Winter Event Test ~ Official Feedback thread


Abraxxus

 

Posted

I only got to test for about 20 minutes and missed the new portion of the event. I did however open a few presents and found a bug.

The Winter Horde that spawned from the present I opened completely ignored me. They would just wander around the general area and never attacked at all. I Brawled one half to death and got no reaction other than for it to turn around and crouch-walk away.

I'm not sure if anyone else experienced this, but it should be fixed since it's exploitable.


 

Posted

Quote:
Originally Posted by Texas Justice View Post
I wish I'd realized that there was a Hospital in the zone, I'd have stopped waiting for rezzes.
There is a field hospital in the zone!

At least I know that for sure on one of the LW Realm maps.

Are you saying that when you chose "hospital" it took you off of the LW Realm map?


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Posted

Quote:
Originally Posted by Zombie Man View Post
There is a field hospital in the zone!

At least I know that for sure on one of the LW Realm maps.

Are you saying that when you chose "hospital" it took you off of the LW Realm map?
No. I'm saying I didn't hit the Hospital button because I didn't know there was a Hospital in the LW Realm. I was afraid of going to the AP Hospital and not being able to get back to the rest of my team.

In hindsight, I should have Hosp'd it, and then bugged it if it took me to a zone where I couldn't return to the fight.

Bad tester, TJ. Bad tester.


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Posted

Arwen, I think I only got that fogged view once, and most of the time I was in Hover. I assumed it was a graphical glitch since I couldn't reproduce it. At all.

Of course, the one time I saw it it was right after I'd seen LW calling forth a Guardian, and when I turned around the Guardian was in sight.


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Posted

Quote:
Originally Posted by Texas Justice View Post
No. I'm saying I didn't hit the Hospital button because I didn't know there was a Hospital in the LW Realm. I was afraid of going to the AP Hospital and not being able to get back to the rest of my team.

In hindsight, I should have Hosp'd it, and then bugged it if it took me to a zone where I couldn't return to the fight.

Bad tester, TJ. Bad tester.
Oops, actually my bad: I didn't read what you typed correctly. Sorry.


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Posted

Enjoyed the new one on test quite a bit.

A few issues that are small there but could get large with live.

1. 500 Candy canes for the holiday respec Ordinarily not a problem but with 2 its a bit problematic

2. No candy canes for baby new year ?

3. Lord winter 226K hit points ? I play on low volume servers. When I looked at our pop villainside before heading over there were 26 villains on that weren't hidden and 60 some odd heroes. He can and will be a problem for teams that aren't well formed or large. Villainside I don't think we could have mustered up either.

4. Whats up with the toggle dropping and is there supposed to be a strategy for dealing with it ?

5. Almost forgot 20 Candycanes is kind of low for lord winter. Given the amount of effort that goes into him, (3 GMs and one Reichmsman class monster)


 

Posted

Okay, cool! No bosses or multiple Lieutenants popping out. And they seem to have fixed the levels of the snowmen in Galaxy City! Gonna check Faultline during the next test. Also, gonna try to see what happens if I'm in the middle of the "opening the present" progress bar at the moment the event gets shut off.


Formerly known as Stormy_D

 

Posted

Quote:
Originally Posted by Texas Justice View Post
Arwen, I think I only got that fogged view once, and most of the time I was in Hover. I assumed it was a graphical glitch since I couldn't reproduce it. At all.

Of course, the one time I saw it it was right after I'd seen LW calling forth a Guardian, and when I turned around the Guardian was in sight.
The heavy fog rolls in as part of the fight change at 75%, 50%, and 25%, when Lord Winter goes phased, summons a Winter Guardian, and triggers the fog. It is thematic and serves the purpose of being an obvious warning that something different is happening; however, I'd say it lasts a bit longer than necessary.

I only had time for two runs. First one was was a 35 villain, SSK'd up to I believe 40 at first though we may have switched up to 50 eventually. One full team and a partial I believe. We did reasonably well, and managed to win with several minutes to spare; we had a lot of support going, which made a considerable difference (we may have also had more Fire, see below). The second run was a 50 hero, about 1 full team, and it did not go well. We were taking a lot of damage, and only got LW to 50% before time ran out. We had what seemed to be reasonable debuffs, but I think we were lacking on support / healing and could have used more -Resist; we were taking a lot of damage and loosing time due to hospitaling, and not doing enough DPS in the meantime.

