Live Patch Notes - 5/12/10


Abraxxus

 

Posted

Quote:
Originally Posted by Supernumiphone View Post
Could someone give me an example of what this refers to? I'm having a hard time coming up with anything significant enough to warrant a change.
Quote:
Originally Posted by Necrotech_Master View Post
i would assume that "errands" were talk mishs (no more xp from talking to azuria lol)

It's more like - run in, get glowies, hostages, etc., abandon mission, rinse, repeat. If people are actually doing that, consider my mind blown. I am simply astonished by how far out of their way some people will go to NOT play the game.

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.


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Posted

Quote:
Originally Posted by Avatea View Post
Patch notes for build 1800.201003300904.20T5r.
  • Removed Koago (of the Minions of Igneous group) from the list of selectable bosses. Any missions that contain this critter may now be invalid.
...How is a low level AV really going to be *that* exploitable? I mean really. This is lame.

Quote:
Rewards
  • Removed the rewards for all ‘errand’ tasks within missions. These small rewards were exploitable with the new mission abandonment feature. Mission completion rewards are not affected, including patrol missions.
One less reason to actually play the content of the game and just go farm your heart out.

Edit: Just tried a variety of missions. The Origin of Power Arc gives no XP for the fed ex missions. The hero Cape mission gives no XP for fed ex missions. Streethunts from Borea give no mission complete XP. This is total bunk.


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Posted

So, no fix for the Enhancement numbers being 6 pixels tall?



Your character does not have capped defense. Depending on your AT the cap is between 175% - 225%. Your defense is not teal in the combat window, it can go higher. STOP SAYING IT IS CAPPED! The correct term is Soft Cap.
I enjoy playing in Mids. I specialize in Melee Characters, other AT's usually bore me.

 

Posted

Quote:
Originally Posted by Avatea View Post
Rewards
  • Removed the rewards for all ‘errand’ tasks within missions. These small rewards were exploitable with the new mission abandonment feature. Mission completion rewards are not affected, including patrol missions.
As if players needed more disincentives to do these... Can we have a more elegant solution than this hammering on a six-year-old nail?


I18 Hamidon raiding guide

 

Posted

Quote:
Originally Posted by Abraxxus View Post
As I stated above, this seems to have also nuked xp given for hunt missions.
Nice. I've been asking to get rid of hunting missions for ages


 

Posted

Quote:
Originally Posted by ArwenDarkblade View Post
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.
I find that the Abandon Mission feature has great potential. I hate having a level 15 mission selected for a team, end up with a Rikti invasion, add additional higher level team member, and not be able to increase the team level unless the higher level toon has a mission that can be selected. The Abandon feature will allow me to abandon the active mission and give the star to the higher level toon, thus boosting the effectiveness of the team during invasions.

Another benefit is if you have a mission you'd like to do at your level, but due to teaming you end up a couple levels higher then you were when you selected it. Now you can abandon and reselect the mission so it is at your current level instead of having everything spawn blue and green.


 

Posted

Quote:
Originally Posted by Supernumiphone View Post
Could someone give me an example of what this refers to? I'm having a hard time coming up with anything significant enough to warrant a change.
Perhaps the "errand" task missions referred to are those missions where they tell you to go talk to Dr. Sheridan, or bring this device to Tina McIntyre.


 

Posted

Quote:
Originally Posted by RoseT View Post
I find that the Abandon Mission feature has great potential. I hate having a level 15 mission selected for a team, end up with a Rikti invasion, add additional higher level team member, and not be able to increase the team level unless the higher level toon has a mission that can be selected. The Abandon feature will allow me to abandon the active mission and give the star to the higher level toon, thus boosting the effectiveness of the team during invasions.

Another benefit is if you have a mission you'd like to do at your level, but due to teaming you end up a couple levels higher then you were when you selected it. Now you can abandon and reselect the mission so it is at your current level instead of having everything spawn blue and green.
It would seem that "abandon mission" is an easier way to "reset" the mission, which people now usually do by exiting, selecting another mission, then reselecting the original mission.

This way you don't need to have an extra mission hanging around to do a reset.


 

Posted

Quote:
Originally Posted by ArwenDarkblade View Post
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.
Actually, you wanted it. Most of us wanted it. We just didn't know it yet.

I'm 99% sure this is actually a byproduct of a system needed for Going Rogue. When you change sides, the game will auto-abandon all your current missions. If you come back, then you'll be able to pick up any missions that are still valid for that character.

That way, you won't find yourself locked out of important storylines, such as the Midnighter arcs. The Abandon Mission option simply gives us the chance to do it manually whenever we wish.


