaker. None of the devs ever pop up to answer questions (with the very rare comment drannic made here). No new content, no fixes of bugs that have been around for years, throw "Blood Moon" out there as something NEW - and IT'S bugged up as hell - and you want to know if they're going to fix any bugs?
No. I doubt that they will pay any attention to the CO bugs. Sorry to tell you, and I hope I'm wrong... but for a year now, there's been nothing to counter indicate my conclusions.
Grind. Grind never changes.
If you're playing CO and reporting any bugs, you're STILL an unpaid QA technician.
"Because we're not satisfied until you're not satisfied" - message from PW customer service.
Yeah sorry i don't really buy that devs have posted heck they even posted this that is more commucation then there has been in a year so you can feel how you feel if you want. I don't buy the doom and gloom stuff if i bought it i would never play any game because tor could have died the first day it was launched thanks to the cd issues
The There and Bat Again mission for the normal and Unity 2 special assignment would not let me complete. Foxbat just stood there although the mission completion requirements were met. Then I remembered the mission where you have to clear out the bar to speak to Black Fang alone. There was a refrigerator that had to be destroyed before he would talk to me. The next time I did There and Bat Again same thing happened so I looked around and found a drilling machine. When I destroyed the machine the mission completed normally. Hope this helps.
Many times on many different characters I have tried to complete the mission Crime Computa in Mellineium City to create my first Nemesis on the PTS and each time the program crashes at the very same point.
Step1 receive email - normal
step 2 go to MCPD Martin just NE of City Hall and Accept quest Crime Computa - normal
step 3 Access Nemesis Database - normal
step 4 Select Nemesis power framework - normal
step 5 Select a color hue for the powers - normal
step 6 Click next - abnormal result program crashes insted of continuing.
It is very frustrating not to have a Nemesis because that is one of the more enjoyabke aspects of the game.
I'd like to add one other, just because it's kind of a big issue and I completely forgot about it. Forgive me if someone else mentioned it:
Sometimes you can get stuck in place if you collide with another player, a mob, or an object. You'll become un-stuck eventually, but this can very easily be problematic, since it can happen just about anywhere, including in stuff like the High Pan Alert or Gravitar, as well as when fighting enemy players. The interesting part, is you'll remain stuck even if whatever you got stuck on moves or is destroyed, meaning it doesn't seem to be directly related to actually being stuck inside anything, but simply colliding with it.
This may turn out to be difficult to reproduce, due to the fact it's extremely random when it happens, but suffice it to say if you play enough you'll eventually run into it.
...I just recently realized something really disturbing. We're all eating Sodapop3's "humble pie."
in response to an issue I previously reported, here is the Ticket number for the ticket I submitted for any Devs that wish to investigate I included in the ticket the steps I went through for the issue to occur. In reference to being unable to complete Thick as Thieves. At least on the PTS
I'd like to add one other, just because it's kind of a big issue and I completely forgot about it. Forgive me if someone else mentioned it:
Sometimes you can get stuck in place if you collide with another player, a mob, or an object. You'll become un-stuck eventually, but this can very easily be problematic, since it can happen just about anywhere, including in stuff like the High Pan Alert or Gravitar, as well as when fighting enemy players. The interesting part, is you'll remain stuck even if whatever you got stuck on moves or is destroyed, meaning it doesn't seem to be directly related to actually being stuck inside anything, but simply colliding with it.
This may turn out to be difficult to reproduce, due to the fact it's extremely random when it happens, but suffice it to say if you play enough you'll eventually run into it.
This actually happens ingame with the Westside Truck Containers by the docks and generally whereever those containers are found. I noted that being blown back into one of them stops you from moving properly.
Powers: Power Armor Framework: Overdrive: power is not working with ?Circle? type powers. (amosov78, Thread Post) [QA - These ?Circle? powers are charge type powers, and do not meet the powers description. They are not a Maintain nor a Toggle power. IDF will need to be investigated since it is a Toggle.]
And will the maintain power One Hundred Hands also be looked at? I believe I've also heard that some of the maintain powers in guns/munitions also don't work with Overdrive, though I don't have any characters myself with which to confirm this.
"Robot eye" costume piece piece is warping as the character moves.
How to repeat:
1. Go to costume creator under "Eye accessory" drop down menu and select "robot eye".
2. Select robotic eye costume piece with "full mask" of "heads & hairs" settings. NOTE: Robotic eye is not bugged when used with Full helmet setting. The bug is only active when Robot eye is used with "full mask" or "heads & hairs".
3. When the character looks to the left in the idle stance or for any reason the bottom part of the "robot eye" piece will warp into the face of the character on the left side revealing left side of the mouth. As the character moves, the "robotic eye" costume piece continues to warp in and out of the characters face.
1. Please give us Daily PVP missions that reward Questionite.
2. Please give us an exchange rate between Acclaim and Recognition so that PVP has access to all "On Alert" PVE rewards.
Cool downs on Blood Moon devices are not displaying correctly.
Cool downs for all Blood Moon devices are displaying much lower cd times then they are actually taking if you have high Int and/or cd reducing gear. Other devices I have seem to cd at displayed rate.
Example: "Will of the Tiger Cub" displays 26 seconds for cd, is actually 61 seconds.
Expected result: cd time displayed should match actual cd time.
_________________________________
Good-bye, DevSlayer title, you will be missed.
Still Waiting on: Archer and the Ultimate Ninja!
Any chance we can finally get the vibro sword laser sword skin? "CO once had devs, but they all fled to STO and NW because they feared Caliga." -matixzon
For now, I will be placing the bug reporting in this thread on pause. All new bug posts after this point will not be added to the list, but I am going to keep the thread open for any discussions on the previously reported bugs.
Just quoting, it seems to have been missed.
We'll have to wait for a new thread for posting new bugs (at least if you want them to be looked at).