I'm seriously concerned that once the initial rush is over, it will be very difficult to get enough people to do this. It's worse than the Halloween event this year in terms of team requirements, and it's all or nothing; if you can't beat LW within the short time limit, you get nothing.

Some notes on things:

* Lord Winter has 85.14% base Resistance to Cold, 59.51% to Smashing, Lethal, Energy, Negative, Psionic, and Toxic; and 17.02% to Fire. He doesn't seem to have any significant base Defense, although he does have 85% resistance to Defense Debuff.

While on a thematic basis this is entirely reasonable, from a balance and fairness standpoint I'm seriously concerned this is a problem. Especially when you add in that Fire users have bonus damage, and Cold users typically have bonus recharge reduction... which he has +10,085.00% resistance to!

This is going to make it very difficult for ice / cold users to accomplish anything; and I'm concerned that it may be problematic for them to get through the event without having to depend on friends willing to carry their nearly-dead-weight.

A lesser concern is that teams may refuse to bother if they can't get some fire users involved; they do so much more damage that this is almost justified statistically, but is obviously unhelpful from an overall event design standpoint.

* The Northern Lights routine attacks did multiples of -8% Defense, and was stacking up pretty extensively. (Detonation, Bolt, and Scatter at -8%, Blast at -16%, possibly others.) I spent a good chunk of the second fight between -32% and -56% net Defense, which probably wasn't helping.

I have what is hopefully a fairly complete set of screenshots from Surveillance on Lord Winter, and most of the Winter Guardian, if folks have specific questions.


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Posted

Quote:
Originally Posted by Miuramir View Post
A lesser concern is that teams may refuse to bother if they can't get some fire users involved; they do so much more damage that this is almost justified statistically, but is obviously unhelpful from an overall event design standpoint.

That isn't that different than it is now ( a little more extreme, of course, but you get the idea).


 

Posted

I believe I was on that last attempt with Miuramir, but as a hanger on to the team. So as a team +1 we got him to 50% health before the timer tossed us out. Out of four attempts, I saw two successes and two failures. Those two successes occurred with 2 1/2+ teams. I wasn't able to time the runs to see how much time is allowed in LW's realm. I would guess that the whole event from start (opening presents) to finish took about 20 minutes.

So for an event that seemed to require around half the participants of a Hami raid and half the time, we received 6 merits and 20 candy canes compared with Hami's 40. A single team could clear 4 regular GM's in that time and walk away with a better rewarded (provided the GM's are spawned).

On one hand, I enjoy the challenging aspect of the event and the possiblity of failure. It makes a win more satisfying. However, the balance is definitely skewed towards upper level characters and will require a level of participation that may not be present through the entire event. I can see people quickly become disenchanted with it.

Also, I think phasing is a terrible, terrible idea. While the transparent effect is fairly noticable due to his size, many people are going to fail to notice that Unaffected warning that floats over his head. I'm thinking particularly of those in melee and newer players. There is a definite reason Dimension Shift et al are some of the most avoided powers in the game. I would strongly recommend Photonstorm's idea of a snowstorm that repels/knockbacks everyone in range until the Guardian is defeated. It's obvious and easy to understand for any player new or old.


 

Posted

Quote:
Originally Posted by ketch View Post
So for an event that seemed to require around half the participants of a Hami raid and half the time, we received 6 merits and 20 candy canes compared with Hami's 40. A single team could clear 4 regular GM's in that time and walk away with a better rewarded (provided the GM's are spawned).

53 for Hami.


 

Posted

Quote:
Originally Posted by EmperorSteele View Post
The pop-up says you're testing the HALLOWEEN event.

Might wanna fix that =p
Apologies, but I cannot resist the temptation.

This clearly shows that the dev responsible for this is a greybeard, probably someone that cut their teeth on a PDP-11.

31 OCT == 25 DEC


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Posted

Seeing as there are a few new NPC's in this Christmas Event (It's Merry Christmas, not Happy Holidays, I don't care, I celebrate Christmas, I'll say what I want, don't like it, tough), anyway...

