Live Patch Notes - 5/12/10
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Hmmm... I see.
The process was more like this:
Get bug report: GreenMito is broken Look at it and see it is broken because it's powers are going off even when held. Look at hold protection, realize it is perma-holding itself. Fix that to match original design doc. Fix Cast Despite Being Held issue. Test that it uses powers when not held Test that it stops using powers when held Check in changes. |
Technically you had tested the bare mechanics, but skipped the "playability" aspect.
I do understand.
I imagine you were under a fair bit of pressure to "get the mitos fixed NAO!".
Rushing can cause oversights.
I apologize if I seemed overly snarky (channeling a little of my mom, I guess >.<).
Thank you for taking a second look and making adjustments.
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ALL of the mitos are considered part of hammidon. Killing hami's central nucleus does not end the mission. ALL the mitos also must die.
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Wow, 50 points of hold protection? That is unrealistic for a Task Force Team. As folks are saying you would need a team full of dominators or controllers to even come CLOSE to that magnitude.
Perhaps. Probably, in fact. I made it match the original design. If needed (and judging by reactions, it probably is) I'll drop the protection some in a future update. It will never be as easy as it was when the green mito's perma-held themselves though.
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I did notice something trying the LGTF with my friends tonight. The Weakened Hamidon is classified as "Elite Boss" and the Healing Mito is classified as "Hamidon". I didn't check to see the classification of the blue or yellow mitos (before defeating them all), might that be something to why this is so difficult?
@rewster
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Finally somebody who understands it . maybe they are hard working on GR .
I'm seeing a worrying trend here. It seems like our devs at Paragon Studios are way understaffed and overworked. For so many issues now, the updates have had more potential than polish. Castle now seems to be on a drive to carry out retrospective QA and to micromanage all the deviations from original design PS's new hires have made -- apparently without understanding what things are like in game until they are pointed out to him by players (c.f. shield, LGTF Hamidon) -- while basic QA has been basically absent in spite of all the sweeping changes that have occurred.
GR is the obvious culprit for the crunch, and devs have invoked it as a reason why certain things end up on the backburner; but as GR gets closer and more GR-critical features such as ultra mode make it onto live, we find that they, too, have yet to receive the meticulous care some of us had been optimistic for. What can we expect in GR? I know the bar is kind of low in this industry, and CoX/PS are doing comparatively well, but I think everyone, devs included, deserves better. |
Castle anyway you can just turn it back to the way it was . or just lower the reward that they dont want to do LGTF anymore other then for the one time for fun .
Like so many other TF/SF . most here are just moaning about farming . if they really like the story they dont mind less rewards .
Infact 1 merit on some Arcs contact never heard anybody moan about that when it previously gave 11 .
And anyway we can fix the costume bugs its a QoL issue .amd contact pictures loading time .
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There is exactly one other TF that is Co Op. SO tell me, how am I to go do a ton of other task forces with my friends when we play mixed hero/villain ATs? After the first ITF you're rewards on the same character are very reduced.
Geez guys. Ok the new fix is overboard. We get that. Even if Castle does want to fix it, you're not giving him a chance to reply. Give him a break. Is he perfect? No. Are any of us perfect?.... I didn't think so. Give him time. Issue 17 caused issues and they are quickly patching to fix them. I applaud the devs for this. I say good job devs and if the LGTF is undoable for the moment, try something else in the game. There are TONS of TF's and other things to do and see in this huge game we all still love.
Just my two cents worth. |
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"Once the avalanche has started, it is too late for the pebbles to vote" -Kosh
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Well aint they going to fix that situation in GR , your friends can go over or you can go over .
There is exactly one other TF that is Co Op. SO tell me, how am I to go do a ton of other task forces with my friends when we play mixed hero/villain ATs? After the first ITF you're rewards on the same character are very reduced.
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But the last line is the thing its the rewards and ITF had been nerfed cause of that reason .
So if playing with your friends isn´t good enough other then the reward merits .
Then you have to think are they your friends or should they even consider you as friend.
Who cares if the rewards are reduced when you are playing the same missions over and over its called farming .
Nothing against farming , but then you all move over to next farm when that rewards is beter . we seen it happen all over again and again .
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Tyger (50), Mutation-Controller Mind/FF - oldest Mind/FF on Union
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yes if it's going to require specific powers then that tf should give them to you.
I'm afraid I can't get behind the design that if you don't have several controllers/dominators on the team you can't complete the TF. It seems that this change, even if the hold protection on the greens is reduced, means that either you bring plenty of holds or you don't bother starting the TF.
