Discussion: Live Patch on May 28th
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Not to sound mean but if you are going to be changing animations and such (See: Adding Casting Time) then you should simply do a global sweep and look at ALL animations and change them for balance reasons. I think it is unfair (And NO I do NOT play Stone Melee) that you change some animations (Stone Melee, Fire Sword Circle) and not others.
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When you can magically make it so that all of this power checking can be done for one patch, get back to us.
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It should be all or nothing not picking and choosing. It only creates envy between powersets where you got Energy Transfer sitting as God on Mount Olympus laughing at the other powersets.
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Hyperbole much?
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Why do minor bugs take higher priority over balance reasons?
Why correct bugs (That are essentially nerfs) when you have SERIOUS balance issues with animation times in sets? It once again creates unfairness between powersets.
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If they are working on something that's related to the schedule and happen to find a bug, should they not be allowed to fix them then and now, instead of waiting for a month and forgetting about it or having it drop off a list?
Please Ultimus, stop brow-beating us with armchair development. Or go bowling with P_F. Either one would be fine.
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Oh but they imcreased the animation times on Stone Melee for no reason, what a great waste of time.
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Or so they can fit the Stone melee animations in with the upcoming Shield defensive set. But dont take BaBs word for it at all.
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So are you calling Back Alley Brawler a liar? He said in a post and he told me that SM was changed for shields in a PM. He said if they were going to change any Damage Per Animation powers they'd start with Energy Transfer first.
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Not true. I said those power animations got looked at because we are working on shields. That's what lead us to discover the minor bug.
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Also it brings up a second response:
Why do minor bugs take higher priority over balance reasons?
Why correct bugs (That are essentially nerfs) when you have SERIOUS balance issues with animation times in sets? It once again creates unfairness between powersets.
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Most likely because fixing small things takes... small amounts of time.
Fixing balance issues (or percieved issues) takes a lot longer.
Given an infiinte amount of time, we'd get both. Given that they have other responsibilities, from new content through serious bug fixes, they have constraints on time that mean prioritizing.... not because they're committed to ignoring balance issues, but because that requires stepping back and investing a boat-load of revision time and testing. Such is my guess.
It is critical that you pay attention at this time.
Gaming in Limited Times
Guide to Plant/Ice Doms
with all the bugs that were left during Beta I was surprised that Live went off rather well. No complaints here, in fact after the recent patch I seem to be at a loss for things to irritate me.
P.S. anyone get a chance to use the new "Flies" aura?
"You sir, have never been in a hammer fight, that much is clear."
-Blast_Chamber
*yeah, I quoted myself.
Why oh why is there nothing on the synch bug? When I encountered it on test during open beta, i thought it was a fluke. It has gone live and is making the game unplayable for quite a few people. Please address this issue.
"Sorry bucko, but CoH and CoV are the same game." -BackAlleyBrawler
"Silly villain, CoX is for Heroes!" -Saicho
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Why do minor bugs take higher priority over balance reasons?
Why correct bugs (That are essentially nerfs) when you have SERIOUS balance issues with animation times in sets? It once again creates unfairness between powersets.
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Well, look at it this way. If you were going to sit down and look over all of the attack sets with the goal balancing them in terms of animation time, wouldn't you start by going through ALL of the powers, and first making sure that the animation times were CORRECT for the intended cast times?
Granted, according to BaB it was not balancing the different power sets against each other that was the goal, but instead adding Shield to the power sets in the game. But isn't that essentially what we are talking about, making sure that the animation time WITH the shield is the same as the animation WITHOUT the shield, and thus making sure that an attack set does not change its game balance when you select Shield to go with it?
For that matter, has anyone done an analysis of how Flying effects the animation times of attack powers? Could it be that if you are Flying all the time, you can actually have a higher DPS with a particular attack set than if you are on the ground all the time? Wouldn't that have a major impact on game balance?
(Certainly this is true in some cases, although it's negative, not positive. We know there are certain powers that don't work unless you're on the ground. That would definately be an example of Flying effecting your character's balance)
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So why is it "combat flight" for peacebringers is still affected by negative fly affects, if hover has been changed?
And don't give me that switch to nova [censored], why hasn't this changed?
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Seriously? Read the patch notes again...
