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FC.31.20161122.2024.37 - Bug Fixes

kaiserin#0958 kaiserin Posts: 3,090 Cryptic Developer
edited January 2017 in PTS - The Archive
Misc
  • Active Offenses and Defenses can now be used while PA toggles are on. Using them will turn off your toggles.
  • Changed the way Cybermind's costume change mode works in his last phase to address an issue with crashing. The Cybermind alert will remain on pts to test this.
  • We are testing a open mission point reward system for crowd control. Currently this is enabled on Kigatilik. We will be adjusting it and adding it to more oms in the future.
  • A strange targetable teddybear has appeared in the backstage area of the powerhouse theatre.
  • Added a Debugger inside the powerhouse for PTS.
  • Removed the boxes by the regeneration dummies in the powerhouse.
  • Several consumables and mods can now be bought in bulk. This is done on a per item basis, so feel free to make requests.
  • Extended the item count bar so it displays numbers past 99 properly.
  • Oubliette, Slug, Megalodon, Kigatilik and Teleiosaurus will no longer react to hit animations.
  • Added Teddy costume to the debugger. Textures are still being worked on and the costume is currently male only.
  • Made Slug's costume taller for better visibility.
​​
Post edited by kaiserin#0958 on

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    shadowolf505shadowolf505 Posts: 697 Arc User
    Coming to the PTS to help out now.
    || Main Tank || DPSer || Healer || CCer || Altoholic || @shadowolf505 in game ||
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    kamokamikamokami Posts: 1,633 Arc User
    kaizerin said:

    Active Offenses and Defenses can now be used while PA toggles are on. Using them will turn off your toggles.​​

    Woot!! Back to PA for Squishykipz!!
    kaizerin said:

    Changed the way Cybermind's costume change mode works in his last phase to address an issue with crashing. The Cybermind alert will remain on pts to test this.​​

    kaizerin said:

    We are testing a open mission point reward system for crowd control. Currently this is enabled on Kigatilik. We will be adjusting it and adding it to more oms in the future.
    ​​

    Awesome! It's like....like....the devs listen to players and then do things to help them have fun.
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    soulforgersoulforger Posts: 1,649 Arc User
    kamokami said:

    kaizerin said:

    Active Offenses and Defenses can now be used while PA toggles are on. Using them will turn off your toggles.​​

    Woot!! Back to PA for Squishykipz!!
    kaizerin said:

    Changed the way Cybermind's costume change mode works in his last phase to address an issue with crashing. The Cybermind alert will remain on pts to test this.​​

    kaizerin said:

    We are testing a open mission point reward system for crowd control. Currently this is enabled on Kigatilik. We will be adjusting it and adding it to more oms in the future.
    ​​

    Awesome! It's like....like....the devs listen to players and then do things to help them have fun.
    They've always listened to players...just because some changes weren't what you wanted doesn't mean they don't listen...
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    kamokamikamokami Posts: 1,633 Arc User

    They've always listened to players...just because some changes weren't what you wanted doesn't mean they don't listen...

    You and I seem to have different definitions for "always". And I was being sarcastic.

    Anyways, just tried out out the PA change and it feels much better!
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    chaelkchaelk Posts: 7,732 Arc User
    TypoGold recog vendor, description of where to get GCR, says , Warzone mission is teleios ascendent.​​
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    darqaura2darqaura2 Posts: 932 Arc User
    kaizerin said:


    We are testing a open mission point reward system for crowd control. Currently this is enabled on Kigatilik. We will be adjusting it and adding it to more oms in the future.
    ​​
    Nice work.

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    theravenforcetheravenforce Posts: 7,065 Arc User
    edited January 2017
    kaizerin said:

    We are testing a open mission point reward system for crowd control. Currently this is enabled on Kigatilik. We will be adjusting it and adding it to more oms in the future.​​

    I assume this is the CC duration/'lockout X effect from happening' based reward for CC that I've banged on about in the past (on my CC thread which was then deleted randomly)?

    I wonder how many problems this will highlight (or perhaps the rewards will be high enough for locking out that it won't matter that a non-standard form requires standard conditions to stack to gain increased rewards (assuming this is the way the points are rewarded)?).

