Live Patch Notes - 5/12/10


Abraxxus

 

Posted

I also noticed, not sure if anyone else did, but we lost the ability to color the Arachnos Maces with the new patch.


 

Posted

Quote:
Originally Posted by Castle View Post
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.
Quote:
Originally Posted by Solo_One View Post
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.
If you look at Castle's post, it pretty much shows that the process is kinda messed. Castle as a person and as a programmer is doing his job, but in many ways there doesn't seem to be any process flow to ensure that the problems we see aren't minimized (which is the part that vexes me).

As a bug, it seems pretty simple for him to fix, but there doesn't seem to be a final design doc in which he needs to compare it with. This is probably related to the issues that people are complaining about regarding incomplete patch notes. The devs aren't reporting complete patch issues because there doesn't seem to be a central repository for it, and issues like this are the result.

Additionally it also appears that the issue is considered fixed when the developer (Castle in this case) checks in the changes. There doesn't appear to be any further follow up on the bug, how it got there in the first place, or any further (mandated) testing.

You can bag on Castle for that as a representative of the company, but to blame him for the structural/managerial failings of the system is a bit of a stretch.

Quote:
Originally Posted by KingSnake View Post
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.
Penny Yin can be saved by using the veteran teleport power right to the door, then everyone jumping the CWK. Letting her die doesn't save any time since she is actually kinda tough.

Infernia has to die because she talks way to much. Glacia just gets caught in the crossfire. Otherwise you'd have to lead both of them out (one of which who refuses to move until her diatribe is finished), rescue 6 hostages on a huge map filled with drones and then defeat an AV. Sorry. But only 1 mission needs to be failed. Probably saves about 10-15 minutes.


 

Posted

Quote:
Originally Posted by Avatea View Post
Patch notes for build 1800.201003300904.20T5r.


Auction House
  • If the MAKE OFFER and POST are disabled due to too much activity, you will no longer be spammed with a huge number of announcements telling you about it.
  • If the MAKE OFFER and POST are disabled due to too much activity, the buttons will become active again after a short time as they are supposed to, instead of remaining greyed out until the player logs out and logs back in again.
Has the disabling always been in?

My opinion is the "SPAM" level is set too low. I've been locked out just trying to get 15 items from the AH. 15 items isn't even the maximum I could have had available to take. It seems to me you should be able to take down as many items as the maximum you could have on the AH very quickly without being locked out.


 

Posted

Quote:
Originally Posted by Solo_One View Post
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.
He nets nerf to LGTF (10 mag hold protection for green mitos)


 

Posted

I could never be a game developer. People are just jerks to them.

A problem is noticed. RAGE AT DEVELOPER

It's fixed. Whoops, fix is too powerful. RAGE AT DEVELOPER

Developer tweaks fix to make it more reasonable. COMPLAIN THAT DEVELOPER BROKE IT IN THE FIRST PLACE SO WE SHOULDN'T THANK HIM FOR FIXING IT!

==============

To Castle and all the developers on CoH, thank you for making a game I enjoy so much and don't let the negative people ever get you down


 

Posted

Quote:
Originally Posted by KingSnake View Post
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.
no one lets them die, they fight back


Positron's i13 letter: We are trying to make PvP more accessible to new players, while giving experienced PvP'ers the advantage that comes with formulating tactics around the new systems we're putting in place. PvP from now on will be on our priority list. If something isn't working out, we'll be in there tweaking it and making it work, for the entire future of the product, not just Issue 13.

 

Posted

Quote:
Originally Posted by PC_guy View Post
no one lets them die, they fight back
I am happy when they do die though.


<:[ shark goes nom nom nom ]:>
[QUOTE=theOcho;3409811]As to the REAL reason I'll be leaving, I'm afraid it is indeed because Tamaki Revolution dc'd on me during a RSF.[/QUOTE]

 

Posted

Quote:
Originally Posted by Really_Big_Bang View Post
I could never be a game developer. People are just jerks to them.

