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FC.31.20140919.1/.2/.3 PTS Update

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  • crosschancrosschan Posts: 920 Arc User
    edited September 2014
    aiqa wrote: »
    That would introduce its own problems. It could get tricky to actually select a target like mechanon, if he is surrounded by a lot of melee players. Also you'd need to stay oddly close to an arbitrary part of his body to be able to attack. And having 20 melee players all getting close enough to a player sized hitbox to be able to attack could be tricky.

    I think we're missing one another here. Let me try to clarify. The hit boxes should not be adjusted by things like Magnifiers, Shrinkers, and other growth effects. In the case of Mechanon his hit box should be as big as he is(as should it be with other actual mobs that are just "that big"). This would mean that he is just as easy to target after my proposal as he is before it. It also means when he's a teeny teddy bear his hit box is still as big as his default form. I did not mean that everything in the game should have the same hitbox. I hope this clears things up. :wink:
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  • jimhsuajimhsua Posts: 1 Arc User
    edited September 2014
    Note: In Mechanon events, Containment Field has been used (intentionally or unintentionally) to grief players and cause event failures.

    Damage log (1543 total events, selection heavily redacted.)
    **20	**	***	Containment	Field	Mark	1	Shield	[NPCs]	0	273	FALSE	100%	-273.85
    **20	**	***	Containment	Field	Mark	1	Shield	[NPCs]	0	29	FALSE	100%	-29.0845
    **20	**	***	Containment	Field	Mark	1	Shield	[NPCs]	0	64	FALSE	100%	-64.5441
    **20	**	***	Containment	Field	Mark	1	Shield	[NPCs]	0	156	FALSE	100%	-156.204
    **20	**	***	Containment	Field	Mark	1	Shield	[NPCs]	0	132	FALSE	100%	-132.545
    **20	**	***	Containment	Field	Mark	1	Shield	[NPCs]	0	84	FALSE	100%	-84.0106
    **20	**	***	Containment	Field	Mark	1	Shield	[NPCs]	0	1,308	FALSE	100%	-1308.34
    ...
    **58	**	***	Containment	Field	Mark	1	Shield	[NPCs]	0	36	FALSE	100%	-36.1945
    **58	**	***	Containment	Field	Mark	1	Shield	[NPCs]	0	108	FALSE	100%	-108.572
    **58	**	***	Containment	Field	Mark	1	Shield	[NPCs]	0	907	FALSE	100%	-907.635
    **58	**	***	Containment	Field	Mark	1	Shield	[NPCs]	0	699	FALSE	100%	-699.303
    **58	**	***	Containment	Field	Mark	1	Shield	[NPCs]	0	559	FALSE	100%	-559.702
    **58	**	***	Containment	Field	Mark	1	Shield	[NPCs]	0	1,182	FALSE	100%	-1182.25
    **58	**	***	Containment	Field	Mark	1	Shield	[NPCs]	0	16	FALSE	100%	-16.9887
    **58	**	***	Containment	Field	Mark	1	Shield	[NPCs]	0	105	FALSE	100%	-105.075
    
    

    Total damage mitigated: 522842


    Suggest putting sort of maximum damage cap on the shield procced by containment field. Or make open mission bosses resistant/immune to effects.
  • flowcytoflowcyto Posts: 12,858 Arc User
    edited September 2014
    Players have abused containment feild before in open events (one player I caught doing it surprised me cause they were also active on the boards). Just like w/ Teddy-fication, its an effect that prob shouldn't be working like that on mobs of this level.

    I believe the anti-magic bubble from Lemurian PA becomes also can do this, but I may be thinking of a diff ability.
    <CO stuff> .: Petco :. // A basic FF building guide (see 1st reply) // PSA on Power Activation Delay // Ayonachan's Gift Horse (misc stat data)
    - Be safe and have fun, champs - for science!
  • quasimojo1quasimojo1 Posts: 642 Arc User
    edited September 2014
    I don't think I've tried Containment Field, but it seems like it has potential to be used for good in an event like this also, like to try to protect the most damaged Mega-D from going down before the others are ready.
    LTS since 2009. Author of ACT parser module for CO. Founder of Rampagers. Resident curmudgeon.

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  • edited September 2014
    This content has been removed.
  • flowcytoflowcyto Posts: 12,858 Arc User
    edited September 2014
    quasimojo1 wrote: »
    I don't think I've tried Containment Field, but it seems like it has potential to be used for good in an event like this also, like to try to protect the most damaged Mega-D from going down before the others are ready.

    I wouldn't keep it around just for that though- too specific to this version of this event, and still can be used negatively. Plus, if you saw more players trying to protect a Mega-D w/ it, then likely more players will think its a good idea to bring/use it when they don't fully understand why, and that could make the whole event even worse.
    <CO stuff> .: Petco :. // A basic FF building guide (see 1st reply) // PSA on Power Activation Delay // Ayonachan's Gift Horse (misc stat data)
    - Be safe and have fun, champs - for science!
  • rtmartma Posts: 1,198 Arc User
    edited September 2014
    Sooooo... Mechanon Torso and hips; are these two costume pieces missing due to a bug, or is there some other reason?
    soulforger wrote: »
    I don't think they put them in as unlockable yet.

    Or most likely keeping them Unique like certain NPC's in game.

    You can not haz Copy Costume. :I
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    I take this quote from a review that I agree with.

    "customisation is so linear; everyone is after the optimal dps:survivability ratio with 0 reliance on other players = autonomous gameplay... Players don't need each other anymore... which in my opinion is a bad thing."
  • meedacthunistmeedacthunist Posts: 2,961 Arc User1
    edited September 2014
    I think Mechanon torso and hips first would need to be remade into a player-friendly version. They are connected by a very thin waist and using them with any other costume part would produce a very large gap.

    So, their version released to players should be probably made not unlike Junkbot's torso and hips, with a large waist connector.
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