Issue 19 - Patch Notes for build 1900.201011102104.23


Avatea

 

Posted

Patch notes for build 1900.201011102104.23.

COMBINED

PVP

  • Rewards for defeating players should once again be in place for Arenas and PVP Zones,

Powers
  • The Player Info window should now correctly display Set Bonuses owned by a character.

Tasks
  • Mender Ramiel Story Arc
    • Added more detailed description of what is needed to access Mender Ramiel’s arc when you speak with him.
    • Trapdoor no longer stops Bifurcating.
    • Trapdoor will mix up the location of his bifurcations a little bit more.
    • Trapdoor can no longer be dragged out of range of his Bifurcations.
  • Tin Mage Task Force
    • Director 11’s Proximity Mines will no longer fail to trigger when a player comes near.

Tip Missions
  • Private Punishment
    • Private Punishment should no longer risk death due to enemy attacks
    • Private Punishment will no longer talk to the player until
  • How She Dies
    • Villain alignment points should now be awarded to teammates
    • Desdemona should no longer be targeted by certain Longbow agents
  • Under the Table Job
    • Polar Shift and Miss Thystle can no longer be killed in the mission

Trial Accounts
  • Going Rogue Trail Accounts can no longer access Pocket D via Studio 55.

CITY OF HEROES

Powers

Scrapper
  • Fiery Defense / Burn no longer damages the caster.

Tasks
  • Roy Cooling Mission 2
    • Fixed an issue where mastermind pets could run off into nothingness.
  • Safeguard Missions
    • The mysterious floating bag of cash should no longer appear in bank vaults on these missions.
    • Villains on the heist should no longer appear to get stuck in elevators as they are attempting to flee with the loot.

CITY OF VILLAINS

Powers

Masterminds
  • Field Mastery \ Temp Invulnerability now correctly accepts Resist Damage enhancement sets.

PRAETORIA

Tasks
  • Neutropolis: Helix: Try to Communicate with the Ghouls
    • The snipers will no longer kill the manslayers around the Ghoul King, they will only wound them, requiring players to defeat them.

Zone Events
  • Imperial City: Syndicate Takedown
    • Enemies pulled or knocked over the edge of the rooftop during the final stage of the event will either be teleported back to the rooftop with no ill effects or removed from the event without credit in order to allow other Syndicate to spawn on the rooftop, depending on how far they fall.
  • Neutropolis: The Great Escape
    • The first lab section of the Resistance side of the event will now require players to defeat PPD forces and hack the security terminal to unlock the door.
    • Teleportation and Recall powers are suppressed when in the lab or underground portions of the event
    • The security terminal and the computer terminals at Lucan’s life-support tube will remain present in the world longer, rather than disappearing immediately once their stage of the event is over.

Transportation Systems
  • Players will no longer be able to use the Praetorian transit systems to cross dimensions and enter Primal Earth missions.

Miscellaneous
  • The Praetorian IDF are now sporting their new armors.


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Posted

Quote:
Originally Posted by Avatea View Post
Patch notes for build 1900.201011102104.23.

Powers
  • The Player Info window should now correctly display Set Bonuses owned by a character.
Aw I was kinda hoping that this was a 'feature'. The info tab looks all messy and cluttered with all the bonusses in there.

Quote:
  • Mender Ramiel Story Arc
    • Added more detailed description of what is needed to access Mender Ramiel’s arc when you speak with him.
    • Trapdoor no longer stops Bifurcating.
    • Trapdoor will mix up the location of his bifurcations a little bit more.
    • Trapdoor can no longer be dragged out of range of his Bifurcations.
You'll catch flack for this, but I find Trapdoor a great encounter.

Quote:
  • Tin Mage Task Force
    • Director 11’s Proximity Mines will no longer fail to trigger when a player comes near.
Good, it annoyed me that I had to pass over mines multiple times in order to clear them.


Quote:
  • Safeguard Missions
    • Villains on the heist should no longer appear to get stuck in elevators as they are attempting to flee with the loot.
Does this also fix the heros in Mayhem missions? They were suffering from the same problem.


Nice patch, with some much needed fixes.


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

 

Posted

Quote:
Originally Posted by Avatea View Post
Patch notes for build 1900.201011102104.23.

COMBINED

Powers
  • The Player Info window should now correctly display Set Bonuses owned by a character.

Miscellaneous
  • The Praetorian IDF are now sporting their new armors.
Shame...I liked not having that. Is there an option to turn them off?

Also, any pictures? As far as I knew, the IDF/Test all wore the 'PPD' armour that the Players get, while the True PPD armour was NPC only *grumbles*


Quote:
Originally Posted by Zwillinger View Post
GG, I would tell you that "I am killing you with my mind", but I couldn't find an emoticon to properly express my sentiment.
Quote:
Originally Posted by Captain_Photon View Post
NOTE: The Incarnate System is basically farming for IOs on a larger scale, and with more obtrusive lore.

 

Posted

Quote:
Originally Posted by Techbot Alpha View Post
Shame...I liked not having that. Is there an option to turn them off?

Also, any pictures? As far as I knew, the IDF/Test all wore the 'PPD' armour that the Players get, while the True PPD armour was NPC only *grumbles*
It was shown at the NYCC panel - it's kinda like a more bulky techno version of the PPD outfits.


@Golden Girl

City of Heroes comics and artwork

 

Posted

Really? I thought that that looked like some kinda Incarnate armour...unless that 'What could this be?' screenie snippet was something else.

