Official Thread: Faultline Changes


Aggelakis

 

Posted

So I was in the middle of the faultline story arc, all the way at the back in the hazard zone, when a boss managed to defeat me... When you're playin regen, sometimes you guess wrong I guess. So I went to my base to pick up somethings and drop off salvage. When I exited my base, I was in faultline, and I thought "wOW! neat, shorter walk." So I start to walk, and I see a contact, so I click on him, and it turns out he is my police band contact. So I activate superspeed.. and hit a wall. I change directions, and hit a wall. I find out I am IN a building. When I click the door of the building, it says "you cannot enter". I see some enemies on the other side of the building, so I go attack them just as another hero does. I WAS ABLE TO ATTACK!!! The other hero must have seen a broadsword swooshing out of the wall.

So I moved around and clicked stuck a number of times, but to no avail. Fortuntely, since I have G vs. E, I used my pocked D teleporter to escape.

Ever happen to anyone else?


 

Posted

[ QUOTE ]
So I was in the middle of the faultline story arc, all the way at the back in the hazard zone, when a boss managed to defeat me... When you're playin regen, sometimes you guess wrong I guess. So I went to my base to pick up somethings and drop off salvage. When I exited my base, I was in faultline, and I thought "wOW! neat, shorter walk." So I start to walk, and I see a contact, so I click on him, and it turns out he is my police band contact. So I activate superspeed.. and hit a wall. I change directions, and hit a wall. I find out I am IN a building. When I click the door of the building, it says "you cannot enter". I see some enemies on the other side of the building, so I go attack them just as another hero does. I WAS ABLE TO ATTACK!!! The other hero must have seen a broadsword swooshing out of the wall.

So I moved around and clicked stuck a number of times, but to no avail. Fortuntely, since I have G vs. E, I used my pocked D teleporter to escape.

Ever happen to anyone else?

[/ QUOTE ]

yes, exiting the base to Fl always puts me INSIDE the donut shop. When it happens make sure to bug it and get someone to TP you out or GvE tp, because stuck just does not work.

As for the numina trial, we did it saturday, and the only way to complete it was to get a Senior Gm to clear the mission. one word of note: the first lvl Gm that respoinded was NOT going to complete the mission for us because 1. it was a zone hunt. 2. He could not join the team because it was a tf. I had to ask him to escalate it to senior support, which cleared the mission for us in about 5 seconds. It did take almost 90 minutes for the first Gm to show up though.


 

Posted

Just ran the first half of Faultline last night with my SG's coaliton - two chunky teams, and a lot of fun. I tried to avoid any info I could beforehand, so this is all mostly initial experience with it.

The Bad:
- Way too short. I was shocked to find only six proper missions between the two contacts (I don't count the hunt as an actual mission). Having so few worked for the first half of the Hollows because of how fast you burn through the 5-10 levels, but at the 15-20 range, three missions is fairly short. Just one more per would have been perfect.
- As usual, the NPC AI is suicidal. Fusionette, NO. You are a BLASTER. Stop charging head first into the onrushing mob of Lost!
- Jim Temblor needs to be on your map as a valid contact as soon as you enter the zone. If I hadn't shown up early and scouted out where he was, I'm not sure we would have found him.
- That submarine was ridiculously fragile. It was also strange that nothing tried to stop us from destroying said submarine. It exploded REAL good, though.

The Good:
- The content was GREAT. I haven't seen the second half, but the first part has me very curious about what's going on, and the little twists were excellent.
- Similarly, the missions were very well done. They weren't just generic 'go stomp everything in the building for no obvious reason' missions, the unique maps were used nicely, and the NPCs were actually useful when they didn't charge suicidally. The challenge level was almost perfect, too - it wasn't undoable, but both teams had some tight spots, usually around the third ambush wave. I particularly liked the mission to rescue Mr. Yin - the named Aberrants and their comments were downright ominous.
- The zone is beautiful, too. There were a number of comments on how outright cool it was.

Overall, excellent work.


 

Posted

Can we get all the city zones redone like the front of Overbrook?

I love the ambiance, the look, the different sounds as you pass storefronts. The entire zone feels more "normal" than any other zone. By normal, I mean, like a real city. I like hearing dogs barking, restaurant music, sounds of happy customers, and double plus for making it *very* localized, so we don’t get sound clutter.

Now, if we could just go in all those condo buildings, and have an apartment/condo for our own personal space.
<ul type="square">
I give the look and feel: A+ [/list]I loved the two intro contacts. I was a tiny bit disappointed that there were only seven missions total for the first two contacts, but the missions were excellent.
<ul type="square">
I give new actual missions: A+

I give new content: B (need more, this much awesomeness begs for more)[/list]Avidly looking forward to level 20 and the next contacts.




