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Wait wait, when did Castle get his underscores back?
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It be me alternate account. -
While I be not able to git prizes an' booty an' such, I still wan' t'be sharin' in th' spirit of the day. So's, just fer you scallywags and scoundrels, here be me portrait fer yer amusement!
Click me! -
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Hmm...happen to remember the old show about the computer-generated guy that could come out into the real world (As some kind of solid hologram or something), but only at night? ( Something to do with the amount of power needed to run and less people using electricity at night ) Can't recall the name of the show for the life of me.
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Automan?
EDIT: Too slow. -
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I bet the power included with the Cyborg bonus pack is the transform to Freak Boss permanent temp power. Not complaining, just it would make perfect sense.
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I'll take that bet. How much ya giving me...er, I mean, wagering?
It's a brand new power. -
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It all sounds great -- I'm thinking both Shield/SS and MA/Shields as options for alts. Possibly even a Pain Domination villain.
But... conspicuously absent from this announcement is any mention of further powerset proliferation. Does that mean there simply won't be any this time? I hope that's not the case, since the talk leading up to the Issue 12 release definitely made it sound like proliferation would be an every-issue type of thing.
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Originally, PP was not scheduled for 13. Then, it was added as a Stretch Goal ("If you have extra time...") At this point, it isn't terribly likely, but who knows? Maybe there won't be any bugs in Beta! -
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Maybe as a temporary solution ask one of the following, politely of course, to please comment in the thread to get it into the Dev Digest so it can be seen.
Castle
BaB
pohsyb
Jay
WW
Ghost Falcon
Hero 1
Positron
Manticore (assuming his account is still active and flagged for the Dev Digest)
any other Dev I've missed that would show up in the Dev Digest
Not the best solution, but one that would bring this thread to the attention of the majority of the forum readers.
Many have narrowed their reading areas and only follow their server forums, Community Digest, and Dev Digest. Some have expanded it a bit more than that, but I've spoken to several that only read these 3 areas regularly.
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As you wish! -
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Clarification: If I'm having a conversation with a Dev, Community Manager, or Moderator and they give information that I feel would be useful to the community: IE a technical issue workaround, news of new content, etc. --wouldn't it be appropriate to post that? Or do you want us to ask first? Thanks.
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Just as a standing rule, PMs from me can generally be quoted and put up on the forums. The cases where this is not true, I always include a comment to that effect in the PM, be it "Sub-rosa", "between you and I", "Please, don't publicize this." or some variation thereof. That has been my policy since I became a "red name" and so far, no one has violated it, to my knowledge. I'd be quite cross if someone did, however!
EDIT: To be on the safe side, it is ALWAYS proper to ask for permission before disseminating private correspondence. -
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You might want to check with Nivienne about this. It's supposedly a known bug.
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Oh, definitely Known. We looked at it when it was first reported. However, the problem didn't happen in our test cases. That's why I asked for specific cases where it was happening to look at. (BTW, I have enough PMs on it! Thanks to everyone!)
I tracked down the specific geometry involved last night and sent the info over to Jay. Hopefully, he and the software guys can figure out what's going on in time for the next build. -
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Had reported last week on the test server that the Mini 2 and Mini 3 skirts have the slits on the front and back now instead of the sides so that the character's underwear is clearly visible. Checked today's update and sure enough now the same issue is happening on the live server. Don't know if there are any other clothes items this happens on. I have bugged it on both servers. FYI
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Thanks for the report. We looked into it here and have not been able to reproduce it. PM me with the server and character name of a character affected by this and we'll try and track it down. -
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Been listening to this interview but I got just one burning question, Why does Positron keep saying issue 13 instead of issue 12? Like he said the VEATs were for issue 13 eventhough they are in issue 12, he said issue 13 on alot of other things.
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I think it was just a mental slip-up. Gotta remember, they work sometimes several issues into the future. So you say i13 around the office all the time, and it can come out instead of saying i12. Y'know?
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Yeah, that's pretty much it. Positron is knee deep in I13 work at the moment (fleshing out exactly what is going to be in it, and such) while the rest of us work on finishing up I 12. -
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Castle, can you go into more detail on the cage suppresion nerf, thanks.
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It operates exactly the same as Hold suppression. Initial Cage will take full effect. Any additional cages will not take effect until the "suppression" period ends.
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FWIW, we reverted out the "Not affect players" change to TK, and changed Break Frees to 50% Repel Resist, and 100% resist for Medium and Large inspires. -
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Yes Castle instead of nerfing tk's repel aspect just make it so you pop 2 BFs to negate the repel effect, that would be more reasonable and make people less angry (You can also go with the 1bf breaks repel approach also. The issue with tk isn't really the repel, it's just the bug that causes KB to be perma if tk is used with a kb power, if you can fix that instead then it will be golden.
