Prisoners and FF Generators Removed in Last Patch
Since this has already been changed, I'd like some official word that the removal of prisoners was due to an exploit, and not just because some farmer was exploiting it. Long term, I'm either going to have to make an entire custom prisoner faction and insert some stupid mob for a level limiter in my arc instead of using the existing, level limiting faction that looks perfect in the Zig map.
If they removed to get rid of farming, well then I can think of a few other factions to remove and limitations to set on custom mobs to help get rid of farming, if the devs want to go that route.
From Avatea on the EU boards:
[ QUOTE ]
Unfortunately, broken features from the Mission Architect need to be taken out before they can be fixed. All the maps and critters that were removed due to issues, will be worked on to try and add them back into the Architect as quickly as possible.
[/ QUOTE ]
SO, were the prisoners removed due to "issues" or for other reasons? Since the patch is already live, it would be nice to get a straight answer.
I'm pretty sure the explanations are vague on purpose. If there IS some kind of exploit, I'm pretty sure they don't want our "far too clever for their own good sometimes" player-base figuring out a way to apply it to another group.
Dec out.
I just want a simple "Yes, they were removed due to an exploit and they aren't coming back" or "No, they were removed because of legitimate issues and they'll be back once we can fix those issues" so I can either delete my published arc, make a new faction or wait.
Even if they were taken out due to an exploit, I don't think that means "gone forever". It only means until they figure out a way to make the exploit go away. And trust me, this is a player base that you do NOT want to promise anything until you're certain. Heck, they usually can't even give a time frame for issues dropping without fear of half the boards erupting if they don't hit it.
I understand your pain and frustration, but you have to look at it a little from their PoV.
Dec out.
I assume it might be because they never spawned any minions, ever. Meaning that the ticket gains and XP and blah blah blah would be higher for missions with prisoners than a mission with say, council.
[ QUOTE ]
I assume it might be because they never spawned any minions, ever. Meaning that the ticket gains and XP and blah blah blah would be higher for missions with prisoners than a mission with say, council.
[/ QUOTE ]
XP gain shouldn't be. Unless they ever changed the base xp scale on Prisoners.
Let's Dance!
If I have to make a guess, I'll say the prisoners were removed due to a bug. Probably the same bug that's been seen with other groups.
The problem with prisoners is that the mission will make them lvl 1 if the player is a villian, but make them lvl 20+ if the player is a hero. This is due to the fact that prisoners are only seen on the villian side in the Break-out (tutorial for the villians), while on the hero side, the prisoners are running amuck in Bricktown.
If there was an exploit from farming prisoners, I have no idea what it would be.
If Brevity is the Soul of Wit, Why are You Reading This?
They removed the force fields because you could stack 4 of them and practically be immune to melee bosses. Unfortunately this was a short sighted fix, since all I have to do is make a passive sonic ally who's sonic dispersion field does the same thing.
The latest Patch Notes on Test did not include the two notes of possibly exploitive and broken features. And there were no Live patch release notes for the latest patch on the US forums as there were on the EU forums.
Anyway, here's what was in the last patch that was not announced while the patch was on Test:
<ul type="square">[*]Removed Prisoners (level 30-38) from the list of creatures that could be placed in missions. Any missions that become invalid after this change will have to be edited. Do NOT Unpublish your mission, or you will lose your Arc ID and ratings. Please note, items that were causing issues and that were subsequently removed from the Mission Architect will need to be reworked before being introduced back into the system.[*] Removed Sky Raider Force Field Generators and Engineers from the list of creatures that could be placed in missions as allies. Any missions that become invalid after this change will have to be edited. Do NOT Unpublish your mission, or you will lose your Arc ID and ratings. Please note, items that were causing issues and that were subsequently removed from the Mission Architect will need to be reworked before being introduced back into the system.[/list]
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