Snow Globe

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  1. Quote:
    Originally Posted by White Hot Flash View Post
    So when something was previously trivial to beat is now a challenge, that's cheating?
    When the developer start taking working strategies off the table, then yes it is cheating.

    Players figured out how to slow (AoE mezzes & Pets) or prevent the invisible mine layers from getting close (Force Bubble), and within a week all that was removed. Oh, and the Aspect at the end of the CoP is likely still shooting through its "Only Affects Self" shield.
  2. Quote:
    Originally Posted by docbuzzard View Post
    It also doesn't give you lease to resort to ad hominems.
    No, what gives me lease to respond the way I did was the incredibly stupid response I got from a certain poster.

    Quote:
    Originally Posted by docbuzzard View Post
    You've been whining about this TF since Beta and the arguments were no more convincing then. You want the game to be a walk through. There's plenty of content to that effect. Just because something is actually hard doesn't make it bad.
    Oh, you are calling out my post because of ad hominems, but then start doing your own. Pot meet kettle, you're both black.

    Quote:
    Originally Posted by docbuzzard View Post
    These TFs are fun, and very doable if people care to figure out how to do them.

    If your idea of feeling more powerful is being able to walk all over the opposition, go wipe swarms of grays in Perez.
    And you continue to use ad hominems. Also the game is cheating.

    Quote:
    Originally Posted by docbuzzard View Post
    Some people have a different notion of powerful. It's tied to being able to actually accomplish something hard.
    If you want hard, then you should ask for difficulty settings that actually mean something. Oh, and ad hominem #3.
  3. Quote:
    Originally Posted by Mr. DJ View Post
    eh? I've defeated Holtz, then Honoree w/out touching the portals and finished the mish. I tended to use the Rikti from the Portals as FS/HL fodder
    Wrong order and complete reading failure on your part.

    Quote:
    Originally Posted by Tempest_56 View Post
    Same here - did so yesterday, in fact. The Honoree did NOT require me to defeat the Rikti that had spawned in the room.
    Complete reading failure on your part.

    Quote:
    Originally Posted by Impish Kat View Post
    "on the wall", I take to mean a possible future.
    That is generally how the term has been used for the last 2,000+ years (the phrase pretty much came from the Book of Daniel in the Bible). I can't be accused of using a local idiom in this case. It is a widely used phrase.

    Quote:
    Originally Posted by Impish Kat View Post
    By defeating Honoree FIRST, you get a different message than if you defeat Holtz first (I think).
    That is exactly what I'm saying. If the Honoree is defeated first then you click on the Honoree you will get a different message than if you defeat Holtz first.
  4. Quote:
    Originally Posted by Golden Girl View Post
    Maybe they could make it harder for us then?
    You must be a natural blond.
  5. Quote:
    Originally Posted by FredrikSvanberg View Post
    Maybe they want Tin Man and Apex to provide some challenge even for characters level-shifted many times over. It's geared towards future Incarnates as well as the present ones.
    Then they seriously fail at being an ALPHA slot task forces. If they are to provide challenge to characters with MULTIPLE Incarnate Slots, then let's call a spade a spade: They are mid to high level Incarnate TFs, not Alpha TFs.

    Quote:
    Originally Posted by Zombie Man View Post
    Soon, you'll be level shifted +1 and it will only be a +3 punch!
    It still isn't designed for the Alpha Slot, it is designed for the Alpha Slot + Judgement Slot + Destiny Slot + Lore Slot (and possibly Interface as well). As such it fails miserably on providing an appropriate challenge.

    Quote:
    Originally Posted by Johnny_Butane View Post
    These two TFs are intended for the Alpha slot. They should have been tailored to demonstrate how the Alpha has improved us. Instead, IMO it backslides me back to level 25. I'm fighting the same enemies as before, the same NPCs, but they're amped way up and we only get a minor improvement. How is that supposed to make you feel powerful? In fact, if you removed the artificial -8 debuff, having the Alpha would help you very little on these TFs. It surely wouldn't make the difference on its own.
    I have to fully agree with this.

    Quote:
    Originally Posted by Johnny_Butane View Post
    And don't say "wait for the rest of the Alpha". Even level shifted, the sword bombs are still going to slaughter anyone. I highly doubt the modest resistance and defense you'd get from the Very Rares are going to do much against Bobcat.

