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FC.31.20141016.2/.3/.4 PTS Update

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  • themightyzeniththemightyzenith Posts: 4,599 Arc User
    edited October 2014
    Just checking. The costume pieces that drop from there boxes are BoE aren't they?
    zrdRBy8.png
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  • jonsillsjonsills Posts: 6,318 Arc User
    edited October 2014
    I did one box on PTS, because ol' Test 2 only had a little cash on him. Got a Ridgeback out of it, which I promptly took into Westside and used to blast a bunch of Purple Gangsters and Escaped Prisoners for the Resources.

    Then I checked out the Binary skin, along with a trench coat; I hereby call dibs on the Other One, the backup plan for when Neo failed... :biggrin:
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  • thelastsonofzodthelastsonofzod Posts: 658 Arc User
    edited October 2014
    Just checking. The costume pieces that drop from there boxes are BoE aren't they?

    Those which I have received are BoE.
  • themightyzeniththemightyzenith Posts: 4,599 Arc User
    edited October 2014
    Those which I have received are BoE.

    Good to know, thanks for the reply.
    And if I have a digital character concept in mind that doesn't wear black?

    Seriously, this should be a non issue. It just needs to be on par with the holo grid.

    The effects for the binary aura are fine man. You can't expect to have the lighting effects for this aura show up well against a non-dark background.

    Well done on these auras Cryptic. Not my cup of tea, but I know many folks who will enjoy these.
    zrdRBy8.png
    Click here to check out my costumes/milleniumguardian (MG) in-game/We need more tights, stances and moods
  • serpinecohserpinecoh Posts: 353 Arc User
    edited October 2014
    And if I have a digital character concept in mind that doesn't wear black?

    Well, yeah the small footprint of the 1s and 0s has trouble on a "whitest-white" outfit in strong lighting: These new items mostly have an inherent glow like they were halfway or more across on the glow slider so no aura color setting is going to have a shot at producing an opaque effect. However with judicious selection and use of midrange colors on the costume you can still get a lot of decent effects going.

    As a final side note for binary, I'm finding that for even very bright colors like pure-white a very light blue seems best at showing up in shaded sections. No other color is as successful for this background, but as soon as you start deviating from white things become a lot more become viable.

    One funny thing is how different pieces interact with the auras. The brown eyebrows on my test character for instance didn't appear impacted at all, until I positioned him near a wall and zoomed in on some screenshots and confirmed that almost undetectably tiny digits were indeed actually moving across them.

    Here are a few shots with non-default colors, including red on black since it is a classic. :)

    21stCenturyDigitalBoy2.png
  • eiledoneiledon Posts: 1,287 Arc User
    edited October 2014
    serpinecoh wrote: »
    until I positioned him near a wall and zoomed in on some screenshots

    Not sure if you are aware of this one, but the following command can be real helpful for close face screenshots.

    /gfxsetdefaultfov 20 (this reduces the default field of view so you can zoom in closer to your character

    /gfxsetdefaultfov 55 (this is the default field of view)

    /gfxsetdefaultfov 120 (this increases your field of view - your character is teeny tiny but you can see much more of the world but things start appearing like you are using a fisheye lens)
  • crypticbuxomcrypticbuxom Posts: 4,621 Arc User
    edited October 2014
    Bug: Lockboxes, Recognition and Boost orbs are replacing the normal loot of name villains.

    I defeated named villains over and over again to see how drops work with them to include lockbox as well as gear or the occasional rare piece. Whenever they drop a lockbox or Recognition or even a Boost orb (it happens) they never drop their normal loot table. This happens to even the named villains that are guaranteed a piece of gear along with said random lockbox and/or Recognition.

    Names villains that are supposed to drop a questionite box (when guaranteed it) sometimes don't drop that either, but 100% of the time do when a lockbox/Recog/boost doesn't.

    This might tick off everyone who thought farming was tough enough. Especially since this further lowers the chance of that 1 out of 1000 chance of getting the rare drop.
  • deadman20deadman20 Posts: 1,529 Arc User
    edited October 2014
    Bug: Timewarp Lockbox doesn't go back far enough in time to collect Legacy Weapon Unlocks that were unavailable as of On-Alert.

    Seriously, we want those back. And not as some random chance thing either, make it part of the Series Rewards.