[QUOTE=fr0gurt;2171991
[/LIST]
[*]Increase the wallet size of Silver account players so that they can use the auction house for more expensive items.
[/LIST][/QUOTE]
- text rendering is killing the framerate:
Example each time I retcon a character and I have to choose my inate characteristic, everything is slowing down to death.
Same if I go to the character creation go to the last tab and want to filter
Same during big event, if I keep showing the name and damage of all player It's becoming a slide show.
A second is related to a disappointing update for power armor but that's not the point here so let's not develop too much.
UI: Tailor: Color Selection: An option is selected for the user without, the input from user. (demalion0, Thread Post) [QA - I was not able to reproduce this issue. When in the tailor, selecting one of the color pallets requires a Button Release until the color selection window appears. More information on how to reproduce what you are seeing will be required on this issue.]
...
The problem for specifically the 4th color seems to have been recognized elsewhere, but I'll rephrase the other part:
The usage I have problems with is opening the color palette in the tailor and using it to spot the currently selected color's placement in the list, which, in the tailor at least, the current operation doesn't facilitate...almost always, at least without quick mouse movement or incidental positioning of the palette so a color isn't under the mouse position used to open it (rare in the tailor, common in the power color palette operation).
This is useful because picking a completely different color is one usage, but adjusting a color relative to the current selection or trying to identify a specific color to use again elsewhere are some other usages that are hindered by this operation. The "used color" list at the top helps, at least for a given gaming session, but that's after the colors are clicked on.
You can reproduce the issue by entering the tailor for any character using more than "base costume colors" in a new game session, and trying to open the palette in the tailor and observe the position of the currently selected color. Perhaps the palette is placed differently for other resolutions (mine is 1920x1200), but for mine this is almost always problematic as I describe.
Let me suggest:
Something, like a dot in the middle of the color square to indicate the currently active color for reference, so that the selection under the cursor issue and varying palette positioning interaction doesn't matter for that at all (separating the UI function I'm finding lacking, out into something separate, direct, but simple, where it should probably be anyways).
Something completely (EDIT: well, it also affected using the selection indication to place the current color for glow colors I guess) unrelated to what I discussed, but still an indication issue:
I would ask that the palette not putting a "glow" border on every single color in the palette for glow colors. Why is it necessary...what is that indicating? You're still just selecting color with them...if anything, the "glow bar" slider should be highlighted in that way to help point out glow can be used, if just having the additional gadget isn't enough. The highlighting is done by the same mechanism used to show mouse selection, just slightly less bright, making the selection indication less clear and, for me at least, uncomfortable to track across with my eyes with such a repetitive noise element.
Hmm trying to figure out what to post about this bug i keep seing everything vanished like the buffs and so on and it has something to do with teleport.
I'm reporting this again because it is NOT working as designed irregardless of what G Crush and whoever is handling this crap on the QA team says. I'm sick of my Fire Tank being a complete pile of crap, and I'm going to hammer at this issue until it gets fixed. They felt it necessary to nerf the crap out of Heatwave, move Thermal to an inferior stat, and nerfed a ton of stuff in Fire before I even started using the set, but this? This bug, has gone on too long, and trying to pass it off as a "feature" whether intentional or not is insulting.
BUG: Thermal Reverb is NOT FUNCTIONING AS INTENDED. It only grants ONE TICK OF ENERGY, as opposed to ONE TICK OF ENERGY FOR CLINGING FLAMES, AND AN ADDITIONAL ONE FOR EACH FIRE PATCH ACTIVE NEAR THE PLAYER. The WORKING AS INTENDED functionality for this power is to GRANT ONE TICK OF ENERGY PER FIRE PATCH NEAR THE PLAYER allowing additional synergies within the fire set to generate additional energy IN A SIMILAR MANNER BALL LIGHTNING DOES FOR IONIC REVERB. This functionality was preserved through NUMEROUS PATCHES IN THE PAST, INTENTIONALLY, but became BUGGED at a point when the developers fixed ACTUAL UNINTENDED FUNCTIONALITY where Thermal Reverb was gaining EXCESSIVE STACKS OF FEED ON FLAMES FROM CLINGING FLAMES.
IONIC REVERB WAS BALANCED AFTER THIS FUNCTIONALITY, AND AS SUCH IT IS A BUG THAT IT IS MISSING FROM THERMAL REVERB. This power is NOT working as designed/intended, I repeat it is NOT WORKING AS IT IS MEANT TO. If this is to be the new model for energy unlocks EVERY OTHER ENERGY UNLOCK IN THE GAME NEEDS TO BE NERFED, AS THIS IS HOW IONIC REVERB WORKS, AND OTHER POWERS SUCH AS MOLECULAR SELF ASSEMBLY ARE BALANCED BY THE FACT THEY CAN WORK WITH A LARGE VARIETY OF BUILDS.
Seeing as this would be a HORRIBLE idea, I propose that we fix this glaring, and grievous BUG by allowing Thermal Reverb to ONCE AGAIN GAIN ADDITIONAL TICKS OF ENERGY FROM FIRE PATCHES. That is to say, the on the ground patches generated by powers such as FLASHFIRE, PYRE, and advantaged BRIMSTONE. This functionality was in fact less powerful than alternative options past and present, as as such there is NO REASON TO NOT RETURN IT.
Seeing as I didn't get the point across last time, as clearly made evident by them completely misunderstanding and simplifying what I had reported, hopefully this overly verbose report with key words capitalized will get it across better. :rolleyes:
...I just recently realized something really disturbing. We're all eating Sodapop3's "humble pie."
