Release Notes for FC.31.20150919.9
This build is available on PTS now, 10/9/2015
Level-up Pack (+1)
- Now available in the PTS store. This pack grants the player a single level of experience as well as a random piece of level appropriate gear.
Please format any bugs you find in the following format:
Bug
Where it happens
What happens
Please stay on topic in this PTS thread. We use bug reports from this thread to decide whether a PTS build is ready to go live, and so we need to make sure we're seeing everything in it. Please do discuss the changes, but if you find yourself writing about something that isn't specific to what's on PTS, then that should probably go here:
http://forum.arcgames.com/championsonline/categories/gameplay-bugs1.
These player & moderator maintained threads are checked weekly by the development team:
-
http://www.arcgames.com/en/forums/championsonline/#/discussion/1203148/onslaught-bugs-and-balance-qol-concerns-
http://forum.arcgames.com/championsonline/discussion/1198089/known-power-bugs-
http://forum.arcgames.com/championsonline/discussion/1194284/champions-online-alerts-issues-
http://forum.arcgames.com/championsonline/discussion/1199083/costume-bug-list-
http://forum.arcgames.com/championsonline/discussion/1198119/compiled-list-of-bugs-issues-and-qol-concerns-version-2-0
Comments
@Liath | My PRIMUS Page | Altaholics | New Vehicle Models | New Emblems | Flag Tights
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the first being, that the gear piece should be related to the chosen SS of the character, rather than completely random (a piece of ego gear is useless to a melee tank)
and secondly, if you plan on bringing these things out, you gotta make sure they are not priced stupidly (like the rank-up catalysts are, and the c-store XP boosters..if they gave double XP they would be good, but as is, are junk) I personally wouldn't suggest putting them in the c-store at anything more than 100 zen or they'll end up just wasting away (also, another emote pack wouldn't go too wrong, considering that pretty much everybody I've met on CO has bought the first emote pack)
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Yeah some things are broken... no I don't use/abuse them.. where would be the fun in that?
I have never......
I'm sorry, but that sounds stupid.
Oh, this is for people that do Alerts only. I get it.
Ok, maybe people really need and want these.
And playing by myself since Aug 2009
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Epic Stronghold
Block timing explained
I'm unsure if brand new players should have access to these. Also, I'm incredibly mixed on the gearing. I mostly agree that these pieces should match your stats. However, there's worth in actually having more gear on the market. Of course, there lies the problem of trusting the market since a lot of people will probably just sell what they can't use to a vendor, if not simply discarding it. I'd suggest a piece of gear that's +Primary Super Stat and/or +Secondary Super Stat. There's also the idea of having Super Stat gear in addition to a purely random piece of gear.
-Sterga
As for new player access...I think it should be restricted to:
"You must have at least one level 40 before being able to purchase this device".
Also please consider making the gear given specific to the super stats that the player has, like notyuu suggested above.
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So this was added to LIVE and the Eye Patch Right was never mentioned in the release notes. However, both Male and Female versions are broken. I mentioned the Male version in PTS before it went live but nothing was said or done about it.
Bug: NEW Eye Patch (right) is invisible for (Male Toons)
Bug: NEW Eye Patch (right) eye clips through patch when blinking (Unable to check Male version but I imagine both clip eye patch)
I am not sure how to fix but it appears that this version of the patch goes deeper into the head model. Which is where the eye clipping issues seems to occur. That might be where the answer to the problem is.
The way this, works, is each token/item, gives you one level at a time, so I assume 20-25Zen, per token, you guys are smart, I hope, so do your maths. On how this will work. However I whuold like it if the tokens whuold be in a bundle as well, for them more wallet pros. What do I mean by bundle?.
So meny odd tokens, in one bundle, that will reach about level 10 each, so maybe 10-20 tokens, and if used on a level say 20, it will make them 30, and then if another level 40. etc, you get the idea.
However the bundles will cost more then the per-token 20-25-100Zen, they will cost 1000Zen, for each one, as each token has 100 Tokens, or how meny is required to do so.
Sound fair?, No?, then that proves my point.
@Liath | My PRIMUS Page | Altaholics | New Vehicle Models | New Emblems | Flag Tights
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Dear Bean Counters,
If you really want us to spend more money, you have to stop pricing things absurdly... Many of us want to buy things to support the game, however the prices you've been setting on everything turn us away. Please, for the love of money price these things reasonably.
Signed, a concerned customer.
I can totally see this device working out as long as once again, as everyone already said, the price is right. We are perfectly aware that CO isn't bringing in the money ya'll expected any more. However, pricing things at $10-$30 a pop is not the way to go about it. The F2P model thrives off small purchases. $0.25-$5.00 purchases are where the money comes from in the F2P market. You fill your shop with stuff in that price range and you will have people opening their wallets for this or that constantly.
A $0.25-0.5 purchase is not something you pull out your wallet for if the minimum amount of money you can spend is $5.
You do realize that nearly every F2P game out there has you buy their special cash-shop currency before you can buy anything... and the majority of them have a minimum purchase of $5 to get their currency... it's only when you go to mobile games that you start to see an abundance of "just pay with real cash" cash shops... when it comes to F2P PC games however it's incredibly rare to see an option to just pay with cash, you almost always have to buy $5+ worth of their currency first...