    Either way I can't wait to see what happens.

    Is there going to be any direct (on forums) explanation of how exactly this is being measured and rewarded (at least initially) or not really?
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    baelogventurebaelogventure Posts: 520 Arc User
    Any chance we can get a look at the PA power activation after releasing block? There's a noticeable lockout on them.
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    kaiserin#0958 kaiserin Posts: 3,090 Cryptic Developer
    edited January 2017
    Currently the point system rewards x points every second the cc is active on a specified target. At this time roots, paralyzes, stuns and sleeps can be credited.​​
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    theravenforcetheravenforce Posts: 7,065 Arc User
    kaizerin said:

    Currently the point system rewards x points every second the cc is active on a specified target. At this time roots, paralyzes, stuns and sleeps can be credited.​​

    This information is very much appreciated.

    Thank you
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    pantagruel01pantagruel01 Posts: 7,091 Arc User
    kaizerin said:

    Currently the point system rewards x points every second the cc is active on a specified target. At this time roots, paralyzes, stuns and sleeps can be credited.​​

    If there is more than one control effect on a given target (either two from the same source, or different sources) how is that credited?

    It would be convenient for testing if there was a way to see your current score in an OM, before it completes, but I assume that's impractical.
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    theravenforcetheravenforce Posts: 7,065 Arc User
    edited January 2017


    If there is more than one control effect on a given target (either two from the same source, or different sources) how is that credited?

    It would be convenient for testing if there was a way to see your current score in an OM, before it completes, but I assume that's impractical.

    That's one problem highlighted.

    If the current system of CC is used going forward, anyone applying CC on top of the original caster's CC will just devalue the existing CC until the target becomes immune. This would likely reduce the score.

    This of course could be countered by those specified targets once under CC effects automatically ignore other CC effects that may hit them, allowing the CC duration to last for the full length of time and the specialist (CCer) to be rewarded appropriately (I assume this is not the case currently though, as it could cause unforeseen issues).

    Do take into consideration that lunging at targets (which place roots or stuns on them), would also be credited, and as there is a large amount of powers which are not "CC focused" with CC effects tacked on them. (However, I assume that the actual cosmic boss is not classed as a specified target because player powers (and now player devices) cannot CC Legendary & Cosmic foes)

    This will likely cause scores to be all over the place (if you have an instance where tanks take on dogs then a CC comes along and tries to help, very unlikely I hope but still).

    Now that it has been confirmed that this is going to be second based (duration), that does beg the question:

    How much score points will each second be rewarded, so that the value is appreciated in situations where stacking CC can cause a problem (due to CC system design) and the form used to stack CC (Manipulator) has been nerfed to the extent that keeping stacks active in such a situation would be potentially detrimental to group progress?

    If CCers are to avoid causing their targets to be immune to CC in order to build up the non standard form Manipulator (and their score), then there are a few choice options (admittedly some more detailed options are clearly wishful thinking on my part):

    1) Do nothing, CCers that are left, will now be rewarded so it doesn't matter how much they score. If they want better scores they should sacrifice 4 advantage points to get Manipulator to tick over at Rank 3 outside of combat.

    2) Restore Manipulator's original 1 minute per stack duration (or increase it to 40-50 seconds), as nearly all CC powers have base cooldowns of 10-15 seconds and do not function like damage or healing powers, so the stack duration should be longer to compensate (as it did in the first place).

    3) Remove or considerably reduce all cool downs from CC powers, so the Manipulator nerf makes more sense as CC abilities would have as quick application and stacking as damage powers and healing powers. (lolasif)

    4) Make ranking up CC abilities count for something when used in conjunction with Manipulator: i.e. Fully Charging your Paralyze/Sleep/Stun ability against a target will grant you 2/3/4 stacks of Manipulator (based on rank of power). Post adjustment of Incaps so they don't break so easily or have the stupid 1 second delay nonsense, Fully maintaining your Incapacitate ability grants you 3/4/5 stacks of Manipulator (based on rank of power).

