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Subspace party amplifier stuck on Vlugta mine.

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Comments

  • markhawkmanmarkhawkman Member Posts: 35,236 Arc User
    The bug fix will appear in our next weekly maintenance patch.

    If you enter combat within the proximity of an Emitter, they should fade away. Not sure if that's also broken in their bugged-out state, though.
    I now feel the need to test this. :D
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    My character Tsin'xing
    Costume_marhawkman_Tsin%27xing_CC_Comic_Page_Blue_488916968.jpg
  • grimrak1grimrak1 Member Posts: 251 Arc User
    The bug fix will appear in our next weekly maintenance patch.

    If you enter combat within the proximity of an Emitter, they should fade away. Not sure if that's also broken in their bugged-out state, though.

    Now you've done it, there's going to be running battles between people trying to turn them off and people trying to keep them up. :D
    Fx3popQ.png
    But you know what? I guess it doesn't matter now does it? By being allowed to visit their studios Cryptic has pretty much signed off on you and your fleet haven't they? They've said in deed what most of us have suspected for years. They're not going to stop you. They're not going to correct you. You won. After long last, you really, really won. STO is yours and no one is going to do a thing about it. Congratulations.
  • kozar2kozar2 Member Posts: 602 Arc User
    The bug fix will appear in our next weekly maintenance patch.

    If you enter combat within the proximity of an Emitter, they should fade away. Not sure if that's also broken in their bugged-out state, though.

    Lol a week? Let me know when you are done. It's funny how many times players, who are not part of Dental, have brought this issues up with suggestions for client side shutoffs or locked locations only to see the developers leave the troll balls for the trolls without a care for 90% of the player base. Now a a group is running an exploit (Will you punish them? You punished people for running patrols after S10) that is crashing players out and making the game unplayable. I really really hope you see a crash in player logins and revenue as social zones are now largely a mess. I wonder will it take another round of revenue losses and layoffs from PW for intelligent player centric decisions to be made? I hope not, but I won't be surprised.
  • fringecutleryfringecutlery Member Posts: 119 Arc User
    edited August 2015
    grimrak1 wrote: »
    Now you've done it, there's going to be running battles between people trying to turn them off and people trying to keep them up. :D
    As far as I can tell, entering combat doesn't actually remove them.

    So the outcome is more likely be that a bunch of people (some that probably avoided these places before) are going to seek out the orbs, flail wildly under them, while adding more light and sound to the "party".

    I guess that's one way of getting people with nullifiers to dance.
  • allyoftheforceallyoftheforce Member Posts: 736 Arc User
    The bug fix will appear in our next weekly maintenance patch.

    If you enter combat within the proximity of an Emitter, they should fade away. Not sure if that's also broken in their bugged-out state, though.

    Not fast enough, have you even seen how bad it's getting in game? Or do you find that funny too?
  • suzanna3suzanna3 Member Posts: 81 Arc User
    edited August 2015
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