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Timer bug in FM - really fixed???

lunaw78lunaw78 Posts: 293 Arc User
edited May 2013 in Gameplay Bugs
Hey guys! I came here for another bug that`s annoying everone! Is the timer bug in FM (Forum Malvarum not Frecuency Modulation from radios hehehe :tongue:) that annoys! The problem is not the mobs from rounds 6, 7 or 9 but the 2 "OP" bosses: Duratok and Ironclad! I have beed in some lvl 40 teams (full DPS teams) and just only few of them manage to defeat those in just 1:39! Yea guys! The boses are active only when the timer is at 1:39 (1 minute and 39 seconds)!
There are 2 or 3 things that I really don`t understand about this bug:
1. Why the timer starts EXACTLY after the team defeats the mobs and the cinematic video begins?
2. Trailturtle promised that this bug will be fixed but where is the fix? After this alert started I received an small patch but really! that patch didn`t fix anything!
3. The bug didn`t showed up in the PTS test? Only on live? I really can`t imagine that! I can`t believe the bug didn`t showed up on PTS, only on live!
I really hope this bug will be fixed because it is annoying for thousands of players (some if not the majority lvl 40) and some of them dropped their hope in gaining some nice rewards from this alert! And that is sad! Really sad! :frown:
Post edited by lunaw78 on

Comments

  • flamingbunnymanflamingbunnyman Posts: 2,035 Arc User
    edited May 2013
    It's not a bug. Trailturtle said that it's working as intended, and that the timer is padded to allow for the time that the cutscene consumes and will NOT be changed.

    http://co-forum.perfectworld.com/showthread.php?p=3250971#post3250971
    _________________________________________________
    @flamingbunnyman in game. Formerly @Roderick in City of Heroes.
  • lunaw78lunaw78 Posts: 293 Arc User
    edited May 2013
    Well if you ask me that`s illogical! If that so, they should start the timer AFTER the cutscene, not when the cutscene starts!!!
  • fudgemonstafudgemonsta Posts: 1,591 Arc User
    edited May 2013
    lunaw78 wrote: »
    Well if you ask me that`s illogical! If that so, they should start the timer AFTER the cutscene, not when the cutscene starts!!!

    It's a trigger. Rather then adding an entirely new 'step' to the mission that would be completed after the cutscene they simply padded the timer.

    That's not illogical, that's actually a rather decent way of saving time while still leaving it to work.
    @HangingDeath

    Deliciously nutritious!
  • flamingbunnymanflamingbunnyman Posts: 2,035 Arc User
    edited May 2013
    Also, I'm fairly certain that the intended amount of time was 1:30, and they padded the timer to account for the cutscene, and then rounded up to a round time.

    If they were to start the timer after the cutscene, we'd probably lose 8-9 seconds, and that would fail a lot more teams than currently do; most teams I've been on that succeed tend to squeeze in just under the wire.
    _________________________________________________
    @flamingbunnyman in game. Formerly @Roderick in City of Heroes.
  • mushermusher Posts: 166 Arc User
    edited May 2013
    This alert is still a load of bullcrap. Sure, it made me much more efficient in building, but what about archetypes? Melee and ranged damage types might have a shot and be actually helpful, but what are tanks and supports supposed to do? Even one player who is not doing offensive-type damage will make "duraclad" round impossible to pass unless all the other 4 team members have painful AOEs and enough toughness to survive aggro from the 2 bosses, and what are the odds of getting 4 such players in one team? I would say very low.
    __________________________________________________
    [SIGPIC][/SIGPIC]
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