I reject your reality and substitue my own!
--Adam Savage from "Mythbusters"

 

Posted

First and foremost, I want to say great job on the new maps. The look and feel are fantastic, and I truly enjoyed going through the Faultline arcs. I do have one issue that I feel the need to mention, and since I haven't seen it in anyone else's postings, I can hope this is an isolated issue. In the last mission of the contact between Penelope Yin and Agent G (Doctor something...I can't remember atm), you rescue her and she follows and helps you. Unfortunately, in order to get to the door to the indoor portion of the mission, you must take a freight elevator up to the appropriate level of the map. When I entered the elevator, she followed me, but did not emerge at the top. When I returned to the bottom to see if she was left behind, all I saw were her auras by the elevator. Anyone else have this issue, or is it just me?


 

Posted

While the mission content is very good I have one more bug I've found so far. There is a mission you're to meet Dr Delilah in. It's an outside instanced mission at first. I met her OK but when we entered the elevator to start the upper part, she pulls a Houdini. She becomes all sparkly and just stand at the elevator door. She's still there because I can't move through her, but she never completes the elevator trip. I tried to lead her around the elevator to the top but she just can't make the jump up. I petitioned it in game and bugged it.

oh it was on MAPS/MISSIONS/OUTDOOR_MISSIONS/OUTDOOR_FAUTLINE/HIGH_RISE/OUTDOOR_FAULTLINE_HIGH_RISE.TXT


 

Posted

[ QUOTE ]
First and foremost, I want to say great job on the new maps. The look and feel are fantastic, and I truly enjoyed going through the Faultline arcs. I do have one issue that I feel the need to mention, and since I haven't seen it in anyone else's postings, I can hope this is an isolated issue. In the last mission of the contact between Penelope Yin and Agent G (Doctor something...I can't remember atm), you rescue her and she follows and helps you. Unfortunately, in order to get to the door to the indoor portion of the mission, you must take a freight elevator up to the appropriate level of the map. When I entered the elevator, she followed me, but did not emerge at the top. When I returned to the bottom to see if she was left behind, all I saw were her auras by the elevator. Anyone else have this issue, or is it just me?

[/ QUOTE ]

Exact same thing happened to me, I even got her "I found you" message when I came back down the elevator, but obviously she was invisible and immobile there. I bugged it, not much else you can do.


 

Posted

[ QUOTE ]
[ QUOTE ]
First and foremost, I want to say great job on the new maps. The look and feel are fantastic, and I truly enjoyed going through the Faultline arcs. I do have one issue that I feel the need to mention, and since I haven't seen it in anyone else's postings, I can hope this is an isolated issue. In the last mission of the contact between Penelope Yin and Agent G (Doctor something...I can't remember atm), you rescue her and she follows and helps you. Unfortunately, in order to get to the door to the indoor portion of the mission, you must take a freight elevator up to the appropriate level of the map. When I entered the elevator, she followed me, but did not emerge at the top. When I returned to the bottom to see if she was left behind, all I saw were her auras by the elevator. Anyone else have this issue, or is it just me?

[/ QUOTE ]

Exact same thing happened to me, I even got her "I found you" message when I came back down the elevator, but obviously she was invisible and immobile there. I bugged it, not much else you can do.

[/ QUOTE ]

Same thing happened to me. Ran the mission a second time to make sure, then /bugged it.


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"I'm a tech. I tell it how it is. I'm incapable of the sunshine blowing necessary in their field." - BillZBubba

 

Posted

I just finished the entire Faultline arc (finished Agent G this morn). This was very, very worth the wait. I thoroughly enjoyed this zone. I was somewhat dismayed that there was no TF/Trial here as there is in Striga/Hollows/Croatoa (or if there is, it's not obvious where the contact is).

I liked seeing the new tech in these missions on the hero side. The story was well done and the game play very dynamic. I especially liked the 3 "tiny" missions that reminded me of the Hess TF "destroy listening posts".

Interestingly, what is not being said, is that I did find these missions remarkably bug free. Aside from Doc Delilah vanishing, I don't recall seeing any of the weirdness of past zone introductions. Of course, much of this could probably be attributed to the smallness of the zone (less to test providing more code coverage). The only bug I did see was the vanishing Doc Delilah mentioned previously in this thread.

Nicely, when Faultline was done, I was just the right level to go and talk to Stephanie Peebles in Striga.

If I have any complaints about Faultline, it is simply, I'd loved to have seen either one more contact or one more mission per existing contact. However, with "Police Band" missions and PvP zone missions, this is not a huge issue for me. I can supplement a bit as necessary without starting a whole new contact.

There is one other thing I have noticed that I dearly love. It's not "technically" a Faultline thing, but I don't know where else to put it. There are new tiles added to tile sets. For example, when I'm in the standard blue and white office tile set, I'm seeing stairs and rooms that were not there previously. I also see this in the gray warehouse tile set. This is a nice breath of fresh air on existing missions (ie, these don't just show up in Faultline missions).