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Kheldian Epic Archetypes
* Peacebringer / Combat Flight, Peacebringer / Bright Nova, and Warshade / Dark Nova are now resistant to -Fly effects.
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[edit: doing lazy people's work for them]
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Gah, god damn it, I don't know how I missed that.
Oh well, oh and lose the 'tude, you're not perfect either.
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*** You are ignoring this user ***
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^ One of the best things I ever did on the forums ^
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/qr
lol
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Why oh why is there nothing on the synch bug? When I encountered it on test during open beta, i thought it was a fluke. It has gone live and is making the game unplayable for quite a few people. Please address this issue.
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Have you been ignoring the Community Digest? (Which when i jsut tried to check it it was wiped clean, but it has been on there)
Also, this bug has been around since at least i7, if they could simply fix it, it would of been by now.
Orc&Pie No.53230 There is an orc, and somehow, he got a pie. And you are hungry.
www.repeat-offenders.net
Negaduck: I see you found the crumb. I knew you'd never notice the huge flag.
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So why is it "combat flight" for peacebringers is still affected by negative fly affects, if hover has been changed?
And don't give me that switch to nova [censored], why hasn't this changed?
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Seriously? Read the patch notes again...
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Kheldian Epic Archetypes
* Peacebringer / Combat Flight, Peacebringer / Bright Nova, and Warshade / Dark Nova are now resistant to -Fly effects.
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[edit: doing lazy people's work for them]
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Gah, god damn it, I don't know how I missed that.
Oh well, oh and lose the 'tude, you're not perfect either.
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How about YOU lose the attitude? Any snarkyness in Firethorn's post is because of your attitude. The patch notes for a while now have been calling out changes in specific powers under each AT that gets them. If you hadn't been getting yourself censored, Firethorn would of posted in a better tone.
Orc&Pie No.53230 There is an orc, and somehow, he got a pie. And you are hungry.
www.repeat-offenders.net
Negaduck: I see you found the crumb. I knew you'd never notice the huge flag.
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Powers that could only affect players on the ground will now affect all players above them as well as standing on them. This is to fix a PVP exploit making ground based powers ineffective. Powers fixed: Tar Patch, Bonfire, Ice Patch, Ice slick, Quicksand, Caltrops, and Volcanic Gasses.
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I know this is from the previous patch but I have only just noticed the effects of this in game. From a PvE position this is really a bit ridiculous. Fighting the Knives of Artimis (sp?) I was hovering some 18 feet in the air and still taking damage from Caltrops thrown on the floor below me.
All-in-all whatever the PvP reason this is a bit silly
This is a song about a super hero named Tony. Its called Tony's theme.
Jagged Reged: 23/01/04
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Why oh why is there nothing on the synch bug? When I encountered it on test during open beta, i thought it was a fluke. It has gone live and is making the game unplayable for quite a few people. Please address this issue.
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Have you been ignoring the Community Digest? (Which when i jsut tried to check it it was wiped clean, but it has been on there)
Also, this bug has been around since at least i7, if they could simply fix it, it would of been by now.
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The issue though, is that the synch bug is happening with a far greater frequency now. Before I12, I'd see it (meaning, mostly, that it'd happen to teammates) about once every 2-3mo. Since I12, I've seen it about 10 times (and I haven't been able to play nearly as much as I normally do recently).
So it's gone from a minor, occasional annoyance to a frequent problem. Thank god we have 3 SG members with the assemble the team vet reward...
I'm sure I'll get flamed for this by people, but I think this: Using an Assassination attack and missing will no longer suppress Hide (though lesser stealth and invisibility powers will still suppress) if the attack misses. If the attack hits, Hide suppresses normally. is somewhat excessive if this change is for PvP as well as PvE. If this has no effect on PvP, and only effects PvE, then ignore anything I'm writing, because I have no problems with it.
IMHO stalker need no extra help in PvP when it comes to being untargetable. They already get the 1st attack 99.9% of the time. Some will argue max perception > max stealth.
Seriously lol@ that. Even _if_ you are lucky enough to get on a team that has max perception granting ability in a zone, a stalker has to get like 10 ft from you before you can even see it. Even if you do have max perception, you will never find a stalker until they attack you. Believe me, I don't really have a problem with not being able to find them, stealth is what they are designed around. But making it even harder than it already is to even target a stalker after they attack you,( with extremely minmal risk to themselves I might add), seems highly excessive IMO.
