They'd have to answer, for Cryptic, but the usual reasons boil down to a combination of history and/or "not worth the bother". Could easily be some of both for Cryptic. Pretty much the only things I ever see are a time based on physical server location, or UTC (a.k.a. GMT/Zulu, though all three are slightly different…
Actually, technically, it will be the same as *PDT*, not *PST*. Or, if you want to be even more pedantic, it will once again match America/Los Angeles (the name of the zone in the standard timezone database). Though why Cryptic is still using a timezone library that was out of date several years before CO was ever released…
Speaking of, is there a channel folks are using to coordinate this sort of thing? I don't mind swapping over to the PTS and doing a run or two, in the least, but it seems silly to hang around there all evening waiting for enough folks to show, if there is a better way...
Not for this mission, but this inspired a thought about something I'd love to see someday: a mission with a cut-scene intro (something like the comics series, doesn't have to be voiced FMV) that involves airdropping the team in. Preferably into a "hot" LZ, which would offer a convenient rationale for why the fliers aren't…
Based on the description -- and this is purely a theory unless/until a dev comments, though I would personally love to know more details -- I would guess that the servers may be engineered to have a specific 'slot' for event maps that was not intended to be reusable, since events normally never overlap. So the same 'slot'…
Give them at least a little credit -- problems with the authentication infrastructure aren't necessarily something that can be dealt with lightly. Yeah, I'd like to hear something, even if it is just "technical difficulties, please stand by (we can't realistically schedule until we've resolved this)", but Cryptic is just…
* First and foremost, thank *all* of you for the update. It really does help a remarkable amount, at least for me. Please keep it up, even if it is sometimes as simple as "tossing ideas around, looking for a better answer". Or whatever. * Second, my one request about the testing is that whomever is running it announce it…
In case folks hadn't noticed, the Lemurian mobs are skele-mobs. The tech is still there (although they con gray to my 40 and purple to my 16, and the difficulty seems about in line with that, so it is fairly obviously not actually scaling them the way it presumably should). Tell you what, Cryptic: you can scale me to 30 if…
Hmmmm. Guess it might be a bit of a problem that my current primary spammer is Avalanche, then. I'll probably grind it enough to get the drops, just because I always keep FC in the build for thematic reasons, so I won't be *completely* useless, but... yeah. Not thinking it will be terribly worth my time to do many runs…
The key word here is "in". Things that are no longer in the container are, in fact, not content, if you wish to go by that definition. Also, the presence of content does not correlate linearly with the density of the content in question (and thus its gravitas, to stretch the metaphor way, way too far).
I'm somewhat less concerned about preserving the five minute time-frame, because frankly I think it is silly if you can't use something you purchased pretty much whenever you want, but I also agree that 15 seconds is really barely enough to *notice* someone is down if the battle just went pear-shaped and the healer(s) are…
I would certainly hope that any such major change would go through the PTS first. Which isn't the same as believing it will, if it ever happens, but I can hope, darn it. I suspect that two things would make a huge difference in terms of PTS-testing Gravitar in particular:* People have to have confidence that it is worth…
Vizzone's bug is a very nasty one, but would become a non-issue with pretty much any of the alternatives folks have come up with so far. Frankly, at least in the software I write for work, I'll take "something that works better and completely eliminates the possibility of the bug being an issue in the first place" over…
For the record, I don't think what I proposed is the only approach to fixing it, either, and anyone who has alternatives is certainly welcome to fly them in the thread. It is just the one that seemed to have the best return for the least dev effort (and the least major balance changes, meaning the lowest chance of having…
Up until the last sentence there, I'll plead that my biases were showing. There are indeed some folks who like the fight as a fight. However, I take issue with the last sentence, and with the notion that there are many of these people, based on one simple observation: if there were enough of them that at least ten (or even…
Quite true, but it begs the question: why should you have to learn by being punished with unrecoverable failure when you use something that the entire rest of the game encourages you to treat as a momentary setback? Sorry, I can't buy into that. Standing around doing nothing, instead of laying there face down doing…