There should be more badges for the event.

I'm posting this because I hope that maybe the Devs can add these in. Theres around a month left to the event so there could be some time.

An exploration badge for going into the Lord of Winters Domain would be nice and would make sense. Something like: Walking in a Winter Wonder Land or Wonder Land Wanderer.

One badge each for defeating each type of new NPC.

A badge for clicking on the door/present leading to the Lord of Winters Domain.

Also, a badge for reaching 999 Candy Canes and no, trading them doesn't count, it would work like the AE Ticket Badge.

With all of the new things added this year, it doesn't sound like it would take to long to get 999 Candy Canes.

What do you think Ghost Falcon.


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Posted

Quote:
Originally Posted by brophog02 View Post
53 for Hami.
Oops, looks like someone should update the Wiki. I thought it was 53 but couldn't recall for sure.


 

Posted

Quote:
Originally Posted by Texas Justice View Post
Arwen, I think I only got that fogged view once, and most of the time I was in Hover. I assumed it was a graphical glitch since I couldn't reproduce it. At all.

Of course, the one time I saw it it was right after I'd seen LW calling forth a Guardian, and when I turned around the Guardian was in sight.
Quote:
Originally Posted by Miuramir View Post
The heavy fog rolls in as part of the fight change at 75%, 50%, and 25%, when Lord Winter goes phased, summons a Winter Guardian, and triggers the fog. It is thematic and serves the purpose of being an obvious warning that something different is happening; however, I'd say it lasts a bit longer than necessary.
I'm quite aware of why and when the fog rolls in. I had seen several people talk about it but hadn't seen it myself that I realized. When I saw Arwen's screenshot, I realized that the 1 time I saw what I thought was a graphical glitch it was really an intended effect. As to why I didn't see it the rest of the time, I have no idea. I still have my graphical settings pretty well maxxed out on Test. I only change them on Live for Ship Raids and Hami Raids.


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Black Pebble is my new hero.

 

Posted

Quote:
Originally Posted by bAss_ackwards View Post
I also enjoyed that you have to keep an eye out on your toggles, as the battle with the Lord of Winter can detoggle (not suppress) any number of your toggles. Making the boss fights more active is a step in the right direction. One that I've been seeing happen more often. Cheers!
I couldn't possibly disagree more. So many of us campaigned for so long to get that changed for a reason. We got it basically removed from PvP as well as PvE because it was annoying and tedious to have to reset, and represented a rather ridiculous bottleneck where you had to play through all your activation animations to get the powers back.

In other words, this was removed from the game for good reasons. Ignoring them for this event is poor, and will degrade the event significantly for those who hated this mechanic the first time(s) around.


Blue
American Steele: 50 BS/Inv
Nightfall: 50 DDD
Sable Slayer: 50 DM/Rgn
Fortune's Shadow: 50 Dark/Psi
WinterStrike: 47 Ice/Dev
Quantum Well: 43 Inv/EM
Twilit Destiny: 43 MA/DA
Red
Shadowslip: 50 DDC
Final Rest: 50 MA/Rgn
Abyssal Frost: 50 Ice/Dark
Golden Ember: 50 SM/FA

 

Posted

Quote:
Originally Posted by ArwenDarkblade View Post
candy cane reward option at the end of the Father Time mission. This puts a real damper on a soloer's ability to collect them.
I agree that this is poor. Options are good.

Do presents still award them?


Blue
American Steele: 50 BS/Inv
Nightfall: 50 DDD
Sable Slayer: 50 DM/Rgn
Fortune's Shadow: 50 Dark/Psi
WinterStrike: 47 Ice/Dev
Quantum Well: 43 Inv/EM
Twilit Destiny: 43 MA/DA
Red
Shadowslip: 50 DDC
Final Rest: 50 MA/Rgn
Abyssal Frost: 50 Ice/Dark
Golden Ember: 50 SM/FA

 

Posted

Quote:
Originally Posted by Miuramir View Post
I'm seriously concerned that once the initial rush is over, it will be very difficult to get enough people to do this. It's worse than the Halloween event this year in terms of team requirements, and it's all or nothing; if you can't beat LW within the short time limit, you get nothing.
I agree. I think this was a major problem with this year's Halloween event, and I worry that they ran forward with the raid mentality before really seeing how that shook out. If you come into this late or play on a low population server (hello, villains), this just isn't going to happen. It needs to depend less completely on overwhelming force. The Halloween banners suffered from this problem and this new event suffers from it in spades.