    5) Make Manipulator grant stacks of Manipulator over time when you are flagged as being in combat or for each X amount of time that a target remains under your control. <-- Problem with it being based on targets under control this is that it makes game play a potential nightmare/unplayable in boss fights and numerous team situations which are naturally low on coordination because well...CO's CC system lol.

    6) Condense all of Manipulator's stacking bonuses into one stack with a longer duration that activates when you utilize a CC ability. This would mean removing the option to rank it up.

    7) Consider adjusting Cosmic spawns and assistants (dogs, hearts, minions etc) to not be able to grant Hold Resistance Stacks to themselves, so be permanently vulnerable to CC. <-- The problem with this is that I think Hold Resist stacks are hard wired in CC abilities so, upon a CC effect that has been cast by player or NPC ending it rewards the target (or you) in most cases with a stack of hold resistance. Also this could be seen as veering away from the intended difficulty of cosmic battles.

    You know, if this works out well, you could see multiple CCers turning up to larger scale events and actually enjoying it (moreso than those who already do, do I'd imagine) because the system rewards them (despite the CC system being horrible).
    Post edited by theravenforce on
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    pantagruel01pantagruel01 Posts: 7,091 Arc User

    If the current system of CC is used going forward, anyone applying CC on top of the original caster's CC will just devalue the existing CC until the target becomes immune. This would likely reduce the score.

    It will also cause the target to become CC immune, at which point it will break free and start killing people, so the score issue there is relatively minor.

    Do take into consideration that lunging at targets (which place roots or stuns on them), would also be credited

    Given that the effect is per second, this is unlikely to be a major factor (even a very high dps group isn't likely to burn down Kigatilik in less than 3 minutes, so a score of 1,000 per second, or 250/sec/dog, will get you comfortably over the score threshold. Someone getting an additional 250 points because they stunned a dog with a lunge is pretty much noise-level).

    I would say that, if possible, roots should not be credited; they aren't actually relevant in any current open missions.
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    kaiserin#0958 kaiserin Posts: 3,090 Cryptic Developer
    Currently the point system rewards x points every second the cc is active on a specified target. At this time roots, paralyzes, stuns and sleeps can be credited.
    If there is more than one control effect on a given target (either two from the same source, or different sources) how is that credited?

    It would be convenient for testing if there was a way to see your current score in an OM, before it completes, but I assume that's impractical.

    It's credited per target. So at say 1000 points holding 4 puppies would be 4k/second.​​
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    pantagruel01pantagruel01 Posts: 7,091 Arc User
    kaizerin said:


    It's credited per target. So at say 1000 points holding 4 puppies would be 4k/second.​​

    Not my question. What happens when two control effects are simultaneously applied to the same target, either by two different characters (say, two CCers chain-sleeping by alternating sleeps; at certain parts of the cycle there will be two active sleep effects) or by a single character (you might well have both a paralyze and a sleep active at the same time).

    This is normally a transient state of affairs so it's not hugely important, I'm just curious how it works.
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    theravenforcetheravenforce Posts: 7,065 Arc User


    It will also cause the target to become CC immune, at which point it will break free and start killing people, so the score issue there is relatively minor.

    Well obviously, which is why I highlighted both. :tongue:





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    kaiserin#0958 kaiserin Posts: 3,090 Cryptic Developer
    edited January 2017
    Not my question. What happens when two control effects are simultaneously applied to the same target, either by two different characters (say, two CCers chain-sleeping by alternating sleeps; at certain parts of the cycle there will be two active sleep effects) or by a single character (you might well have both a paralyze and a sleep active at the same time).

    This is normally a transient state of affairs so it's not hugely important, I'm just curious how it works.

