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Current State of Cosmics (A Rant Thread the 13th)

Teleiosaurus

- The fix to adress the "Hits not registering" bug instead makes it happen more frequently and at a lower threshold. This is problematic for every Cosmic, but specially more so in this fight due to the Check mechanic.

Qwyjibo

- Prone to trolling

Kigatilik

- Extremely prone to trolling
- A recent change to the fight has made it more finnicky while also making it exponentially easier for a troll to be succesful in ruining the run.

Eidolon

- The bug that causes Eidolon to skip CC phases apparently is now a feature since no further word has been given on the matter.
- The recent change to adress people getting credit from anywhere on the map even if they didn't participate in the fight has had CCers, Healers and Tanks (AKA the 3 roles that are hardest to cover) not getting credit as a consequence if the runs are moderately fast.

Overall

I have discussed this in private with a couple of frequent Cosmic runners, but so far we, the community, have been extremely lucky that we've only had to deal with idiotic trolls.

Should a troll who understands the fights mechanic appear, 3 out of the 4 cosmic fights become impossible with no workaround till the troll decides to leave.

This behavior is further reinforced by trolls getting multiple proof that reports are not handled in a timely or strict enough manner. A particular troll has been recorded by multiple people this last Monday while trolling Kiga and even bluntly admitting in zone chat that yes, he was in fact trolling. The troll can be still seen ingame. This also discourages people from wasting time recording, editing and uploading videos.

So my opinion/rant on the matter: Stop making fights more of a pain for the players if you don't have the manpower/resources to guarantee that people who grief them are sorted out in a timely and adequate manner.

And if the game engine limits you on what you can do to make a mechanic challenging, then consider start making further content be instanced only.

Comments

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    bringmeaslabbringmeaslab Posts: 187 Arc User
    This hits-not-registering bug is really, really frustrating, especially on a sorcery character.
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    blockwaveblockwave Posts: 329 Arc User
    Heavy mechanics that can be trolled like that is not viable for open-world content, It's frustrating and + the hits not registering, It's getting painful, a TK blader who can't rupture for example, makes my burst at checks completly useless.

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    kamokamikamokami Posts: 1,633 Arc User
    yeah hits not registering really sucks
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    chaosdrgnz43chaosdrgnz43 Posts: 1,674 Arc User
    Devs will probably lessen the zone cap for MI to "fix" the "hit not registering". It seems to only happen if the zone is full.

    That's 50 + Pets.
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    bluhmanbluhman Posts: 2,410 Arc User
    Is there something about Chi Flame DoTs that is really disruptive? The whole damage-failing-to-register thing only began happening after the MA pass was made. Still sort of baffled why that'd be the straw to break the horse's back when considering stuff like 5-stack bleeds and poisons and clinging flames have been in use for ages.
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    nbkxsnbkxs Posts: 768 Arc User
    Nah, it's been there forever, it's just much more obvious now.
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    spinnytopspinnytop Posts: 16,450 Arc User
    bluhman said:

    Is there something about Chi Flame DoTs that is really disruptive? The whole damage-failing-to-register thing only began happening after the MA pass was made. Still sort of baffled why that'd be the straw to break the horse's back when considering stuff like 5-stack bleeds and poisons and clinging flames have been in use for ages.

    It happened before the MA pass, but I can imagine a pass that adds more effects to pile on to the cosmic could make the problem see a surge in visibility. In other words, this is a problem that is probably going to get worse since we have more powerset updates to go through which means potentially new effects to pile on.

    Devs will probably lessen the zone cap for MI to "fix" the "hit not registering". It seems to only happen if the zone is full.

    That's 50 + Pets.

