Issue 19 - Patch Notes for build 1900.201011102104.11
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*note to self: avoid playing mms for a while.*
I've been getting both the toggle drop bug, and the minions running amok bug.
But the worst bug I've found lately is the "sticky water" bug. My MM has superjump. Works great, but if he touches down in water (Talos is the worst for this!), he's literally stuck! I either have to get a team member to teleport me, repeatedly spam /stuck until he hits shore, activate a jetpack temp power, or zone to Pocket D. Bugged it to tech support weeks ago, still waiting for a resolution. |
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REALLY upset about PvP IO Drops being removed via Bugs
Also, all these other bugs are kinda annoying too, thanks for the Tip ones and some of the new TF fixes.
I would just like to hear a red name say, "Yea we are looking into fixes for XXXXX and will hopefully be testing it out soon(tm)".
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Well, let's just say that my ar/devs Gun Drone's first response to an enemy is to charge into melee range even though it has no melee attacks.
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you sayin I'm an AE baby
You fighting rikti monkeys? LOL. The rikti monkey gas made 'em run all goofy-like. The other thought is that lit oil slicks will also make 'em run. This was another bug that was resolved and now has re-appeared.
If there's no monkey gas and no lit oil slick then I'm not sure what's going on. I have only run one MM though the incarnate arc and didn't have any problems. |
no this was DE. And even if it was monkeys, or any other "AoE make pet craaaazy" critter, pets always attacked the same spawn as me. This was a blatant "screw you I'm taking on the next batch" episode.
I think my pets are being controlled by AE PuGs
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Yeah, I know. I stand corrected.
No, it really is different teams. Some bugs are caused by errors in the scripting of missions, some by various database entry errors, and some are caused by bugs in the underlying game code. Each of these requires different skillsets and game system knowledge. Also, some teams focus on map and zone design, some on graphics and animations, some on power coding, some on coding missions, and some on writing the underlying software. Most of those teams are not going to do well if asked to work on a different area.
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I'm just really annoyed that some of the more impacting bugs are still going around. Guess my common sense went flying outta the window.
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Thinking of changing all of my pets names to "Not a Tank, but frequently thinks it is"
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This was a blatant "screw you I'm taking on the next batch" episode.
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But the worst bug I've found lately is the "sticky water" bug. My MM has superjump. Works great, but if he touches down in water (Talos is the worst for this!), he's literally stuck!
I either have to get a team member to teleport me, repeatedly spam /stuck until he hits shore, activate a jetpack temp power, or zone to Pocket D. Bugged it to tech support weeks ago, still waiting for a resolution. |
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Director 11 is supposedly THROWING the bombs everywhere. This is a power that does not exist in the game, so it is being simulated with sneaky methods. That's my take on it.
By the time we finished fighting him in the Tin Mage TF I did, there were bombs EVERYWHERE. The floor was covered in them. Including places that Director 11 never even got close to. I was running around trying to set as many off as I could just so there was floor to stand on again.
In my opinion, the fight with Director 11 was worse than Battle Maiden at the end of the Apex TF. I haven't heard a single other person complain about it, so it's likely that something just went wonky in the run that I did... but it was definitely ridiculous beyond reason. |
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Not only do pets still run into melee, but now they run past the spawn you're attacking into the next unaggro'd spawn and start attacking them. Had this happen more than once in a tip mission about 10mins ago. Oh and this case the unaggro'd spawn happend to be waaaay around the corner of a cave mission, and out of LoS. I saw the Assbot run around the corner whilst I was dealing with 7 or 8 DE, and moved to see where the hell he was going (all the while spamming /goto) and he ran right into the next spawn and opened fire on them. Happened again in a large cave room of 3 spawns (with quite a space between them so no chance of AoE overlap).
Thinking of changing all of my pets names to "Not a Tank, but frequently thinks it is" |
Oh my how annoying this is. Had it happen while fighting Holtz. He's in the outer room with me and targeted, but two of my pets ran past him and brought back a load of Rikti.
It wasn't pretty.
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Keeps happening to me often times going in and out of missions and zoning.
The hard things I can do--- The impossible just take a little bit longer.
If numbers are so much more important than a teammate who is fun to play with, forget about the game altogether and go play with a calculator instead. -Claws and Effect-
This bug has pretty much made both my Merc and my Bots not fun to play at all.
The hard things I can do--- The impossible just take a little bit longer.
If numbers are so much more important than a teammate who is fun to play with, forget about the game altogether and go play with a calculator instead. -Claws and Effect-
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And if that is the excuse, then there should be a limit/reduction on the amount of mines placed. It isn't rocket science, only bad coding letting the amount of mines out at one time.
