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FC.31.20240423.32 - Questionite Store

kaiserin#0958 kaiserin Posts: 3,222 Cryptic Developer
edited June 2024 in PTS - The Archive
Questionite Store
  • Added Glass and Psi Energy material costumes to the Questionite store.
  • Added new perks for collecting special material costumes from the Questionite store.
  • Added rarities and adjusted prices of various material costumes based on their new rarities. Old prices were a flat 150,000, they now range from 75,000 to 150,000.
  • Added preview images to legacy auras. Removed sound from ones that were playing sound. Lowered price to 50,000 (From 80,000)



Trade Paperback
  • Added Cosmic Collar aura to the store.



VIP Lounge
  • Added tailor and account bank.



General Vendors
  • Removed Bag and ZEN stores from all general vendors.
  • Added a 18 slot bag to the general store where consumables are sold.
  • General consumables stores are now just referred to as stores.



Random Drops
  • Added bags from the old bag store as random drops from mobs. These drops can be traded.



Resistance
  • Fixed an issue where a portion of the sewer mission could not be completed.
Post edited by kaiserin#0958 on

Comments

  • thisiscraftaaathisiscraftaaa Posts: 252 Arc User
    Most of these changes that I can see look good, but I just have to question the one that stands out. That is to say...

    What's... the point of turning the existing bags from regular vendors into random mob drops again? They were entirely fine as they were; this just seems like a waste of time/programming that would have been better spent literally anywhere else. This mildly hinders new players and doesn't do diddly to older players, and this also serves to needlessly bloat mob drop pools even more (as if they aren't bloated enough already,) like some... weird replacement for White Rocks now that those drop more commonly.

    Consider the following problems: event bags (not even Z-store bags, but event bags) currently invalidate regular store bags for players who need the inventory space enough to grind at ALL for it, and the prevalence of existing basic bags (almost all players use exclusively 22-slot Enormous Bags unless using something better) rendering any bag below Enormous a worthless drop. Outside of deleting existing Enormous Bags (which would be incredibly scummy and also wreak havoc on the inventories of old characters) there's no real solution here that doesn't involve "power-creeping" bag drops in some way to make fresh bag drops more worthwhile than old bags. With that in mind...

    Suggestion 1: return the old bags to the regular stores/vendors. Keeping them as random drops from mobs as well would be fine, but truthfully, the bag changes proposed here is just... pointless, really?

    Suggestion 2: if mobs are going to drop bags then they might as well drop better bags than the existing basic bag store bags to justify this sort of effort being expended in the first place. Keep the old bags at the regular vendors but allow mobs to drop new bags instead. (With the basic Enormous Bag holding 22, the Veteran's Bag and various Event Bags holding 30 and the Z-store bag holding 40, perhaps mobs could drop bags with 24, 26 and 28 slots at a rarer rate than bags are currently dropping on the PTS?)

    Suggestion 3: allow bags to be fused as if they were mods. (A silly idea, but a use for all the dead bag clutter that nobody's going to care about since it's below that magic number.) If this were the case, then seeing as the current bag order at least appears to go 8-10-14-16-18-20-22, this could also be an excuse to introduce 26 and 28 bags that can only be obtained via fusion, to help keep up a demand for bags. (Veteran and Event bags, being 30-slot, would still have an advantage over these hypothetical super-bags, and obviously so would the 40-slot cash shop bag.)





    On a related note, ran around on the PTS for a while smacking random mobs until I got two bag drops. Got the 16-slot Expanded Pouch bags twice off open-world Gadroons (funny space frogs my beloved,) which, disappointment aside considering the one left on-sale is 18-slot, both automatically Bound on pick-up. (I'm figuring that's not intentional.) I then went to smack some Resistance goons at level 40 on Normal difficulty and got a Giant Bag drop (20-slot, not the coveted 22 slot) that was not Bound on pick-up. Curiosity took me back to the Gadroons, where I got a not Bound 18-slot Massive Backpack. Grinded out more there, got two more of the same 18-slot. Promptly went to Westside to magically transfigure some New Purple gang mooks into garden fertilizer with the power of firearms and got a 10-slot Pouch very quickly, followed by three 14-slots, two 8-slots and one 10-slot from level 10 prisoners. Lastly, dropped by Vibora Bay and started beating up level 38 and 39 Dogz and New Shadows and eventually got an Enormous Bag drop. (And that's the 22-slotter everyone cares about.)