    They've been too lenient with the zone cap issue. As much as people try to characterize them otherwise, our devs are a bunch of softies who cave to player demand too easily on things like this. Drop the zone caps to 25 permanently, future proof the cosmics for the upcoming powerset passes.
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    deadman20deadman20 Posts: 1,529 Arc User
    spinnytop wrote: »
    They've been too lenient with the zone cap issue. As much as people try to characterize them otherwise, our devs are a bunch of softies who cave to player demand too easily on things like this. Drop the zone caps to 25 permanently, future proof the cosmics for the upcoming powerset passes.

    You know, this actually isn't that bad of an idea. I wouldn't go as low as 25 people per zone though. Maybe 40 or 35. Player scaling won't be so rough and we can start splitting teams for cosmics with the extra zone or two instead of forcefully dogpiling on a single one with mixed results. It won't solve the hits not registering issue, but it would certainly lessen its presence.

    We don't HAVE to follow a single swarm 24/7 to get cosmics done anyway. A smaller zone cap could even encourage more leadership and nudge players into more roles, as much as I prefer the large amount of exponential chaos ensuing for each player in the fight.​​
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    spinnytopspinnytop Posts: 16,450 Arc User
    edited April 2018
    Cut the zones in half and you lessen the bug's presence and double the number of tank and support roles. Sounds like a win-win to me!
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    organicmuhyorganicmuhy Posts: 18 Arc User
    I actually find the hits not registering bug in Kiga the most.. Or maybe I just notice it the most there, not sure. Either way, it's super annoying.

    Oh, I also noticed it at the last few Eidos. I used my TK Annihi 3-4 times in a row and no damage/rupture many times there.
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    bluhmanbluhman Posts: 2,410 Arc User
    edited April 2018
    They should hurry up and shove these cosmic bosses into 25 or 30 person zones separate from the main area. Note I say zones, not instances.
    • Greatly increases the presence of tanks and healers in comparison to DPS presence.
    • Reduces chances of damage bug occuring
    • The cosmic fights are still zones, so you don't need a team to enter the area. Can still organize on-site, and helps limit who appears to people who are interested in the fight.
    • Removes chances of severely under-leveled characters from staying around (i.e. a Level 15 player wanders in to the area, quickly realizes it's a frost tomb with a giant ice death god in it and four dogs, and then promptly leaves because there's nothing else to do in the zone without instantly dying. Barring that:)
    • Opens up possibility of restricting access to cosmic, either by level, or even by a custom trigger that a GM could activate (i.e. banning trolls from entering the zone.)
    • Part of the issue might very well be other enemies or objects in the zone eating up resources, so having a fight in an isolated area would eliminate that as a factor.
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    avianosavianos Posts: 6,028 Arc User
    edited April 2018
    • Make all the enemies in the area (Demons in Kigatilik, Worms in Qwyjibo, VIPERS and Dinos in Teleiosaurus) DISSAPEAR when the Open Mission is active OR just move them away from the area
      They serve nothing but being an annoyance and spamming the players with Mission items (which caused problems back in the day)
    • Make Cosmics disable ALL visual Auras from players in a huge AoE dome in order to reduce the game's resources consumed by the fight
    I know this is a rather Controversial suggestion since CO is all about costumization and Auras are part of it , but HEAR ME out, In cosmics your appearence DOESN'T MATTER, your Build and Numbers only matters, you get lost in a sea of other players whose priority is the Fight and not your 8 Bright Auras stacking
    Having 50 players with a lot of visual auras, a lot of them with a full set of 8 Auras mind you, during cosmics can be really burden for the game's stability
    • Propably not possible, Limit the 3 original cosmics in a different Area-Instance AWAY from the Original open world
      Example: When Kigatilik spawns, a Portal on his Altair will teleport you to an instance, Clone of his fighting location but without enemies
    ​​
    Post edited by avianos on
    POWERFRAME REVAMPS, NEW POWERS and BUG FIXES > Recycled Content and Events and even costumes at this point Introvert guy who use CO to make his characters playable and get experimental with Viable FF Theme builds! Running out of Unique FF builds due to the lack of updates and synergiesPlaying since 1 February 2011 98+ Characters (7 ATs, 91 FFs) ALTitis for Life!
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    blockwaveblockwave Posts: 329 Arc User
    > @bluhman said:
    > They should hurry up and shove these cosmic bosses into 25 or 30 person zones separate from the main area. Note I say zones, not instances.
    > * Greatly increases the presence of tanks and healers in comparison to DPS presence.
    >
    > * Reduces chances of damage bug occuring
    >
    > * The cosmic fights are still zones, so you don't need a team to enter the area. Can still organize on-site, and helps limit who appears to people who are interested in the fight.
    >
    > * Removes chances of severely under-leveled characters from staying around (i.e. a Level 15 player wanders in to the area, quickly realizes it's a frost tomb with a giant ice death god in it and four dogs, and then promptly leaves because there's nothing else to do in the zone without instantly dying. Barring that:)
    >
    > * Opens up possibility of restricting access to cosmic, either by level, or even by a custom trigger that a GM could activate (i.e. banning trolls from entering the zone.)
    >
    > * Part of the issue might very well be other enemies or objects in the zone eating up resources, so having a fight in an isolated area would eliminate that as a factor.

