Issue 19 - Patch Notes for build 1900.201011102104.11


Airhammer

 

Posted

Quote:
Originally Posted by CaptainMoodswing View Post
I think you missed my question, which was why don't you trigger the bombs and be somewhere else when they go off? I think that still works, doesn't it?
Well, I was just on another Tin Mage TF, and several times I wasn't given any warning at all the prox mines were going to go off.

Quote:
Originally Posted by CaptainMoodswing View Post
If you're going in a circle, logically the first bomb will have gone off by the time you run through them all...
Except any explosive near the exploding mine also goes off, so a good portion of the room becomes a damage zone. And in the time you peel yourself off the floor, another bomb is planted at your feet.

Oh, and during the rezzing process you get the -4 level shift, even if you have the alpha slotted.




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Posted

Quote:
Originally Posted by Void_Huntress View Post
Data driven development, folks.

When they design things like this, they don't HAVE programming to work with in the traditional sense. They're designing creatures that have powers. There aren't any variables for 'how many times have I cast this power', that would require new tech that the engine doesn't have.
Fine. Then the following would be possible within the game.

Put a LONG RECHARGE on the mine power. Add in a LARGE activation time to actually lay the bombs. Put a DELAY between Director 11's summoning of the Mine layers. REMOVE leaping from the mine layers (they have it to get into the rafters).

REDUCE the Area of Effect of the Bombs. LENGTHEN the time between the warning text and the actual explosion. DO NOT allow the bomb to chain react.

Everything I've mentioned in this post is either a critter stat or otherwise within developer control.




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Posted

Quote:
Originally Posted by Snow Globe View Post
Fine. Then the following would be possible within the game.

Put a LONG RECHARGE on the mine power. Add in a LARGE activation time to actually lay the bombs. Put a DELAY between Director 11's summoning of the Mine layers. REMOVE leaping from the mine layers (they have it to get into the rafters).

REDUCE the Area of Effect of the Bombs. LENGTHEN the time between the warning text and the actual explosion. DO NOT allow the bomb to chain react.

Everything I've mentioned in this post is either a critter stat or otherwise within developer control.
I like everything I see here. Additionally, make the bombs count down and go off automatically when the pet power's recharge cycle is complete, minimizing the total number of bombs on the screen.

That pic you posted earlier? That's what the fight looked like for me this weekend. It was... unpleasant.


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Posted

Quote:
Originally Posted by Snow Globe View Post
Well, I was just on another Tin Mage TF, and several times I wasn't given any warning at all the prox mines were going to go off.


Except any explosive near the exploding mine also goes off, so a good portion of the room becomes a damage zone. And in the time you peel yourself off the floor, another bomb is planted at your feet.

Oh, and during the rezzing process you get the -4 level shift, even if you have the alpha slotted.
That is definitely worth looking into, I think. Sorry to hear that.


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Posted

Quote:
Originally Posted by Void_Huntress View Post
Data driven development, folks.

When they design things like this, they don't HAVE programming to work with in the traditional sense. They're designing creatures that have powers. There aren't any variables for 'how many times have I cast this power', that would require new tech that the engine doesn't have.
Just thinking, but they can set a use limit for temporary powers. No idea how they do it though, so may well not be part of the powers code. I wonder if they can give Temp powers to enemies (and have them use them)


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Posted

Quote:
Originally Posted by TheUnnamedOne View Post
I haven't seen any troubles like this on either of my MMs (Robot and Demon) that wasn't caused by them being Feared or Confused. Fear usually makes them behave that way and if they happen to run into another group while running scared when in Defensive mode, they'll start attacking when they get attacked.
Nope, pets were definitely NOT feared or confused.

Quote:
And the melee thing... not seeing that either. Sure, sometimes they do close into melee because they have melee attacks. I tell them to heel and they come back to me, I tell them to attack again and they unload with flying death again.
So you're saying its perfectly normal for Prot Bots, Phantasms and other range only powered pets to run into melee to use their non-existent melee powers?


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Posted

Quote:
Originally Posted by White Hot Flash View Post
If you know the reason why it's happening already, why complain? If it were easy, they'd have fixed it by now.
If doing the dishes were easy, my roommate would've done them by now... oh wait, nope, they're pretty simple, and he hasn't. Sometimes the fact that nobody's gotten around to doing something that needs to be done has nothing to do with the complexity of the matter... For instance, I doubt there's an overwhelming level of difficulty to finding all the powers that say they provide Damage Resistance to *all damage* and yet only provide resistance to Smashing/Lethal, and then correcting the text that says *all damage* to accurately reflect what the power actually does... and yet it hasn't been done yet, and probably never will, because it's not directly attached to whatever new, shiny problems are getting the hairy eyeball since they're new and shiny.