The whole binary nature of holds in this game needs to be ditched. Mez powers needs to be broken into 2 categories - ones which impart a partial debilitation of a target's function, (like slows, roots, snares, confuses, and placates), and ones which completely shut down the target, (paralyzes/stuns). Powers that fully shut down an enemy should apply increasingly greater degrees of debilitation up until they actually hold the target. For each stack of hold resistance a target has, the maximum amount that they can get locked down gets bumped back 1 step.
So, let's say, for instance, that the flow for containment field worked like this:
damage debuff -> movement debuff -> recharge debuff -> perception debuff -> completely held
A player goes to use containment field on an enemy. Doing a rough calculation, let's say each step of the above progression happened after .45 seconds, until the target was finally held somewhere around 1.8 second. If the player only charged the power for .5 seconds, then the target would only have its damage debuffed for a few seconds.
Now let's go even further - the same player successfully held their target. The target breaks free and gets 1 stack of hold resistance. The player goes to use containment field again, but even if they fully charge it, the most they can do is to apply the effects up to a perception debuff.
The specific progression of the debuffs can be worked out later. The important part is that using a hold on a target w/ stacks of hold resistance would still be worthwhile. Additionally, the holds can gain effects to further synergize with their respective sets. Perhaps containment field could impart a crushing damage resistance debuff at one of its stages. Ego hold could impart an ego damage resistance debuff, and so on.
The toggle form, manipulator, would be adjusted in 2 ways along with this proposal:
1. You'd gain a stack of manipulator every time an enemy suffers any one of the maladies from your hold powers.
2. Each stack of manipulation would count as - 0.5 stacks of hold resistance, when calculating how far along a hold's progression you can inflict upon an enemy.
<::::::::::::::)xxxo <::::::::::::::)xxxo <::::::::::::)xxxxxxxx(:::::::::::> oxxx(::::::::::::::> oxxx(::::::::::::::> "Is it better to be feared or respected? I say, is it too much to ask for both?" -Tony Stark Official NW_Legit_Community Forums
I love the holds in this game and the only toon I have is fully based around how holds work.. That being said the **** doesn't even work as ADVERTISED.
Manipulator doesn't proc on a million powers STILL
Confuses aren't counted in almost ANY of the specializations
Hold Time isn't even shown at the correct times
Hold Resistance isn't granted when breaking out of NPC holds
Hold strength and hold resistance don't even correlate to the same data..
Keep the binary "works" and "doesn't work" system.. as much as I would love soft CC over hard Holds Cryptic is not the company to trust with such a design. They can't even remember whether knocks are crowd control or not so i have NO faith in them making a MORE complicated system.
AND OTHER POWERS SUCH AS MOLECULAR SELF ASSEMBLY ARE BALANCED BY THE FACT THEY CAN WORK WITH A LARGE VARIETY OF BUILDS.
That is not balance at all. My energy unlock should be weaker then yours just because it would work on another build? But I don't have this other build, I have the one I am using now.
Also, not every build has a power that has a low recharge time. Yes sure you can take one specifically for MSE, but then, the same goes for thermal.
That is not balance at all. My energy unlock should be weaker then yours just because it would work on another build? But I don't have this other build, I have the one I am using now.
Also, not every build has a power that has a low recharge time. Yes sure you can take one specifically for MSE, but then, the same goes for thermal.
You clearly do not know what you are talking about, however I'm going to leave it at this since this is not the place for balance arguments: Suffice it to say, whether you want to accept it or not, that is one of two very good reasons MSA is considered one of the best energy unlocks in the game, despite there being options with better raw energy return.
...I just recently realized something really disturbing. We're all eating Sodapop3's "humble pie."
You're joking, right? CO is done. Unless PWE is going to find some buyer for it, if they find it worth off-loading rather than just shutting it down.
Sure, I'm a doom speaker. None of the devs ever pop up to answer questions (with the very rare comment drannic made here). No new content, no fixes of bugs that have been around for years, throw "Blood Moon" out there as something NEW - and IT'S bugged up as hell - and you want to know if they're going to fix any bugs?
No. I doubt that they will pay any attention to the CO bugs. Sorry to tell you, and I hope I'm wrong... but for a year now, there's been nothing to counter indicate my conclusions.
You should take a look at the 2nd post and see all the work Drannic has been doing with this bug thread.
You clearly do not know what you are talking about, however I'm going to leave it at this since this is not the place for balance arguments: Suffice it to say, whether you want to accept it or not, that is one of two very good reasons MSA is considered one of the best energy unlocks in the game, despite there being options with better raw energy return.
There comment made complete sense. It's you who don't know what you're talking about.
attempting to claim free hideout in PTS - yes I know its silly,
press claim button,
message" are you sure you wish to claim your free token on?"
press claim again and get
Acquired mission: Bear Necessity
[*]Systems: Global Chat Server: Report for spam feature is being abused. (somebob, Thread Post) [QA - This feature is a part of game engine, and will not be removed since all of our games use this. But since Champions has seen a huge drop in advertisers, maybe we can look into making a game specific change to lighten when the silence is placed on an account. I will bring this issue up with development to see if this is possible, or at least someone to look into it. Also to reassure, CO does have GMs, but with the increase of products and players under Cryptic Studios titles, GMs are not always granted the amount of time to ?show face? in game these days as I did when I was still a GM during Champions launch. ]
This is utter BS. I was paying and my gaming experience was being controlled by others. It's harassment and you won't lift a finger to help? You will no long receive one cent from me until this system is fixed.
I agree with Flare, the chat ban stuff needs to go.
This top two player issue thing I like very much, I am sad to see little progress the last few weeks. I hope after the nightwing content is released this will get some priority.
This is utter BS. I was paying and my gaming experience was being controlled by others. It's harassment and you won't lift a finger to help? You will no long receive one cent from me until this system is fixed.
I back you 100% on this issue. I will no longer be purchasing any zen until the chat ban abuse gets resolved. You already have my lifetime money, I'll just enjoy my free stuff for now.