    Really love the idea, would a nice compromise between instanced content and open-world.

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    bluhmanbluhman Posts: 2,410 Arc User
    Places each existing cosmic could be moved to:

    Kigatilik - Have the altar you fight him on instead have a portal that warps you to an ice dimension where you encounter him.
    Teleiosaurus - Have a hidden hatch somewhere on Teleiosaurus' patrol route that leads to a sunken Teleios lab area.
    Qwyjibo - The nest he has on Echionocos Shores becomes a cave, you enter the cave and fight him there.
    Eidolon - Literally just make it so that his teleport to his arena is a different zone with the same coffin-arena layout.

    Future cosmics?:
    Grond - That large radioactive dome that also serves as that one mission for Fallout? Endgame people can fight him in there.
    Megalodon - Some kind of water cave maybe on the shelf that leads to the real deep-sea areas.

    The more I think about it, the further you distill a Cosmic like this, the more similar it becomes to a straight-up Rampage fight. Maybe we should have more rampages. Ones with proper difficulty scaling or whatever.
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    pantagruel01pantagruel01 Posts: 7,091 Arc User
    Rampages seem to be super buggy. Other than that a rampage system seems like a good plan.
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    avianosavianos Posts: 6,028 Arc User
    edited April 2018
    Considering the Rampages have the flaw of people almost never Queueing for them while becoming really unpopular the past years, I prefer cosmics to stay out of the rampage system​​
    POWERFRAME REVAMPS, NEW POWERS and BUG FIXES > Recycled Content and Events and even costumes at this point Introvert guy who use CO to make his characters playable and get experimental with Viable FF Theme builds! Running out of Unique FF builds due to the lack of updates and synergiesPlaying since 1 February 2011 98+ Characters (7 ATs, 91 FFs) ALTitis for Life!
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    shadowolf505shadowolf505 Posts: 697 Arc User
    Please get a stable fix for the Tanks not being able to hit Teleiosaurus in the Dino fight please. It's annoying and the current "fix" for it is not the best. In a Dino fight earlier, I was tanking and then couldn't hit her, lost aggro, got to hit her again and back to the same problem. I'm fine with the occasional loss of aggro if I'm not paying attention but losing aggro due to a problem with the hitbox is annoying.​​
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    pantagruel01pantagruel01 Posts: 7,091 Arc User
    avianos said:

    Considering the Rampages have the flaw of people almost never Queueing for them while becoming really unpopular the past years, I prefer cosmics to stay out of the rampage system​​