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Posted

Quote:
Originally Posted by Snow Globe View Post
Would it be exactly as written? Not a chance. It is pseudocode. That pseudocode works in an event driven environment (ie. this game) though.

Edit:
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.
It would take special case tech to script the behavior of any AI controlled entity in any way remotely resembling what you've described, unfortunately. The game simply isn't designed to handle such constructs.

At least not yet to the best of my knowledge. Heck, I'd volunteer to work with Television to add such capabiity to the critter AI, since I think it would be a worthwhile addition to the end game bag of tricks.

The critical issue with modifying the brains of any AI controlled critter is the brain cannot burn too many CPU cycles, and the devs do not likely want to explicitly code special case brains for every end game boss, which would have the potential to be a debugging nightmare of it's own (as in game-stability problems, not misbehaving AI problems).


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Posted

Quote:
Originally Posted by Snow Globe View Post
Fine. Then the following would be possible within the game.

Put a LONG RECHARGE on the mine power. Add in a LARGE activation time to actually lay the bombs. Put a DELAY between Director 11's summoning of the Mine layers. REMOVE leaping from the mine layers (they have it to get into the rafters).

REDUCE the Area of Effect of the Bombs. LENGTHEN the time between the warning text and the actual explosion. DO NOT allow the bomb to chain react.

Everything I've mentioned in this post is either a critter stat or otherwise within developer control.
All doable, but possibly not consistent with the design intent. The devs know its harder to ratchet upward than downward, so they might want to see if there is a way to preserve intent before blanket-weakening them.

Although, while the isn't a way to directly keep count of deployed mines, there might be a creative non-procedural way to get that behavior indirectly. I'm not in a position to verify that at the moment (I'm actually waiting for my flight at the moment) but as soon as I have a chance i'll look into it.


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Posted

Quote:
Originally Posted by TheUnnamedOne View Post
I haven't seen any troubles like this on either of my MMs (Robot and Demon) that wasn't caused by them being Feared or Confused. Fear usually makes them behave that way and if they happen to run into another group while running scared when in Defensive mode, they'll start attacking when they get attacked.

And the melee thing... not seeing that either. Sure, sometimes they do close into melee because they have melee attacks. I tell them to heel and they come back to me, I tell them to attack again and they unload with flying death again.
The issue is if you GOTO bots to a spot , they will fire off their attacks and then close to melee. They will ignore any commands to return to you until they've killed their target. On most enemies this isn't an issue, and if you are running a mission on the easiest settings they will kill their targets before you even notice them running anywhere.

Now, on TFs , fighting certain avs and fighting at, oh, say 8 man spawn +1 this is an issue because if their target has a massive pbaoe attack they close into melee and die. GOTO is supposed to lock them into a spot to keep them safe, but the ai "enhancement" from I17 makes GOTO useless.

And if their target runs into the next mob, well if you are on a team they get pissed because of your aggtard pets and if you are solo, well it can make things tough.


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Posted

Devs,

Normally I think the changes you implement are pretty spiffy, but in the case of the Director 11 change, methinks you took a tiny step back. Director 11 is tough enough as it is and the challenge you have given us with his badge far exceeds anything in the rest of the task force, including the end bosses.

In an attempt to get midnight dodger last night, our team used 3 shivans, 5 HVAS's, 4 various nukes for buffing, debuffing and damage, and many of us used flight. Somehow we still managed to not acheive getting the badge. The AV was down in under a minute.

I'm sorry to be a Debbie downer, but let's break down what is needed for the Master of, and how to get it..

Hacker: run into an empty room and have every member of the team click a glowie really fast. Not that bad, the fluke would be not getting them, possible but unlikely.

Army of Neu: Tag Neuron and just kinda lightly pummel him until he has spawned and you've defeated 100 points of his clones. good team make up, no problem, and you had one anyways to get that far...

Kitty's got claws: Simply beat Neruron first, THEN beat bobcat. Well if you defeated one of the AV's you can handle the other... no real issue.

Midnight Dodger: ALL MEMBERS OF THE TEAM dodge all the bombs dropped by people whom you can't effect. Again doing this with Shivans AND Hvas's AND nukes gave us a CHANCE to acheive this. An easily failable chance.

This isn't terribly balanced, and very much NOT FUN. Can we rethink the badge to be player only based instead of entire team, if anything? Rolling back that 'fix' would give us more of a chance as well.

Let it be known, I'm all for a challenge, but in every Tin Mage I've run so far, Director 11 has been the big hurdle compared to everyone else... It's like being told to beat the original Battletoads, before getting to the "real tough" challenge afterwards, only to find out it's "Hello Kitty's skateboarding holiday".

Thank you.

