How does the temporal incursion timer work?
I don't get how works the time bonus you get upon killing monsters...
When I start the room, I kill things around and easily reach 20-30 seconds, but sometimes when I'm 5-10 seconds left, even if I kill a 20 monster pack it barely gives me one second on the timer... Last bumped on Jun 7, 2018, 12:21:15 AM
This thread has been automatically archived. Replies are disabled.
|
![]() |
Yepp, same here.
|
![]() |
I think it goes up as you kill things or hit an architect, but does not go up after an architect dies. After one is dead it seems to me that you can pause it for half a second or so as you clear a pack, but it does not appear to go up any more.
Slightly unrelated: I cleared one once (you know the progress bar on the bottom?) and the only thing I noticed was some "challenge complete" nonsense. Does this not actually have any impact on the final room in the current day temple? That is so disappointing if true. |
![]() |
It's buggy. I've had the timer run out while a big pack of monsters was busy dying. So in some situations killing a monster gives no time whatsoever.
May your maps be bountiful, exile
|
![]() |
Agreed that there appears to be a wild inconsistency in how the time is added to the clock per kill. I don't know: does the clock needs a couple of decimal places so we at least see the change if it is that small for a white mob?
I get the feeling that there is some issue with the information transfer from the time you kill to the time it registers while the clock continues to drop. I guess when you have a mere 10 seconds to do something, that ping starts to become a lot more important for information integrity. Are we leaving time behind in the incursion because the clock on the server side ticks to zero but the information about the last couple of kills has not gone from player side to server side yet? And now the foibles of "always online" rears its ugly head. P.S. This reminds me of the Mythic Seconds fiasco in Warhammer online - where it was discovered that there was a distinct delay between button press and action that was a result of bad coding (meaning instant casts were.....not instant). And in a game centered around small group PvP, that was a real problem. Last edited by Slaanesh69#4492 on Jun 6, 2018, 3:26:36 PM
|
![]() |
Honestly, since I dont know a lot about the league I mostly do random shit^^.
Because not only seem the time that is added very random, the time you start with also seems kinda random. I had 10 to 16 seconds at the start, and while at first I assumed that the layout is the key I had some very annoying layouts with low time and very easy ones with a lot of time. |
![]() |
I would also like a detailed explanation of the timer mechanics. What action gives how much time, is the starting time related to number / difficulty of enemies... stuff like that.
" I hope this is the case, which would mean it will (hopefully) be fixed. As it is, player experiences (too hard / too easy) seems to vary wildly, even with similar skill setups. ____________________________________________________________________________________
- Self-proclaimed king of level 172 budget builds - "Security token has expired. Please submit the form again." ____________________________________________________________________________________ |
![]() |