Halloween 2009 Event Test on the North American Training Room
In the interest of testing out the event it would be very helpful to know exactly what was changed.
@Demobot
Also on Steam
Aww, this is not a good time for me - I'm busy friday afternoon
@Golden Girl
City of Heroes comics and artwork
In the interest of testing out the event it would be very helpful to know exactly what was changed.
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Quote:
We have another Halloween Event test tomorrow at 11:00 AM Pacific / 2:00 PM Eastern to 1:00 PM Pacific / 4:00 PM Eastern on the North American Training Room. |
If anything other than that was tweaked and didn't break anything else, I'll be happy. We'll see tomorrow afternoon, won't we.
Thank you for the time...
EDIT:
I'll have to check the other thread, I didn't make the test today 'cause of Family related stuff.
But did the bolded part of the above quote get fixed?
Well that sucks, I get off work at 4PM EST.. haha. figures
Objective Feedback (trick-or-treat)
A number of times my tricks consisted of a boss (Vampire Lord or Crone) paired with a lieutenant. In fact, this occurred more often than not when getting boss spawns. (At other times, I would get a lone boss or a boss with a couple minions.)
Subjective Feedback
These particular bosses are bad enough for soloing players, but adding in a lieutenant makes it quite a bit worse, especially in the lower levels. I think all the paired lieutenants and lone boss spawns are challenging enough without throwing in the boss+lieutenant spawns. Could that be adjusted at all before things go live?
Bah, just saw this :/
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Feedback from Friday Test:
Blackhole GMs: The Aspects can be Black Holed making it impossible for anyone to kill it. That's useful to keep it from being killed by fast players who aren't waiting for anyone else to show up. But it can also be used to grief an event and keep the whole zone from winning.
Memory Problem: Normally, I use about 1 GB of RAM to run the game on Windows XP. And with the slow memory creep of loading in so many textures, it got as high as 1.25 GB of memory. Normally, I can issue an /unloadgfx command and bring that back down. BUT UNLOADGFX IS NO LONGER WORKING. When the command is issued, the screen still goes through the dizzying reloading of all the textures, but the memory didn't budge! And /reloadgfx didn't do anything either. Restarting the game brought the memory usage back down to ~1 GB.
ToT Spawns: Have I mentioned for the past three years how these should be using the 'purple' damage scaling code that all the other zone-invasion foes use?
GM distance finder: Working great! Immediate updating even for a SuperSpeeder. Thanks!
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ToT Spawns: Have I mentioned for the past three years how these should be using the 'purple' damage scaling code that all the other zone-invasion foes use?
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I don't see why it's needed either. Want to ToT on your 50? Presumably you know how to get to Peregrine Isle or Grandville...
The issue, I think is that it doesn't always work out. The things that jump out of the door are scaled to the player. Especially Redside, the zones cover a fairly large level range, and some people have been known to "ding-dong-ditch" an entire street, just because they can. Trust me, it's *way* hard to keep going when a level 14 character runs by your level seven group and knocks on all the doors. (And I've had that happen in Port Oakes. Often.) The new change to costume salvage, where it only drops from actually defeating the monsters, might help with that some. But it won't eliminate it, for the same reason that you have Costume Contests that get flat out canceled due to Buff Griefers - for some people, screwing it up for everyone else *is* the point, no other reward is needed.
Also, with SuperSideKicking it's not as big an issue, but it used to be a problem in mixed teams. I had a friend who invited my brand new character to join him in Grandville for Trick or Treating. Several of his friends did the same, to have fun, hang out, and show newbie characters/players around a little. After about half an hour, the server slightly glitched, and three of the mentors got disconnected. Their three lackeys were instantly annihilated. It took about half an hour to get everything going again.
Now that we don't have to play Mentor Tetris anymore, this won't be as big an issue - UNLESS the group only has one player at the effective level range of the leader. I don't even mean level fives in Grandville - Go to Sharkhead, and build a group where the Trick or Treat team has one level 28 player, and everyone else is less than level 25. That's a viable and not uncommon mix for that zone now. Knock on a few doors and gather the spawn, and then have the level 28 player quit and see how it works out. (Just for an experiment.)
Not a good idea. The new event is already extremely lowbie unfriendly (take down 4 EBs spread all over the zone in 15 or 20 minutes - yeah, I can see that happening when there's a total of half a dozen level 10s in Port Oakes on a weekday afternoon) and implementing the invasion code would remove ToTing as a lowbie option as well, since a typical 3 minion ToT spawn using the invasion code would be very hard for a lowbie to take down solo given the disproportionately high hit points of invasion spawns.
I don't see why it's needed either. Want to ToT on your 50? Presumably you know how to get to Peregrine Isle or Grandville... |
I assure you, the latter is much more deadly.