    On another note; This lockbox being a prelude to a new Time powerset sounds sweet. I think it should belong under the Supernatural tree. And yes. I mean to split Beastial and Infernal from Sorcery and have it be its own thing under Supernatural. Need an Ultimate for that new branch? Rebirth suits it perfectly, just move some tags around. A future Nature/Plants powerset would also be a lovely addition to the Supernatural tree.
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  • eiledoneiledon Posts: 1,287 Arc User
    edited October 2014
    deadman20 wrote: »
    Bug: Timewarp Lockbox doesn't go back far enough in time to collect Legacy Weapon Unlocks that were unavailable as of On-Alert.

    Wether we need these items or not please follow the rules of the thread - red text is for real bugs - diluting it like this defeats the purpose of making them stand out. What you are doing is making a suggestion.
  • gaarafrednorrispgaarafrednorrisp Posts: 504 Arc User
    edited October 2014
    deadman20 wrote: »
    Bug: Timewarp Lockbox doesn't go back far enough in time to collect Legacy Weapon Unlocks that were unavailable as of On-Alert.

    Seriously, we want those back. And not as some random chance thing either, make it part of the Series Rewards.

    On another note; This lockbox being a prelude to a new Time powerset sounds sweet. I think it should belong under the Supernatural tree. And yes. I mean to split Beastial and Infernal from Sorcery and have it be its own thing under Supernatural. Need an Ultimate for that new branch? Rebirth suits it perfectly, just move some tags around. A future Nature/Plants powerset would also be a lovely addition to the Supernatural tree.

    >_> But Bestial and Infernal ARE apart from Sorcery.

    You meant split from Mysticism which would make no sense considering that they ARE mostly magick-related trees. The supernatural always relates to mysticism in pretty much any writing ever.

    Plants would fit into Energy or Brick, depending how they'd utilize them. Forces like Time and Space, if either one got a framework, would also go into Energy since they seem to put the fundamental forces of nature into it (Fire, Wind, Energy (electricity), Water (Ice), Force). Unfortunately, the best we could ever see would be speed buffs/debuffs for a time set (Increase charge-up speed, cooldown reduction, etc. and decrease movement speed for enemies) while a Space set would probably work more on a Ranged/Melee hybrid all about changing your characters's and objects' relative location (Punch but your fist affects someone up to 100 ft away and so on).
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  • eiledoneiledon Posts: 1,287 Arc User
    edited October 2014
    gradii wrote: »
    Plants would be a subset of earth, Time would ideally go under a reworked elemental tree called "Natural Manipulations".

    Neither seem very magic like.

    Although given most (if not all) of CO's time jiggerypokery is tech based, I could see it under there too.

    But this conversation is better taken to a new topic rather than bloating the PTS feedback.
  • radioscienceradioscience Posts: 80 Arc User
    edited October 2014
    Hey, PTS.

    We're fixing the problem with the mods. Thanks for catching that.

    Design Notes for the Timewarp Lockbox

    We're about to do an event where older lockboxes drop. You can see that on PTS, and we've done some trivial work on a couple of those boxes to bring them up to current specs. (Fancy banner in the tooltip, indicator of which series it belongs to, and "Booster Box" replaced with "Booster Box II".)

    However, we had some early boxes that don't match our modern standards very well at all. Rather than exclude them, or drop them as they were, or spend a lot of time redoing them as current boxes, we decided to make a compilation box of the best stuff from those old boxes and include it in the Lockbox Flashback. Don't go looking for new stuff in there.

    Incidentally, the items are the exact items that were dropped before. Rank 1, tradeable, single costume pieces, etc.

    What about the old grab bags?

    They could have fit into the Timewarp box's retro contents, but they didn't go in for the very simple reason that my tracking spreadsheet only included things with the word "Lockbox" in them. We're still discussing what to do with those. We don't want those costumes to be lost forever, either.
  • morigosamorigosa Posts: 710 Arc User
    edited October 2014
    What about the old grab bags? We don't want those costumes to be lost forever, either.

    Thank you! Costumes not being lost forever is a major, major thing. Looking forward to whatever solution you come up with for both grab bags and the various unlocks lost to On Alert.
  • radioscienceradioscience Posts: 80 Arc User
    edited October 2014
    morigosa wrote: »
    Thank you! Costumes not being lost forever is a major, major thing. Looking forward to whatever solution you come up with for both grab bags and the various unlocks lost to On Alert.