-Equation


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Posted

Quote:
Originally Posted by Arcanaville View Post
All doable, but possibly not consistent with the design intent. The devs know its harder to ratchet upward than downward, so they might want to see if there is a way to preserve intent before blanket-weakening them.
They've already ratcheted the design up from the beta test. They did it with this patch. The fact that players used other means to target critters that were invisible and not able to be targeted directly by players shows a clear misunderstanding between what is actually reasonable to expect players can do with the game system.

The INTENT of having invisible bombers on crack was wrong to begin with.

Quote:
Originally Posted by Equation View Post
Hacker: run into an empty room and have every member of the team click a glowie really fast. Not that bad, the fluke would be not getting them, possible but unlikely.
I've ran with teams on Issue 19 beta that didn't get all the glowies. Ouch.

Quote:
Originally Posted by Equation View Post
Army of Neu: Tag Neuron and just kinda lightly pummel him until he has spawned and you've defeated 100 points of his clones. good team make up, no problem, and you had one anyways to get that far...
Actually it is only 40, not 100. It might seem like that though.

Quote:
Originally Posted by Equation View Post
Kitty's got claws: Simply beat Neruron first, THEN beat bobcat. Well if you defeated one of the AV's you can handle the other... no real issue.
Unless for some reason you are the only player of the team of 8 that didn't get the badge. I didn't last night, yet I was in mission the whole time. The incident is currently under review...

Quote:
Originally Posted by Equation View Post
This isn't terribly balanced, and very much NOT FUN.
This, more than anything, sums up the problems of this encounter for me. And it is one that players have been saying since the beginning of the Issue 19 Beta.




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Posted

Quote:
Originally Posted by Wanted_NA View Post
There is an ***load of bugs that should've been addressed before all the Tip mission stuff.
Depends on how shallow and easily (and quickly) fixed the bug is.

A patch was coming out Tuesday, period. So the crammed all the stuff they could fix before them into this patch. The more serious stuff that takes longer will come out on a subsequent Patch Tuesday.

Moreover, you have multiple groups of people contributing to the patches.

Note that you don't put your storyline people to work writing code to fix toggle-drop bugs and the like.



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Posted

Quote:
Originally Posted by Arcanaville View Post
It would take special case tech to script the behavior of any AI controlled entity in any way remotely resembling what you've described, unfortunately. The game simply isn't designed to handle such constructs.

...

The critical issue with modifying the brains of any AI controlled critter is the brain cannot burn too many CPU cycles, and the devs do not likely want to explicitly code special case brains for every end game boss, which would have the potential to be a debugging nightmare of it's own (as in game-stability problems, not misbehaving AI problems).
The mines could spawn like ambushes, or be a power directly under Director 11's control: plant bombs. This power would tell the mine layers to plant bombs. Or they could do what I suggest below.

Quote:
Originally Posted by Arcanaville View Post
All doable, but possibly not consistent with the design intent. The devs know its harder to ratchet upward than downward, so they might want to see if there is a way to preserve intent before blanket-weakening them.

Although, while the isn't a way to directly keep count of deployed mines, there might be a creative non-procedural way to get that behavior indirectly. I'm not in a position to verify that at the moment (I'm actually waiting for my flight at the moment) but as soon as I have a chance i'll look into it.
Actually I thought of one more way and it should be feasible inside the existing powers structure. Even better, it would preserve the intent of having SOME bombs (not a warehouse full of them) while not being an overwhelming reaction to the players "winning" against a "pet" creation.

Give each proximity bomb an AoE -Recharge to all mine layers in the warehouse while the mine is "alive". Seeing that the mine layers only plant mines, -Recharge shouldn't have any other effect on them.

This should fit the game as -Recharge is a standard debuff. In addition, debuffs can be targeted to specific entities.

Yes, it requires 1 "new" power, but it doesn't require code beyond that power. It doesn't eat up (much) more game cycles.

If the actual intent of the encounter is to have the director throw out some mines for the players to dodge, then this AoE Recharge debuff preventing mine layers from literally carpeting all the surface of the warehouse should be put into place as soon as possible. Otherwise, it is like Zombie Man has said: "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."




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Posted

So about fixing the ability to get a drop from pvp...


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Posted

Quote:
Originally Posted by Hazygreys View Post
So about fixing the ability to get a drop from pvp...
PvP was shelved as a Non-Concern a long time ago. So if something suddenly decides to stop working there, I wouldn't count on a quick fix. Not trying to be pessimistic, but realistic. Though I really don't care about PvP very much myself, I do hope they fix that for everyone that does pretty soon.


 

Posted

Quote:
Originally Posted by GMan3 View Post
PvP was shelved as a Non-Concern a long time ago.
this pvp drop bug has happened before and was fixed fairly quickly.


