Release Notes for Build 19.20090702.2 ~ 7/7/09


300_below

 

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Someone attacks you. In zone pvp. Someone esle kills them. They respawn and try to attack you. You kill them. No rep. No recipie roll. Way to jack up the price of pvp recipies even more!!!.

In other words, those that atctually PvP and end up fighting the same people in zones will get fewer drops unless they sit around for 5 min after each kill.

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I REALLY hope they change this. In one night there will probably be a total of 6 people to kill throughout the night, if its a hot night in RV might be 10. How much pvp IO's are actually going to drop if you've been fighting them all night?


 

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They're not going to "just change it" unless you (meaning testers) provide some feedback showing the changes are needed. That's the way it works.


 

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Is this the best of all possible fixes? It is if their target is a 1 in 100 chance of a PvP recipe drop a minimum of every 5 minutes.

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Your analysis (not quoted here) ignored a couple of very important points people made upthread. When A kills B, A gets a 5 minute timer for B *AND* B inexplicably gets a 5 minute timer for A. And the timer doesn't run down for a linear 5 minutes. It gets reset every time A kills B or B kills A. Thus it's likely that unless a zone is absolutely flooded with players, you could easily get into a deadlock type of situation where a small number of players PVPs like crazy over an extended period of time and for the bulk of that time none of them have any chance at all for PVP drops. What this system does is reward engaging in PVP strictly once per 5 minutes, never more frequently than that. So if people care about rewards at all we'll end up with teams that rush out of the base with all their tier 9 powers blazing, go full bore until they get a couple of kills or get killed, then retire to the base to chat and let everything recharge. Yay.


Freedom: Blazing Larb, Fiery Fulcrum, Sardan Reborn, Arctic-Frenzy, Wasabi Sam, Mr Smashtastic.

 

Posted

odds are you will never receive a recipee in a low population pvp zone. To better describe your chances think of playing the lottery. if you are the very lucky fellow who receives the recipee you will be rich beyond your wildest dreams and you will enjoy your 2billion windfall


 

Posted

Rodion, I don't disagree with your logic, but as it's been stated several times, this will not stop farming.

It will discourage team PvP.

It will create an even larger gap between the haves and have-nots.

Plenty of other valid points have been made, but those 2 highlight the fact that it's a knee-jerk reaction to something that no one can honestly say was a problem. Are people obnoxious for starting forum threads about it? Totally. Will this deter people from doing the same thing in a different way? Nope.


 

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How can I see this rep counter?


 

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How can I see this rep counter?

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simple go to a pvp zone and either kill some one or get killed then look at your personal player info under the pvp tab where you can see rep and the player defeat list it will show you who and how long before rep is enabled on them.


 

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LOL, I can't imagine no one bugged that STF bug.

Methinks BaBs may have been out of the loop on it.

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After a quick chat with Castle, no...it appears we weren't aware of this particular issue. He's chalking it up to some recent changes with AI and we're going to evaluate what might have changed and how it affects the task force.

I've done a bit of poking around on the forums and there appears to be conflicting reports on how much of an impact this is having. Some are saying it's now impossible, others have said that it's noticeable, but still manageable. Bottom line is, we're aware of it now and we're looking into whether or not anything needs to be changed.

For things like this, that have a very dramatic impact on game play, cause crashing, affect a lot of people, can be used as major exploits, etc...it'd be really helpful if you could bring those issues to the forums where they have a chance of being immediately and directly seen by us.

In game '/bug' reports go directly to QA in Austin, who shuffle through them, verify them, and add them into our bug tracking database before sending them our way where they get doled out to individuals to fix. That process can take a long time.


 

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They're not going to "just change it" unless you (meaning testers) provide some feedback showing the changes are needed. That's the way it works.

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Then why was the change implemented? Did testers say it was a problem? And if they did with the initial testing implementation, why push them out without making the change first?

(I'm not being snarky. I'm pointing out the obvious flaws in your logic on this one. FWIW, I don't normally disagree with you.)

The "Oh, we didn't think you guys would do that even though people said it would happen during beta." excuse is thoroughly worn out at this point.


 

Posted

while your here babs lets get some reflections on the issues on the pvp drops please. put a bug in who evers ears needed to give us a little more information. pretty please?


 

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LOL, I can't imagine no one bugged that STF bug.

Methinks BaBs may have been out of the loop on it.

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After a quick chat with Castle, no...it appears we weren't aware of this particular issue. He's chalking it up to some recent changes with AI and we're going to evaluate what might have changed and how it affects the task force.

I've done a bit of poking around on the forums and there appears to be conflicting reports on how much of an impact this is having. Some are saying it's now impossible, others have said that it's noticeable, but still manageable. Bottom line is, we're aware of it now and we're looking into whether or not anything needs to be changed.

For things like this, that have a very dramatic impact on game play, cause crashing, affect a lot of people, can be used as major exploits, etc...it'd be really helpful if you could bring those issues to the forums where they have a chance of being immediately and directly seen by us.

In game '/bug' reports go directly to QA in Austin, who shuffle through them, verify them, and add them into our bug tracking database before sending them our way where they get doled out to individuals to fix. That process can take a long time.

[/ QUOTE ] Wait so Austin sat on the bug reports from the THREE teams that ran this TF on the very day i15 came out? How long has i15 been out now? And that's just from the teams I know of and was participating on. I can't imagine those three teams were the only ones to /bug it.

How long does Austin take to tell you there is a problem? Are we NOT supposed to /bug items this bad?

And BTW .... there is a bug in the chat. Please look into that as well.

wwwwwwwwwwwwwThanks


 

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For things like this, that have a very dramatic impact on game play, cause crashing, affect a lot of people, can be used as major exploits, etc...it'd be really helpful if you could bring those issues to the forums where they have a chance of being immediately and directly seen by us.