    Absolutely. We are thinking about those as well.
  • pantagruel01pantagruel01 Posts: 7,091 Arc User
    edited October 2014
    We're still discussing what to do with those. We don't want those costumes to be lost forever, either.
    What about pre-Alert weapon unlocks? There are a bunch that are only available from legacy items (some of which were BoP and thus completely impossible to acquire, others of which are only available as power replacer geometries with no associated unlock).

    For that matter, I'd love actual power replacers, though that's a bigger problem since they're massively out of date (powers that don't match current specs for what they replace, powers with procs for effects that don't even make sense in the current game, etc).
  • aurasonic12aurasonic12 Posts: 33 Arc User
    edited October 2014
    morigosa wrote: »
    Thank you! Costumes not being lost forever is a major, major thing. Looking forward to whatever solution you come up with for both grab bags and the various unlocks lost to On Alert.
    Absolutely. We are thinking about those as well.

    If you could do that ALOT of people would be happy (Myself included)
  • chalupaoffurychalupaoffury Posts: 2,553 Arc User
    edited October 2014
    We don't want those costumes to be lost forever, either.

    Nice to get official word on this. I feel terrible when people ask me where I got my cursed eyes and the like, because there's no way they'll ever have access to em. Y'all ever find it in your hearts to re-release dropped costumes like the nemcon glad pieces or val's back halo (or god... Nephilim wings) I'm 100% positive it'll go over incredibly well.

    I'm all about getting the power replace skins back (I'm looking at the redeyes in particular) but I feel like the lost farmable costume drops shouldn't get lost in that shuffle. A lot of them were amazing, and they don't get mentioned enough as something we'd love to see again.
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  • crypticbuxomcrypticbuxom Posts: 4,621 Arc User
    edited October 2014
    They could have fit into the Timewarp box's retro contents, but they didn't go in for the very simple reason that my tracking spreadsheet only included things with the word "Lockbox" in them. We're still discussing what to do with those. We don't want those costumes to be lost forever, either.

    Then we'll simply be looking forward to the next PTS update so that the Timewarp lockbox does includes them.

    Unless you just want to add the old costume pieces to the Q store like you did with all the other pieces. We REALLY could use more items in the Q store.
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  • pantagruel01pantagruel01 Posts: 7,091 Arc User
    edited October 2014
    I'm all about getting the power replace skins back (I'm looking at the redeyes in particular) but I feel like the lost farmable costume drops shouldn't get lost in that shuffle. A lot of them were amazing, and they don't get mentioned enough as something we'd love to see again.
    Wow, I just realized that I use the Redeye skin for my character's pistols. That one is still theoretically available, in that someone might have an unbound one to sell. As far as I know, it's totally impossible to get Alien Organic Rifle 1 (Bugzapper perk) or GEMA Amethyst Laser Rifle (Mech Warrior perk)
  • crypticbuxomcrypticbuxom Posts: 4,621 Arc User
    edited October 2014
    Wow, I just realized that I use the Redeye skin for my character's pistols. That one is still theoretically available, in that someone might have an unbound one to sell. As far as I know, it's totally impossible to get Alien Organic Rifle 1 (Bugzapper perk) or GEMA Amethyst Laser Rifle (Mech Warrior perk)

    That's because they lazed out and didn't replace the power replacers with the costume piece itself. It took years before they added it to a loot table to the Finkle Foundry.
  • aurasonic12aurasonic12 Posts: 33 Arc User
    edited October 2014
    I just had a crazy though what about putting in new character slots or costume slots in the lockbox as well? might promote key sales
  • soulforgersoulforger Posts: 1,649 Arc User
    edited October 2014
    I just had a crazy though what about putting in new character slots or costume slots in the lockbox as well? might promote key sales

    While a nice idea, the costume slots would be the only working one, for you are limited on the number of character slots you can buy...I should know, I maxed that out.
  • aurasonic12aurasonic12 Posts: 33 Arc User
    edited October 2014
    soulforger wrote: »
    While a nice idea, the costume slots would be the only working one, for you are limited on the number of character slots you can buy...I should know, I maxed that out.

    Oh? How much is that?
  • soulforgersoulforger Posts: 1,649 Arc User
    edited October 2014
    Oh? How much is that?

    Around 75.
  • xcaligaxxcaligax Posts: 1,096 Arc User
    edited October 2014
    Can we test some real things? Like power balances?
  • aiqaaiqa Posts: 2,620 Arc User
    edited October 2014
    xcaligax wrote: »
    Can we test some real things? Like power balances?

