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[Starship Trait] - Invincible bug report (includes video on how to reproduce the bug)

snipey47asnipey47a Member Posts: 485 Media Corps
edited August 2015 in PC Gameplay Bug Reports
Hi Devs,

I understand that it was your intention to make it impossible to activate Go Down Fighting (GDF) once you reach 5% hull and Invincible is triggered for the trait duration of 8 seconds. However, while this trait is active it is impossible to activate GDF if the trait is not triggered at all - essentially from 6%-49.9% hull HP remaining. This is obviously a bug however, I do understand that if GDF is active and you reach 5% that it should be cancelled and put into cooldown.

Please see the video below of me taking damage to about 30% hull remaining and I cannot activate GDF followed by a second test showing the WAI behavior of Invincible blocking GDF for it's 8 second duration.

http://youtu.be/7g2GwmGpaX8

Regards,

Snipey47a.

Comments

  • borticuscrypticborticuscryptic Member Posts: 2,478 Cryptic Developer
    This isn't really a bug. We have specifically chosen to disable GDF whenever your ship is flagged as Unkillable, which it technically is as long as the Invincible Trait is not on cooldown.

    But we may be able to improve this functionality. We'll investigate.
    Jeremy Randall
    Cryptic - Lead Systems Designer
    "Play smart!"
  • snipey47asnipey47a Member Posts: 485 Media Corps
    edited August 2015
    Thank you for the swift reply, Borticus. Ok.... cracking my knuckles for a typing session....

    What you are saying does make sense but does not correlate at all with the trait description. To clarify that I have understood you perfectly, simply by slotting the trait an "Unkillable" (invisible) flag is activated on my ship with the only visible flag being the 8 seconds trait duration. If this is correct then that is a mandatory condition that should have been described so that tactical captains could weigh up the trait's worthiness. Having acquired the resources to get this ship for my tactical captain based on the trait description, I sort of feel cheated because it completely locks out a key captain ability.

    2eme9sy.jpg

    To be honest, I am often frustrated by the lack of finer details on traits, abilities and gear in this game and I held back purchasing the ship until I could get a look at the wording as per above. Below is my breakdown of the trait wording compared to your feedback to me:-

    Invincible
    (Trait title)

    Heal Buff and Unkillable at Low Hull
    1st level trait description - Low Hull is defined by the trait as 5% and any average person would be of the understanding that you will become unkillable and get a heal buff at this point

    When reduced to very low hull percent, your ship becomes undefeatable for a short amount of time. During this window all incoming hull and shield heals receive large boots. May activate once per two minutes
    2nd level description - This elaborates further on the 1st level description that the trait is only activated at <5% hull.

    • When reduced to below 5% Hull:
    • +50% Incoming Healing to Self for 8 sec
    • +50% Incoming Shield Healing to Self for 8 sec
    • Unkillable for 8 sec
    • Once activated, this Trait cannot trigger again for 120 sec

    Trait conditions - These do not contradict the other sections of at all. If you knowingly configured this trait to disable GDF for tactical captains, I would have thought that would be a major enough point to include on the trait conditions.

    Bort, it would be like going into a Toyota showroom to buy their "uncrashable" car and on the day of delivery you find out they achieved that by not fitting an engine. While it is technically accurate they took away a major component that made it a car.. just like you have taken away a major component of a tactical captain. So can you understand why I feel like I've wasted resources getting this on my tac and why I feel cheated?

    In the plasma explosion thread I started in the Tribble forums, you spoke of wanting to achieve balance by removing the crits and it was clear that this is something that you value (as I do for that matter), so can I assume that Engineers don't have access to Miracle Worker and Science captains cannot activate Photonic Fleet? If balance is the mantra then one would assume restrictions on all careers. However, if this is not the case then this trait is useless on a tactical captain so I would have unpacked the ship on my science toon and just as important, this isn't at all balanced and communication with the community is required immediately if you have a gut feel that you won't be making any changes so that others don't waste their precious lobi just as a did.

    I hope you have seen that I have tried to be as level headed as I can be but honestly, I'm livid :# about this because to me, that trait description is completely misleading for a tactical captain.

    I've already slotted it as a discussion piece in next week's edition of The Show to try and spread the word out to other tac captains and to the other career's also should it be discovered they have restrictions too.

    Thanks for your time.

    Snipey47a
  • borticuscrypticborticuscryptic Member Posts: 2,478 Cryptic Developer
    edited August 2015
    Bort, it would be like going into a Toyota showroom to buy their "uncrashable" car and on the day of delivery you find out they achieved that by not fitting an engine.

    Holy... sorry, but I guffaw'd out loud at this terrible analogy. Hyperbole much?