And in response to what Drannic said about the system working as intended, from a technical stand point this is true. The system itself is doing exactly what its been programmed to do. The problem lies with the abuse of the system.
There are so many real life examples of this. Here in the States, guns are legal to purchase by citizens. When a gun crime is commited people blame the guns, the manufacturer, or the store owner. There system did its job and somebody abused it, to put it as simply as possible. Except with that scenario, the person who commits the crime is punished.
So yeah, the report spam is doing what it is supposed to do. It's the abuse of this feature that needs to be solved.
So yeah, the report spam is doing what it is supposed to do. It's the abuse of this feature that needs to be solved.
What I have posted about this issue still stands. I have looked into this issue further and found that this system completely resides in our Global Chat System. Meaning, that this feature is Cryptic wide and currently does not have any game specific settings. Any changes that Champions Online (CO) requests be made, will propagate to all of our games, this includes Star Trek Online and Neverwinter.
So, as @Benevon has posted, the abuse of this system needs to reviewed, not the feature itself being removed, and this is my next step into this issues investigation.
So just so there is no misunderstanding, the issues under the Working as Designed category are issues that are caused with how our game was created and/or designed, and may not be able to be changed. But this does not invalidate the feedback provided by our user base, and will be brought up to the CO Development team and discussed if it is possible to resolve or changed.
I apologize that some users have found a away to abuse this feature and are using it as a griefing tool.
I just can't stick my finger in that ignoring enough time mutes someone. Shouldn't it just remove the ignored persons chat from the ignoree?
But the 'Report Spam' should mute the reported that i get, BUT it can be and is abused also.
So removing the muting from Ignore should lighten the load from the GM who should review the tickes from 'Report Spam' function. Meaning that there actually is someone there.
Because we did fine before the Muting was implemented considering Gold Sellers, which the 'Report Spam' was made for.
Or am i compleatly in the Twilight Zone?
CHAMPIONS ONLINE:Join Date: Apr 2008
And playing by myself since Aug 2009 Godtier: Lifetime Subscriber
I apologize that some users have found a away to abuse this feature and are using it as a griefing tool.
Except that it doesnt even require that there be griefing involved.
The fact that a few people dont want to see a particular zone chat conversation and opt to use the ignore function is not griefing, and yet it can deprive other players of an aspect of a service for which they have paid.
This isnt a matter of some players have found a way to twist the purpose of a legitimate system in their pursuit of causing grief. This is a system that, by design, if used exactly as intended, has a negative impact on players who are doing no wrong.
Attempting to blame, "griefers," for the failure of a flawed system is ludicrous. Cryptic implemented a bad system and, rather than accepting responsibility for the flaws, are engaging in misdirection, attempting to shift blame to hypothetical griefers. This is horridly dishonest and a blatant attempt to deflect righteous indignation, and any loss of revenue that such might generate, away from the company.
Apologizing, not for the fact that a Cryptic designed flawed system is causing problems, but because some hypothetical griefers who may or may not be in any way involved in the problem, is not an apology.
"I apologize for the fact that you didnt like it when I punched you," is not an apology for striking someone, any more than the post I quoted is an apology for a problem caused solely by Cryptic.
Except that it doesnt even require that there be griefing involved.
The fact that a few people dont want to see a particular zone chat conversation and opt to use the ignore function is not griefing, and yet it can deprive other players of an aspect of a service for which they have paid.
This isnt a matter of some players have found a way to twist the purpose of a legitimate system in their pursuit of causing grief. This is a system that, by design, if used exactly as intended, has a negative impact on players who are doing no wrong.
Attempting to blame, "griefers," for the failure of a flawed system is ludicrous. Cryptic implemented a bad system and, rather than accepting responsibility for the flaws, are engaging in misdirection, attempting to shift blame to hypothetical griefers. This is horridly dishonest and a blatant attempt to deflect righteous indignation, and any loss of revenue that such might generate, away from the company.
Apologizing, not for the fact that a Cryptic designed flawed system is causing problems, but because some hypothetical griefers who may or may not be in any way involved in the problem, is not an apology.
"I apologize for the fact that you didnt like it when I punched you," is not an apology for striking someone, any more than the post I quoted is an apology for a problem caused solely by Cryptic.
The "Report Spam" feature is STRICTLY for reporting someone who is spamming chat with RMT sales or other unapproved of services, (power leveling services, etc). Unless someone is using the feature for that exact purpose, then they are griefing.
OTOH, ignoring someone isn't wrong, so in that regard you are correct - it is not the one that is doing the ignoring who is at fault, but the game choosing to turn "a few people don't want to hear what person X has to say" into "completely silence player X".
<::::::::::::::)xxxo <::::::::::::::)xxxo <::::::::::::)xxxxxxxx(:::::::::::> oxxx(::::::::::::::> oxxx(::::::::::::::> "Is it better to be feared or respected? I say, is it too much to ask for both?" -Tony Stark Official NW_Legit_Community Forums
The "Report Spam" feature is STRICTLY for reporting someone who is spamming chat with RMT sales or other unapproved of services, (power leveling services, etc). Unless someone is using the feature for that exact purpose, then they are griefing.
OTOH, ignoring someone isn't wrong, so in that regard you are correct - it is not the one that is doing the ignoring who is at fault, but the game choosing to turn "a few people don't want to hear what person X has to say" into "completely silence player X".
Agreed.
My point was that we dont know that there is much, if any, of that griefing going on. Such is purely hypothetical. For all we know 99% of all chatbans are occurring as a result of the ignore function.
My point was that we dont know that there is much, if any, of that griefing going on. Such is purely hypothetical. For all we know 99% of all chatbans are occurring as a result of the ignore function.
Gotcha... and since we don't know the full story, it is very possible that the people that are getting banned said *something* to get themselves ignored by whatever the necessary number of players is to get silenced...