A problem is noticed. RAGE AT DEVELOPER

It's fixed. Whoops, fix is too powerful. RAGE AT DEVELOPER

Developer tweaks fix to make it more reasonable. COMPLAIN THAT DEVELOPER BROKE IT IN THE FIRST PLACE SO WE SHOULDN'T THANK HIM FOR FIXING IT!

==============

To Castle and all the developers on CoH, thank you for making a game I enjoy so much and don't let the negative people ever get you down
and in all fairness, the original "problem" wasn't a problem at all. the mito's being perma held doesn't really effect the difficulty of the tf. I think what pissed alot of people off was, again, the lack of common sense, shown by the lead powers guy no less, it takes to put anything with mag 50 hold prot into an 8 man tf. it was the dev's fault, they fixed it, no harm no foul.

EDIT: also, with the exception of this and the AoE capp nerf which was originally much lower in beta, people generally thank the devs no matter what they do. even the botz nerf from what i remember people were thanking them. I don't think its unfair to call them on a change that is complete crap.


Positron's i13 letter: We are trying to make PvP more accessible to new players, while giving experienced PvP'ers the advantage that comes with formulating tactics around the new systems we're putting in place. PvP from now on will be on our priority list. If something isn't working out, we'll be in there tweaking it and making it work, for the entire future of the product, not just Issue 13.

 

Posted

Quote:
Originally Posted by Castle View Post
Actually, I dropped it to 10.
Thank-you Castle. When can we expect this change to be implemented?

Oh, PvP could use some luvin' too. I hear Psi for blasters casting and recharge times are a bit unorthodox in comparison to their damage output.


 

Posted

Quote:
Originally Posted by Tokyo View Post
Thank-you Castle. When can we expect this change to be implemented?

Oh, PvP could use some luvin' too. I hear Psi for blasters casting and recharge times are a bit unorthodox in comparison to their damage output.
doesn't matter, flurry and jump kick do more damage that most of the set anyway.


Positron's i13 letter: We are trying to make PvP more accessible to new players, while giving experienced PvP'ers the advantage that comes with formulating tactics around the new systems we're putting in place. PvP from now on will be on our priority list. If something isn't working out, we'll be in there tweaking it and making it work, for the entire future of the product, not just Issue 13.

 

Posted

Quote:
Originally Posted by Castle View Post
The toggle did not shut down their protections when you held them? That doesn't match my observations. Odd. I'll check that today.
I had a similar experience with Gardvord lieutenants while doing the Atta mission in the Hollows last night. I was using my elec/elec blaster and kept using my immob snare on the Gardvords. The lieutenants took the DoT damage, but were never immobilized by a single hit. In the past, you could snare them and blast away at will.

Last night, it took three successful hits with the immob power before the lieutenants were successfully snared. The duration of that snare was about two seconds, just long enough for the electrical snare animation to play, and then they were chasing me again.


 

Posted

Quote:
Originally Posted by Harleyrider1 View Post
Quote:
Originally Posted by Castle View Post
The toggle did not shut down their protections when you held them? That doesn't match my observations. Odd. I'll check that today.
I had a similar experience with Gardvord lieutenants while doing the Atta mission in the Hollows last night. I was using my elec/elec blaster and kept using my immob snare on the Gardvords. The lieutenants took the DoT damage, but were never immobilized by a single hit. In the past, you could snare them and blast away at will.

Last night, it took three successful hits with the immob power before the lieutenants were successfully snared. The duration of that snare was about two seconds, just long enough for the electrical snare animation to play, and then they were chasing me again.
Hmm. Think I've spotted the problem here, but just to be sure I'll ping Castle about it. It seems that Troll Integration might have been broken since practically the beginning of time, and was recently fixed to start working again. But its not a toggle, and isn't coded to suppress when held. In effect, although its called Integration, Trolls now currently have Practiced Brawler than never expires. That's probably not intended.