Blue
American Steele: 50 BS/Inv
Nightfall: 50 DDD
Sable Slayer: 50 DM/Rgn
Fortune's Shadow: 50 Dark/Psi
WinterStrike: 47 Ice/Dev
Quantum Well: 43 Inv/EM
Twilit Destiny: 43 MA/DA
Red
Shadowslip: 50 DDC
Final Rest: 50 MA/Rgn
Abyssal Frost: 50 Ice/Dark
Golden Ember: 50 SM/FA

 

Posted

Quote:
Originally Posted by Zombie Man View Post
BUG: Spawned Winter Horde from opening presents don't fight back. I was on a level 50 in Peregrine. And the level 49 and 50 spawns, both the ones I spawned and others left behind didn't fight back as I attacked them.

Problem: While it's nice that the Winter Horde in Lord Winter's Realm and the Naughty Presents now drop Candy Canes as salvage (along with much sought after Arcane Salvage); it's not nice when the Naughty Spawns are way below your level (level 50 toon v. level 41 grey conning horde) or way above your level (level 1 toon v. level 7 deeply purple conning horde). When there is that discrepancy, there is no motivation to fight them. They either won't drop salvage, or they're unbeatable. So, again, my plea:

Make all zone event critters use the 'purple scaling' code.

The Winter Horde in Lord Winter's Realm all use it, so, why can't we use it for the Naughty Presents?

Can we at least get a Dev to please tell us why they won't do this if they've decided not to? It's a bit angering to me when Devs will reply to some of the most absurd things on these forums and yet are silent on something that many of their most well known play testers have mentioned over and over again for years.

Why won't you do this? Why the silent treatment on this? If you at least say, "It's not happening," it will save us time every time we test this for you.
I really hope they don't put that in the way that it works for Rikti and Zombie invasions.

I have some numbers to explain why. 40.83, 130, and 730. The first is the base damage of my level 15 Mental Blast on a natural even-con with no resistance, or a level-less mob from an invasion (assuming no psi resistance), the second is the HP of a natural level 15 Minion, the third is the HP of an invading Rikti or Zombie. I can take out a Minion of my own level in 4 attacks with no enhancements, it would take 18 attacks to do the same to an invading mob. Try it sometime during an invasion. What you'd end up with is most players that actually belong in lower-level zones just abandoning every snowman that popped out.


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Posted

Quote:
Originally Posted by Ms. Mesmer View Post
I really hope they don't put that in the way that it works for Rikti and Zombie invasions.

I have some numbers to explain why. 40.83, 130, and 730. The first is the base damage of my level 15 Mental Blast on a natural even-con with no resistance, or a level-less mob from an invasion (assuming no psi resistance), the second is the HP of a natural level 15 Minion, the third is the HP of an invading Rikti or Zombie. I can take out a Minion of my own level in 4 attacks with no enhancements, it would take 18 attacks to do the same to an invading mob. Try it sometime during an invasion. What you'd end up with is most players that actually belong in lower-level zones just abandoning every snowman that popped out.
Well, there's a bug there. The code is supposed to scale damage up so that a lowbie's attacks are not trivialized.

Also: How many points of damage do you do when the Naughty Spawn is +7 levels than you? How much drops do you get when the Naughty Spawn is grey conn to you? The current system is very borked for players at all ranges. I'd gladly substitute it for one that's mildly borked only at low levels... and get after the powers team to adjust the lowbie's damage scaling.


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Posted

Quote:
Way WAY too high a cost. Considering Lord Winter is worth only 20 canes, one would have to grind away for hours to get anywhere close to FIVE HUNDRED.

The grinding has always been the worst part of any winter event. (I can't bear to run the baby new year mission anymore.)


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Posted

Haven't read any of the other replies, just my own thoughts as they occur to me. Overall, I like the new Lord of Winter addition with a few concerns.