Mind you I don't think that should happen w/o some human moderator/admin intervention.
<::::::::::::::)xxxo <::::::::::::::)xxxo <::::::::::::)xxxxxxxx(:::::::::::> oxxx(::::::::::::::> oxxx(::::::::::::::> "Is it better to be feared or respected? I say, is it too much to ask for both?" -Tony Stark Official NW_Legit_Community Forums
Gotcha... and since we don't know the full story, it is very possible that the people that are getting banned said *something* to get themselves ignored by whatever the necessary number of players is to get silenced...
Mind you I don't think that should happen w/o some human moderator/admin intervention.
Yeah.
In the past, before becoming aware of the ignore = chatban system, I used ignore quite liberally.
If I wanted to follow one particular conversation in zone, but not another....Ignore the other.
If I was in my, "help noobs," mood I might ignore all participants in an long ongoing zone conversation to be able to spot and answer questions from new players.
If I saw yet another, "who would win a fight between hero/villain X and hero/villain Y," I almost always ignored the participants. The conversation was perfectly valid, but I am long since sick and tired of such.
I would then remove the ignores when leaving the zone, and perhaps reapply them if I returned and found the same chat going on.
Since this remove and reapply ignore could happen multiple times per play session when I was queuing for PvP arenas I would not be surprised to discover that I personally am responsible for chat bans of people who were doing nothing wrong...I just didnt want to follow their conversation.
I dont use ignore any longer. I tend not to follow zone chat much as a result. I dont generally answer a new players' questions, dont offer build advice, etc. For me discovering the ignore = chatban system meant that CO became a single player game with the exception of one player created channel. The other people in an alert or zone are essentially NPCs.
Dont get me wrong, I enjoy single player RPGs. Its just too bad that a game designed as an MMO includes features intended to interfere with player social interaction.
But this does not invalidate the feedback provided by our user base, and will be brought up to the CO Development team and discussed if it is possible to resolve or changed.
I apologize that some users have found a away to abuse this feature and are using it as a griefing tool.
This is greatly appreciated by myself and numerous others Drannic. Thank you.
I dont use ignore any longer. I tend not to follow zone chat much as a result. I dont generally answer a new players' questions, dont offer build advice, etc. For me discovering the ignore = chatban system meant that CO became a single player game with the exception of one player created channel. The other people in an alert or zone are essentially NPCs.
Dont get me wrong, I enjoy single player RPGs. Its just too bad that a game designed as an MMO includes features intended to interfere with player social interaction.
Likewise, Ashen. Completely and totally. I don't listen to /zone at all, ever, because I'm too afraid of talking into it to get a chat ban. Thankfully I have other player-made channels that keep me more than occupied while playing and make CO seem alive again.
Likewise, Ashen. Completely and totally. I don't listen to /zone at all, ever, because I'm too afraid of talking into it to get a chat ban. Thankfully I have other player-made channels that keep me more than occupied while playing and make CO seem alive again.
Can you imagine if this was a power problem? :eek:
"Every 20th time i zone with a character with Illumination some newbie has cast on me it freezes me at the arrival point."
"I can't move for 24 hours, but i can emote."
I imagine it would be fixed within the week... :rolleyes:
You are definitely into that whacky tobacky there.
I couldn't think of any other power that had a long duration that was totally within a players control to cast on another player that you couldn't choose to say YES/NO on :redface:
When they fix the avian set (why its a priority, when it's only 900 day players who have it I dunno) will they make it available for us free players?
I like birds, and I want to make a bird toon but I won't ever subscribe to champs.
I would pay for the set though...
I support this.
Getting the set for free is more than enough of a vet reward for me. I dont need others to be locked out of certain concepts in order to feel that I got a reward.
Gotcha... and since we don't know the full story, it is very possible that the people that are getting banned said *something* to get themselves ignored by whatever the necessary number of players is to get silenced...
Mind you I don't think that should happen w/o some human moderator/admin intervention.
This. If there were real people reviewing each instance of report spam/ignore being used to the point of muting, there would be no argument whether it was being used
properly or used for griefing.
And thank you for the response Drannic. I'm glad to know we are being heard on this issue and I really hope everyone on the Cryptic team will put forth the effort to try to stop the abuse.
Comments
How to reproduce:
1) Go into the Tailor.
2) Choose the 4th color button (from the 'only modify this piece' area, NOT the skin/global color picks).
3) Move the cursor around the palette, then click anywhere that is not a color choice (so outside the box that pops up).
4) Color will magically change to whatever was last highlighted before you clicked away.
NOTE: For all the other color choices, clicking outside of the color choices cancels picking a color.
Technically this is 'without the input from the user', IMHO, as you did not choose a color. Maybe that's what he means.
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I'm really hoping by tights you mean the feet and legs too. It's quite annoying having the yellow tint when the feet are set to white.
OK, I see where I might have had a misunderstanding on the reported issue. When moving the mouse around on the color palette, the mouse is highlighting the colors, and then clicking off the window is actually selecting the currently highlighted (unwanted) color.
The highlighting of the color is to see a preview of what the color will look like on the costume, but when the mouse is moved off that color, it should become no longer highlighted. This would probably resolve this issue. Ill add this new information into the bug and investigate the issue.
Thank you!
Cryptic Studios
You're joking, right? CO is done. Unless PWE is going to find some buyer for it, if they find it worth off-loading rather than just shutting it down.
Sure, I'm a doom speaker. None of the devs ever pop up to answer questions (with the very rare comment drannic made here). No new content, no fixes of bugs that have been around for years, throw "Blood Moon" out there as something NEW - and IT'S bugged up as hell - and you want to know if they're going to fix any bugs?
No. I doubt that they will pay any attention to the CO bugs. Sorry to tell you, and I hope I'm wrong... but for a year now, there's been nothing to counter indicate my conclusions.