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Posted

Quote:
Originally Posted by PC_guy View Post
I don't think its unfair to call them on a change that is complete crap.
No it isn't. But the amount of personal attacks and vitriol flying around in this and similar threads is just over the line. If anyone would talk to me like that in person he'd risk getting his nose remodelled.(This is the reason why I don't do jobs involving customers ) Or are all the whiners so perfect that they never make a mistake at work? I know I do.

A little respect for a fellow human being isn't so much to ask, is it?


@True Metal
Co-leader of Callous Crew SG. Based on Union server.

 

Posted

Quote:
Originally Posted by Lonelyshade View Post
Well aint they going to fix that situation in GR , your friends can go over or you can go over .
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 .
Ah I see, so it's required that I shell out 40 bucks or so to keep doing task forces with my friends. Gotcha! /rolleyes

It's so funny that you immediately jump that playing with my friends without merit rewards is not worthwhile. Guess what? they don't play vside and I do, so that leaves co op stuff for us to do and we all want to advance our characters and the only way to do that on the red market (if you don't want l50 recipes, which i don't) is to "Farm" up merits and then buy the recipes that are not for sale or when they are, are stupidly expensive (kin combat anyone?) so I'll need just around 2400 merits to do that.


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Posted

Quote:
Originally Posted by TrueMetal View Post
...the amount of personal attacks and vitriol flying around in this and similar threads is just over the line.

A little respect for a fellow human being isn't so much to ask, is it?
Welcome to the internet.


 

Posted

Quote:
Originally Posted by TrueMetal View Post
No it isn't. But the amount of personal attacks and vitriol flying around in this and similar threads is just over the line. If anyone would talk to me like that in person he'd risk getting his nose remodelled.(This is the reason why I don't do jobs involving customers ) Or are all the whiners so perfect that they never make a mistake at work? I know I do.

A little respect for a fellow human being isn't so much to ask, is it?
it wasn't a mistake though, it was on purpose. and we've been waiting on a fix for close to 2 weeks now. (and still going since i haven't seen a patch yet).

Quote:
Originally Posted by PumBumbler View Post
Welcome to the internet.
and this.


Positron's i13 letter: We are trying to make PvP more accessible to new players, while giving experienced PvP'ers the advantage that comes with formulating tactics around the new systems we're putting in place. PvP from now on will be on our priority list. If something isn't working out, we'll be in there tweaking it and making it work, for the entire future of the product, not just Issue 13.

 

Posted

Quote:
Originally Posted by Sapphire7 View Post
IIRC this question was asked before, and the general answer was "No, because it's too exploitable." Though I don't know how it's any more exploitable than the current setup, since a team could (if they so desired) start a TF, log out for an hour, and then come back to finish it up just to increase the complete time. But I doubt there's much of this going on, because obviously the people who do speed runs are too impatient to try this strategy. I mean I agree with you, but I think they've already said No.
A reasonable formula should be able to filter out most attempts to trick it.

For example, just ignore any TF fail that is considerably shorter or longer than the average success, or any in which most of the team is not there. That way they would have to get a near full team to sit and quit, synchronized, within the average. Thus it would take much more effort than simply doing it.


A game is not supposed to be some kind of... place where people enjoy themselves!

 

Posted

Quote:
Originally Posted by Stargazer View Post
Both the Hive Green Mitos and the LGTF Green Mitos use the same Resistance power, so unless Castle is actually creating a new set of powers for the LGTF Green Mitos (and there has been no indication that he is), the Hive Green Mitos will not be staying at Mag 50 (well, 50-ish) protection either. The Hive Green Mitos should effectively have Mag 1 higher Mez protection due to their Rank, but that's it.
But that is a 50 person encounter.

The TF has to be finishable by 6, including teams with low control.

Even 10 is probably much too high unless some alternate approach is added.