    Credited individually by player and type of cc​ currently.​​
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    kaiserin#0958 kaiserin Posts: 3,090 Cryptic Developer
    edited January 2017
    Mini update FC.31.20161122.2024.35
    • Several consumables and mods can now be bought in bulk. This is done on a per item basis, so feel free to make requests.
    • Extended the item count bar so it displays numbers past 99 properly.
    • Oubliette, Slug, Megalodon and Teleiosaurus will no longer react to hit animations.
    ​​
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    darqaura2darqaura2 Posts: 932 Arc User
    kaizerin said:

    Mini update FC.31.20161122.2024.35

    • Several consumables and mods can now be bought in bulk. This is done on a per item basis, so feel free to make requests.
    • Extended the item count bar so it displays numbers past 99 properly.
    • Oubliette, Slug, Megalodon and Teleiosaurus will no longer react to hit animations.
    ​​
    Errr what was the last point referring to?
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    spinnytopspinnytop Posts: 16,450 Arc User
    You know how when you attack NPCs they will play a flinch animation sometimes? Those bosses will no longer do that.​​
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    roughbearmattachroughbearmattach Posts: 4,784 Arc User
    kaizerin said:

    Misc

    Active Offenses and Defenses can now be used while PA toggles are on. Using them will turn off your toggles.

    ​​
    This is super nice. Thank you.
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    Whoever you are, be that person one hundred percent. Don't compromise on your identity.
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    notyuunotyuu Posts: 1,121 Arc User
    AO/AD while PA is active, very nice.. thanks.. although there is a slight [like <0.2 second] stutter at times when acviating where everything just stops before the AO/AD kicks in, ima guess it's lag realted..but thought i'd mention it just in case.

    Haven't been able to test the cybermind changes.. but hopefully it'll work out for the best....now if only his HP was bought in line with other custom alert bosses....

    Giving CC points at cosmics... again, very nice... now all that needs to happen is have manipulator stacking not be counterproductive to CC mechanics as a whole and things will be mostly smooth sailing for CC builds [if a tad dull]

    teddy in PHT, I just got two questions, why is the teddy a cosmic rank? and why is it crumpled up?

    Debugger in PH, I noticed that, going to save a lot of time testing builds, thank you.

    box removal, not... entirely seeing the point in this.. but whatever.

    Mods being bought in bulk, i got a few requests for the debugger.. not for bulk mind you, the ability to buy rank 5 enhancements of your choise, the ability to buy rank 5 GCR mods of your choise, the ability to buy cosmics secondaries from the debugger, the ability to buy legion gear from the debugger... and one request for live... the ability to re-buy the vetrians core of might from the Gold monthly vendor... [cuz i lost mine on a fair few characters ._.]

    Item bar count extended,, woo, no more maths

    hit animtions, well that's half the problem solved.... now if only slug and obu had some kind of attack indicator icon so you can tell wtf they are going to do when they get buried under a pile of VFX from attacks.. they would be about 110% less annoying to tank.
    In all things, a calm heart must prevail.

    Member of Paragon Dawn: Because some people like friendly helpful communities.

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    Yeah some things are broken... no I don't use/abuse them.. where would be the fun in that?
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    jaazaniah1jaazaniah1 Posts: 5,431 Arc User
    Yes, please!
    notyuu said:


    Mods being bought in bulk, i got a few requests for the debugger.. not for bulk mind you, the ability to buy rank 5 enhancements of your choise, the ability to buy rank 5 GCR mods of your choise, the ability to buy cosmics secondaries from the debugger, the ability to buy legion gear from the debugger... and one request for live... the ability to re-buy the vetrians core of might from the Gold monthly vendor... [cuz i lost mine on a fair few characters ._.]

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    pallas0001pallas0001 Posts: 157 Arc User
    Yes to the Veterans Core of Might on the Live Vendor... I too have somehow lost one and would like it back.


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    roughbearmattachroughbearmattach Posts: 4,784 Arc User

    Yes to the Veterans Core of Might on the Live Vendor... I too have somehow lost one and would like it back.

    Which vendor has this? I, too, regret getting rid of it on a few toons.
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    notyuunotyuu Posts: 1,121 Arc User

    Yes to the Veterans Core of Might on the Live Vendor... I too have somehow lost one and would like it back.

    Which vendor has this? I, too, regret getting rid of it on a few toons.
    none ATM, it's something that I suggested we get.
    In all things, a calm heart must prevail.

    Member of Paragon Dawn: Because some people like friendly helpful communities.