Grind. Grind never changes.
If you're playing CO and reporting any bugs, you're STILL an unpaid QA technician.
"Because we're not satisfied until you're not satisfied" - message from PW customer service.
Step1 receive email - normal
step 2 go to MCPD Martin just NE of City Hall and Accept quest Crime Computa - normal
step 3 Access Nemesis Database - normal
step 4 Select Nemesis power framework - normal
step 5 Select a color hue for the powers - normal
step 6 Click next - abnormal result program crashes insted of continuing.
It is very frustrating not to have a Nemesis because that is one of the more enjoyabke aspects of the game.
I currently do not have a time frame for when this issues will be responded to, but I am personally pushing these issues to the Devs to get fixed.
In the second post of this thread, I will be updating the issues as they go through the process of being responded to.
Cryptic Studios
Sometimes you can get stuck in place if you collide with another player, a mob, or an object. You'll become un-stuck eventually, but this can very easily be problematic, since it can happen just about anywhere, including in stuff like the High Pan Alert or Gravitar, as well as when fighting enemy players. The interesting part, is you'll remain stuck even if whatever you got stuck on moves or is destroyed, meaning it doesn't seem to be directly related to actually being stuck inside anything, but simply colliding with it.
This may turn out to be difficult to reproduce, due to the fact it's extremely random when it happens, but suffice it to say if you play enough you'll eventually run into it.
...I just recently realized something really disturbing. We're all eating Sodapop3's "humble pie."
Ticket ID #28,820
This actually happens ingame with the Westside Truck Containers by the docks and generally whereever those containers are found. I noted that being blown back into one of them stops you from moving properly.
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And will the maintain power One Hundred Hands also be looked at? I believe I've also heard that some of the maintain powers in guns/munitions also don't work with Overdrive, though I don't have any characters myself with which to confirm this.
How to repeat:
1. Go to costume creator under "Eye accessory" drop down menu and select "robot eye".
2. Select robotic eye costume piece with "full mask" of "heads & hairs" settings. NOTE: Robotic eye is not bugged when used with Full helmet setting. The bug is only active when Robot eye is used with "full mask" or "heads & hairs".
3. When the character looks to the left in the idle stance or for any reason the bottom part of the "robot eye" piece will warp into the face of the character on the left side revealing left side of the mouth. As the character moves, the "robotic eye" costume piece continues to warp in and out of the characters face.
Example picture below:
Attachment not found.
PVP is starving without rewards
1. Please give us Daily PVP missions that reward Questionite.
2. Please give us an exchange rate between Acclaim and Recognition so that PVP has access to all "On Alert" PVE rewards.
Cool downs for all Blood Moon devices are displaying much lower cd times then they are actually taking if you have high Int and/or cd reducing gear. Other devices I have seem to cd at displayed rate.
Example: "Will of the Tiger Cub" displays 26 seconds for cd, is actually 61 seconds.
Expected result: cd time displayed should match actual cd time.
Good-bye, DevSlayer title, you will be missed.
Still Waiting on: Archer and the Ultimate Ninja!
Any chance we can finally get the vibro sword laser sword skin?
"CO once had devs, but they all fled to STO and NW because they feared Caliga." -matixzon
Just quoting, it seems to have been missed.
We'll have to wait for a new thread for posting new bugs (at least if you want them to be looked at).
[/LIST]
[*]Increase the wallet size of Silver account players so that they can use the auction house for more expensive items.
[/LIST][/QUOTE]
+1 this.. 250 limit is a bit unreasonable IMO.
700g would be workable, 1000g would be ideal.
What is the chance of this ever happening?
Do the developers ever look at these requests?
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- text rendering is killing the framerate:
Example each time I retcon a character and I have to choose my inate characteristic, everything is slowing down to death.
Same if I go to the character creation go to the last tab and want to filter
Same during big event, if I keep showing the name and damage of all player It's becoming a slide show.
A second is related to a disappointing update for power armor but that's not the point here so let's not develop too much.
The problem for specifically the 4th color seems to have been recognized elsewhere, but I'll rephrase the other part:
The usage I have problems with is opening the color palette in the tailor and using it to spot the currently selected color's placement in the list, which, in the tailor at least, the current operation doesn't facilitate...almost always, at least without quick mouse movement or incidental positioning of the palette so a color isn't under the mouse position used to open it (rare in the tailor, common in the power color palette operation).
This is useful because picking a completely different color is one usage, but adjusting a color relative to the current selection or trying to identify a specific color to use again elsewhere are some other usages that are hindered by this operation. The "used color" list at the top helps, at least for a given gaming session, but that's after the colors are clicked on.
You can reproduce the issue by entering the tailor for any character using more than "base costume colors" in a new game session, and trying to open the palette in the tailor and observe the position of the currently selected color. Perhaps the palette is placed differently for other resolutions (mine is 1920x1200), but for mine this is almost always problematic as I describe.
Let me suggest:
BUG: Thermal Reverb is NOT FUNCTIONING AS INTENDED. It only grants ONE TICK OF ENERGY, as opposed to ONE TICK OF ENERGY FOR CLINGING FLAMES, AND AN ADDITIONAL ONE FOR EACH FIRE PATCH ACTIVE NEAR THE PLAYER. The WORKING AS INTENDED functionality for this power is to GRANT ONE TICK OF ENERGY PER FIRE PATCH NEAR THE PLAYER allowing additional synergies within the fire set to generate additional energy IN A SIMILAR MANNER BALL LIGHTNING DOES FOR IONIC REVERB. This functionality was preserved through NUMEROUS PATCHES IN THE PAST, INTENTIONALLY, but became BUGGED at a point when the developers fixed ACTUAL UNINTENDED FUNCTIONALITY where Thermal Reverb was gaining EXCESSIVE STACKS OF FEED ON FLAMES FROM CLINGING FLAMES.