"I do so love taking a nice, well thought out character and putting them through hell. It's like tossing a Faberge Egg onto the stage during a Gallagher concert." - me

@Palador / @Rabid Unicorn

 

Posted

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Originally Posted by Rodion View Post
It would seem that "abandon mission" is an easier way to "reset" the mission, which people now usually do by exiting, selecting another mission, then reselecting the original mission.

This way you don't need to have an extra mission hanging around to do a reset.
But even with the old method, the level was locked.

Yes, you cannot get a mission to go higher than it's arc's level, but plenty of times I've picked up a mission at sixteen, the join up with a SG team, and next thing I know I'm 19 with a -3 mission. THis lets me reset it to 19 - independent of Fateweaver/PR settings. Also, there are growing number of "no-cap, level X-50" story arcs.


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Posted

Quote:
Originally Posted by Avatea View Post
Rewards
  • Removed the rewards for all ‘errand’ tasks within missions. These small rewards were exploitable with the new mission abandonment feature. Mission completion rewards are not affected, including patrol missions.
I hope a red name can clarify this. Done right, hunts can be fun so it would be disappointing if bonuses are taken away. On the flip side, I hope this isn't being added to punish those who opt to use stealth in their gameplay, especially since it already gives less xp than a kill all.


 

Posted

So..the bug for entering Cim is fixed? Then WHY did I just enter..and get stuck? AGain? Really, good stuff. Then I zoned out via the vet base tp...and spawned UNDER my base. I assumed since I was in the floor when I left Cim.
Anyone else still getting it?


 

Posted

Green mitos seemed invincible on LGTF team was unable to budge their hits to make them need to heal, they were taking waaaaay less damage than they should, looks like fixing the healing ray has broken them in another way.


It's true. This game is NOT rocket surgery. - BillZBubba

 

Posted

Quote:
Originally Posted by MisterD View Post
So..the bug for entering Cim is fixed? Then WHY did I just enter..and get stuck? AGain? Really, good stuff. Then I zoned out via the vet base tp...and spawned UNDER my base. I assumed since I was in the floor when I left Cim.
Anyone else still getting it?
Think that's you, my whole team spawned into Cim with no problems whatsoever.


It's true. This game is NOT rocket surgery. - BillZBubba

 

Posted

Quote:
Originally Posted by zamuel
I hope a red name can clarify this. Done right, hunts can be fun so it would be disappointing if bonuses are taken away. On the flip side, I hope this isn't being added to punish those who opt to use stealth in their gameplay, especially since it already gives less xp than a kill all.
Hunting missions shouldn't be affected if by that you mean "Defeat X Baddies". Only sub-tasks within missions should be affected by this change. If it were to be the case, however, please let us know so we can get it fixed.

Quote:
Originally Posted by MisterD
So..the bug for entering Cim is fixed? Then WHY did I just enter..and get stuck? AGain? Really, good stuff. Then I zoned out via the vet base tp...and spawned UNDER my base. I assumed since I was in the floor when I left Cim.
Anyone else still getting it?
Forwarded to the relevant team. Apologies for the inconvenience.


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Posted

Quote:
Originally Posted by MisterD View Post
So..the bug for entering Cim is fixed? Then WHY did I just enter..and get stuck? AGain? Really, good stuff. Then I zoned out via the vet base tp...and spawned UNDER my base. I assumed since I was in the floor when I left Cim.
Anyone else still getting it?
Full team just got into cimerora here as well, I think its just you although that doesnt help...

I have to admit i did laugh when i read your post though, even if it was cruel you must have bad luck


 

Posted

Ran Hami raid on Virtue. I THINK it seemed to go well enough...


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Posted

Quote:
Originally Posted by TechnoPB View Post
A few of the guys I team with a lot on Defiant have just tested the LGTF and were still unable to kill Hami as the greens were still over healing. Not sure if anyone else has had the same problems or tried it out yet. We the LGTF on a regular basis and have never had any trouble before so seems to be a problem still.
I fixed the bug which made their power not shut off when held. However, I ALSO fixed the bug which made them perma-hold themselves, so the LGTF will be harder than you remember. Too hard? Perhaps -- the Green Mitos have 50 points of hold protection (as opposed to -50...) now.

EDIT: The design intent for Green Mitos is you essentially HAVE to hold them or they are nigh unkillable.


 

Posted

Quote:
Originally Posted by Castle View Post
I fixed the bug which made their power not shut off when held. However, I ALSO fixed the bug which made them perma-hold themselves, so the LGTF will be harder than you remember. Too hard? Perhaps -- the Green Mitos have 50 points of hold protection (as opposed to -50...) now.
We just spent an hour running this Task Force. For the second attempt, we had 3 controllers in the team and couldn't hold them. Your change is extremely unwelcome. And what about teams without controllers or dominators? You're just saying they're shafted?