Director 11 is supposedly THROWING the bombs everywhere. This is a power that does not exist in the game, so it is being simulated with sneaky methods. That's my take on it.
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==========
Example code:
varMineCount=0;
varMaxMines=9;
varMaxTimerMine=500;
varTimerMineLayer1Start=CurrentTime+100;
varTimerMineLayer2Start=CurrentTime+50;
varTimerMineLayer3Start=CurrentTime;
IF (((varTimerMineLayer1Start+varMaxTimerMine)>=Curre ntTime) AND (varMineCount<=varMaxMines)) THEN {varMineCount=varMineCount+1; DropMine1();resetTimerMineLayer1();};
IF (((varTimerMineLayer2Start+varMaxTimerMine)>=Curre ntTime) AND (varMineCount<=varMaxMines)) THEN {varMineCount=varMineCount+1; DropMine2();resetTimerMineLayer2();};
IF (((varTimerMineLayer3Start+varMaxTimerMine)>=Curre ntTime) AND (varMineCount<=varMaxMines)) THEN {varMineCount=varMineCount+1; DropMine3();resetTimerMineLayer3();};
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I don't think much of the programmer responsible for the mine layers.
Given that there is a badge that can only be obtained if no one on the team gets touched by any mine in the sequence, this change actively promotes players to bypass any skill and resort to using nukes to bypass the encounter entirely.
Making a "skill" based badge based on shoddy programming is a bad precedent.
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Dispari has more than enough credability, and certainly doesn't need to borrow any from you.
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Invisible guys that can just run around willy-nilly and drop them wherever, even when Director 11 isn't even remotely close. Right.
Of course, that might have been the invisible guys running around scared by the AoEs... if they don't do that anymore, then maybe the prox bombs will make a bit more sense and the whole encounter will feel more natural. |
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Can they? Maybe they just spawn where he is, place the bomb and die? You're assuming an awful lot.
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And the invisible bomber does indeed wander far from Director 11.
If the invisible bomber is really bombs placed by Director 11 then IT IS HORRIBLY BUGGED. Precisely because there are several bombers who roam the room and place bombs where Director 11 has never been, or even out of the line of sight of Director 11.
Having the invisible bomber be affected by AoE damage was, IMO, a fair balance to this horrible, horrible kludgy mechanic. Taking that away in this patch is a big Frell You to those looking for the Masters badge who found a clever way to protect themselves from the Toe Bombing.
This smacks of those Dungeon Masters who, when they find their players discovered a clever way to get past the dragon, make up on the spot a new dragon to force the encounter to go they way they planned.
Now, if the Invisible Bomber simple hovered next to Director 11, untouchable to player effects, and dropped the bombs in his path, I could get on board with that being the bombs that Director 11 drops. But the current mechanic of multiple bombers wandering all over the place is just ugly. Very, very ugly.
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But I thought Castle said that if pets didnt go into melee all willy nilly they would be grossly over powered.
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6+ years of it, mostly by people that aren't with the company anymore.
The thing is they should know how to fix the toggle dropping bug. It has happened a few times in the past.
Spaghetti code. That's what this is, spaghetti code. |
If you know the reason why it's happening already, why complain? If it were easy, they'd have fixed it by now.
Loose --> not tight.
Lose --> Did not win, misplace, cannot find, subtract.
One extra 'o' makes a big difference.
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Those are the fixes they were more than likely able to get out now. That doesn't mean they still aren't working on other problems. These things have to go through Q&A before being pushed to the test/live servers.
No, but instead of devoting time to fix this stuff they could've devoted it to fix the more important ones so we'll have fixes for it sooner.
EDIT: Unless it's a totally different team working on either I suppose, which I kinda doubt, but eh. |
I doubt it's the same thing every time that's causing the toggle drop bug to return, little too coincidental since i19 just came out.
YUP just noticed this the other day on my Spines/Fire.
The hard things I can do--- The impossible just take a little bit longer.
If numbers are so much more important than a teammate who is fun to play with, forget about the game altogether and go play with a calculator instead. -Claws and Effect-
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This is not how MMOs are implemented, including this one. Not since monolithic MUDs of the 80s, anyway.
And if that is the excuse, then there should be a limit/reduction on the amount of mines placed. It isn't rocket science, only bad coding letting the amount of mines out at one time.