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    Yeah some things are broken... no I don't use/abuse them.. where would be the fun in that?
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    kaiserin#0958 kaiserin Posts: 3,090 Cryptic Developer
    Mini Update FC.31.20161122.2024.37
    • Added Teddy costume to the debugger. Textures are still being worked on and the costume is currently male only.
    • Made Slug's costume taller for better visibility.
    • Kigatilik will no longer react to hit animations
    ​​
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    nephtnepht Posts: 6,883 Arc User
    kaizerin said:

    Misc

    A strange targetable teddybear has appeared in the backstage area of the powerhouse theatre.

    ​​
    Thats going to be a creepeh pasta huh.

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    lunninhalunninha Posts: 4 Arc User
    I thought the teddybear was just so you could /powerscancelallactivations and keep a weapon drawn out.

    Apparently I'm too innocent or I just get satisfied with simple answers. >_>
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    notyuunotyuu Posts: 1,121 Arc User
    lunninha said:

    I thought the teddybear was just so you could /powerscancelallactivations and keep a weapon drawn out.

    Apparently I'm too innocent or I just get satisfied with simple answers. >_>

    as far as I can tell, it is for that, however it is also crumpled up... and cosmic rank for some reason
    In all things, a calm heart must prevail.

    Member of Paragon Dawn: Because some people like friendly helpful communities.

    eOGi6Cv.png9rfvawn.pngr3iD4nS.png


    Yeah some things are broken... no I don't use/abuse them.. where would be the fun in that?
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    nephtnepht Posts: 6,883 Arc User
    Jumped onto my hubbys account to look at PTS and yush I am fairly certain there is something about the bear that we are missing. I don't trust it.
    nepht_siggy_v6_by_nepht-dbbz19n.jpg
    Nepht and Dr Deflecto on primus
    They all thought I was out of the game....But I'm holding all the lockboxes now..
    I'll......FOAM FINGER YOUR BACK!
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    nacito#6758 nacito Posts: 975 Arc User
    you don't see? its a cosmic threat teddy!!! PREPARE ALL WEAPONS
    isn't the theatre where people do their CCs? because there is already a destructible object back there, to people use the weapon drawn out
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    darqaura2darqaura2 Posts: 932 Arc User
    spinnytop said:

    You know how when you attack NPCs they will play a flinch animation sometimes? Those bosses will no longer do that.​​

    Ahhhhhhhh Thanks!
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    orangeitisorangeitis Posts: 227 Arc User
    notyuu said:

    lunninha said:

    I thought the teddybear was just so you could /powerscancelallactivations and keep a weapon drawn out.

    Apparently I'm too innocent or I just get satisfied with simple answers. >_>

    as far as I can tell, it is for that, however it is also crumpled up... and cosmic rank for some reason
    Why not just give us an emote for weapon animations then...?
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    spinnytopspinnytop Posts: 16,450 Arc User
    Also the bear is Cosmic rank, so if you wanted to test the effects of something on a Cosmic rank entity you could. I already have and was pleased with the results.
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    kyastralkyastral Posts: 342 Arc User
    spinnytop said:

    Also the bear is Cosmic rank, so if you wanted to test the effects of something on a Cosmic rank entity you could. I already have and was pleased with the results.

    Hmm.. so.. its a Cosmic Test Teddy? I gotta try it out myself!
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    blumoon8blumoon8 Posts: 430 Arc User
    Bizarre that it's in the back of the Theatre tho... hmm... It's not just for testing purposes. Also, the subber reward this month was a teddy head. Something is afoot! I like it. o3o

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    jaazaniah1jaazaniah1 Posts: 5,431 Arc User
    It's for the cuddly teddy bear Valentine lockbox; mark my words
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    markhawkmanmarkhawkman Posts: 4,915 Arc User
    yeah feb was when they did heartstring wasn't it?
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    zamuelpwezamuelpwe Posts: 668 Arc User
    kaizerin said:

    Mini update FC.31.20161122.2024.35
    Several consumables and mods can now be bought in bulk. This is done on a per item basis, so feel free to make requests.
    ​​

    Nemesis's Modification Kit

    There might be minor annoyances with it (being a Rank 3-6 mod kit makes it less useful than just being an individual rank per pack) but it is a stackable purchaseable item. Could also stand to have it's own store tab separate from gear but that's a separate matter.
    "Interesting builds are born from limitations not by letting players put everything into one build."

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