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BAB, I appreciate how much you communicate with the playerbase, so I hate that I have to say I found this without even using search:

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Operating System (Vista, XP, OS X version): Vista
User Client (Mac/PC/Linux): PC
Server: Freedom
Zone: "Grandville" instance
Character name: Paragon's Wrath
Time: between 11:30 PM and 12:30 AM
Archetype: Controller
Level: 46
Mission: Statesman's Task Force, final mission ("Stop Lord Recluse!")
Mission Contact: Statesman
Bug Description: The Tower Repairmen's heals seem to be uniterruptible, even following death. This makes the TF essentually unbeatable; we have 3 teams running it simultaneously and not one is able to bring even a single tower down.

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It was posted on June 30th in the Issue 15 Live Bugs thread.

It was even quoted later in the thread.


 

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Also Mission Defeat Snaptooth (contact DJ zero): can be entered at /loc 654.3 135.0 -226.3. in Cap (red side), also the Elite boss ver spawns as a freindly so mission cannot compleate.


 

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Um.... did anyone really think this practice was going to be allowed to stay?

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Personally I knew it would end, but I didn't think they would nerf it into the ground like this.

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New around here?

Think of it as diminished returns and a fresh batch of suppression being added to pvp IO's. Everyone liked DR and suppression right? I mean those were like the two best changes they made to pvp, just look at all the peoople flocking to it.

I hate when there are only two possibilities
1/ they are trying to screw up pvp
2/ they have no clue what they are doing


 

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LOL, I can't imagine no one bugged that STF bug.

Methinks BaBs may have been out of the loop on it.

[/ QUOTE ]

After a quick chat with Castle, no...it appears we weren't aware of this particular issue. He's chalking it up to some recent changes with AI and we're going to evaluate what might have changed and how it affects the task force.

I've done a bit of poking around on the forums and there appears to be conflicting reports on how much of an impact this is having. Some are saying it's now impossible, others have said that it's noticeable, but still manageable. Bottom line is, we're aware of it now and we're looking into whether or not anything needs to be changed.

For things like this, that have a very dramatic impact on game play, cause crashing, affect a lot of people, can be used as major exploits, etc...it'd be really helpful if you could bring those issues to the forums where they have a chance of being immediately and directly seen by us.

In game '/bug' reports go directly to QA in Austin, who shuffle through them, verify them, and add them into our bug tracking database before sending them our way where they get doled out to individuals to fix. That process can take a long time.

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This isn't directed at you BaB's, but you guys gotta get your house in order.


 

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They're not going to "just change it" unless you (meaning testers) provide some feedback showing the changes are needed. That's the way it works.

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We're supposed to spend hours in RV on test to prove that its broke?


 

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while your here babs lets get some reflections on the issues on the pvp drops please. put a bug in who evers ears needed to give us a little more information. pretty please?

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With the reserve, rationality, and regular politeness expressed in this thread, I can't imagine why they wouldn't do this.


 

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In game '/bug' reports go directly to QA in Austin, who shuffle through them, verify them, and add them into our bug tracking database before sending them our way where they get doled out to individuals to fix. That process can take a long time.

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This basically discourages me from ever using the /bug option again and only using the forums.


 

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In game '/bug' reports go directly to QA in Austin, who shuffle through them, verify them, and add them into our bug tracking database before sending them our way where they get doled out to individuals to fix. That process can take a long time.

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This basically discourages me from ever using the /bug option again and only using the forums.

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QFT Yes, knowing this, i doubt i'll ever bother with /bug again. More likely, i'll post a thread here or PM BaBs directly.


 

Posted

I DID bug it, and I DID post on the forums about it. I don't know what else was expected.


 

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This isn't directed at you BaB's, but you guys gotta get your house in order.

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THIS! Also, good to know that using /bug means absolutely nothing. Note to self: give up on /bug.


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.

 

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For things like this, that have a very dramatic impact on game play, cause crashing, affect a lot of people, can be used as major exploits, etc...it'd be really helpful if you could bring those issues to the forums where they have a chance of being immediately and directly seen by us.

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I was pretty surprised by Bab's response indicating that they weren't aware of the STF issue because the STF bug had been noted several times in multiple forums. I wanted to make sure that our concerns over the PVP IOs weren't going to simply be overlooked, so I PM'd Synapse and asked him to review the concerns raised in this thread. He's the "rewards guy" so I figured it might be something he implemented. He replied and indicated that he'll check with the software engineer who did the implementation.

So this is of course no promise of any changes, but at least we know for sure that the appropriate dev will at least see our concerns.

EDIT: Consider this my request to all of you not to PM Castle, Posi, Babs, etc. on the PVP IO issue. Synapse has always come across to me as a straight shooter so I have no doubt that when he says he'll make sure that the right person will see this, it'll get done.


Freedom: Blazing Larb, Fiery Fulcrum, Sardan Reborn, Arctic-Frenzy, Wasabi Sam, Mr Smashtastic.

 

Posted

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For things like this, that have a very dramatic impact on game play, cause crashing, affect a lot of people, can be used as major exploits, etc...it'd be really helpful if you could bring those issues to the forums where they have a chance of being immediately and directly seen by us.

[/ QUOTE ]
I was pretty surprised by Bab's response indicating that they weren't aware of the STF issue because the STF bug had been noted several times in multiple forums. I wanted to make sure that our concerns over the PVP IOs weren't going to simply be overlooked, so I PM'd Synapse and asked him to review the concerns raised in this thread. He's the "rewards guy" so I figured it might be something he implemented. He replied and indicated that he'll check with the software engineer who did the implementation.

So this is of course no promise of any changes, but at least we know for sure that the appropriate dev will at least see our concerns.

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Wow, good job, thx!