Way back (over a year ago, in fact the thread is now gone) I suggested the "Hollows Makeover" for various zones, including Faultline. I have to say, this was SO much more than I thought it would be. VERY WELL DONE! Thank you Cryptic for doing a professional job and gone above and beyond on this one. You've rebuilt much of my CoX "fanboy"-ness that has been waning of late.


 

Posted

My son and I ran in Faultline last night. Overall I have to agree with all the positives already posted here.

We did have the Doc Delilah disappearing issue. It also took us about 30 minutes to find the first ruin that was in the Arachnos tunnels. The marker for the mission is very deceiving. It was in Overbrook and you could run silly around the cliffs and warwalls without ever seeing the tunnel entrance for the arachnos because of the war walls. I didn't give up, due to similar Bricktown experience, and finally found the tunnel on the dam side. There was nothing in the mission description to help someone that is completely unfamiliar with the zone.

We popped into the donut shop from our SG base too. Funny part was I had clicked on the door earlier hoping to find something inside. It must have been the lure of that giant donut.


 

Posted

Beyond the Doc Delilah Dissapearing issue there is also the issue that in the first Ruin mission there is a very small chance that the rubble glowie spawns inside the room behind the Excavation Boss that is impossible to get into without teleport (possibly impossible to get into even with teleportation). Re-loading the mission will solve that issue (since the glowie is spawned in a different location) but it's still annoying.

So far Faultline gets a very good score from me, it's possibly even better than Striga but from what I've been told there is no unlockable mini-taskforce at the end, which is bad imho because Taskforces have a certain allure that regular missions just lack (they just feel a bit more epic). I have the feeling that Agent G could easily have been converted to a Taskforce contact (3 man minimum), which would have been awesome (with the exception that the bug I detailed above would have been really bad in a Taskforce).


 

Posted

I give a hearty bravo to the Faultline revamp as well. I'm sure it was a lot of hard work, but I can tell you so many people I've teamed with have been downright gleeful to see and do new things there. Some of the temp powers are downright fun too.

I hope some day we can see "abandoned" upper level zones like Rikti Crash Site and maybe Firebase Zulu (which aside from the occasional TF team is deserted) revamped into fun places with new story arcs and places you actually enjoy exploring.

I know it would take equally hard and long work to do that, so I know you can't just snap your fingers and *bingo* an old zone is made fresh again.

I mentioned it in a bug thread, but Delilah the NPC (tank, it seems) disappears into the lift on the Captain Castillo mission for me. If you go back down the lift, you can see her as this shimmering entity that you can't interact with (can't target, click, anything, she seems to get "attached" to the lower level lift rather than moving up through it). I took pictures -- it's funny, I joked with a teammate that they should use that image for some new alien lifeform in the game. I think the shimmering was just a temporary invulnerability armor toggle shining.

You can complete the mish without her, fortunately, but my squishy healer missed having a tank-like NPC along to help.


 

Posted

I love this place!

Only complaints are the huge gapping hole in the map that lets you under all of the zone. And the spelling errors in most of the new badges.


@artphobia
To the best dev team ever: I enjoyed meeting you all at the Summits and best of luck in all your future endeavors.

 

Posted

My healer finished Agent G's arc at Level 22 last night with help from a tank (Euthanized, was the name I think). I felt a tinge of sadness I'd not have any more missions (other than Police/Safeguard) to do in the revamped zone.

It does seem like a place where a TF or shorter trial focused on saving/protecting the dam from the Arachnos would be a lot of fun. I know they got a lot on their plate though. Maybe an idea for one is floating around a whiteboard at cryptic.

I've had fun leading friends (and strangers) through the Arachnos mines if they're new to it. I have a St. Bernard like sense of how to get to the next mission door there.

Actually I've met a lot of good teammates in the last few days since the update. I told an SG bud yesterday that That has done more to revive my affection for the game more than anything the devs could do.


 

Posted

it can be reached: but only through a tunnel that is found on the side of the Overbrook Dam (loc: 915.3 -34.6 2629.0) A bit tricky, I admit. And you'll have to fight your way to get there as well (unless you have a disguise)


 

Posted

[ QUOTE ]
it can be reached: but only through a tunnel that is found on the side of the Overbrook Dam (loc: 915.3 -34.6 2629.0) A bit tricky, I admit. And you'll have to fight your way to get there as well (unless you have a disguise)

[/ QUOTE ]There's an entrance on the Faultline side too.


 

Posted

Just finished playing some of the Faultline story arcs and thus far the missions have been great! Arbiter Sands is without a doubt a Mastermind of some sorts, Nocturne is a stalker, but what about Captain Callisto? Am I safe in assuming that he is an AR corrupter of sorts?