And it's been well proven that people will spend $5-$10 on cash shop currency to get bulk purchases for $0.25-$5.00 each... and quite often too... however people are much less likely to make the purchase if they are spending $5-$10 per item and highly reluctant to the point of loathing to spend $10+ on cash shop purchases...
Also for this PTS update...
More Onslaught Bug fixes? yes? hello?
Member of Paragon Dawn: Because some people like friendly helpful communities.
Yeah some things are broken... no I don't use/abuse them.. where would be the fun in that?
Whoever you are, be that person one hundred percent. Don't compromise on your identity.
Onslaught villain near Kodiak,
Notice turret despite being able to see a fighting villain, well within it's range. Is NOT attacking.
The small triangle is about the size and placement of where the villain has to be , to set it off.
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Turrets are just plain broken as a "spawn camping" deterrent these days.
In my humble opinion, if a player needs more than 10 level up tokens for their character something is wrong...
Limiting this to level 20 (or any level) would be a mistake, because as you just said it doesn't take long to get to 20. If priced right this is a perfect impulse buy, and it doesn't bind when bought so someone could place them on the AH/give to a friend.
Epic Stronghold
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Something like 100 or 200 Zen would be perfect for impulse buys.
Imagine at 100 Zen, it could be the choice to spend Zen between new lockboxes, once keys have lost their shine.
Whoever you are, be that person one hundred percent. Don't compromise on your identity.
I vote that the Westside Respawn Turret be placed in the back of Kodiak's truck, similarly to a Technical. Have it risen up so that it covers the area around it, and for Turrets to be updated so that they instantly aggro to the nearest Onslaught Villain and have a explicit tell to Onslaught Villains that venture too close to them instead of "BANG BANG, You're dead!".
Ever play Borderlands 2? Some areas have giant tower turrets that determine the boundaries of the map and if you start to venture too far from it, they'll send you to respawn in an instant. They will warn you when you start to venture too far before doing this. I want our turrets to be like that, warning villains that wander nearby before removing them from existence should they continue to encroach.
And I will always be @DZPlayer122.
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People are actually abusing these items by turning into OVs, letting players tag them, and then getting killed super fast to help people farm guardian tokens faster than intended. End the exploitation!
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And UNTIL defenders can't knock OVs super far, because you have to kill 3 of them for the quest. Derp.
That's of course, assuming that the amount of XP required for each level, especially for the later levels 30 and over, has no bearing on how they decide to price it, and that they won't use the highest estimation possible and apply that to the price.
Fine, if any players have damaged an OV in the last 20 seconds, then the OVs get 99% damage resistence to the defender's attacks. OVs have to fight unkillable player builds, there's no reason non-OVs should get easy tokens.
My super cool CC build and how to use it.
OVs are only worth tokens if they have recently defeated players, AND the more players an OV defeats the more tokens they are worth
My super cool CC build and how to use it.
Repeatedly killing people who still have the 60 sec defeated debuff doesn't benefit anyone, other then those who get enjoyment out of irritating others. Heroes also have to fight OVs who are using exploits.
1. OVs choosing to allow players to kill them is not an exploit
2. Why don't we fix actual exploits, like OVs using devices. Or removing the OV device from their tray early to deny guardian tokens to players (like by actually implementing the penalty the Onslaught FAQ says there is).
3. Why don't we fix things that make Onslaught a pain for players to fight, like their ability to move like they have R1 superspeed and R3 superjump without any travel power activated, so melee can't fight them?
4. Once we've fixed all the actual stupid, then maybe we can consider a reward metric that rewards time fighting (for both sides!) rather than kills. As long as we're only rewarding kills, turret/target diving is completely valid, because nice OV players make sure heroes who have been fighting them get tokens.
Its not a competition - neither side is rewarded for surviving. Consider it a social contract. Heroes spend time fighting an OV and giving them tokens have a reasonable expectation of getting tokens for doing so.
If we are to consider it a social contract then players should likewise enter into Onslaught fights and allow themselves to be killed at least once by the OV... Everytime I try to do Onslaught as an OV I find myself surrounded by a dozen unkillable player builds and 1 killable target... of couse I can only kill that target once every 60 seconds... this results in getting very few tokens as an OV. To make matters worse the 1 killable target will frequently get killed by an AoE while still affected by the Defeated buff thus denying me any tokens... it is entirely possible to wind up with only 10 tokens as an OV by the time your defeated.
There do need to be some changes implemented to make Onslaught more worthwhile to both parties... Tokens on kill only for both sides just isn't working...
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Also, activating your form turns off the 'recently killed' flag. It's a useful way to let villains farm you faster. Pretty sure i've contributed 50+ villain tokens in each of several fights.
But i agree, heroes should be willing to die, repeatedly, and villains should stand and fight, eat damage, and commit suicide if necessary before the device runs out.
But as an OV i have gone to farming 10 targets for my quest. It is a lot less hassle, and no chance of leaving me short on villain tokens earned.