    That's not to dismiss what you're saying. We will investigate making these two abilities work better together.
    Jeremy Randall
    Cryptic - Lead Systems Designer
    "Play smart!"
  • john98837john98837 Member Posts: 761 Arc User
    edited August 2015
    Bort, it would be like going into a Toyota showroom to buy their "uncrashable" car and on the day of delivery you find out they achieved that by not fitting an engine.

    Holy... sorry, but I guffaw'd out loud at this terrible analogy. Hyperbole much?

    That's not to dismiss what you're saying. We will investigate making these two abilities work better together.

    That analogy is exactly on point. You are selling people a trait that only works by crippling there character without any warning, before or even after they have given you the money as the tool tip is not complete. The fact that you cannot see this is very disturbing.
  • snipey47asnipey47a Member Posts: 485 Media Corps
    Bort, it would be like going into a Toyota showroom to buy their "uncrashable" car and on the day of delivery you find out they achieved that by not fitting an engine.

    Holy... sorry, but I guffaw'd out loud at this terrible analogy. Hyperbole much?

    That's not to dismiss what you're saying. We will investigate making these two abilities work better together.

    With respect, pretty much the same reaction I had when I read your response about setting up an ability contrary to what it says it actually does....

    You can laugh all you like at my analogy. I thought it was quite apt seeing as GDF is the primary ability (the engine) that makes a tac so powerful and Invincible took that away... And I chose a car analogy because it is a high ticket item as is the Zahl ship and the trait it comes with.

    900 lobi cost assuming all the lobi comes from lockboxes with an average pay rate of 5.5 per box means that one has to open 164 boxes or spend 639 million EC for keys or 18,450 Zen (@ 1125). Seems like a high ticket item to me... but I'm glad I made you laugh on a Friday afternoon and that you are able to hold yourself together enough to have a look at it... my Zahl Camry needs it's engine!
  • bobsled624bobsled624 Member Posts: 267 Bug Hunter
    That's not to dismiss what you're saying. We will investigate making these two abilities work better together.

    Guys, Bort was trying to be humorous. Maybe not in the best way, but he was . He's also said that they are going to investigate changing the abilities so they work together. Enough with the sniping.

    Captain Mark Shranz | bIng 'aj Ro'Tal | erei'Riov Koval tr'Liun


    "Your fun is not wrong" -Jeremy Randal@borticuscryptic

    Proud Member of the Operational Support (Bug Hunter) Team
  • snipey47asnipey47a Member Posts: 485 Media Corps
    I wasn't sniping. Seriously I wasn't. i was merely trying to explain in real world terms what this would cost a player who bought a ship for the trait that doesn't do what it said it would.
  • hawkrunnerhawkrunner Member Posts: 150 Arc User
    This isn't really a bug. We have specifically chosen to disable GDF whenever your ship is flagged as Unkillable, which it technically is as long as the Invincible Trait is not on cooldown.

    But we may be able to improve this functionality. We'll investigate.

    Is your ship actually unkillable while this is not on cooldown? I would've thought that an attack that can do more than 5% of the hull capacity could completely bypass the trait. For example, a warp core breach or CE blast taking the hull from say 60% to 0%.
  • snipey47asnipey47a Member Posts: 485 Media Corps
    hawkrunner wrote: »
    This isn't really a bug. We have specifically chosen to disable GDF whenever your ship is flagged as Unkillable, which it technically is as long as the Invincible Trait is not on cooldown.

    But we may be able to improve this functionality. We'll investigate.

    Is your ship actually unkillable while this is not on cooldown? I would've thought that an attack that can do more than 5% of the hull capacity could completely bypass the trait. For example, a warp core breach or CE blast taking the hull from say 60% to 0%.

    You are correct. I've since discovered massive vape damage can kill you before the trait can react and therefore suggests that you aren't unkillable and they've just flagged tags to deactivate gdf until the trait activates and will remain in that state while invincible is in cooldown.
  • lucho80lucho80 Member Posts: 6,600 Bug Hunter
    snipey47a wrote: »
    You are correct. I've since discovered massive vape damage can kill you before the trait can react and therefore suggests that you aren't unkillable and they've just flagged tags to deactivate gdf until the trait activates and will remain in that state while invincible is in cooldown.

    You are right.

    Given the massive damage some people (and NPCs sometimes) rain upon players in one hit, it was probably safer to design the trait to be actively protecting the ship from 50% hull. I'm pretty sure players would complain the other way around if their ships blew up with the trait active. Maybe they designed it that way to avoid a more costly ability performance wise. Not sure:

    1) Got hit
    2) Check if hit will reduce to less than 5 hull
    3) If so, activate and disable GDF

    Is better for the server than the current implementation.

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