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Posted

I blame Con.


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Posted

Quote:
Originally Posted by Snow Globe View Post
Actually I thought of one more way and it should be feasible inside the existing powers structure. Even better, it would preserve the intent of having SOME bombs (not a warehouse full of them) while not being an overwhelming reaction to the players "winning" against a "pet" creation.

Give each proximity bomb an AoE -Recharge to all mine layers in the warehouse while the mine is "alive". Seeing that the mine layers only plant mines, -Recharge shouldn't have any other effect on them.

This should fit the game as -Recharge is a standard debuff. In addition, debuffs can be targeted to specific entities.

Yes, it requires 1 "new" power, but it doesn't require code beyond that power. It doesn't eat up (much) more game cycles.
PBAoEs with huge radii and very large target caps are potentially very computationally expensive. Collision detection and target checking in general are one of the larger sources of server-side lag in high density zone events, I've been told in the past.

Also, although I haven't checked yet, in making the minelayers immune to AoE damage, they might have made them impossible to affect by debuffs. They might have gone from being untargetable to intangible.


Edit: yep, intangible. Also, recharge debuffs would not work on them either way, because the mine laying power is not a click.


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Posted

Quote:
Originally Posted by Arcanaville View Post
PBAoEs with huge radii and very large target caps are potentially very computationally expensive. Collision detection and target checking in general are one of the larger sources of server-side lag in high density zone events, I've been told in the past.

Also, although I haven't checked yet, in making the minelayers immune to AoE damage, they might have made them impossible to affect by debuffs. They might have gone from being untargetable to intangible.

Edit: yep, intangible. Also, recharge debuffs would not work on them either way, because the mine laying power is not a click.
I'm trying to at least come up with solutions that could be put into place that falls within the observable scope of the game's abilities. I may not know the exact mechanics, but it shouldn't be as difficult as you are making it out to be.

In my mind it wouldn't be a PBAoE debuff, more of a zone-wide "Slow Mine Layers" power that makes them use the power less. Why the heck isn't the mine laying power "not a click"?

The way it has been explained in this thread is that Director 11 summons the 3 minelayers, then the minelayers summon the proximity bombs. Is this an accurate description of what is happening in your view? If it is, then the AI controlling the minelayer's summoning is currently in overdrive and unchecked. In other words, broken. Even a Master Illusionist summons on a controlled cycle. The minelayer's AI looks like it only has one power: "summon mines". So every attack it gets, another mine is planted.

There should be the possibility that a zone-wide counter (debuff that only affects minelayers or some other mechanism) is increased with every mine dropped and decreased with every mine that is destroyed. The minelayer's AI could then check that counter to determine if they can drop a new mine. A slow to a minelayer would accomplish the same thing. The only time a check would occur would be when the minelayer goes to drop a bomb. If you are saying that the AI is dropping mines every few seconds, then that is a problem in an of itself.

And are you going to seriously tell me that the minelayers dropping 100+ mines or the mines being dropped far from the AV is intentional? Because that is what is happening. Something has to be done. Not only is it wrong from a balance point of view, but it is also breaking critical warnings to players. On a Tin Mage run Wednesday night, I didn't get several warnings that mines were about to go off due to the excessive amount entities in the area.

I actually suspect that I might not be able to SEE all the bombs planted. I know for a fact (Hami Raids before Issue 9), that critters disappear if there is too many for the game to render. From my understanding this is a means to protect CPU cycles.

As to the notion that this would be a one-shot code would also be a mistake. There are a number of "infinite" spawning mechanisms that seriously need to be looked at that this could be applied to.




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Posted

Quote:
Originally Posted by Schismatrix View Post
But i thought the game had established that Aarons will almost always find a way to get himself defeated in any potentially hostile environment. This "fix" contradicts de facto canon.

"One of the base's power cores is unstable!"
"Which one?!"
"We're not sure, the fluctuations in the power grid just appeared!"
"General Aarons has drawn his pistol. Follow him!"
"And tell the hospital to prepare to treat the General. Again."

General Aarons is sort of like a suicidal canary.
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Posted

Quote:
Originally Posted by Snow Globe View Post
I'm trying to at least come up with solutions that could be put into place that falls within the observable scope of the game's abilities. I may not know the exact mechanics, but it shouldn't be as difficult as you are making it out to be.
If it was easy, someone would suggest something that would actually work.


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Posted

Quote:
Originally Posted by Arcanaville View Post
If it was easy, someone would suggest something that would actually work.
And in any well designed programming environment, what I am suggesting would actually work.




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Posted

Quote:
Originally Posted by Teldon View Post
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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Posted

So yeah, tried to download this patch annnd, this happens:





....what?