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Well, that should be fixed in I12, too. A lot of powers which Knockback Suppression is missing on are getting it added. That doesn't completely alleviate the issue, though, which is why I added the exclusion flag to TK. I'm willing to grant that that was a bit of overkill, though, which is why I'm posting here.
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I agree with you there, why not make repel have suppression?
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It's a toggle. It'd suppress itself after the first tick! It truly would be useless then! -
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Break Free offers 25% resistance to Repel. Escape offers 100% resistance to Repel. I could make Break Frees grant resistance anywhere from 25% to 100%. Where is the acceptable breakpoint?
25% = 4 BFs needed to obviate the effect.
33% = 3 BFs needed to obviate the effect.
50% = 2 BFs needed to obviate the effect.
100% = 1 BF needef to obviate the effect.
Once 100% resistance is reached, you can't be Repelled unless the effect is irresistible. This will apply to Force Bubble, Hurricane, and other Repel type powers as well.
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If those are the stats for the small version of the insp, then I'd say each small should be 50%, a medium should be 75% and a large 100% resistance to Repels.
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75% is indistinguishable from 50% for these purposes. -
Break Free offers 25% resistance to Repel. Escape offers 100% resistance to Repel. I could make Break Frees grant resistance anywhere from 25% to 100%. Where is the acceptable breakpoint?
25% = 4 BFs needed to obviate the effect.
33% = 3 BFs needed to obviate the effect.
50% = 2 BFs needed to obviate the effect.
100% = 1 BF needef to obviate the effect.
Once 100% resistance is reached, you can't be Repelled unless the effect is irresistible. This will apply to Force Bubble, Hurricane, and other Repel type powers as well. -
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tk will no longer affect players? sucks balls for me
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The hold will still affect players; the repel will not. -
Hey guys, just wanted to address a few things from the wishlist, as best I can. A lot of things are outside the scope of issue 12, and venture into the realms of future stuff I can not talk about, but from my end, here are a few specific things I can answer.
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Combat logs are incomplete and a substantial percentage of incoming damage doesn't show up.
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The new powers guys are working on adding combat spam and correcting the help text for all hero and villain powers as I type this.
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The difficulty of leveling and equipping toons decreases the number of people who can get involved in competitive PvP. Make a paid PvP expansion where you can auto level to 50 and get unlimited loot for a toon, but can only play in the arena and PvP zones.
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Unlikely to ever happen. I could be wrong, since I'm not in charge of such things, but that would be my guess.
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A good PvP build can be very different from a good PvE build. Allow players to toggle between builds so they can use the same toon to be good at both PvE and PvP.
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One thing we've talked about doing on and off again since before COV launch was to enable "secondary builds" of a character for PVP. Essentially, you would have a second power list, with separate slotting, which you would use for PVP encounters. This idea is still something we want to investigate.
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Placate is bugged and wont work if an effect from a previous attack (a stun, a dot, etc) is still effecting the person youre attempting to placate.
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Code issue. Hopefully this will be fixed when we do some work on Stalkers between issues.
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If you tk someone with no knockback protection from high in the air, youre able to create a knockback which lasts for quite a while. The tkd person will be unable to do anything (including popping inspirations, hitting powers, etc) for the duration of the tk.
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This should go away with Issue 12. TK's Repel will no longer affect players.
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Many feel that cage suppression or some other mechanic to prevent permacaging should be added. Currently, cage has no specific counters and a single IOd sonic can keep another player intangible for 90% of a match. Some like cage as is, and discussion about it is available here.
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"Cage" Suppression is being added in I12.
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TP is not viable as a solo travel power or for combat motion. Suggestions include changing the hover after tp to fly, decreasing activation time, removing the hover when tping to the ground, or allowing people to change how far theyre tping.
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The "Hover" was added to make TP viable as a PVE travel power -- removing it is not really an option. Suppressing the Fly attribute if near ground may be viable, I'll investigate that. Changing how far you can teleport is a UI nightmare, and unlikely to be changeable in a fashion that would meet PVP needs.
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Many people feel that the balance of irresistible effects in PvP needs to be reconsidered. Changing irresistible effects might be another way of balancing heroes and villains.
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The reduction of Blaster Irresistible damage shows that we aren't averse to doing this. I'll add it to the list of things under discussion.
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Brutes, tanks, and scrappers are entirely absent from high end team PvP. Consider adding resistance or protection to Cage to some of the sets that arent as good in PvP (invuln, stone, ea) and make taunt less easy to shake.