    The problem with testing balance is that there isn't any objective weight to the different properties of powers or builds.

    stuff like (in order of importance for me, and for damage dealing powers)
    - target limit
    - damage/invested time
    - dps
    - spike damage
    - mobility
    - range
    - ease of use (melee cone compared to ranged pbaoe, etc)
    - cooldown
    - energy cost
    - secondary effects
    - dependencies (on other powers or effects or specific stats)
    - synergies
    - tier

    That said, I do agree an effort should be made. There has been a long time of hardly any changes, so by now it is pretty well known what the good and the bad performing powers are.
  • zamuelpwezamuelpwe Posts: 668 Arc User
    edited October 2014
    Design Notes for the Timewarp Lockbox

    Thank you, and I say that with all seriousness. The communication helps.
    What about the old grab bags?

    They could have fit into the Timewarp box's retro contents, but they didn't go in for the very simple reason that my tracking spreadsheet only included things with the word "Lockbox" in them.

    Hmm, wouldn't many of those be listed as "Grab Bag" instead?
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  • coneuroniaconeuronia Posts: 63 Arc User
    edited October 2014
    Cool idea. I don't care so much for the Socrates and so on costumes, but the vehicles are a nice draw.

    I am very interested in the old locboxes, and this explains some of them appearing in the Auction House...curse you lack of foresight in not reading this thread beforehand!

    :biggrin:
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  • avianosavianos Posts: 6,178 Arc User
    edited October 2014
    gradii wrote: »
    Mini mines buff? Making orbital cannon worth it? Making mind lock actually do something noticeable?

    Power balance includes buffs to powers which have been nerfed into uselessness, and we've had our fill of nerfs for at least several months.

    Time to make the list of powers people actually want to use bigger, not smaller.

    Add
    1. Crushing Wave (Hitbox Cone problem, Low DPS, low time between Damage, Problem with Concetration Stacking)
    2. Fury of the Dragon (Low damage, doesn't scale correctly with Focus like Unleash Rage does with Enraged, Bad Hip Box detection, Camera and target issues)
    3. Entire EARTH powerframe (Lacklaster Damage, Lack of Synergy with other powerframes, Debris cause lag)
    4. Laser Sword (Lack of Synergy with other powers, the 2 new moves are Clingworthy one should had been Combo)
    5. Experimental Burst Ray (30 DEGREE CONE!?)
    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 synergies! Playing since 1 February 2011 128 + Characters (21 ATs, 107 FFs) ALTitis for Life!
  • rtmartma Posts: 1,198 Arc User
    edited October 2014
    gradii wrote: »
    Mini mines buff? Making orbital cannon worth it? Making mind lock actually do something noticeable?.

    You should throw Frag Grenade with Mini mines also, it's just Fire damage like Mini mines, fairly underwhelming.
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  • jonsillsjonsills Posts: 6,318 Arc User
    edited October 2014
    rtma wrote: »
    You should throw Frag Grenade with Mini mines also, it's just Fire damage like Mini mines, fairly underwhelming.
    You only get Fire damage with the Advantage. Without that, it's even less whelming.

    I like Gradii's idea of a delayed-burst AoE. "Three shall be the number thou shalt count, and the number of the counting shall be three. Four shalt thou not count; neither count thou two, except that thou shall then proceed directly to three. Five is right out!"
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  • pantagruel01pantagruel01 Posts: 7,091 Arc User
    edited October 2014
    jonsills wrote: »
    You only get Fire damage with the Advantage.
    No, you only get clinging flames with the advantage, it's always fire damage. I used to use it in pvp as a fast knock power, but other powers outclass it nowadays.
  • aiqaaiqa Posts: 2,620 Arc User
    edited October 2014
    gradii wrote: »
    Frag grenade should have a delayed burst of high aoe damage, its a frag grenade.

    Careful with high damage click powers, powers like that already in the game are a huge part in making CO hard/impossible to balance. High damage is fine, but then it'd need a charge or high activation time.
  • wingedkagoutiwingedkagouti Posts: 565 Arc User
    edited October 2014
    Bug: Timewarp Lockbox awards Ridgeback when it claims to award Avalanche.