IONIC REVERB WAS BALANCED AFTER THIS FUNCTIONALITY, AND AS SUCH IT IS A BUG THAT IT IS MISSING FROM THERMAL REVERB. This power is NOT working as designed/intended, I repeat it is NOT WORKING AS IT IS MEANT TO. If this is to be the new model for energy unlocks EVERY OTHER ENERGY UNLOCK IN THE GAME NEEDS TO BE NERFED, AS THIS IS HOW IONIC REVERB WORKS, AND OTHER POWERS SUCH AS MOLECULAR SELF ASSEMBLY ARE BALANCED BY THE FACT THEY CAN WORK WITH A LARGE VARIETY OF BUILDS.
Seeing as this would be a HORRIBLE idea, I propose that we fix this glaring, and grievous BUG by allowing Thermal Reverb to ONCE AGAIN GAIN ADDITIONAL TICKS OF ENERGY FROM FIRE PATCHES. That is to say, the on the ground patches generated by powers such as FLASHFIRE, PYRE, and advantaged BRIMSTONE. This functionality was in fact less powerful than alternative options past and present, as as such there is NO REASON TO NOT RETURN IT.
Seeing as I didn't get the point across last time, as clearly made evident by them completely misunderstanding and simplifying what I had reported, hopefully this overly verbose report with key words capitalized will get it across better. :rolleyes:
...I just recently realized something really disturbing. We're all eating Sodapop3's "humble pie."
The whole binary nature of holds in this game needs to be ditched. Mez powers needs to be broken into 2 categories - ones which impart a partial debilitation of a target's function, (like slows, roots, snares, confuses, and placates), and ones which completely shut down the target, (paralyzes/stuns). Powers that fully shut down an enemy should apply increasingly greater degrees of debilitation up until they actually hold the target. For each stack of hold resistance a target has, the maximum amount that they can get locked down gets bumped back 1 step.
So, let's say, for instance, that the flow for containment field worked like this:
damage debuff -> movement debuff -> recharge debuff -> perception debuff -> completely held
A player goes to use containment field on an enemy. Doing a rough calculation, let's say each step of the above progression happened after .45 seconds, until the target was finally held somewhere around 1.8 second. If the player only charged the power for .5 seconds, then the target would only have its damage debuffed for a few seconds.
Now let's go even further - the same player successfully held their target. The target breaks free and gets 1 stack of hold resistance. The player goes to use containment field again, but even if they fully charge it, the most they can do is to apply the effects up to a perception debuff.
The specific progression of the debuffs can be worked out later. The important part is that using a hold on a target w/ stacks of hold resistance would still be worthwhile. Additionally, the holds can gain effects to further synergize with their respective sets. Perhaps containment field could impart a crushing damage resistance debuff at one of its stages. Ego hold could impart an ego damage resistance debuff, and so on.
The toggle form, manipulator, would be adjusted in 2 ways along with this proposal:
1. You'd gain a stack of manipulator every time an enemy suffers any one of the maladies from your hold powers.
2. Each stack of manipulation would count as - 0.5 stacks of hold resistance, when calculating how far along a hold's progression you can inflict upon an enemy.
"Is it better to be feared or respected? I say, is it too much to ask for both?" -Tony Stark
Official NW_Legit_Community Forums
I love the holds in this game and the only toon I have is fully based around how holds work.. That being said the **** doesn't even work as ADVERTISED.
Manipulator doesn't proc on a million powers STILL
Confuses aren't counted in almost ANY of the specializations
Hold Time isn't even shown at the correct times
Hold Resistance isn't granted when breaking out of NPC holds
Hold strength and hold resistance don't even correlate to the same data..
Keep the binary "works" and "doesn't work" system.. as much as I would love soft CC over hard Holds Cryptic is not the company to trust with such a design. They can't even remember whether knocks are crowd control or not so i have NO faith in them making a MORE complicated system.
That is not balance at all. My energy unlock should be weaker then yours just because it would work on another build? But I don't have this other build, I have the one I am using now.
Also, not every build has a power that has a low recharge time. Yes sure you can take one specifically for MSE, but then, the same goes for thermal.
You clearly do not know what you are talking about, however I'm going to leave it at this since this is not the place for balance arguments: Suffice it to say, whether you want to accept it or not, that is one of two very good reasons MSA is considered one of the best energy unlocks in the game, despite there being options with better raw energy return.
...I just recently realized something really disturbing. We're all eating Sodapop3's "humble pie."
You should take a look at the 2nd post and see all the work Drannic has been doing with this bug thread.
There comment made complete sense. It's you who don't know what you're talking about.
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Fixed that for you.
...I just recently realized something really disturbing. We're all eating Sodapop3's "humble pie."
This is utter BS. I was paying and my gaming experience was being controlled by others. It's harassment and you won't lift a finger to help? You will no long receive one cent from me until this system is fixed.
My 1st chat-ban,
my 2nd chat-ban,
my 3rd chat-ban.
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This top two player issue thing I like very much, I am sad to see little progress the last few weeks. I hope after the nightwing content is released this will get some priority.
I back you 100% on this issue. I will no longer be purchasing any zen until the chat ban abuse gets resolved. You already have my lifetime money, I'll just enjoy my free stuff for now.
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@Benevon
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There are so many real life examples of this. Here in the States, guns are legal to purchase by citizens. When a gun crime is commited people blame the guns, the manufacturer, or the store owner. There system did its job and somebody abused it, to put it as simply as possible. Except with that scenario, the person who commits the crime is punished.
So yeah, the report spam is doing what it is supposed to do. It's the abuse of this feature that needs to be solved.
