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FC.31.20180427.4 - Nemesis Alert Fixes
Nemesis Alert
- During the 'break down the force field phase' players are now immune to any Nemesis repel effects. Previously players were only immune to knock effects. Only the Repulsion Field should be able to knock/repel you during this phase.
- Corrected the health on the force fields as they were much higher than intended.
- Fixed a bug where the Laser Core was calculating its damage incorrectly.
- Fixed a bug where the alert was kicking players.
- Fixed a bug where one of the teleporters could get locked out.
- Added background music to the alert.
Some other notes:
- While we may look into adding new generic Nemesis in the future, none will be added this patch cycle.
- In addition, we do not have a good way for the alert to pick a player who has a Nemesis over one who does not.
- The Space Rock exists as a time killer when you're waiting for the alert to start. It also has perks!
- No conversion will be done for Nemesis tokens whatsoever. These tokens have been in game since launch with no realistic cap and we don't want players flooding other currency with a conversion. The old store will be kept around to use any existing ones, but going forward all new items placed in the store will use the new currency.
- Also moving forward we will be focusing on adding new items to all of the Recognition stores as they haven't been getting as much attention as they probably should.
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Comments
In light of the clear notice that there will be NO Nemesis Token conversion, can we at least have some way of getting rid of them? Sometimes there are odd numbers of recog (in general).
If this recog type is being phased out, it would be nice to be able to get rid of it completely and not have it clog up our resources tab.
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And has the new Nemesis token still not been available for the Debugger yet?
Playing CO since August 25, 2012
Lifetime sub since July 6, 2017
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Block timing explained
UNTIL Space Station
The new Alert coordinator in the UNTIL space station doesn't have an Info tab about himself like the Lt. Patil does. Admittedly minor but still something missing when compared to other contacts throughout the game.
Suggestion
The SCR/GCR vendor and the Nemesis vendor within the space station could stand to have some sort of visual cue that they are such instead of just background NPCs. Even if it's just color palette adjustments.
-Sterga
I had a feeling that would be the case. So, then, as suggested, just make it so that a person NEEDS a nemesis in order to queue for this alert. And as pointed out, this would get people to actually CREATE a nemesis. In fact, in might be a good idea to actually somehow force people to get the mission to create one. Last I checked, only way to begin the thing, was to check your character's mail...and if players are not paying attention to their mail...they won't care. So, maybe instead of that, they are given a "high priority" mission that forcefully gives the player the mission to create a nemesis? But, that would more or less require a update on the nemesis system's start...and...we...the players...would want more than just that. Though, personally, I'm fine with baby steps in updating the system. I think it is the only system in the game that hasn't really been touched really, most other systems in the game have had tweaks or even overhauls.
How about, in going forward, you add various consumables to all of the vendors (including the old Nem token vendor?). Many players have maxed out on GCR with nothing to spend it down, except to die and rez yourself with the Phoenix Tear.
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- I actually like it. Once the kinks are sorted out, I think it'll be a fair amount of fun.
- The Repelling Field needs to have its VFX looked at, it seems to not always play the repel VFX when repelling or not play the VFX repel at all (as far as I could tell) if you are blocking and the only one up there. Also there seems to be some discrepancy between it actually hitting and the animation. If that could be tightened up that'd be great.
I expect there to be some sort of warning like:
"WARNING: FORCE/GRAVITY FIELD HARMONICS IN FLUX. UNDERTAKE DEFENSIVE MEASURES." - to indicate it's going to fling you onto an electrified floor which deals un-dodgable damage.
The mobs were a bit much, but should be manageable with a full five man team. Although, it may be best to have them spawn a bit faster and be at a lower level...although I guess in the interests of keeping it accessible to all...scary tech is probably the best option. So it's probably fine with a five man,
Hero 1 - Fights Mobs
Hero 2 - Fights Force Field Generator
Hero 3 - Fights Force Field Generator
Hero 4 - Fights Mobs
Hero 5 - Looks after team hopefully
The Travel Power suppression is a bit annoying. That should probably leave instantly at the first phase. If the floor is electrified, that should be enough of a warning not to stand on it. It wasn't abundantly clear that we'd have to teleport up.
When the floor started flashing I started blocking and moving, thinking something horrible was imminent, didn't realize I had time.