Even though I'm sure the flames will still pour over this, just want it to be said, I _do_ know how to counter stalkers, I'm not some crying nub that doesn't know tactics. This just seems excessive to me, that is all.
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I'm sure I'll get flamed for this by people, but I think this: Using an Assassination attack and missing will no longer suppress Hide (though lesser stealth and invisibility powers will still suppress) if the attack misses. If the attack hits, Hide suppresses normally. is somewhat excessive if this change is for PvP as well as PvE. If this has no effect on PvP, and only effects PvE, then ignore anything I'm writing, because I have no problems with it.
IMHO stalker need no extra help in PvP when it comes to being untargetable. They already get the 1st attack 99.9% of the time. Some will argue max perception > max stealth.
Seriously lol@ that. Even _if_ you are lucky enough to get on a team that has max perception granting ability in a zone, a stalker has to get like 10 ft from you before you can even see it. Even if you do have max perception, you will never find a stalker until they attack you. Believe me, I don't really have a problem with not being able to find them, stealth is what they are designed around. But making it even harder than it already is to even target a stalker after they attack you,( with extremely minmal risk to themselves I might add), seems highly excessive IMO.
Even though I'm sure the flames will still pour over this, just want it to be said, I _do_ know how to counter stalkers, I'm not some crying nub that doesn't know tactics. This just seems excessive to me, that is all.
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I agree, but I'm gonna flame you anyway, because that color red MAKES MY EYES BLEED ON THE DEFAULT BLUE BACKGROUND AAAGHH!!!!!
*fire fire fire!*
-STEELE =)
Allied to all sides so that no matter what, I'll come out on top!
Oh, and Crimson demands you play this arc-> Twisted Knives (MA Arc #397769)
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I'm sure I'll get flamed for this by people, but I think this: Using an Assassination attack and missing will no longer suppress Hide (though lesser stealth and invisibility powers will still suppress) if the attack misses. If the attack hits, Hide suppresses normally. is somewhat excessive if this change is for PvP as well as PvE. If this has no effect on PvP, and only effects PvE, then ignore anything I'm writing, because I have no problems with it.
IMHO stalker need no extra help in PvP when it comes to being untargetable. They already get the 1st attack 99.9% of the time. Some will argue max perception > max stealth.
Seriously lol@ that. Even _if_ you are lucky enough to get on a team that has max perception granting ability in a zone, a stalker has to get like 10 ft from you before you can even see it. Even if you do have max perception, you will never find a stalker until they attack you. Believe me, I don't really have a problem with not being able to find them, stealth is what they are designed around. But making it even harder than it already is to even target a stalker after they attack you,( with extremely minmal risk to themselves I might add), seems highly excessive IMO.
Even though I'm sure the flames will still pour over this, just want it to be said, I _do_ know how to counter stalkers, I'm not some crying nub that doesn't know tactics. This just seems excessive to me, that is all.
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QFT
now I really love it if I miss an NPC and don't suffer for it, but as for PvP it doesn't make much sense to do it this way.
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Also it brings up a second response:
Why do minor bugs take higher priority over balance reasons?
Why correct bugs (That are essentially nerfs) when you have SERIOUS balance issues with animation times in sets? It once again creates unfairness between powersets.
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As a software developer myself if you are working on a given project and a bug hands itself to you on a platter you fix it there an then, in situations like that the time saving are massive compared to doing bug sweeps so chunks of code.
Also I'd imagine that "re-balancing" powers is much more time-intensive that adjusting a couple of number when you notice they were wrong. It all about "wrong" (verifiably incorrect) vs. "unbalanced" (seemingly unequal to similar entities given a specific set of metrics to measure against)
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Still crashing from the Server selection screen. A lot. (Once I pick a server, it crashes out and brings up the 'can you tell us what you did to make the world go 'splodey screen.)
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I have been having the same problem. Just about every time I switch toons it hangs up on server selection and crashes, then I have to verify all files which seems to take forever. Since I switch toons a lot, this has become more than just a minor annoyance.
Oh, for the love of--
My vigilance power icons started spazzing out again last night. There I am, solo, with fifteen of the buggers scuttering around my screen. *sigh* Also: Global Chat, still crazy-broken.