    That has less to do with the rampage system than with the rampage content; Lemurian Invasion and Sky Command are horrible.
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    avianosavianos Posts: 6,028 Arc User
    Lemurian Invasion and Sky Command are horrible.
    ALSO very important design flaw​​
    POWERFRAME REVAMPS, NEW POWERS and BUG FIXES > Recycled Content and Events and even costumes at this point Introvert guy who use CO to make his characters playable and get experimental with Viable FF Theme builds! Running out of Unique FF builds due to the lack of updates and synergiesPlaying since 1 February 2011 98+ Characters (7 ATs, 91 FFs) ALTitis for Life!
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    bluhmanbluhman Posts: 2,410 Arc User
    Also the rampage reward system - no guaranteed questionite or GCR, and most of it is extremely repetitive farming that requires the players to actually focus on doing those exact two terrible rampages in order to get anything.

    As far as queueing framework and infrastructure goes it seems like it would work as far as I can understand. Just nobody does Rampages now because of aforementioned unpopularity. Also the fact that Rampage content is hit hard by the current power creep, so most of it is easy if not tedious.
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    markhawkmanmarkhawkman Posts: 4,915 Arc User
    The only thing I don't like about LI is how time consuming it is. It's realistically not failable, so even if people screw up you still win in the end.

    Sky Command.... It's literally a giant escort mission. VERY failable, and even more so because you need to split focus.

    Gravitar? Gravi ROFLstomps bad teams. Glass cannon characters tend to get splatted at random too.

    F&I? This is the hardest one because either you use a carefully built premade team or you're guaranteed to fail.
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    pantagruel01pantagruel01 Posts: 7,091 Arc User

    The only thing I don't like about LI is how time consuming it is. It's realistically not failable, so even if people screw up you still win in the end.

    Sky Command.... It's literally a giant escort mission. VERY failable, and even more so because you need to split focus.

    Gravitar? Gravi ROFLstomps bad teams. Glass cannon characters tend to get splatted at random too.

    F&I? This is the hardest one because either you use a carefully built premade team or you're guaranteed to fail.

    LI is a tedious slog. Sure, it's autowin if you're patient enough, but that doesn't make up for being a tedious slog.
    Sky Command is also a tedious slog. It takes a fairly bad team to fail.
    Gravitar is easy if you have a good support, moderate if you have a good tank but no support, and probably fails if you have neither.
    F&I requires both a tank and a healer; I wouldn't say it requires 'carefully built', but it does require basic roles.
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    markhawkmanmarkhawkman Posts: 4,915 Arc User
    I've never seen a PUG of F&I. Everything else gets PUGed.

    The difficulty of completing Gravi is entirely down to how squish your team is.

    also, part of the issue with Sky Command is that usually you don't actually have 10 players, and it is a LOT easier with 10.
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    pantagruel01pantagruel01 Posts: 7,091 Arc User

    I've never seen a PUG of F&I.

    I have. It succeeds if you've got a sufficiently good tank and healer queued, fails if you don't.
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    markhawkmanmarkhawkman Posts: 4,915 Arc User
    Honestly having a good healer is the entirety of what makes one run of Sky command succeed and another fail
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    draogndraogn Posts: 1,269 Arc User
    In my opinion, the rampages are poorly designed and all around terrible. Tack on the pitiful drop rates for the rewards that matter, it's much less frustrating grinding cosmics over and over even with how easy they are to troll.
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    avianosavianos Posts: 6,028 Arc User
    edited April 2018
    I almost forgot, I have some suggestions for Qwyjibo to prevent trolling while punishing and exposing the trolls