Would also be nice to have some information about lingering radiation, it seemed a bit weird.
I know rewards aren't finalized yet but...all that for a space taco?!
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Also, requiring players to have a nemesis to join the alert would result in a lot of randomized costume nemeses with even more random names, and I'd take a default nemesis over that any day.
My Characters on PRIMUS
[#]WeNeedHeroicFashion - <Aura Suggestions> - <CO Wiki (WIP)> - <Crowd Control Discussion> - <Telepathy in Champions Online> - How to review The Force Power Set - Join the Champions Online: On Alert Discord!
I am @RavenForce in game
__________________________
Fair dos. Could you make it so that we can collate our Nem tokens, though? At the moment they are discrete to each toon and this will probably leave people with a whole pile of tokens which aren't enough to spend meaningfully. If you could collate them that would probably encourage people to spend what they've got in the store and move on gracefully to the new system.
If there's 2 things I hate about that gravity knockback thing:
1. it has a slight delay reaction to when it actually explodes, longer than the bubble is even activated, sometimes it will actually knock toward you to it first and then back
2. more often than not, the attack doesn't even happen at all, so it makes you block for all that time for nothing
and we've tried to swap different lead roles for our Team to see if we can get a different nemesis, but it just turns out it keeps thinking the one who originally crafted the team is still lead
Playing CO since August 25, 2012
Lifetime sub since July 6, 2017
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I do like the overall setup but the difficulty is scaled a little high due to the high respawn speed.
The reward circle is directly on top of one of the teleporters so it isn't obvious at a distance. And I'd assume that the scoring will be negated on Live instead of being tracked like the current Test build.
Suggestion
Move the reward circle forward to the ground level instead of on the ramp directly on top of the teleporter.
Suggestion
Slow down the speed of the enemy spawns. May not need much to get it manageable but it's overwhelming at the moment.
And the big one:
Bug
Thugs nemesis minions
There is a longstanding bug where this nemesis minion type is lacking its three bar enemies ("Enforcers" & "Master Villains" I believe). On Live, this breaks the bank robbery Grab since these enemies don't spawn and thus you can't defeat enough to go inside. For this Alert, the non-spawning means that 2/6 of the intended enemies don't spawn, making things easier than whatever the final intended difficulty is. Some don't even properly aggro due to smaller spawn sizes. Furthermore, the fewer enemies almost causes the same problem on Live since you just barely manage to get the 25 required enemies to open the door to the reactor core. This nemesis minion faction needs to be completed to fix this problem.
Suggestion
Considering the above bug, I'd suggest simply pulling recolored versions of the 3 bar enemies from the henchmen used by Deadman Walkin (and 'Nighthawk?') with the appropriate palette recolors. They already fit the theme of 'Thugs' and would save time from having to create them from scratch. The ranged one lacks attacks but that's a separate problem that I don't think would happen if you're just pulling the look.
-Sterga
^ Not a good solution.
Why ?
Because if some people are "too lazy" to create a nemesis, and you force them to create one to play the content , they could end up using the default skin (you know, that tasteless guy or girl in blue and yellow pajamas) or worse, just hit the randomize button.
And this would be, in my opinion, WORSE than having generic one created by devs (even if nearly all these sucks seriously too for now...)
Kaiserin said new generic nems will be added in the future, let's give a chance to these new nems.
baelogventure solution could also be a good alternative, Nemcons nemesis do the work.
Regarding the alert, I assume the "How to" guide is gonna be that console next to the Narcola Vending machine. The dmg of the elec floor needs to be toned down a little. I'm worried that squishies will die frequently before getting to the other side. And we know that healers a scarce, especially in PUGs.
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-Sterga
The floor traps are not meant to be something you walk over and survive.
Bug: Completing "Lemurian Antiquities" currently grants nothing on PTS. Please ensure the new nemesis tokens are added as rewards here.
Emote tab in Nemesis store has a blank page with vendor's picture in background.
I'm SOOOOOOOOOOOO happy that the nemesis gladiator costumes are store rewards here, and 1000 doesn't seem like too bad of a farm, considering their rarity up until now. I'll probably eat those words later though.
Also very happy to see legacy weapon skins, though I wish there were more, especially the Jackhammer blaster. Also, preview images are missing but I hope "Fantasy Sword" is Style 2 (http://www.jackalgallery.com/co_images/weapon_blade_fantasy2.jpg) and not either of the two other styles.