And that scenario repeats for every zone. If you're not at the zone's level cap, you can run into other people's spawns (or they can spawn right on top of you) a spawn that is 1-14 levels above you.
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Sooo
What was different then last time? *Listens with anticipation'
Lady Arete on Unionhandbook
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Which would you want to run into at level 3, a purple scaling ToT spawn or somebodies' level 7 ToT spawn?
I assure you, the latter is much more deadly. |
Though my sign up date reads November I came to the game in mid October of last year, so I've plenty of experience of ToTing on lowbies. Not once in two weeks did I get overrun by someone else's spawn, but then I was mostly in either the Hollows, west of the entrance, or Mercy, away from Fort Darwin.
The way things are set up at the moment I might be attacked by a higher level spawn but only if there's a higher level in the area, and if they are particularly careless or intentionally griefing. Implement the invasion code and I would be guaranteed to get spawns of 2 or 3 stupidly tough enemies every time I knocked a door, even if there wasn't another player in the area.
Post-level 20 or so the invasion code works just fine. Pre-level 20 it doesn't, and I'm glad whenever I'm on a lowbie that the invasion events a) only last 15 or 20 minutes and b) cause no debt - neither of which is true of ToTing.
It's also a lot less common.
Though my sign up date reads November I came to the game in mid October of last year, so I've plenty of experience of ToTing on lowbies. Not once in two weeks did I get overrun by someone else's spawn, but then I was mostly in either the Hollows, west of the entrance, or Mercy, away from Fort Darwin. The way things are set up at the moment I might be attacked by a higher level spawn but only if there's a higher level in the area, and if they are particularly careless or intentionally griefing. Implement the invasion code and I would be guaranteed to get spawns of 2 or 3 stupidly tough enemies every time I knocked a door, even if there wasn't another player in the area. Post-level 20 or so the invasion code works just fine. Pre-level 20 it doesn't, and I'm glad whenever I'm on a lowbie that the invasion events a) only last 15 or 20 minutes and b) cause no debt - neither of which is true of ToTing. |
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So I wonder if the devs ever figured out what happened to the hellion fires in Steel. We spawned four or five instances of the event in a row with no fires starting in the entire time. I'm still curious if the event prevents an arson from occurring somehow. I don't know the coding, they could (and from the way GF was looking for it, should) be completely independent of each other... but does anyone remember if arsons went off during a rikti invasion event?
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So nothing was done with the timer? ... riight.
How about the scaling towards the players in vicinity of the banners.
(looking at the Devs)
As in... Lets say a few teams of level 13 max (no level above) find themselves alone in Atlas park and the Banners appear. Will they have, in principle, a chance of defeating all them forces and the banners... before the timer goes out?
Cause from the first test I remember with Avatea on Eu test to take the banners down in time... as level 50 with travel powers.
If not this banner-minigame seems to only be for the high levels, and the low levels are bound to be just ToT'ing. (Yes they can be supersidekicked... but they still retain the powers they have at their proper level, so not being a PB or Shade or vet with travelpower at lvl 6... = lots of running and you may not get there in time by yourselves)
Now the event is not going to be too easy, but I soo hope that atleast the banners will be scaled to the level of players in vicinity or something.
Lady Arete on Unionhandbook
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That is good news GG.
So it got changed from the first test... with how many minutes?
Lady Arete on Unionhandbook
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As cool as the name "To hell and back" sounds, whats the point in an accolade that has no special power or bonus? Shouldn't it just be an achievement like the rest =/
Attention Heroes and Villains!
We are going to host another Halloween / Deadly Apocalypse Event Test on the North American Training Room server on Friday, October 16th.
Due to YOUR feedback, we've made additional changes to the event. If you would like to check out those changes or improve your strategy to win the event, please join us at the following time.
When: Friday, October 16th
Begins: 11:00 AM Pacific / 2:00 PM Eastern
Ends: 1:00 PM Pacific / 4:00 PM Eastern
Where: North American Training Room only
We are not running the event test on the European Training Room at this time and thank you for your understanding and patience with this matter.
Heroes and Villains who enable the Zone Event Channel on their Chat Tab will be alerted to the new Deadly Apocalypse Event. (Noted as Supernatural activity.
Deadly Apocalypse Event
The fog has rolled in, the sky has darkened, and something is not right. A howling wolf sounds in the night and players are alerted, via Global Alert, that the event is happening in a City Zone (Trial Zones, Hazard Zones, PvP Zones, and Co-Op zones do not have the event running in those zones).
NOTE:
Badges
The following badges can be earned by participating in the Deadly Apocalypse (Halloween) Event:
Feedback points
We hope you have enjoyed the 2009 Halloween Event Test, and are looking for feedback in the following areas:
Feedback is important to our development process, there are two types of feedback and both are helpful although some give us more insight and are more easily adapted into game changes.
Support Centre for our English European players
Support Centre for our North American players
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