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@Benevon
Leader of Super Serious Brooding Vigilantes
What I have posted about this issue still stands. I have looked into this issue further and found that this system completely resides in our Global Chat System. Meaning, that this feature is Cryptic wide and currently does not have any game specific settings. Any changes that Champions Online (CO) requests be made, will propagate to all of our games, this includes Star Trek Online and Neverwinter.
So, as @Benevon has posted, the abuse of this system needs to reviewed, not the feature itself being removed, and this is my next step into this issues investigation.
So just so there is no misunderstanding, the issues under the Working as Designed category are issues that are caused with how our game was created and/or designed, and may not be able to be changed. But this does not invalidate the feedback provided by our user base, and will be brought up to the CO Development team and discussed if it is possible to resolve or changed.
I apologize that some users have found a away to abuse this feature and are using it as a griefing tool.
Cryptic Studios
But the 'Report Spam' should mute the reported that i get, BUT it can be and is abused also.
So removing the muting from Ignore should lighten the load from the GM who should review the tickes from 'Report Spam' function. Meaning that there actually is someone there.
Because we did fine before the Muting was implemented considering Gold Sellers, which the 'Report Spam' was made for.
Or am i compleatly in the Twilight Zone?
And playing by myself since Aug 2009
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Except that it doesnt even require that there be griefing involved.
The fact that a few people dont want to see a particular zone chat conversation and opt to use the ignore function is not griefing, and yet it can deprive other players of an aspect of a service for which they have paid.
This isnt a matter of some players have found a way to twist the purpose of a legitimate system in their pursuit of causing grief. This is a system that, by design, if used exactly as intended, has a negative impact on players who are doing no wrong.
Attempting to blame, "griefers," for the failure of a flawed system is ludicrous. Cryptic implemented a bad system and, rather than accepting responsibility for the flaws, are engaging in misdirection, attempting to shift blame to hypothetical griefers. This is horridly dishonest and a blatant attempt to deflect righteous indignation, and any loss of revenue that such might generate, away from the company.
Apologizing, not for the fact that a Cryptic designed flawed system is causing problems, but because some hypothetical griefers who may or may not be in any way involved in the problem, is not an apology.
"I apologize for the fact that you didnt like it when I punched you," is not an apology for striking someone, any more than the post I quoted is an apology for a problem caused solely by Cryptic.
'Caine, miss you bud. Fly high.
The "Report Spam" feature is STRICTLY for reporting someone who is spamming chat with RMT sales or other unapproved of services, (power leveling services, etc). Unless someone is using the feature for that exact purpose, then they are griefing.
OTOH, ignoring someone isn't wrong, so in that regard you are correct - it is not the one that is doing the ignoring who is at fault, but the game choosing to turn "a few people don't want to hear what person X has to say" into "completely silence player X".
"Is it better to be feared or respected? I say, is it too much to ask for both?" -Tony Stark
Official NW_Legit_Community Forums
There we are, I guess.
That's what I was waiting for. Now, what is Cryptic going to do about this in the short term?
Agreed.
My point was that we dont know that there is much, if any, of that griefing going on. Such is purely hypothetical. For all we know 99% of all chatbans are occurring as a result of the ignore function.
'Caine, miss you bud. Fly high.
Gotcha... and since we don't know the full story, it is very possible that the people that are getting banned said *something* to get themselves ignored by whatever the necessary number of players is to get silenced...
Mind you I don't think that should happen w/o some human moderator/admin intervention.
"Is it better to be feared or respected? I say, is it too much to ask for both?" -Tony Stark
Official NW_Legit_Community Forums
Yeah.
In the past, before becoming aware of the ignore = chatban system, I used ignore quite liberally.
If I wanted to follow one particular conversation in zone, but not another....Ignore the other.
If I was in my, "help noobs," mood I might ignore all participants in an long ongoing zone conversation to be able to spot and answer questions from new players.
If I saw yet another, "who would win a fight between hero/villain X and hero/villain Y," I almost always ignored the participants. The conversation was perfectly valid, but I am long since sick and tired of such.
I would then remove the ignores when leaving the zone, and perhaps reapply them if I returned and found the same chat going on.
Since this remove and reapply ignore could happen multiple times per play session when I was queuing for PvP arenas I would not be surprised to discover that I personally am responsible for chat bans of people who were doing nothing wrong...I just didnt want to follow their conversation.
I dont use ignore any longer. I tend not to follow zone chat much as a result. I dont generally answer a new players' questions, dont offer build advice, etc. For me discovering the ignore = chatban system meant that CO became a single player game with the exception of one player created channel. The other people in an alert or zone are essentially NPCs.
Dont get me wrong, I enjoy single player RPGs. Its just too bad that a game designed as an MMO includes features intended to interfere with player social interaction.
'Caine, miss you bud. Fly high.
This is greatly appreciated by myself and numerous others Drannic. Thank you.
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Likewise, Ashen. Completely and totally. I don't listen to /zone at all, ever, because I'm too afraid of talking into it to get a chat ban. Thankfully I have other player-made channels that keep me more than occupied while playing and make CO seem alive again.
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I imagine it would be fixed within the week... :rolleyes:
| ME | A "Guide" Book" | | I, have a "DREAM! | ( Member since Feb 2008 ) ... ?
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You are definitely into that whacky tobacky there.
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I like birds, and I want to make a bird toon but I won't ever subscribe to champs.
I would pay for the set though...
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I support this.
Getting the set for free is more than enough of a vet reward for me. I dont need others to be locked out of certain concepts in order to feel that I got a reward.
'Caine, miss you bud. Fly high.
This. If there were real people reviewing each instance of report spam/ignore being used to the point of muting, there would be no argument whether it was being used
properly or used for griefing.
And thank you for the response Drannic. I'm glad to know we are being heard on this issue and I really hope everyone on the Cryptic team will put forth the effort to try to stop the abuse.
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@Benevon
Leader of Super Serious Brooding Vigilantes