    Qwyjibo's Hearts shoud
    • Mirror Force: When someone is attacking the hearts, their damaged will get reflected BACK to them (fixed damage, ignoring resistances) as a form of DIRECT Punishment. Being defeated that way will cause a noticeable penatly on the scoreboard
      This shall also make the CCer's being more careful with their HP and rotations making the things more interesting for them
    • Mark of Mischief: When a player attacks a heart they get an extremely obnoxious aura visual that makes them stand out from the crowd. (or even a floating message like Onslaugh Villains have)
      This not only will help exposing who is trolling but it will also help the crowd from keeping an eye on the Crowd Controller (keeping them alive, reviving them e.t.c) This will help since currently some players in CC duty are doing their best to stand out from the crowd
    • DEBUFFs: On top of that the troll will get bombared with resistance, dodge, crushing and fire debuffs applied to them
    ​​
    Post edited by avianos on
    POWERFRAME REVAMPS, NEW POWERS and BUG FIXES > Recycled Content and Events and even costumes at this point Introvert guy who use CO to make his characters playable and get experimental with Viable FF Theme builds! Running out of Unique FF builds due to the lack of updates and synergiesPlaying since 1 February 2011 98+ Characters (7 ATs, 91 FFs) ALTitis for Life!
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    spinnytopspinnytop Posts: 16,450 Arc User

    The difficulty of completing Gravi is entirely down to how squish your team is.

    Not even your team. One player can guarantee success, it just comes down to how long everyone wants to wait for that success.
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    grievehartgrievehart Posts: 192 Arc User
    avianos said:


    Qwyjibo's Hearts shoud

    • Mirror Force: When someone is attacking the hearts, their damaged will get reflected BACK to them (fixed damage, ignoring resistances) as a form of DIRECT Punishment.

      This shall also make the CCer's being more careful with their HP and rotations making the things more interesting for them
    ​​
    Still trollable, if the troll use low damaging abilities like energy builder.
    Worse, the reflect damage also removes the only alternative people have against the troll (killing the heart)

    I would suggest a low cooldown single target version of Ape's flaming poo of doom as retaliation for people who touch an heart with something else than a crowd control ability.
    Single target to touch only the troll.
    Low but reasonnable enough cooldown to allow the dps to kill an heart if necessary without being all chained killed.
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    spinnytopspinnytop Posts: 16,450 Arc User
    avianos said:

    I almost forgot, I have some suggestions for Qwyjibo to prevent trolling while punishing and exposing the trolls



    Qwyjibo's Hearts shoud

    • Mirror Force: When someone is attacking the hearts, their damaged will get reflected BACK to them (fixed damage, ignoring resistances) as a form of DIRECT Punishment. Being defeated that way will cause a noticeable penatly on the scoreboard

      This shall also make the CCer's being more careful with their HP and rotations making the things more interesting for them
    • Mark of Mischief: When a player attacks a heart they get an extremely obnoxious aura visual that makes them stand out from the crowd. (or even a floating message like Onslaugh Villains have)

      This not only will help exposing who is trolling but it will also help the crowd from keeping an eye on the Crowd Controller (keeping them alive, reviving them e.t.c) This will help since currently some players in CC duty are doing their best to stand out from the crowd
    • DEBUFFs: On top of that the troll will get bombared with resistance, dodge, crushing and fire debuffs applied to them
    ​​
    Well the aura seems meaningless since we now have trolls who no longer try to hide it because they know they won't get punished. They might even start dancing once they have the aura just to show off how super hard they're getting away with it and how completely powerless anyone is to stop them.

    The last one also seems kind of pointless since the troll isn't trying to perform well or even survive. The debuffs won't stop them from trolling. The damage aura won't work either since it doesn't take heavy damage to de-stun the hearts - you can do it with your energy builder.


    How about instead of focusing on how to punish trolls with game mechanics, something I doubt would have any real effect, we focus on alternative strategies? Currently that is the one thing that has worked in game. A troll shows up, we use the alternate strategy - it's more difficult and slower, but it's troll proof. Go with what works. If there are weaknesses with them, fix those weaknesses.
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    pantagruel01pantagruel01 Posts: 7,091 Arc User
    spinnytop said:

    Not even your team. One player can guarantee success, it just comes down to how long everyone wants to wait for that success.

    Best guess it would take me around half an hour to solo Gravitar on my dodge tank. I think I'd choose to wipe first.
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    spinnytopspinnytop Posts: 16,450 Arc User
    edited April 2018

    Best guess it would take me around half an hour to solo Gravitar on my dodge tank. I think I'd choose to wipe first.