    And don't say "wait for the other Incarnate slots after the Alpha". I know what four of other slots do. So far I am not impressed. Even with the Judgment, Interface and Destiny slots, I would be hard-pressed to call any player character a peer to these NPCs as they are now.
    Scarily enough I've had developers AND those players that have drunk a little to much Kool Aid/Enriche tell me both of these. I didn't believe it then, and I certainly don't believe it now with continued "experience" of the tasks. Couple that with the heavy handedness of the recent patches further amping the difficulty of Incarnate related tasks and it tells me that the developers haven't got the first clue as to what the term "balance" means.

    Quote:
    Originally Posted by Johnny_Butane View Post
    They made us 5% better and made the enemies 300% better. There's nothing to suggest that the two curves will be any different moving forward.
    I think your ratios are pretty much accurate here.
  6. Quote:
    Originally Posted by Lazarillo View Post
    Well once we finish fixing Trapdoor (still a patch or two away, after they remove the lava, and make the Bifurcations EBs, too), is it reasonable to expect that Honoree and Holtz won't be pullable without attracting all the Rikti in their room, too? And we should make all the portals untouchable so that they'll keep spawning.
    The writing is already "on the wall" in game for the Holtz/Honoree mission. Try defeating Honoree first and clicking on him. His text tells you that you have to clear the Rikti as well. So we will likely have to deal with a practically unending stream of Rikti coming out of the portals for ZERO xp/drops just to get the mission to end.

    Heaven help you if you are a solo squishy vs 100+ Rikti & 2 EBs.
  7. Quote:
    Originally Posted by Bringer_NA View Post
    I've not needed nukes for CoP, but the team I've heard of having successfully gotten MoTM were using Force Bubble + Nukes. My assumption would be that any knockback would affect the invis mobs, but that latest patch may have borked that.
    I've used Force Bubble on 2 separate Tin Mages since the last live patch. It doesn't work. The last time (Saturday night), I had a mine thrown into my face at point blank range.
  8. Quote:
    Originally Posted by Master-Blade View Post
    I think that would be perfect. I'm not saying they should attempt to run a code to break Hero/Villain coalitions though. It might be easier just to allow it for everybody. In today's game, I don't see much of a reason why groups have to be on separate sides anyway. There are already mechanics in place to keep people out of zones they are not supposed to be in anyway. From an RP perspective, I can kinda understand the separation, but from a different RP perspective, there shouldn't be anything wrong with having a "grey" group either.

    Well that's a topic for another day anyway.
    I'm actually coming to agree with that position.

    Quote:
    Originally Posted by Master-Blade View Post
    I'm not sure I sensed any "attitude" in your posts. FWIW, I read through your link, and I saw a lot of myself in there too. I understand and respect where you are coming from and agree with you most of the time on various topics. I think this was just a misunderstanding of what my position actually was, and I'm sorry it lead to CaptainMoodswing making such a comment.
    It isn't just CaptainMoodswing, but I understand what you are saying.
  9. Quote:
    Originally Posted by je_saist View Post
    ... hmm

    have any bubblies tried the knockback bubble yet? That... might have interesting results.
    Tried [Force Bubble] before and after last week's live patch. Before it worked. After, no it doesn't work. The mine layers are indeed, as Arcanaville put it, intangible. That means they walk right through the [Force Bubble] and it is completely ineffective. At one point Saturday night a mine was thrown into my face (3rd person doesn't work well next to walls).
  10. Quote:
    Originally Posted by Master-Blade View Post
    Either way.. I'll still agree with you that it's not available to a majority of players, but to say it's not possible is just plain wrong. We don't know if that's what their friend did or not, so it's just a wild assumption either way.
    Ok, I'll grant that it isn't impossible. I'll continue to say that it is bypassing the rules the majority of players have to live with to get the badge though.

    I don't consider rogues doing the hero arc or vigilantes doing the villain arc to be cheating. I also agree that it seems really dumb to either flag the badges as hero/villain only or not award to any player that does the arc in question.

    Quote:
    Originally Posted by CaptainMoodswing View Post
    So I guess the answer that I'm looking for, is that you can get the badge if you are native to the same side as the mission holder, or you are the mission holder, or if you are on a team through flashback.

    Snowglobe, I hope you feel better someday.
    I just want consistent rules for everyone. I don't think that is too much to ask.

