Firefall Live returned this morning after a couple weeks off and, though they didn’t have a guest, Frank and Josh talked about the state of PTS before taking some calls from the community. They showed off some great community artwork with a special “versus” version of Do You Even Art Bro before closing out the show with community submitted captions in the Caption This segment.
Click here to watch the replay on Twitch.
- We’re working on putting together a bug fixing patch for the live servers. We put together a hit list of the top priority bugs that are affecting players and are working on getting fixes for as many of them as we can. We still can’t branch, so there’s a limit to what we can fix but we’re looking at things like fixing the music issue, some potential Amazon encounter fixes, a loot roll bug fix, and more. We’ll keep you updated as we figure out what fixes will be included and when it will be.
- While we were off air a new built went to PTS which includes the initial pieces of the changes we’ve been talking about. It’s only levels 1-20 and it’s still in a fairly rough state, but players have at least been able to play through the new core missions and experience the basics of the new combat and systems like Tinkering.
- One minor thing that we’ve heard brought up repeatedly in feedback threads is the quality of the voices. Pretty much all of the voices on PTS are placeholders recorded by Devs being used until the content is finalized, at which point we’ll bring in voice actors to get the final VO. A number of people have pointed out that Oilspill’s voice is different even for his old lines (particularly in Crash Down). That’s also temporary (it was done so that his voice would at least remain consistent throughout the build).
- Though we haven’t discussed it much, the new PTS build also includes the first new Operation, known as “Hightide”. Hightide takes place at level 15, though it will also have a level 40 hardcore mode. There are still 2 more new Operations being worked on, though they’re not close to done.
- We’ve seen some comments on the new appearance of the Dreadnaught’s alt-fire shield. That change is a part of an overall effort to make the game more visually consistent and logical. The idea is that just by looking at a shield you should be able to know whether it’s invulnerable, or breakable, or damage mitigating, etc. That’s similar to what we talked about a few weeks ago with making sure we didn’t have things like mesh fences that you can see through but not shoot through.
- A lot of people have been asking about Pilot Tokens and what’s going to happen with them, but the only answer we have to give is that we honestly don’t know yet. Advanced progression (which will also include things like stuff to do with XP after you get to 40) is still being worked on, but we’ll definitely give more details as soon as we have them to give.
- We've seen a lot of questions/confusion regarding what's going to happen to your frames when the changes come. Basically you’ll keep any advanced frames you have. If you have an advanced frame that’s under level 20, it will be bumped up to 20. If you have an Accord frame that’s over 20, it will be changed into an advanced frame of that archetype (you’ll be able to choose which). If you already have all of the advanced frames of that archetype unlocked, the Accord frame will be removed, but you will keep all of the gear it had. We know there are a lot of edge cases that people have asked about (such as “what if my Accord frame is a higher level than my advanced frames”), but as the migration plan hasn’t been finalized yet, we don’t have definite answers to give. We can say that we are definitely considering all of the possible scenarios that we can think of to make sure that the transition is as painless as it can be. If you’re worried about your specific situation, feel free to post it in the thread about the Progression blog in the News and Announcements section. Even though we probably won’t be able to give you an answer, it will at least help us make sure we have all of our bases covered when we hammer out the final migration plan.
What are you going to do with the tide pool area now that it seems like that’s mostly just empty space on PTS?
- Well a lot of that is because remember that Job Boards are turned off in the current PTS build (which isn’t a permanent thing), meaning that there’s a lot less stuff being spawned around there. That area is still going to be used to spawn dynamic content and job steps, it’s just a little sparse on the current PTS build.
Why do the Mammoth and Rhino backpacks not always match up with your warpaint?
- That’d probably be because there are some areas of the backpacks which aren’t warpainted, so they stay the standard gunmetal grey. That’s pretty much just an art decision.
Why don’t decals work on some surfaces?
- That’s an issue that we’ve known about for a while, but it’s a task on Lutz’s list, and he has a really long list. Unfortunately it’s not a very high priority issue.
On PTS I’ve noticed some enemies that when I shoot them with a particular elemental damage type it will say “weak”. Does that mean that my weapon is weak against that enemy, or that they’re weak against that weapon?
- If it says “weak” that means that the enemy is weak to your damage type and you’re doing extra damage. If it says “resist” that means that you’re dealing reduced damage. We agree that could be messaged better, it’s definitely a little bit ambiguous right now. The whole elemental weakness/resistance system is still fairly new and being worked on. We know we need to be better about messaging what creatures are weak or strong against what elements in general.
I like how much story you’ve added to the game in the PTS build, but right now it doesn’t tell you much about the backstory (like the Firefall and the Arclight crash). Is it going to stay like that?
- So with the old intro, which focused more on the crash of the Arclight and the coming of the Melding, it didn’t really tell you why you’re here and why you’re doing what you’re doing. It tells you the story that came before the game, but it didn’t really set the stage for the story that your character is about to experience. The new intro does give a description of the events of the past that shaped the world as it is now, but overall it’s more focused on things like what is the ARES Initiative, who are you, and why are you here doing what you’re doing. That’s really what we’re trying to do; ground you into your purpose in the story.
After my experience on the PTS, I feel like the game feels much more like a shooter. Is this the direction you want to head?
- Well we had c0wb0y on a little while ago to talk about his high-level goals with the combat changes, and the goal is basically to make it feel more fun, engaging, and rewarding of skilled play. So basically yes, we want to move in that direction where the guns feel more powerful.
Do You Even Art Bro?
This week we had a special “Versus” edition of Do You Even Art Bro, pitting to of our great community artists against each other in a head-to-head vote.
Doodling is a fine art.
Maybe in our world there lives a happy little tree over there.
I still don't understand why I can't add my neighborhood...
Just once I'd like to add dancing unicorns.
We don't make mistakes, just happy little accidents.
Erik loves to play paint by numbers.
Can't sleep, voidlings will eat me.
That's it for this week! Tune in again next Friday for another exciting episode of Firefall Live!
Firefall is the free-to-play sci-fi MMO shooter from Red 5 Studios. Play for FREE on Steam!
Stay up-to-date with the latest Firefall news, media, and giveaways by liking us on Facebook, following us on Twitter, and subscribing to our YouTube channel. And follow us on Twitch to catch our weekly livestreams!