Kaiserin's costume image forum thread doesn't have pictures for most of the guns in the Nemesis store as far as I can tell, if anyone knows what they look like let me know
So, I was looking through my bank tab of power replacers, and I notice a bunch of them have costume unlock icons indicating that they aren't unlocked, and when I check the tailor they are, in fact, not unlocked. I've had all of those costume parts unlocked since 2010. It's not a hardship for me since I can just re-equip the items, but someone who disposed of the PR after unlocking it would be affected.
Costumes I see with this:
- Qularr Assault Rifle (Alien Organic Rifle 2)
- Security Assault Rifle (Anime Style Rifle 3)
- VRD-A4 'Frost' Ice Rifle (A4 Frosty Ice Rifle)
- VB-A4 'Jackhammer' Blaster (A4 Jackhammer Blaster Rifle)
- Blunderbuss (Blunderbuss)
- Pulson Shotgun (Pulson Carbine)
- Security Shotgun (Anime Style Rifle 1)
These aren't the same ones that got added to nemesis store, so seems weird (pulson pistol did get added but remains unlocked, brainscrambler never had an unlock, the other two do not correspond to any power replacers I know of).Epic Stronghold
Block timing explained
Separately, would it be feasible to lower the initial starting level for Crime Computa and Lemurian Antiquities from level 25 to level 20? There are people who like the Nemesis system that would have a few levels between this alert being available and being able to make a Nemesis. In an 'and/or' to that and to some of the concerns of some newer players not even knowing about the Nemesis system:
Suggestion
Similar to the autogranted mission given that points players to Onslaught, why not instead have one that points to MCPD Captain Martin once they're within the Nemesis level range.
And something that seems like a corresponding QoL to this release but not directly a part of it:
Suggestion
The patch that releases this Alert should delete/reset every Nemesis clue on Live. Due to the outstanding bug that allows other players to pick up other people's Nemesis clues, some players have been barred from advancing through the Nemesis system. This is a concern if a new currency is being implemented since it means they can't run the regular nemesis missions.
-Sterga
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My characters
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Alts:
Lord Sans (Full Healer FF)/Axel Leonard (Crowd Controller/Off-Tank)
- - - - - -
Feel free to visit my websites!^^:
DeviantART|FurAffinity|
Twitter
-Sterga
If you compare "Alerts: Vigilance" to a Cosmic Battle (Eidolon of Destruction, Kigatillik, Qwyjibo or Teleiosaurus) and the rewards you get from both, you *MUST* want more Questionite from the mission rather than the Cosmic. Keep in mind that this Questionite from Vigilance is *REFINED* and not Questionite Ore like a Cosmic. Cosmics are the Endgame (How the Gold Champions Recognition comes around) for Champions Online, whereas the Custom Alerts can just be ran by anyone who wants to run it. Not all of the community does Endgame and that's fine. But this a nemesis alert, not Endgame. You should be happy with getting the nemesis tokens and the rewards from completing the alert at least.
TL; DR: I know what you mean when you want more Questionite but that might just be a fixed amount and the alert won't add anything that already exists in Endgame from what I've seen.
I assume that the Questionite is a fixed amount.
-Sterga
No one was under the illusion that you were going to change your minds. It still sucks and your excuse was refuted before you made it.
I'm not sure giving more Q for the Vigilance would matter. The only thing people seem to do with their Q is exchange it for Zen anymore. Seems like no one really wants it considering value is always over 470 q/zen now. I'd rather the devs add some of the other currencies to Vigilance and/or update the requirements for completing it as I suggested before.
[at]riviania Member since Aug 2009
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[at]riviania Member since Aug 2009
Forget the rate. The fact is that there are some people that want Q enough to sell Zen to get it.
Maybe they could do more to make Q more desirable and that would affect the exchange price, but at least some people are out there that want Q more than Zen right now.
My super cool CC build and how to use it.
Also, there was a previous suggestion to lower the level to access "Lemurian Antiquities" from 25 to 20. Which would open up the Nemesis system a little earlier for players. I think that's an awesome idea and I hope it's one the devs consider.
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Block timing explained
Just a thought.
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Block timing explained