    A large portion of what people consider my "attitude" is a fundamental aspect of my personality profile (read the link, it will give you insights on how I think). It isn't something that I can "feel better" about. On the flip side, it allows me to organize things easily.
  11. And that is completely unavailable to the majority of players. The only groups that have hero-villain coalitions are groups that did that back in issue 6. So basically any rogue/vigilante that got the badges without switching sides has [edit] has not been playing [/edit] according to the rules the majority of players have to abide by.
  12. Quote:
    Originally Posted by CaptainMoodswing View Post
    I thought they were trying to move past this kind of thing. Plus there seems to be some inconsistency because someone else got around this by using an oro portal in a base.
    Rogues can't enter hero bases and vigilantes can't enter villain bases, so that isn't possible [edit] for the majority of players [/edit] either.
  13. Quote:
    Originally Posted by CaptainMoodswing View Post
    First of all, everyone on a team doing the equivalent hero arc gets the badge.
    No, they do not. I can personally attest to this. A friend that had a hero in level for the arc took a rogue stalker, a certain rogue Illusion/Empath (myself), and a third character through the arc. Everyone got the No One Left Behind badge, but only the mission holder got the Helping Hand badge.

    Quote:
    Originally Posted by CaptainMoodswing View Post
    Second, I think if this explanation held true, then why did I earn the "connected" badge?
    Different badge requirements.

    Quote:
    Originally Posted by CaptainMoodswing View Post
    Do I have to be a villain/rogue and "own" the mission? Why isn't that true on hero side?
    Yes, you have to be a villain/rogue and either own the mission or possibly do it via flashback. As I said above, it is NOT true on the hero side.
  14. PM either Avatea or theOcho. Or contact customer support.
  15. Quote:
    Originally Posted by Dr_Darkspeed View Post
    I think reporting the problem, explaining why you see it as a problem and explaining what sort of behaviour you'd expect in the encounter is right and proper and useful.

    Trying to tell them how to enact that change (or, for example, that its a simple fix and why are they so stupid as not have done it yet) when you don't understand the game systems involved (which includes pretty much everyone who plays the game), not so much.
    I'm trying to understand the systems involved so that I can at least try to give some constructive ways to fix things. I don't think the developers are stupid. Far from it. However I think their scripting environment is.

    Quote:
    Originally Posted by Arcanaville View Post
    No one's suggesting otherwise.
    Except that is how you came across to me earlier when you said "All doable, but possibly not consistent with the design intent. The devs know its harder to ratchet upward than downward, so they might want to see if there is a way to preserve intent before blanket-weakening them."

    Quote:
    Originally Posted by Arcanaville View Post
    I'm just suggesting that your grasp of the requirements of the solution or how MMOs even work in general is faulty, which makes your suggestions for actually fixing the problem far less valuable than your original bug report itself. Because Zero < Non-Zero.
    Fine, got any resources that I can look into to get myself up to speed on how MMOs work?

    Quote:
    Originally Posted by Arcanaville View Post
    Also, SCRs come in varieties. Since I suspect you'd want to collect the complete set, this one is the "implementation fails to match assumptions" one. Checking my set, the others are "code more complex than presumed," "developer time not infinite," "suggestion violates laws of physics," "tl;dr," and "in theory there's no difference between theory and practice, but in practice there is," and my personal favorite "it wasn't me it was Steve and Steve's not here anymore." I've earned at least five of those from pohsyb alone.

    There's also a "shut up Arcana" one but I don't think you can earn that one.
    Actually I got the highlighted ones already.

    Quote:
    Originally Posted by EmperorSteele View Post
    Anyway, while Snow Globe's near-entitlement whining about how getting "hard to get badges" is actually hard sometimes grates me, in this instance I'm forced to agree. A master badge is something that should be hard, but obtainable via strategy and preparation.
    If the developers give us something that can be obtained by strategy and preparation, I'll go back to focusing on badge bugs and my crusade against RPers that seem to want to annoy me.
  16. Quote:
    Originally Posted by Arcanaville View Post
    On behalf of the programming staff, I would like to present you with this lovely, limited edition, Standard Code Rant.


    And just a reminder: this game, like most MMOs, is not a programming environment. The game isn't programmed. The game engine is programmed, but the game itself is one big Mad Libs. Everything in it is a fill in the blank spreadsheet entry (except for the artwork). The closest thing the powers team comes to code is when they have to make the postfix expressions for Requires clauses.
    I'll see your Standard Code Rant, and raise you a Bug Needing Fixing.