 

Posted

Definately love the revamp. Did run into the Delilah bug, and had to spend time searching for the tunnel entrance as well. (Thanks to some of the NPC dialog I got the bright idea to look for a tunnel, hehe) Also noticed what I think is a bug when using the elevators: diving headfirst into them as though it was a swimming pool. Otherwise, I rate the zone very highly. I still have one or two missions from the story arc to finish but i am enjoying them immensely! Keep up the great work!


 

Posted

Faultline is lots of fun! Love the changes and the "Power Brat" mish and Doc Delilah mish are fun. Doc Samson was one of the coolest relatively unknown heroes ; ) Nice job picking that up!


 

Posted

I am trying to do the Faultline content but am having trouble getting the contacts. At level 16 I went into the zone and talked to Jim Trembler who gave me missions involving Fusionette. I finished his arc and he offered me 2 new contacts, neither of whom were Faultline contacts. I tired talking to Penolope, but she just told me the store was closed. I ran 3 scanner missions and a safeguard mission, and talked to my Faultine detective, and he also offered me two non-Faultline contacts.

Who do I go see after Trembler?


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Posted

Jim will introduce you to non-Faultline contacts, and then after taking one of the contacts, you must talk to him again to get the next Faultline contact.


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Posted

Really enjoyed Faultline, but finding the mission entrances to the ruins is very hard. I looked for a long time, and now in this thread find that its there somewhere.

Can you place a door in front of the tunnel, and have the mission marker on the map go to it first? As it is, I dropped one (which I would like back now if I can find the entrance) and would have the other as its just too hard to find.

The greatest challenge in a mission should not be to find the door.

Other than that, the new area is great.


 

Posted

[ QUOTE ]
Jim will introduce you to non-Faultline contacts, and then after taking one of the contacts, you must talk to him again to get the next Faultline contact.

[/ QUOTE ]

After all the Hollows confusion, you'd think they'd stop doing things like this.


total kick to the gut

This is like having Ra's Al Ghul show up at your birthday party.

 

Posted

[ QUOTE ]
Really enjoyed Faultline, but finding the mission entrances to the ruins is very hard. I looked for a long time, and now in this thread find that its there somewhere.

Can you place a door in front of the tunnel, and have the mission marker on the map go to it first? As it is, I dropped one (which I would like back now if I can find the entrance) and would have the other as its just too hard to find.

The greatest challenge in a mission should not be to find the door.

Other than that, the new area is great.

[/ QUOTE ]

Warning, you will see this in Brickstown a lot too. Not condoning it, just gotten used to it.


total kick to the gut

This is like having Ra's Al Ghul show up at your birthday party.

 

Posted

Before I8 came out I got one of my characters up to 15 just so I would be ready to check out the new content. After running through both the level 15 arc and the level 20 I made another character just so I could do it again!

I love the new content but I have to agree that it was too short. I hope that future content is this good. My favorite mission is the infiltrate the Arachnos base one. First off it’s the first non-combat mission! Second is that the Arachnos disguise is the most awesome Temp power! I do the mission and then run around to the other zones just to show it off. My second time through I actually did a mission with it on (What a End hog!). I wish this power was on a usage timer instead of a game time timer. It would be so cool to show up at a Hami Raid in a Night Widow costume!

More than any other Story Arc the Faultline missions had a sense of accomplishment and felt like I was actually doing something. They seamlessly led from one contact to the next and the reoccurring Villains were great.

I would love to see a TF in this zone, maybe a deep undercover mission from agent G? How cool would that be?

The zone itself is just as awesome. It looks as it should look for a part of a city under major renovations, down to the smallest detail. It would be nice to see some advancement every issue in the work done as more and more of the zone is refurbished.

I myself don’t mind the Arachnos tunnels. I think they are a very nice touch. In a normal zone you may expect to be able to just walk up to your mission and only have to worry about street mobs but that is a new style I like. Fighting your way through the enemies to get to the mission give a whole new challenge to the game. You are actually going into their ‘turf’ and I think it’s only right that you might have to fight your way there. (Did the Devs do something special with the mobs in the tunnels? I have never run into anything above my level in the tunnels when looking for the mission doors there. I think they may reset faster compared to who is in the tunnels.)

One other thing I loved in the zone is the birds. I hope that future issues will add more wildlife. It really gives a sense of reality to the zone.

One bad point I wish to add is with Doc Delilah. First off is her disappearing act that has been mentioned but the second thing is that she is a poor Tank. (I will refrain from the Statesman’s School of Tanking joke that comes to my mind) Her power choice is all messed up. Most of the time in a fight she will just stand there turning her toggles on and off.

I give all the new stuff in the zone a 9 out of 10 simply because it was too short and no TF. Awesome stuff here and gives me high hopes for future issues.