Any TF that REQUIRES a specific power in order to complete is poorly designed. Hard is ok, but impossible without a specific team composition is inexcusable. I'd guess that MAYBE 8 blasters MIGHT be able to overpower the Green's heals and regen but little else could. I've no doubt that 8 Fire/Rad controllers could take it's lunch money but the majority of teams aren't on that level. |
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"Once the avalanche has started, it is too late for the pebbles to vote" -Kosh
This is more an indication that the aggro auras need to be more distinct when moving from tank to brute to scrapper
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I'm sure the mods would like it if you used the little report button if you see someone dev bashing past your point of tolerance.
I agree with all that you said before this, but I just wanted to say that I've thought the same thing about how people tear into the devs sometimes.
I don't mean it as a knock against the mods either. And, honestly, it's partly stuff that comes with the territory of the job, I suppose. Some people communicate far less... respectfully... than others. In the end, most often, I suppose they mean the same things, they just don't communicate it quite as nicely. That doesn't condone it (In my book), but ah well... Hopefully the Devs can always keep in mind that we love what they do so much... the negative just stands out. As an artist, I know how the negative feedback can wash out more positive feedback if you let it. Would be nice to not get jumped on for every little mistake you may make... But... The masses can be unforgiving. Toss them a shiny and they'll soon forget though. |
Don't let the Dev response to a post deter you either ^_^.
---edit--
... originally quoted wrong post...
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When we ran LGTF after i17 release, I used Surveillance on green mitos. It showed 90% damage resitance to all positions. After EF was applied, it dropped to 84.5%. I haven't run LGTF since then, so I don't know whether their resistance was reduced to 70% in the last patch or not
Back of the envelope calculation:
Level 50 Lt Health: 855.1 Max Regen: 4.0088 Total Regeneration at the cap: 57.132 h/s Resistance buff due to passive defense: 70% Total damage required to match regeneration: 57.132 / (1 - 0.7) = 190.44 dps Total damage required to defeat LT in seven second window between mito heals**: 190.44 + 855.1/7 = 312.6 dps So basically, I think Castle's "unkillable unless held" statement is probably more appropriate for the raid version than the LGTF version. Unheld they can still be taken down in quick order by a team of damage dealers in theory. At level 50 a damage dealing character should be able to reach at least 100 dps in a team. Holding the mito cuts the difficulty by more than half, but its not unbeatable unheld. (In a raid, its different because the mitos become special boss-but-better entities: the same calculation generates 2179 dps to neutralize regen and 3300 dps to defeat a mito in seven seconds. That's quite a bit higher, even with a lot more raiders). ** You don't have to kill them that quick, but if you can you can definitely overpower any heals that come your way. Its mostly a simplification for the calculation. |
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The zone hamidon encounter doesn't work that way though. Once the Hamidon nucleus is down the mitos go boom.
ALL of the mitos are considered part of hammidon. Killing hami's central nucleus does not end the mission. ALL the mitos also must die.
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Even the original hamidon encounter worked that way. I remember we had a yellow dawn (full bloom) and we killed him just as the bloom wiped most of the raid. It was quite epic.
Agreed. I'd include Taunt and Gauntlet-lite for Brutes, too. Unless a Tanker uses Taunt and a Brute doesn't, the Brute will out threat the Tanker - same taunt durations, same threat mod, while having higher damage.
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Boy, that was a very defective envelope. I'm switching to napkins.
Quite a bit more actually. I just noticed (when the numbers didn't triple as expected) that you're only applying the Resistance to the Regenerated Health, not the base Health (the numbers for Held Mitos seem to apply the Resistance to both though).
So, we'd get (57.132 + 855.1/7)/(1-0.9) = 1792.89 in order to defeat them between heals. |
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I've used it several times for timed missions when I've had to log out (and therefore don't want to autofail the mission).
But I think the bigger question is this - Who wanted an abandon mission feature? And for what? Especially now that we can carry up to 7 missions, is it really needed? And what purpose does it serve? You still can't get out of old arcs with it, or advance the arc along toward completion. I would much rather they do away with the abandon mission feature and roll back missions to the way they used to be. |
Also, the ancient 'Go Talk to Warson Liaison' missions can be abandoned. They're still there of course but it can cut down the time taken to 'do' those missions.
I'm guessing the exploit arises from linked talk to, then go hit stuff missions (early Hero contacts for example - defeat 5 Hellions then head off to a warehouse).
However, considering that street-sweeping is a far easier way to achieve levels early on I'm not sure how exploitable this really was in the first place.
If xp has also been destroyed for Hunt Missions then that's poor planning imo. TFs and SFs are also affected by this.