    Let me put it in a clear fashion:

    Is there a limit on the number of mines dropped? Yes or No?
    Is there a unlimited count on how many objects the server sends the client? Yes or No?
    Does having an unlimited amount of mines on the map cost a reasonable amount of CPU cycles? Yes or No?
    Is the developer intention to have the entire room covered with mines, to the point that players can't see them or the warnings? Yes or No?
    Is it the developer intention for players to not get the badge in question? Yes or No?
    Is it the developer intention for the mine layers to walk through things like Force Bubbles (given that they are intangible and cannot be debuffed, it is likely they are ignoring repulsion powers)? Yes or No?

    Given how I'm having to answer this list, I simply cannot see any way to even think this is "working as intended", unless the intent is to kill off the players as often as possible. Even Apex limits the sword strikes to a maximum of 3 out at a time. It doesn't seem to be unreasonable to think the same process could be applied to the Director 11 fight.

    Given that Standard Code Rants < Bug Fixes, the situation should be fixed.
  17. Quote:
    Originally Posted by Arcanaville View Post
    If it was easy, someone would suggest something that would actually work.
    And in any well designed programming environment, what I am suggesting would actually work.
  18. Quote:
    Originally Posted by Arcanaville View Post
    PBAoEs with huge radii and very large target caps are potentially very computationally expensive. Collision detection and target checking in general are one of the larger sources of server-side lag in high density zone events, I've been told in the past.

    Also, although I haven't checked yet, in making the minelayers immune to AoE damage, they might have made them impossible to affect by debuffs. They might have gone from being untargetable to intangible.

    Edit: yep, intangible. Also, recharge debuffs would not work on them either way, because the mine laying power is not a click.
    I'm trying to at least come up with solutions that could be put into place that falls within the observable scope of the game's abilities. I may not know the exact mechanics, but it shouldn't be as difficult as you are making it out to be.

    In my mind it wouldn't be a PBAoE debuff, more of a zone-wide "Slow Mine Layers" power that makes them use the power less. Why the heck isn't the mine laying power "not a click"?

    The way it has been explained in this thread is that Director 11 summons the 3 minelayers, then the minelayers summon the proximity bombs. Is this an accurate description of what is happening in your view? If it is, then the AI controlling the minelayer's summoning is currently in overdrive and unchecked. In other words, broken. Even a Master Illusionist summons on a controlled cycle. The minelayer's AI looks like it only has one power: "summon mines". So every attack it gets, another mine is planted.

    There should be the possibility that a zone-wide counter (debuff that only affects minelayers or some other mechanism) is increased with every mine dropped and decreased with every mine that is destroyed. The minelayer's AI could then check that counter to determine if they can drop a new mine. A slow to a minelayer would accomplish the same thing. The only time a check would occur would be when the minelayer goes to drop a bomb. If you are saying that the AI is dropping mines every few seconds, then that is a problem in an of itself.

    And are you going to seriously tell me that the minelayers dropping 100+ mines or the mines being dropped far from the AV is intentional? Because that is what is happening. Something has to be done. Not only is it wrong from a balance point of view, but it is also breaking critical warnings to players. On a Tin Mage run Wednesday night, I didn't get several warnings that mines were about to go off due to the excessive amount entities in the area.

    I actually suspect that I might not be able to SEE all the bombs planted. I know for a fact (Hami Raids before Issue 9), that critters disappear if there is too many for the game to render. From my understanding this is a means to protect CPU cycles.

    As to the notion that this would be a one-shot code would also be a mistake. There are a number of "infinite" spawning mechanisms that seriously need to be looked at that this could be applied to.
  19. Funniest Triumpher: In the past, I'd have said Crockpot. Now? Probably Tamaki
    Most Lovable Triumpher: Taryn. She's always nice to everyone, even a player that didn't deserve it.
    Favorite Dev: Who's currently in charge of badges this week?
    Favorite person to run a Task Force with: Nearly everyone.
    Most obnoxious Triumpher Person who grinds your gears the most: Hard to decide. Actually it isn't but I'll be polite on this.
    Favorite 2.0 Mod: Abstaining on this one.
    Person who you think is Globally Ignored the most: Cancer or Tamaki
    Best player on Triumph: Emerald Fusion or Ultrabatz
    The Hoozdat Award: Crockpot. Where have you gone?
    The Bound and Gagged Award: So many to choose from here
  20. Quote:
    Originally Posted by Elimist View Post
    The Hoozdat Award B Samson. I don't know how many times I saw his Bob the Biohazard toon floating around before I got to know him.
    Ah, I think you might have the wrong person.
    Quote:
    Originally Posted by GuyPerfect View Post
    Me me me me me! Bob the Biohazard - Petful build!
  21. Quote:
    Originally Posted by Scootertwo View Post
    Still haven't forgot about this and I'll get around to editing the lists sometime, when I feel like it.
    So the lists have given up the ghost?
  22. Either that, or mines being blown up on the other side of the map exploding mines near me.