    Ridgeback I is a 5 slot Hover Tank while Avalanche I is a 7 slot Hover Tank, Ridgeback II has 7 slots while Avalanche II has 8 and +10% Health.
  • lordgarlordgar Posts: 267 Arc User
    edited October 2014
    Release Notes for FC.31.20141016.4:


    Preview:

    • The Timewarp Lockbox now properly contains an Avalanche hover tank.

    • The Digital Holo Grid Skin aura can now be hued correctly.

    • November's Gold Bonus costume piece (Pilgrim Hat) has been added to the Debugger.
  • thelastsonofzodthelastsonofzod Posts: 658 Arc User
    edited October 2014
    lordgar wrote: »
    Release Notes for FC.31.20141016.4:


    Preview:

    • The Timewarp Lockbox now properly contains an Avalanche hover tank.

    • The Digital Holo Grid Skin aura can now be hued correctly.

    • November's Gold Bonus costume piece (Pilgrim Hat) has been added to the Debugger.

    Could the pilgrim hat be made available for the Bird head? It might be available now, for all I know, but since the bird set isn't available on PTS....

    I want to make a Pilgrim Turkey :)
  • cybersoldier1981cybersoldier1981 Posts: 2,501 Arc User
    edited October 2014
    Wait wait wait...

    Pilgrim hat? More like Puritan hat.

    Righteous justice is coming, heretics. Get ready to BURN.
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  • kallethenkallethen Posts: 1,576 Arc User
    edited October 2014
    Could also be similar to the Explosive Arrow w/"Where's the Kaboom?" advantage. Delayed explosion on a power that has a cooldown.
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  • pantagruel01pantagruel01 Posts: 7,091 Arc User
    edited October 2014
    The most obvious example of a delayed target power is orbital cannon, though there are also a couple of pseudo-pets that are actual objects.
  • monsterdaddymonsterdaddy Posts: 795 Arc User
    edited October 2014
    BUG: The new Auras have inconsistent sizing on Head vs. Torso vs. Lower Body vs. Hands

    You can see this best in a solid color masked costume. The Head FX is especially small, the waistline will show the difference in Torso vs. smaller Lower Body FX.

    Can we just get these Auras to have the same FX size so it doesn't look weird? Thanks.
  • monsterdaddymonsterdaddy Posts: 795 Arc User
    edited October 2014
    serpinecoh wrote: »
    21stCenturyDigitalBoy.jpg
    In some of serpine's pics you see the inconsistency in size and how it kinda ruins the Aura effect. The weird sizing is especially prominent in Holo Grid and Circuitry.

    Another BUG: Holo Grid and Binary Auras have a drifting FX effect that runs in OPPOSITE DIRECTIONS between Head, Torso, Lower Body.

    Please not only have it the same size but if it has a moving FX effect to have them drift in the same direction. I think the other Auras are OK.
  • serpinecohserpinecoh Posts: 353 Arc User
    edited October 2014
    In some of serpine's pics you see the inconsistency in size and how it kinda ruins the Aura effect. The weird sizing is especially prominent in Holo Grid and Circuitry.
    My guess based on some meshing/texturing I've done in the past is that the texture files are a consistent size regardless of the piece. So if the size is say, 640x640, both the torso and eyebrow are each represented by a 640x640 image. Since the aura is probably being overlayed on the texture of each part individually and is also likely plotted based on that same standard size, that would explain why the smaller parts have smaller aura features. Basically if the head was blown up to have the same surface area as the torso, the aura would look fine, though obviously the character would then look pretty odd.

    Resolving this then would require some sort of size weighting per part. Basically they would need different aura definitions for every component type depending on their guess of the relative surface size of each component (i.e. they would have to size up the aura for the head slots, and even more for an eyebrow). I'm not sure if auras could support that granularity.

    Personally I don't mind the current look to much: I don't need *giant* 1s and 0s on the face and in some cases it helps keep the different parts more distinct if you have a simpler color scheme.
  • themightyzeniththemightyzenith Posts: 4,599 Arc User
    edited October 2014
    Please don't release these auras until they are fixed........please Cryptic, please.

    For the love of Thor.
    zrdRBy8.png
    Click here to check out my costumes/milleniumguardian (MG) in-game/We need more tights, stances and moods
  • circleofpsi#4619 circleofpsi Posts: 2,961 Arc User
    edited October 2014
    Please don't release these auras until they are fixed........please Cryptic, please.

    For the love of Thor.


    Thats like asking a young girl to stop loving justin bieber and asking for half life 2 ep3
    Psi.
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