    Conclusion: bag drop size at least appears to be mob level dependent, which is a good thing in allowing the one bag size anyone cares about to at least somewhat be targeted and grinded for. (This is assuming that the 14 bags I spent some time grinding out which nicely matched the levels of the mooks they dropped from wasn't the server hamster (unless I miscounted; I am very sleep-deprived writing this) playing an epic sick prank on me.) Inversely, the 16-slot bag specifically is bugged and still immediately becomes Bound when picked up. Overall however, this is a rather pointless change all in all since it doesn't really bring anything new to the table? Do something new with it, like bigger bags than the 22-slot one, or some sort of vendor to trade different sizes of bags into in exchange for some sort of character-specific reward, or something, anything, otherwise this just kind-of feels... pointless, really, and the time might as well have been put elsewhere leaving the bags untouched. It doesn't change the flow of gameplay at all outside of backloading picking up bags to the end of leveling a new character to 40 instead of keeping them up front on freshly-made characters... unless you count bags being tradable, which frontloads them all over again.

    It isn't a noticeable blow to the game's QoL or anything like that that I can figure, having taken a little time to mess with its current incarnation on the PTS, though I can't help but wonder why? What's the deal with the bag changes? Why, when it changes so little and that time could have gone to a new power or PVD or something, you know?
    The fact that the forums refuse to tell you how close you are to the character/post size limit until you attempt to post something that happens to be too big- and the automated spam filter will immediately completely lock you out of posting long-term if you attempt to post or edit posts too close to the character limit- is genuine agony.

    This is my cry for help
  • crypticbuxomcrypticbuxom Posts: 4,630 Arc User
    edited June 2024
    Was the perk for the storm transformation fixed? I've unlocked one for over a year and it still hasn't updated. I don't want to purchase more to find out it is still broken and wasted toward account unlocking progression.

    I will miss the Auras having sound effects.

    Not being able to purchase the 22 slot bags except from other players means they will cost more than what they did in the vendor.

    I like the idea of bags dropping from mobs IF they still have their exact same vendor value. That adds raw value to mob drops to counter all the mostly worthless lockbox spam. Even if they flood the market. Do they still have their vendor value?
  • thisiscraftaaathisiscraftaaa Posts: 252 Arc User
    Was the perk for the storm transformation fixed? I've unlocked one for over a year and it still hasn't updated. I don't want to purchase more to find out it is still broken and wasted toward account unlocking progression.

    I will miss the Auras having sound effects.

    Not being able to purchase the 22 slot bags except from other players means they will cost more than what they did in the vendor.

    I like the idea of bags dropping from mobs IF they still have their exact same vendor value. That adds raw value to mob drops to counter all the mostly worthless lockbox spam. Even if they flood the market. Do they still have their vendor value?

    At least when I tested it earlier, they've all been chunked down violently in value. The 22 slot bag that sells for 6G or something like that on Live is worth 11N or so now. Honestly, I think it'd be good if the bags retained their value, but then there' be complaints of this invalidating Smashes, and I'm not sure how I'd resolve that when Smashes don't need a buff whatsoever (if anything we need more G sinks, and having turned bags into mob loot has has taken away one more (tiny) thing we need to actually spend Gs on.)
    The fact that the forums refuse to tell you how close you are to the character/post size limit until you attempt to post something that happens to be too big- and the automated spam filter will immediately completely lock you out of posting long-term if you attempt to post or edit posts too close to the character limit- is genuine agony.

    This is my cry for help
  • hallsofwallshallsofwalls Posts: 79 Arc User
    edited June 2024
    Bug
    The "Made of Glass" title doesn't unlock after getting the perk.
    All the other titles (Living Shadow, Spectre, Permafrost, and Psionic) do unlock properly.
    (although the Spectre title unlocked before the perk was complete, when I had every Ghost costume except Ghost Feet.)


    edit: This issue isn't present on the Live release, so it must've been fixed.
    Post edited by hallsofwalls on
  • crypticbuxomcrypticbuxom Posts: 4,630 Arc User
    At least when I tested it earlier, they've all been chunked down violently in value. The 22 slot bag that sells for 6G or something like that on Live is worth 11N or so now. Honestly, I think it'd be good if the bags retained their value, but then there' be complaints of this invalidating Smashes, and I'm not sure how I'd resolve that when Smashes don't need a buff whatsoever (if anything we need more G sinks, and having turned bags into mob loot has has taken away one more (tiny) thing we need to actually spend Gs on.)

    The 22 slot bag isn't even worth 1G? I take back what I said about this being a good idea.

    If people want Smash to keep being valued, they need to queue for them enough for it to keep popping. I can't get people to queue for Burst or Grab when I need them either. The bags would have at least added some value to mobs in the game while waiting for hours to do dailies with multiple characters.
This discussion has been closed.