Sorry Castle, you went WAY over with this change. You need to lower their protection if you want any teams other than 8 controllers/dominators to be able to do this.


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Posted

Quote:
Originally Posted by Castle View Post
I fixed the bug which made their power not shut off when held. However, I ALSO fixed the bug which made them perma-hold themselves, so the LGTF will be harder than you remember. Too hard? Perhaps -- the Green Mitos have 50 points of hold protection (as opposed to -50...) now.
Castle, this is going to sound pretty mean, but I ask it as a serious question. Did you guys actually give that any thought? Did you really consider how many teams could actually achieve that?

I get that they were easier than intended before, but you surely understand that the mag 50 protection was effectively never tested, ever, right? And now it's thrown on live?


Blue
American Steele: 50 BS/Inv
Nightfall: 50 DDD
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Red
Shadowslip: 50 DDC
Final Rest: 50 MA/Rgn
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Golden Ember: 50 SM/FA

 

Posted

Quote:
Originally Posted by Castle View Post
I fixed the bug which made their power not shut off when held. However, I ALSO fixed the bug which made them perma-hold themselves, so the LGTF will be harder than you remember. Too hard? Perhaps -- the Green Mitos have 50 points of hold protection (as opposed to -50...) now.

EDIT: The design intent for Green Mitos is you essentially HAVE to hold them or they are nigh unkillable.
That strikes me as being quite a backwards step in Task Force design. 50 points of hold protection makes it almost impossible to hold them without having a team primarily composed of Dominators and/or Controllers.

This may be fine on a Hamidon Raid, which is not limited to eight characters total, but is unacceptable on a Task Force, which IS.

Any time you need a preponderance of any one archetype in team composition, you have a fail situation for the majority of teams playing the content.


 

Posted

Quote:
Originally Posted by Castle View Post
I fixed the bug which made their power not shut off when held. However, I ALSO fixed the bug which made them perma-hold themselves, so the LGTF will be harder than you remember. Too hard? Perhaps -- the Green Mitos have 50 points of hold protection (as opposed to -50...) now.

EDIT: The design intent for Green Mitos is you essentially HAVE to hold them or they are nigh unkillable.
So it's now nearly required to generate 50+ points of hold magnitude from a team of 8 to defeat the green mitos. That does limit viable team compositions a bit.

...

Regarding the Abandon Mission button: The greatest use i've found for it currently is refreshing the mission list for paper/scanner missions without having to leave and reenter the zone. This makes me happy since i usually avoid escort missions and seek CoT/Carny missions.

Edit: It would appear that the LGTF working correctly is raising questions as to whether that's really what should be intended. Having a single enemy/mission immediately before the last mission functioning as an impassable obstacle for most team compositions can lead to frustration.


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Posted

Quote:
Originally Posted by Castle View Post
I fixed the bug which made their power not shut off when held. However, I ALSO fixed the bug which made them perma-hold themselves, so the LGTF will be harder than you remember. Too hard? Perhaps -- the Green Mitos have 50 points of hold protection (as opposed to -50...) now.

EDIT: The design intent for Green Mitos is you essentially HAVE to hold them or they are nigh unkillable.
With all due respect, that sounds pretty badly broken (the 50 mag protection part). That would be fine for a zone event, but inside a task force? Not so much. (Actually, not even close.)


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Posted

Quote:
Originally Posted by Castle View Post
I fixed the bug which made their power not shut off when held. However, I ALSO fixed the bug which made them perma-hold themselves, so the LGTF will be harder than you remember. Too hard? Perhaps -- the Green Mitos have 50 points of hold protection (as opposed to -50...) now.

EDIT: The design intent for Green Mitos is you essentially HAVE to hold them or they are nigh unkillable.
Whoa. That's ridiculously high for a team of 8. It would also be ridiculously high if they were nigh unkillable and you had to hold them and their magnitude was only 1.

No TF should be required to have a specific mez to complete it. Not one.


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Posted

Doing the numbers:

Regular controller single target hold is magnitude 3 for 15 seconds and recharges in 8 seconds.

With 3 SOs, that's 4 seconds. Which means you can stack it 3 times per controller (12 seconds, with a 3 second left over).

That's 9 mag hold (not taking into account Overpower, because it's not reliable).

50 points of hold protection / mag 9 holds = you need 6 controllers spamming their single target hold to hold a mito.

Dominators have it easier because of Domination, but still. Congratulations, the LGTF is now controller / dominator only.

What the heck, Castle? I'm truly confused at how having 50 mag protection on a 8-character task is a good idea.

(And if I sound bitter, it's because I just wasted two hours running this TF, twice, just to find that now "WAI" means "full controller team or you're screwed". I'm not happy right now.)


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This is what 3700 heroes in a single zone looks like.
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