    I chose to keep going. Nearly everyone was still there when the fight finished. Says something about rampages.
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    darqaura2darqaura2 Posts: 932 Arc User
    edited April 2018
    spinnytop said:

    Best guess it would take me around half an hour to solo Gravitar on my dodge tank. I think I'd choose to wipe first.

    I chose to keep going. Nearly everyone was still there when the fight finished. Says something about rampages.
    Says they are terrible enough that no one wants to miss their chance at even ONE roll for what's needed from the event, if they can avoid missing that roll.
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    spinnytopspinnytop Posts: 16,450 Arc User
    edited April 2018
    darqaura2 said:

    Says they are terrible enough that no one wants to miss their chance at even ONE roll for what's needed from the event, if they can avoid missing that roll.


    ( but Gravitar is still the best one )
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    darqaura2darqaura2 Posts: 932 Arc User
    spinnytop said:

    darqaura2 said:

    Says they are terrible enough that no one wants to miss their chance at even ONE roll for what's needed from the event, if they can avoid missing that roll.


    ( but Gravitar is still the best one )
    Agreed!!!! And woah, that show was cool . . .
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    markhawkmanmarkhawkman Posts: 4,915 Arc User
    spinnytop said:

    Best guess it would take me around half an hour to solo Gravitar on my dodge tank. I think I'd choose to wipe first.

    I chose to keep going. Nearly everyone was still there when the fight finished. Says something about rampages.
    I once ended up as the last person in a Gravi run on my regen tank. I lasted quite a while.... then failed to run fast enough to escape a yellow bubble. If I'd been at full I could have simply blocked it, but I was at less than half.
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    zamuelpwezamuelpwe Posts: 668 Arc User
    Dino is starting to fascinate me. It seems to be less of raw damage and more debuffs that make or break this fight. I mean, ignoring baby breaking loose and killing everyone.
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    catstarstocatstarsto Posts: 1,129 Arc User
    spinnytop said:


    Not even your team. One player can guarantee success, it just comes down to how long everyone wants to wait for that success.

    Some of us need sleep...i usually give up on TA's and Cosmics at about the 3rd hour of listening "to oops, lets try again..."

    you dont want to loose the work you put into it, but it can get ridiculous at times, especially lately. Ive been getting frustrated and just logging into a different game.


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    warcanchwarcanch Posts: 1,081 Arc User
    Last night, Kiga the impossible was so borked that even the CC effects were erratically not registering. I saw this first hand when I took my turn at CCing.

    Sleep, stun, entangling mesh (root), ice grenades, were not registering. Of course, on top of that was the problem of aggro, which in a long run becomes an issue itself. Spamming Challenge powers from the CC, even when it is the CC pulling, wasn't getting the dogs to aggro on the CC.
    .

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    spinnytopspinnytop Posts: 16,450 Arc User
    warcanch said:

    Last night, Kiga the impossible was so borked that even the CC effects were erratically not registering. I saw this first hand when I took my turn at CCing.

    Sleep, stun, entangling mesh (root), ice grenades, were not registering. Of course, on top of that was the problem of aggro, which in a long run becomes an issue itself. Spamming Challenge powers from the CC, even when it is the CC pulling, wasn't getting the dogs to aggro on the CC.

    Is this one of those situations where Cosmic Girl would come in and do it perfect? u3u
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    pantagruel01pantagruel01 Posts: 7,091 Arc User
    edited April 2018
    spinnytop said:

    Is this one of those situations where Cosmic Girl would come in and do it perfect? u3u

    There was apparently one Kiga run where CC was failing because of too many different people trying to involve themselves in CC at once. Once abandoned and returned to, it worked normally (I wasn't there for the 2+ hours of flailing, but I did CC the final run, and it was completely normal).
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