========== Example code: varMineCount=0; varMaxMines=9; varMaxTimerMine=500; varTimerMineLayer1Start=CurrentTime+100; varTimerMineLayer2Start=CurrentTime+50; varTimerMineLayer3Start=CurrentTime; IF (((varTimerMineLayer1Start+varMaxTimerMine)>=Curre ntTime) AND (varMineCount<=varMaxMines)) THEN {varMineCount=varMineCount+1; DropMine1();resetTimerMineLayer1();}; IF (((varTimerMineLayer2Start+varMaxTimerMine)>=Curre ntTime) AND (varMineCount<=varMaxMines)) THEN {varMineCount=varMineCount+1; DropMine2();resetTimerMineLayer2();}; IF (((varTimerMineLayer3Start+varMaxTimerMine)>=Curre ntTime) AND (varMineCount<=varMaxMines)) THEN {varMineCount=varMineCount+1; DropMine3();resetTimerMineLayer3();}; ================= I don't think much of the programmer responsible for the mine layers. Given that there is a badge that can only be obtained if no one on the team gets touched by any mine in the sequence, this change actively promotes players to bypass any skill and resort to using nukes to bypass the encounter entirely. Making a "skill" based badge based on shoddy programming is a bad precedent. |
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Would it be exactly as written? Not a chance. It is pseudocode. That pseudocode works in an event driven environment (ie. this game) though.
This is not how MMOs are implemented, including this one. Not since monolithic MUDs of the 80s, anyway.
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To put what I said in another way, I present the following.
Make variables for (the max amount of proximity bombs to be "dropped" at one time), (the max amount of time between drops for each Mine Layer), and (when the last bomb was dropped by a specific Mine Layer). If the maximum amount of bombs hasn't been dropped and the current Mine Layer's drop cycle is up, drop a mine, increase the count of the amount of current mines out, and reset the Mine Layer's drop cycle. When a bomb explodes, decrease count of the currently placed mines.
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Would it be exactly as written? Not a chance. It is pseudocode. That pseudocode works in an event driven environment (ie. this game) though.
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I'm with Snowglobe on this one in spirit. After attemtping to get the final badge for MOTinMage a couple of times now, it's clear that the only thing we need to do is get around five doms and just hold the heck out of him at the door. This then begs to ask why am I making a team for a TF that requires "x" to finish.
Didn't we toss that idea out the window when Jack or whoever made stalkers and dominators unneeded in the LRSF? They fixed their way of thinking and all archetypes were able to help equally (as one would THINK every archetype SHOULD be in a MMO!) in the STF. We seemed to have taken a step backwards with Tin mage.
Though I'm sure six or seven of the high end vets will denounce my ideas and proclaim that this is the best change ever, or at least the direction he rest of the game should go. Or the time honored "Well don't do it then!"
to which I answer you "Who are you to tell me how to play? o.@"
anyway, thats my two cents.
-C.A.
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Actually I think that the developers didn't want anyone to get that badge. The badge doesn't take into consideration the amount of bombs in play added to the fact that NO ONE ON THE TEAM can even take 1 point of damage from ANY proximity bomb in the encounter. This means that unless players defeat the Director in under a minute they will never get the badge.
If the invisible bomber is really bombs placed by Director 11 then IT IS HORRIBLY BUGGED. Precisely because there are several bombers who roam the room and place bombs where Director 11 has never been, or even out of the line of sight of Director 11.
Having the invisible bomber be affected by AoE damage was, IMO, a fair balance to this horrible, horrible kludgy mechanic. Taking that away in this patch is a big Frell You to those looking for the Masters badge who found a clever way to protect themselves from the Toe Bombing. This smacks of those Dungeon Masters who, when they find their players discovered a clever way to get past the dragon, make up on the spot a new dragon to force the encounter to go they way they planned. Now, if the Invisible Bomber simple hovered next to Director 11, untouchable to player effects, and dropped the bombs in his path, I could get on board with that being the bombs that Director 11 drops. But the current mechanic of multiple bombers wandering all over the place is just ugly. Very, very ugly. |
What's next? The developer's shutting off the Warburg Nukes again? Quite likely as that will be the next way to get the badge.
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Then why put it into the game in the first place?
Actually I think that the developers didn't want anyone to get that badge.
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The team I was on got this badge without tryin' for it, with half o' us not havin' done the TF before.
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It happens a lot because it's not a code bug so much as servers not being set to the same time. When you zone and hit another server, it checks the time and says "Okay, so it took you an hour to zone," and turns off your stuff and gives you an hour of patrol exp.
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Dispari has more than enough credability, and certainly doesn't need to borrow any from you.
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I've been getting both the toggle drop bug, and the minions running amok bug.
But the worst bug I've found lately is the "sticky water" bug. My MM has superjump. Works great, but if he touches down in water (Talos is the worst for this!), he's literally stuck!
I either have to get a team member to teleport me, repeatedly spam /stuck until he hits shore, activate a jetpack temp power, or zone to Pocket D.
Bugged it to tech support weeks ago, still waiting for a resolution.