This is why the original borking of the TF happened. The design intent is to require holds because Hami is supposed to involve lots of ATs. That design intent is totally inappropriate to a TF.


A game is not supposed to be some kind of... place where people enjoy themselves!

 

Posted

Quote:
Originally Posted by Another_Fan View Post
Oh how happy that would make me. I don't think you would appreciate the upshot though.
ya, they put these powers in the game, invis, assemble the team.. they obviously intended us to use them..maybe using our brains instead of mindless slaughter. If that isnt true, maybe they need to remove those powers?


Lots of 50's yada yada. still finding fun things to do.
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Posted

We were also able to complete the LGTF tonight (Victory server), in the end having to pull out all the pets and triple-Vengeance, then take out Hami before tackling the Green Mitos (after clearing everything else first).

The team consisted of a Scrapper, Blaster, Brute, 2 Widows and 3 Controllers (1 an Emp). I primarily built the team for DPS, knowing about the Mito situation ahead of time. Without eliminating Hami first and doing the Veng thing, we couldn't dent the Mitos. After doing that, the Mitos certainly were anything but pushovers, but defeatable by a team working together.

The fix's fix will be welcome once it hits Live, but I'm glad that at least the LGTF is able to be completed even in its current form (albeit not for just any team or any situation).


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Posted

We had an experienced team try and were unsuccessful. We were hoping a strong spike would be enough to do it. We got one of them down to about 75% before it healed back up. We even tried to have the 2 tanks taunt a green on each side but all of them were healing. 3 nukes later still no good so we just decided to cut our losses.

Looking forward to this change rolling into Live.

EDIT: I haven't run a Baracuda or Khan since i17 but is he still broken?


 

Posted

Quote:
Originally Posted by FitzSimmons View Post
EDIT: I haven't run a Baracuda or Khan since i17 but is he still broken?
Kahn has been fixed (and I believe Barracuda as well, but I haven't done that one post-patch).


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Avatar detail taken from full-size piece by Douglas Shuler here

 

Posted

Quote:
Originally Posted by Harleyrider1 View Post
I had a similar experience with Gardvord lieutenants while doing the Atta mission in the Hollows last night. I was using my elec/elec blaster and kept using my immob snare on the Gardvords. The lieutenants took the DoT damage, but were never immobilized by a single hit. In the past, you could snare them and blast away at will.

Last night, it took three successful hits with the immob power before the lieutenants were successfully snared. The duration of that snare was about two seconds, just long enough for the electrical snare animation to play, and then they were chasing me again.
You realize, trolls have earth shield tank powers right? Earth shield powers are resistant to elec powers aren't they?


 

Posted

Quote:
Originally Posted by Eric Nelson View Post
We were also able to complete the LGTF tonight (Victory server), in the end having to pull out all the pets and triple-Vengeance, then take out Hami before tackling the Green Mitos (after clearing everything else first).

The team consisted of a Scrapper, Blaster, Brute, 2 Widows and 3 Controllers (1 an Emp). I primarily built the team for DPS, knowing about the Mito situation ahead of time. Without eliminating Hami first and doing the Veng thing, we couldn't dent the Mitos. After doing that, the Mitos certainly were anything but pushovers, but defeatable by a team working together.

The fix's fix will be welcome once it hits Live, but I'm glad that at least the LGTF is able to be completed even in its current form (albeit not for just any team or any situation).
So you had to exploit a different bug (vengeance is not supposed to stack but can be made to do so) to finish it, wonderful ...


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Posted

Quote:
Originally Posted by Mattwo7 View Post
You realize, trolls have earth shield tank powers right? Earth shield powers are resistant to elec powers aren't they?
From a game mechanic standpoint there's no such things as electric powers as an attack type, so enemies can't specifically be resistant to "electrical powers". An enemy's resistance/protection to being immobilized has nothing to do with any of the other effects or the name of the immobilizing power.

If an enemy resists a type of mez effect or damage it doesn't matter what the name of the set or power it came from might be.


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