Took a bit longer to "get back" than anticipated, sorry about that. The adaptation that I think would work somewhat better than reusing the current Kigatilik mechanic purely as-is: rather than "health on kill", which penalizes *dying*, and which has significant problems with making pet builds extremely counter-productive…
So, solutions for Gravitar specifically. Not addressing balance or frequency of dying, except to point out that repeated dying in rapid succession already has a cost built in (and one which deliberately caps after a certain number of deaths): the loss of stars. Fixing the problem with it being behind a queuing system: the…
So. Solutions. Ones that don't make it a pointlessly easy fight, but do make it a non-punitive one. Ideally ones that require a minimum of development effort or major changes to systems. Gravitar is a Cosmic. She's supposed to be a hard fight. Painfully so, if you don't come prepared. That is not, itself, a problem; it is…
Yes... with the caveat that whatever is implemented to integrate it *with CO* needs to walk a line somewhere between STO and AE (from CoX). Neither one of those extremes will help the game in the long run. If we get told that it is in the offing, or even that it is under serious consideration and suggestions could be…
The still get value for it, however -- whether that value is money or PR or something else (I don't know the terms of their contract with PeanutLabs, but no giveaway by a corporation is purely for charity). But then, there are some of us who simply flat-out refuse to play the lockbox game. I own a vehicle for amusement…
Even the old gear couldn't do that. I still have some of it. It is all of the "+50% resistance vs. <foo>" (elemental, crushing, etc.) -- and that's +50% in Cryptic math, not a straight add or multiply. If your damage resistance to that type was already good, it helped a bit, but not nearly as much as one might imagine. For…
I like the general notion, but quite simply, I cannot see myself ever bothering with any of these, no matter what sort of reward was offered. Why? Because they're all basically stacking one cheap trick on top of another to remove every advantage a player has. And because every one of the gimps is one that I absolutely hate…
Absolutely not (completely) true. It works for *Emergency* mission contacts. It does *not* list "all contacts", nor can you turn in missions to contacts that aren't of that sort. This is why I suggested a second screen specifically for all of the others (optionally "when you have met them at least once"). It seems like…
I'd prefer something more akin to the 'Emblem' or 'Power Gem' options, where you can use any of your *existing* emblems to mark a specific spot. Or have certain costume pieces that simply put them in spots like that 'naturally' -- one example being how trenchcoats and some suits worked on CoX, where your emblem was put…
Sometimes the simple answers are the best ones. For example: just about every software installer out there which supports any form of customization has, early in the steps, a choice that can be summed up as "do you want to go with defaults, or see the power of this fully operational battle station?" Why? Because it gives…
Ran into this today, and unfortunately, it appears to not be limited to Alpaca. Pretty much *every* transitional door (as opposed to the "open a door and the barrier goes away" for inside doors) appeared to have this bug. In at least one case, de-teaming wasn't even sufficient. One player had to do no less than:* Leave the…
You only had to deal with four? Lucky you. I just finished it. At one point we had no fewer than *seven* onscreen at once. I'm guessing that there's some bug that triggers if you get one of the clones to a certain point, and *he* spawns, or something; it didn't start at seven, but it did build up relatively quickly. Only…
I'm not going to even pretend to know what was up to cause it, but at least for my case a combination of "link accounts" (which I thought I had already done, but maybe not?) once I dug the information out of the FAQ and made the obvious substitution that really should have been a link *in* the FAQ, plus a round of…
The real pity is that there is a fairly good solution to this issue, one that was requested a long time ago but has never come to pass. I don't expect that it ever *will*, either, but I'd like to point out that it was suggested. The solution? Provide a programmatic API to the game *character* information and *non-secure*…
Would "Lifetime subscriber completely unable to log in through the launcher and seeing no subscription information on the account page" qualify? No emails sent that I can see, and nothing to indicate an unknown site issue when I try to log in, just "invalid account or password". Obviously I'll file a support ticket…