There are no words for what this community, and the friends I have made here mean to me. Please know that I care for all of you, yes, even you. If you Twitter, I'm MrThan. If you're Unleashed, I'm dumps. I'll try and get registered on the Titan Forums as well. Peace, and thanks for the best nine years anyone could ever ask for.
Are you logging out of the game with your toon in a SG base? This will crash you every, single time when you try to relog back in.
Heh.
Heh, heh...
While waiting for today's Download to Apply, I finally got around to reading THIS in the Patch Notes for 5/28:
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Stalker Update
Increased Stalker Melee damage multiplier from 0.9 base to 1.0 base.
Increased Stalker Hit Points multiplier from 0.95 to 1.125
All Stalker melee attacks now have a chance to critical while not hidden. This chance is equal to 10% plus 3% per additional team member within 30 of the stalker at the time of the attack. This only applies to PVE targets. Stalkers old chance to critical Held or Slept targets now only applies to PVP targets.
The Critical portion of Energy Transfer operates exactly as if you were criticalling from Hide -- it eliminates the Self Damage, rather than increasing damage to the target.
Using an Assassination attack and missing will no longer suppress Hide (though lesser stealth and invisibility powers will still suppress) if the attack misses. If the attack hits, Hide suppresses normally.
Hide Suppression for Stalkers reduced from 10 seconds to 8 seconds.
Assassination attacks now cause a demoralizing effect on PVE targets that survive the attack. Demoralized targets To Hit value is reduced, and the target may be frozen in terror.
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lol...
LOL...
LMAO...
ROFLMAO...
ROFLMAOPIMP!!!!!!!!!
Oh, mercy! Because Stalkers weren't ALREADY ridiculously over-powered!!!!
As they said in "Bored of the Rings":
HAW HAW HAW HAW HAW HAW HAW HAW HAW HAW HAW HAW HAW HAW HAW HAW HAW HAW HAW HAW HAW HAW HAW HAW HAW HAW HAW HAW HAW HAW HAW HAW HAW HAW HAW HAW HAW HAW HAW HAW!!!!!
<wipes eyes>
It's always so cute when kids try to act like they know what they're doing when they crunch out numbers and think it's "balance"...
Heh, heh, heh... oh, mercy...!
Dasher
HELP SAVE THIS GAME!
If we can save this game, I promise I will never complain about Travel Power Suppression again! You have my word on it!
"The customer is always right."
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Heh.
Heh, heh...
While waiting for today's Download to Apply, I finally got around to reading THIS in the Patch Notes for 5/28:
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Stalker Update
Increased Stalker Melee damage multiplier from 0.9 base to 1.0 base.
Increased Stalker Hit Points multiplier from 0.95 to 1.125
All Stalker melee attacks now have a chance to critical while not hidden. This chance is equal to 10% plus 3% per additional team member within 30 of the stalker at the time of the attack. This only applies to PVE targets. Stalkers old chance to critical Held or Slept targets now only applies to PVP targets.
The Critical portion of Energy Transfer operates exactly as if you were criticalling from Hide -- it eliminates the Self Damage, rather than increasing damage to the target.
Using an Assassination attack and missing will no longer suppress Hide (though lesser stealth and invisibility powers will still suppress) if the attack misses. If the attack hits, Hide suppresses normally.
Hide Suppression for Stalkers reduced from 10 seconds to 8 seconds.
Assassination attacks now cause a demoralizing effect on PVE targets that survive the attack. Demoralized targets To Hit value is reduced, and the target may be frozen in terror.
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lol...
LOL...
LMAO...
ROFLMAO...
ROFLMAOPIMP!!!!!!!!!
Oh, mercy! Because Stalkers weren't ALREADY ridiculously over-powered!!!!
As they said in "Bored of the Rings":
HAW HAW HAW HAW HAW HAW HAW HAW HAW HAW HAW HAW HAW HAW HAW HAW HAW HAW HAW HAW HAW HAW HAW HAW HAW HAW HAW HAW HAW HAW HAW HAW HAW HAW HAW HAW HAW HAW HAW HAW!!!!!
<wipes eyes>
It's always so cute when kids try to act like they know what they're doing when they crunch out numbers and think it's "balance"...
Heh, heh, heh... oh, mercy...!
Dasher
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Welcome to yesterday's news.
Also, welcome to the realm of "you're wrong".