    Regardless, no warning was received.
  23. Quote:
    Originally Posted by Arcanaville View Post
    It would take special case tech to script the behavior of any AI controlled entity in any way remotely resembling what you've described, unfortunately. The game simply isn't designed to handle such constructs.

    ...

    The critical issue with modifying the brains of any AI controlled critter is the brain cannot burn too many CPU cycles, and the devs do not likely want to explicitly code special case brains for every end game boss, which would have the potential to be a debugging nightmare of it's own (as in game-stability problems, not misbehaving AI problems).
    The mines could spawn like ambushes, or be a power directly under Director 11's control: plant bombs. This power would tell the mine layers to plant bombs. Or they could do what I suggest below.

    Quote:
    Originally Posted by Arcanaville View Post
    All doable, but possibly not consistent with the design intent. The devs know its harder to ratchet upward than downward, so they might want to see if there is a way to preserve intent before blanket-weakening them.

    Although, while the isn't a way to directly keep count of deployed mines, there might be a creative non-procedural way to get that behavior indirectly. I'm not in a position to verify that at the moment (I'm actually waiting for my flight at the moment) but as soon as I have a chance i'll look into it.
    Actually I thought of one more way and it should be feasible inside the existing powers structure. Even better, it would preserve the intent of having SOME bombs (not a warehouse full of them) while not being an overwhelming reaction to the players "winning" against a "pet" creation.

    Give each proximity bomb an AoE -Recharge to all mine layers in the warehouse while the mine is "alive". Seeing that the mine layers only plant mines, -Recharge shouldn't have any other effect on them.

    This should fit the game as -Recharge is a standard debuff. In addition, debuffs can be targeted to specific entities.

    Yes, it requires 1 "new" power, but it doesn't require code beyond that power. It doesn't eat up (much) more game cycles.

    If the actual intent of the encounter is to have the director throw out some mines for the players to dodge, then this AoE Recharge debuff preventing mine layers from literally carpeting all the surface of the warehouse should be put into place as soon as possible. Otherwise, it is like Zombie Man has said: "This smacks of those Dungeon Masters who, when they find their players discovered a clever way to get past the dragon, make up on the spot a new dragon to force the encounter to go they way they planned."
  24. Quote:
    Originally Posted by NordBlast View Post
    That's true for countdown, especially when you are facing away from the mine. Although, red text for mine triggered by yourself seem to be visible always.
    Okay, let me repeat myself: I did NOT get either warning last night several times during the fight with the Director, yet still got hit with mine damage.
  25. Quote:
    Originally Posted by Arcanaville View Post
    All doable, but possibly not consistent with the design intent. The devs know its harder to ratchet upward than downward, so they might want to see if there is a way to preserve intent before blanket-weakening them.
    They've already ratcheted the design up from the beta test. They did it with this patch. The fact that players used other means to target critters that were invisible and not able to be targeted directly by players shows a clear misunderstanding between what is actually reasonable to expect players can do with the game system.

    The INTENT of having invisible bombers on crack was wrong to begin with.

    Quote:
    Originally Posted by Equation View Post
    Hacker: run into an empty room and have every member of the team click a glowie really fast. Not that bad, the fluke would be not getting them, possible but unlikely.
    I've ran with teams on Issue 19 beta that didn't get all the glowies. Ouch.

    Quote:
    Originally Posted by Equation View Post
    Army of Neu: Tag Neuron and just kinda lightly pummel him until he has spawned and you've defeated 100 points of his clones. good team make up, no problem, and you had one anyways to get that far...
    Actually it is only 40, not 100. It might seem like that though.

    Quote:
    Originally Posted by Equation View Post
    Kitty's got claws: Simply beat Neruron first, THEN beat bobcat. Well if you defeated one of the AV's you can handle the other... no real issue.
    Unless for some reason you are the only player of the team of 8 that didn't get the badge. I didn't last night, yet I was in mission the whole time. The incident is currently under review...

    Quote:
    Originally Posted by Equation View Post
    This isn't terribly balanced, and very much NOT FUN.
    This, more than anything, sums up the problems of this encounter for me. And it is one that players have been saying since the beginning of the Issue 19 Beta.