Live Patch Notes - 5/19/10


Cryop

 

Posted

The entrance to Cim was bugged today when I tried to enter. A little bit of shaking around and jumping and BAMMM, problem fixed.


 

Posted

Did LGTF last night, used Power Analyser MArk III. Green Mitos still have Mag 100 with pre applied mag50 on them = mag 50.

So the Mag 10 change, Castle told us about is not yet on live server.

Its not that bad, 2 perma dom, and you can complete easy.
And we know the change to mag 10 is coming.

Also noticed green mitos have mag 30 only on Terrorize, wonder if that could be an alternative ?!, oups now i have to go check the Terro resist.

Anyways, I just wanted to confirm, the mag 10 is no on Live yet.


Global Co VG's/SG's | xeaon plot
LRSF Mission 4, Get the code with no Agroo at all , Guide | Speed SMSF Guide | Speedy LGTF Guide |Post your Mids Build in game Guide

 

Posted

Quote:
Originally Posted by Shadow Wail View Post
I havent played CoX in about a month...After i17 my lag became unbearable. Is there a reason for all this lag? not to mention input lag and the whole screen going black issue?!
I'm getting exactly the same problem. My loading screens are taking about 5-10 minutes to load and whenever I move I freeze.

Quote:
Originally Posted by xeaon View Post
Did LGTF last night, used Power Analyser MArk III. Green Mitos still have Mag 100 with pre applied mag50 on them = mag 50.

So the Mag 10 change, Castle told us about is not yet on live server.

Its not that bad, 2 perma dom, and you can complete easy.
And we know the change to mag 10 is coming.

Also noticed green mitos have mag 30 only on Terrorize, wonder if that could be an alternative ?!, oups now i have to go check the Terro resist.

Anyways, I just wanted to confirm, the mag 10 is no on Live yet.
Well, the patch that is going on right now will hopefully fix the Mito problem. Someone somewhere will have to organise a LGTF at some point so that we can check.

I'm a little confused as to why these weren't fixed in yesterday's patch, time issues? Just seems a little weird for there to be two maintenances one after another.


 

Posted

Quote:
Originally Posted by Mattwo7 View Post
IMO the price diff should be enough lol.
Thats a workaround with the generic IOs where there is a big price difference. The price difference on things like Jaunt is not so easy.

Theres also less of a difference in price with lvl 48 recipe compared with a level 46.

The manage enhancment screen is much harder to work around.

I'd turn off the ultramode update to be able to read things easily again if that was an option.

I'd really like to hear a "we're working on it", or some sort or acknowgledment that it is a bug like being on the known issue list.


I don't suffer from altitis, I enjoy every minute of it.

Thank you Devs & Community people for a great game.

So sad to be ending ):

 

Posted

Please fix the stupid messed up up spawn point in cimeroa please!
It is very truely annoying! THANKS!!


 

Posted

Quote:
Originally Posted by tanstaafl View Post
Thats a workaround with the generic IOs where there is a big price difference. The price difference on things like Jaunt is not so easy.

Theres also less of a difference in price with lvl 48 recipe compared with a level 46.

The manage enhancment screen is much harder to work around.

I'd turn off the ultramode update to be able to read things easily again if that was an option.

I'd really like to hear a "we're working on it", or some sort or acknowgledment that it is a bug like being on the known issue list.
Well I know that you can increase chat font size but I think that's it...


 

Posted

Quote:
Originally Posted by Medic_brietz View Post
Please fix the stupid messed up up spawn point in cimeroa please!
It is very truely annoying! THANKS!!
For clarity, this is referring to the point at which the player's avatar enters Cimerora. One gets trapped beneath the crystal and can only get out with a lot of jumping and moving around. It is a giant PITA. Also, conventional methods to fix it (/stuck) are ineffective.



 

Posted

This may be a little off subject, but it seems to fit.

Has anyone besides me noticed that on "Rescue" or "Kidnap" missions the rescuee is having a heck of a time keeping up and not getting lost. I remember this was an issue that was fixed a ways back, but it seems to have come back since Issue 17 came out. I did bug report it but then wondered if I should have.

I did three of these types of missions last night and it was bad. One of them was the Johnny Sonata mission where you have to rescue the four mystics and then lead them to the obelisks while getting ambushed by the freaky little sonic demons. It took FOREVER.

Anyways, has anyone else noticed or am I being overly sensititve?


 

Posted

Quote:
Originally Posted by GMan3 View Post
This may be a little off subject, but it seems to fit.

Has anyone besides me noticed that on "Rescue" or "Kidnap" missions the rescuee is having a heck of a time keeping up and not getting lost. I remember this was an issue that was fixed a ways back, but it seems to have come back since Issue 17 came out. I did bug report it but then wondered if I should have.

I did three of these types of missions last night and it was bad. One of them was the Johnny Sonata mission where you have to rescue the four mystics and then lead them to the obelisks while getting ambushed by the freaky little sonic demons. It took FOREVER.

Anyways, has anyone else noticed or am I being overly sensititve?
I don't think that is a 17 issue. I haven't played red side for a few weeks but that issue existed when I played there before 17 came out. Had to move real slow and make sure they kept up to complete. I collected one and ditched them on a bridge then went for the others, once I had them all I moved real slow to the obelisks. Usually one would fall out and I would have to collect them again. Something with that mission but not a 17 issue.


 

Posted

Quote:
Originally Posted by Flower View Post
I don't think that is a 17 issue. I haven't played red side for a few weeks but that issue existed when I played there before 17 came out. Had to move real slow and make sure they kept up to complete. I collected one and ditched them on a bridge then went for the others, once I had them all I moved real slow to the obelisks. Usually one would fall out and I would have to collect them again. Something with that mission but not a 17 issue.
Good to know I am not the only one having this problem, but I am talking about more than just the Johnny Sonata "rescue/kidnap" mission. I have done seven more of these types of missions now, everything from kidnaps and lead out, to rescue and lead (tried it hero side for good measure) and even the mayhem side missions where you lead them to the "door". All of them have the problem of the rescuee/kidnapee getting lost repeatedly unless you go very slow.

The only reason I bring this up is because several months ago (heck, might be years by now) it was listed as a quality of life improvement to the game and it seems to be back now. It may have been back for a while to be honest because I normally avoid rescue missions, but I have no way to prove that.