First, whenever a timer is involved, it should be visible. That includes however-many minutes the present portal remains open and available. A friend of mine was trying to join one of our runs this afternoon, but she arrived a few minutes after we'd started. Then she reported that the portal in Atlas had vanished. I'd had no idea it would disappear, so that surprised us both. I can think of some reasons why you'd want to do that, but it ought to display some visible indicator of how much time remains. That's less important than having a visible timer within the Lord Winter event map itself, though.

Speaking of which, I'm concerned that there needs to be more time within the event. In one attempt, we had maybe a couple of dozen people inside, and we failed to defeat Lord Winter in the allotted time. Some of that time was lost because most of us were there for the first time, and we didn't know when Winter goes intangible we had to defeat the other incoming GM. So, we lost a few minutes, but that suggests there isn't a lot of time to spare. Even on our successful attempt, we had maybe ... three minutes left over? Not much.

Which brings me to my main point: although I loved the Deadly Apocalypse event, the timer was a bit aggressive for lower-populaton servers where (after the first couple days of crazed badger participation) you might have a dozen or so people show up to participate. A well-tuned group can maybe do it in that time, but the PUG nature of the event means you won't often have an optimal balance. I attended several Apocalypse events where the participants simply weren't able to defeat the banners quickly enough after they became vulnerable. The glyphs scaled up banner toughness very quickly even for smallish groups. It's aggravating to watch time run out when you're on the last banner ... again.

For the Apocalypse, I maintain that each banner defeated should have added two or three minutes back to the event timer. Similarly, I suggest each of the WLs spawned within the Winter event should put a few minutes back on the timer when defeated. Lord Winter seemed very tough, and he certainly needs to be tough to last any amount of time against the kind of crowds he'll be seeing on some servers. But a person's chance of success should not be dramatically reduced just because they prefer to live on a lower-population server. It's not quite proper for a team to fail not because they can't beat Lord Winter (or banners), but because they can't do it quite quickly enough. So yes, I'm just arguing for a somewhat more generous timer.

I hope you guys know what you're doing with the portal to other instances of Lord Winter's zone. Considering the amount of time involved to defeat him compared to gathering canes via presents and defeating WLs normally, maybe people trying to chain-farm his zone isn't really anything to be concerned about.

MInor detail: it's one thing for Lord Winter to go intangible, but all of the little sprite things that spawn around him really shouldn't blink out with him. Or if they do, it's rather annoying for them to be able to attack while phased. You should also put different sound effects on their Peacebringer-type blasts.

Those are really my only concerns, I think. Everything else seemed fairly straightforward, though it had to be explained to most of us. The first time in, most of us didn't even know there was a "Lord Winter" on the map to defeat, much less the WL spawns, and such. The reward (6 merits, 20 canes, badge) seems about right, no matter what others may say. I'd rather not see us reduced to nothing but LW farms for two weeks. The inevitable yearly all-day WL-hunting parties in Atlas are quite enough.

Thanks for the opportunity. Glad I finally happened to be online and on test during the day.

Regards,
FCM


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Posted

Quote:
Originally Posted by Derangedpolygot View Post
Way WAY too high a cost. Considering Lord Winter is worth only 20 canes, one would have to grind away for hours to get anywhere close to FIVE HUNDRED.

The grinding has always been the worst part of any winter event. (I can't bear to run the baby new year mission anymore.)
The reward for the Lord Winter event is 20 canes, but you also get a cane for every present that's nice and all the Winter Horde have a chance to drop canes as a salvage drop.

Considering how rare the Respec Recipe is, and thus the huge inf it costs on the Market, 500 CCs isn't too bad.


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Posted

Quote:
Originally Posted by Zombie Man View Post
Candy Keeper's rewards:




So... did they take away the Halo auras? Or are those still available? I don't see them on the list. Maybe I'm just not looking properly.


 

Posted

I saw the Naughty Halo on one of my characters list, not sure why it isn't showing on Zombie Man's list.


If the game spit out 20 dollar bills people would complain that they weren't sequentially numbered. If they were sequentially numbered people would complain that they weren't random enough.

Black Pebble is my new hero.