This was a much needed change to stalkers which makes them more desirable to (PVE) teams, which had been largely ignoring them. It also makes stalkers less of a one-trick-pony, which is always a good thing.
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It's always so cute when kids try to act like they know what they're doing
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Grub calling the maggot white.
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Heh.
Heh, heh...
While waiting for today's Download to Apply, I finally got around to reading THIS in the Patch Notes for 5/28:
[ QUOTE ]
Stalker Update
Increased Stalker Melee damage multiplier from 0.9 base to 1.0 base.
Increased Stalker Hit Points multiplier from 0.95 to 1.125
All Stalker melee attacks now have a chance to critical while not hidden. This chance is equal to 10% plus 3% per additional team member within 30 of the stalker at the time of the attack. This only applies to PVE targets. Stalkers old chance to critical Held or Slept targets now only applies to PVP targets.
The Critical portion of Energy Transfer operates exactly as if you were criticalling from Hide -- it eliminates the Self Damage, rather than increasing damage to the target.
Using an Assassination attack and missing will no longer suppress Hide (though lesser stealth and invisibility powers will still suppress) if the attack misses. If the attack hits, Hide suppresses normally.
Hide Suppression for Stalkers reduced from 10 seconds to 8 seconds.
Assassination attacks now cause a demoralizing effect on PVE targets that survive the attack. Demoralized targets To Hit value is reduced, and the target may be frozen in terror.
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lol...
LOL...
LMAO...
ROFLMAO...
ROFLMAOPIMP!!!!!!!!!
Oh, mercy! Because Stalkers weren't ALREADY ridiculously over-powered!!!!
As they said in "Bored of the Rings":
HAW HAW HAW HAW HAW HAW HAW HAW HAW HAW HAW HAW HAW HAW HAW HAW HAW HAW HAW HAW HAW HAW HAW HAW HAW HAW HAW HAW HAW HAW HAW HAW HAW HAW HAW HAW HAW HAW HAW HAW!!!!!
<wipes eyes>
It's always so cute when kids try to act like they know what they're doing when they crunch out numbers and think it's "balance"...
Heh, heh, heh... oh, mercy...!
Dasher
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Welcome to yesterday's news.
Also, welcome to the realm of "you're wrong".
This was a much needed change to stalkers which makes them more desirable to (PVE) teams, which had been largely ignoring them. It also makes stalkers less of a one-trick-pony, which is always a good thing.
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It's always so cute when kids try to act like they know what they're doing
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Grub calling the maggot white.
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Oh SNAP!!
"I'm not scared of anyone or anything Angie. Isn't that the way life should be?"
Jack Hawksmoor, The Authority.
The Cimerora zone is nice, I like the Roman motif; and they are fun to fight. It is a bit much that minions have mez protect. I wish you would get the canvas/construct fixed as their are some bad glitch looks out there, and the holes...oh my the holes.
The 3rd mission of the Imperious TF has got to have some attention, especially on the road up the hill toward the big robot. It feels like a probelm in the servers when you have anything with a white pallette/canvas. The lag is hami-esque, and needs to be fixed. I love the TF, not hating on that, but some attention should be given.
Why do we pay the consignment house money? It's all digital and nothing real and/or tangible is changing hands...seems a bit ridiculous to pay a non-entity non-cash for a good with totally unlimited supply. Are you trying to give us a "real world" lesson in supply and demand? It was you, Mr. Miller, who PM'd me about two or three years ago saying that you wanted this game to be more comic bookish...Stan Lee wouldn't charge a consignment fee for an enhancement...it's not real world dollars but is costing us barter ability.
Anyway, thanks for nice VEATS, thermal heroes, cold buffs, and the fact that Fire/Ice is still the best around.
DEATH TO THE AGGRO CAP!!!!
Big Red
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I noticed that you didn't answer my question. Not real surprised that my question was ignored just mentioning it.
For those that may have missed it my question was: How do you expect to sell advertisement in the game when bugs cause the game to keep crashing?
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Heh, you burn all your bridges with your incessant snobish posts and then expect priority help? Good luck with that!
<boggles>
How about doing what everyone else does, and talk to Support instead of wasting your time (and the devs' time) complaining on the forums? It's easier to track bugs with tickets as opposed to vague wording and conceit.
My ad for P_F: GO PLAY WoW!