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As mentioned before, Caging will be suppressed, so that may alleviate the issue somewhat. As for Taunt, it's current state is the result of testing. It's possible (likely, even) that it was overly restricted. It's something that we'll look at when we do a more thorough pass on PVP in general. -
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What perplexes me is what others have mentioned, as well - the content the Surviving 15 came up with was superior in every way to the all the content that came before.
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I saw several posts reflecting upon this topic, so I'll share some of my insight. The other team members may not agree, so remember this is just my "take" on things.
Since the team was so small, we had a lot of flexibility. With few people, there was little time lost due to infrastructure and bureaucracy. If I had an idea, I'd run it by Hero1 or Positron and, after a few minutes discussion we'd go back to our desks and "do it." A lot of "let's try it and see if it works" development took place.
Additionally, since we had such stringent constraints, we had to really stretch our creative muscles to come up with things that *could* be done with the limited resources we had. Nothing stirs the imagination like a challenge, and between time constraints, commitment to our release schedule and a genuine desire to make the coolest things we could, we were quite challenged. "Under the gun" might be a better term, since you lot aren't a terribly forgiving group as a whole (and as much as I grit my teeth about that now and again, that is entirely how it *should* be!)
Ultimately, we shipped some very good work. There was definitely room for improvement -- things were not as polished as we'd have liked in many cases, for instance. Still, I'm proud of what we did, and know that the rest of the group feels the same. Anyway, thanks for your continued support! Here's hoping the next couple of years see even better things! -
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Any Red name wanna come out and let us know if Elec/Elec tank is going to be added? Lady_Dee
Castle said, No, never! and Positron said, Yes, do it! In the end, the decision of which sets to give everyone bounced back and forth multiple times. The next question is, Why did Castle say no?! At the time, he wanted each AT to keep certain sets so they were only found on that AT Ninjitsu for Stalkers, Elec/Elec for Brutes, Ice/Ice for Tankers, etc. Ultimately, that concept was set aside later in the process, but some aspects of it remained in the initial pass of Proliferation.
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Does this mean, 100%, ice armor/ice melee will go to brutes, scrappers,a nd stalkers? broadsword, katana, regen, SR and ninjitsu will go to tankers?
Is there ANY taboos? (I ask more about balance issues).
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The plan, so far as I know, is for all appropriate sets to be ported in one form or another. So, eventually, Melee types should have access to all the melee sets (caveat: I'm pushing for Stalkers NOT to get the Shield set, since the powers as planned don't work too well, thematically or practically), Buff/Debuff ATs should have access to the powers in all the Buff/Debuff sets (even if they look and sound slightly different in some cases!) etc.
What does this plan mean, really? Buy stock in Tylenol...I'll singlehandedly be increasing their profitability!Well, maybe not singlehandedly...I'm sure the new guys will be pulling their hair out, too!
Caveat #2: Plans are subject to change, schedules have not been drawn up yet, so this *could* not happen. This post is *not* a promise. -
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i thought ice didnt go to villians cause of fury not working with the -recharge
here it says cause castle says its the "tank only' set?
isnt that a contradiction ?..besides it doesnt really say why dark couldnt have been the "brute only" powerset and not electric which was i think wanted more from the tanker section
castle?..any comments on that?
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Both are correct. The decision to keep Ice/Ice as a tanker only set was something I came to when we first started talking Powerset Proliferation, long after the COV beta. Ultimately, the concept was not adopted anyway, so the point is extremely moot. -
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I want numbers Castle. Please?
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Nowhere NEAR final. -
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I'm guessing the numbers behind the Psi/Mind powers will be tweaked downward to balance this set.
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Fixed that for you.
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So unless you are talking like less than defender level damage I just dont see how. Damage will suck so bad no one will want to play it anyways?
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Psychic Shockwave for Dominators is an AOE power which does damage as it if it a single target power. For Blasters, this will not be the case -- the AOE divisor will be in place. In other words, divide damage by 4.75. -
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I'm guessing the numbers behind the Psi/Mind powers will be tweaked downward to balance this set.
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Fixed that for you. -
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The *ONLY* reason I see brutes getting SR is to fight 40+ Longbow, with their Sonic Grenades. It's still counter-intuitive though, it's not going to build fury as fast as a resist set.
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Incorrect. It doesn't matter if the attacker hits the brute or not for Fury generation, merely that he attacked the brute. -
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Um, shouldn't Dominators get an ASSAULT secondary set? Why the Electrical Manipulation?
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Yep. Bug in the display name. Fixed it today.