Does it also apply to hunt missions where you are ambushed?
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Double post but it's on a separate issue.
don't even do that. the original version of the TF was, in no way, exploitable or broken to provoke such a hard nerf, I and i think im safe in saying all of the player base, thought the TF was perfectly challenging and fine as is(er was). the rewards don't need to be changed and if the devs want the difficulty to be adjusted then A) this is not the way to do it and B) increase the merits for the harder task.
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The LGTF was fun, enjoyable, difficult enough to warrant rewards.
Hami was always the mission that people groaned about.
Being struck by slowing (movement and recharge), -recovery, -regen, chained lightning makes it very difficult for characters with excellent defense and/or resist protection to adequately damage the mitos. So it needs a good team who know what they're doing.
Blasters, Defenders, Controllers, Dominators, Corruptors - they may have range but not necessarily the defences to back that up.
50 mag Hold Protection is silly.
However, I've been on LGTFs where there has been little in the way of Holds. It's taken considerable time to get rid of the mitos but it has been done. With a lot of faceplanting.
If there are two ATs (well, VEATs and some Corruptors/Defenders/Blasters too) that have particular skills that make the task of destroying ONE kind of Mito a little easier, then why is that game-breaking? Surely it's just highlighting what makes those ATs unique?
It doesn't necessarily follow that LGTF runners will only take characters with Holds.
Also, if this is the design intent, then the LRSF Heroes need a ridiculously high confuse protection, to lessen the impact of Plant and Mind Control Doms.
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Actually, yeah - shouldn't this fix the problem?
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i want castle's job. where else can you mess something up, then undo it and get praised. he basically nets nothing and gets paid.
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Actually, that's just "flavor text".
The Weakened Hamidon is classified as "Elite Boss" and the Healing Mito is classified as "Hamidon". I didn't check to see the classification of the blue or yellow mitos (before defeating them all), might that be something to why this is so difficult?
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Mobs (and players) have "Classes". These classes determine the core attributes of the entity, and how strong the effects of a power used by the entity will be. Examples include Minion, Lt, Boss, EB, Blaster, AV, ....
In your targeting box there's a label that describes your target. Often, but not always, this label shows the class of the target. Other times, the label has no relation to the class, but is meant to give some sort of description of what the target is. In this case, the label is just a label.
One label that gets around a lot is "Hero". Most people probably think that a "Hero" is "the heroic equivalent of ArchVillain", and sure this is *often* the case (in those cases, it's a label applied to ArchVillain class mobs). However, "Hero" is also used as a label on Lt, Boss, EB and Monster class mobs. When you run into a Boss labeled "Hero", that label does not confer any additional bonuses to them, they still have the core Boss attributes.
Note that while "Hero" is just a label, "ArchVillain" is used both as a class and a label. Usually the AV label is used on AV class mobs, but sometimes it's also used on Monster class mobs.
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If that is in fact the only reason that the CoP Trial has not been put back in the game, re-adding it would seem to be a way to add a commonly requested feature for relatively little work.
You heard it here first: the Cathedral of Pain is returning! :P
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However, since the ability to make non-rewarding FedExes is not new, it'd seem a bit strange if it was indeed the only reason.
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You'll need 7pts plus the base of their class; 2 for lts, 3 for bosses -- I couldn't remember if difficulty sliders changed their class or not, so I erred on the side of "boss level" for purposes of the post.
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Cool. Now, how about fixing the "real" problem with the LGTF. The main reason i never run that blasted TF. The fact it rewards you for letting women and children die (get KOd?). I can never find a team that wants to be heroic on that TF. Apperently, saving 20 mins (if even) is all that matters.
And besides... WHY can a TF continue when you FAIL 2 missions??? Huh? That's never made any since to me. And for full rewards too. That's just stupid. IMO of course.
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I've tried to lobby the powers team to move some or all of the Merits of a TF into drops to even out reward-over-time. So that a TF that is sped through in 10 minutes would give 10 Merits. And another team that killed-all over an hour would get about 50 Merits on average in drops plus the 10 Merit reward. Both teams would be earning 60 Merits/hour, but by their own play style. Synapse said he was looking into it, but nothing thus far.
One or the other needs to be fixed: The ability to bypass the intended design of a TF or the static reward for widely disparate time efforts.
In the end the mission is to save the world; if you view actually saving the world as more urgent than beating the inf out of an endless supply of rikti, you shouldn't be penalised further for doing so.
Getting Glacia killed to save time ought to reduce the reward though... Infernia not so much, she talks for so long you can clear half the map waiting for her to shut up.