Also, what is the deal with us not getting the actual PPD armour? I personally think it looks a lot cooler than the TEST armour, especially the helmet. The TEST helmet is sat way too far forward. Oh, and the giant gauntlets. Why are we the ONLY ones with piddly tiny gauntlets?


Quote:
Originally Posted by Zwillinger View Post
GG, I would tell you that "I am killing you with my mind", but I couldn't find an emoticon to properly express my sentiment.
Quote:
Originally Posted by Captain_Photon View Post
NOTE: The Incarnate System is basically farming for IOs on a larger scale, and with more obtrusive lore.

 

Posted

Quote:
Originally Posted by Avatea View Post
Trapdoor can no longer be dragged out of range of his Bifurcations.
I do so love being punished for sound tactical thinking.


Where to find me after the end:
The Secret World - Arcadia - Shinzo
Rift - Faeblight - Bloodspeaker
LotRO - Gladden - Aranelion
STO - Holodeck - @Captain_Thiraas

Obviously, I don't care about NCSoft's forum rules, now.

 

Posted

Quote:
Originally Posted by Bloodspeaker View Post
I do so love being punished for sound tactical thinking.
How are you punished exactly? Did they take away any rewards you already earned? Where penalties aplied to your characters?

Ok, you don't like it that they made your favoured tactic impossible, fair enough, but punished, really?


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

 

Posted

Quote:
Originally Posted by Bloodspeaker View Post
I do so love being punished for sound tactical thinking.
It would make more sense for the bifurcations to stick near Trapdoor.


Global name: @k26dp

 

Posted

Quote:
Originally Posted by TrueMetal View Post
How are you punished exactly? Did they take away any rewards you already earned? Where penalties aplied to your characters?

Ok, you don't like it that they made your favoured tactic impossible, fair enough, but punished, really?
Leaving aside the (apparently intentional) tone of your response, there's something to be said for the fact that, even if the devs intended the arc to be a "team thing", a great many players may view the whole concept of becoming an Incarnate as a personal, and private, thing... i.e. solo. Pulling him from the source of his "near invulnerability" was a perfectly valid tactic that ANY character could attempt, as opposed to A) knocking him into the lava, B) teleporting him there, or C) taking out each of his clones as they appear before he can fully regenerate. There are a great many toons that won't have access to A and B if they have the "wrong" powersets, and won't likely be able to manage C if they don't have either pets or sufficient damage. How long before they give him kb resistance and immunity to teleportation?

In both MMOs and in RPG campaigns (which I've run a lot of), there's a difference between trying to CHALLENGE the players, and trying to DEFEAT them. The former generally draws people TO a story, the latter drives people away. The one change smacks too thoroughly of the latter logic, to me.


Where to find me after the end:
The Secret World - Arcadia - Shinzo
Rift - Faeblight - Bloodspeaker
LotRO - Gladden - Aranelion
STO - Holodeck - @Captain_Thiraas

Obviously, I don't care about NCSoft's forum rules, now.

 

Posted

Quote:
Originally Posted by Bloodspeaker View Post
Leaving aside the (apparently intentional) tone of your response,
I genuinely rolled my eyes when I read the word 'punished'. Read my post with that in mind. Not like the tone in your post was all that neutral.

Quote:
Pulling him from the source of his "near invulnerability" was a perfectly valid tactic that ANY character could attempt,
Apparently the devs disagree.

Quote:
as opposed to A) knocking him into the lava, B) teleporting him there, or C) taking out each of his clones as they appear before he can fully regenerate. There are a great many toons that won't have access to A and B if they have the "wrong" powersets, and won't likely be able to manage C if they don't have either pets or sufficient damage.
I'm not getting into this again, so I'll just let it be.

Quote:
How long before they give him kb resistance and immunity to teleportation?
Yea, and they'll also nerf accuracy, and make him a GM that scales down to AV.

Quote:
In both MMOs and in RPG campaigns (which I've run a lot of), there's a difference between trying to CHALLENGE the players, and trying to DEFEAT them. The former generally draws people TO a story, the latter drives people away. The one change smacks too thoroughly of the latter logic, to me.
Jeez, the overreaction to this is absurd. Broken game mechanics are broken and need fixing. That's all there is to it.


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

 

Posted

Quote:
Originally Posted by TrueMetal View Post
[snipped]
Was going to try another civil response to your... response... and realized it too would likely be a waste of time.


Where to find me after the end:
The Secret World - Arcadia - Shinzo
Rift - Faeblight - Bloodspeaker
LotRO - Gladden - Aranelion
STO - Holodeck - @Captain_Thiraas

Obviously, I don't care about NCSoft's forum rules, now.

 

Posted

Quote:
Originally Posted by Avatea View Post
Safeguard Missions [snipped]
Haven't tested safeguards yet, but there are still extensive problems with mayhems:

1) Longbow and hero spawns are still unable to reach the downstairs vaults. They apparently get "lost" in the elevator. Am starting to think this is somehow tied to the recent "WALK thru doors/portals/etc" animation change.
2) Spotted several Longbow Eagles flying thru walls, buildings, the ground. Subsequently was attacked by several that "appeared out of nowhere", apparently by flying thru the building walls from outside the bank. On the "plus" side, flying this way appears to save them from being "eaten" by the carnivorous elevators.


Where to find me after the end:
The Secret World - Arcadia - Shinzo
Rift - Faeblight - Bloodspeaker
LotRO - Gladden - Aranelion
STO - Holodeck - @Captain_Thiraas

Obviously, I don't care about NCSoft's forum rules, now.