Hi there. We (2-3 commanders) did some guardian structures lately in U14. I started playing elite again in U14 after a 1,5 years
break from the game. So I am not sure if something changed in the game regarding guardians in between.
My main question about guardian structure sites is: are the pylons supposed to be recharged again if one commander had scanned the orb and gets his blueprint or not? (Edit: without resetting the instance)
I will ask more detailed questions after a wall of text
Since I asked in different communities already and get always a similar answer of:
"You have to reset the instance to get another blueprint" - that is not my question. It's all about successfully recharging the pylons, nothing else.
Successfully means:
solo gameplay loop:
To make sure everyone is reading the next lines and don't yell: You can not get another blueprint in that instance again without resetting it.
You are absolutely right - there is no doubt that the same commander never ever gets another blueprint from that instance without a reset. Period.
But that is still not my question ;-). Even in Solo gameplay you can charge the pylons again, but not always successful, it fails a lot more often than it succeeded.
In some cases you'll be successful and you can even summon the Orb again and yes, you are even able to scan that buddy again, but you cannot get another blueprint out of that orb in that instance.
Q: "Patrick, since you asked your main question already in the very beginning, why tf you still writing an endless wall of text?"
A: because of that:
As I told you, I've played the game one and a half year before and am pretty sure (but not 100%) that we did the following
team gameplay loop:
-> pylons went back to the uncharged stance
-> orb moved back into the altar
-> pylons went back to the uncharged stance
-> orb moved back into the altar
-> pylons went back to the uncharged stance
-> orb moved back into the altar
With that in mind we started some days ago in U14 with the same procedure and the very 1st run was successful, each of us could scan the orb and everyone got one blueprint in the same instance. We reset the instance after, started over again and than it happened: we charged one pylon again but it does not start timer correctly. After we fully charged the pylon the timer
was set to only 5 minutes and counting down. The next pylons could be charged but nothing happened. There was no x of 6 pylons activated message and no additional time was added.
We thought: bad luck, we caught a bug, lets reset the instance.
Same procedure as before. 2nd run, 1st round -> everything works perfect. Then we tried to charge the pylons again. I noticed, that as I shot one pylon, the 5 minutes timer did not start.
So I told everyone to stop immediately and we started to investigate. So every commander headed out to a pylon and tries to activate the 5 minutes timer. Luckily one was successful and so he continues and fully charged the pylon. We get another 2 minutes on top - so we continued our procedure and activated all pylons. The orb emerged, the 2nd commander scanned it, he gets his blueprint and we started our 3rd round of the 2nd run (without resetting the instance).
The first pylon (there was no specific order, it was just one random first pylon) did not trigger the 5 minutes counter. But we now thought we know how to counteract the bug. We searched again the one pylon that starts the 5 minutes timer when shooting at, we found it eventually and charged it completely and even more important: we charged it successfully. We continued, we successfully charged 4 pylons before pylon 5 charged up fully but did not count. Since this procedure now started to become the less efficient approach, we reset the instance after one commander had scanned the orb. So we did pretty much the solo gameplay loop since it was more efficient and 100% reliable.
Now the more detailed questions:
1.1 Is it a bug that you sometimes can recharge all pylons again or
1.2 is it a bug that you (more often) can't recharge all pylons again and therefore cannot summon the orb again?
2. Is there maybe an internal timer which resets the pylons some time after they're getting back to their uncharged stance?
3. Was the team gameplay loop never (intended to) working differently from the solo gameplay loop and had a wrong memory only?
@zikolach: since you wonder about the same topic in another different thread you might be interested in the answers here.
Kind regards,
Patrick
break from the game. So I am not sure if something changed in the game regarding guardians in between.
My main question about guardian structure sites is: are the pylons supposed to be recharged again if one commander had scanned the orb and gets his blueprint or not? (Edit: without resetting the instance)
I will ask more detailed questions after a wall of text
Since I asked in different communities already and get always a similar answer of:
"You have to reset the instance to get another blueprint" - that is not my question. It's all about successfully recharging the pylons, nothing else.
Successfully means:
- if you start shooting at one, the 5 minutes timer starts
- if you charge one fully, 2 minutes are added to any successful charged pylon
solo gameplay loop:
- charge all pylons
- fight sentinels
- drop the guardian relic to the altar
- scan the orb
- get the blueprint
- reset instance
To make sure everyone is reading the next lines and don't yell: You can not get another blueprint in that instance again without resetting it.
You are absolutely right - there is no doubt that the same commander never ever gets another blueprint from that instance without a reset. Period.
But that is still not my question ;-). Even in Solo gameplay you can charge the pylons again, but not always successful, it fails a lot more often than it succeeded.
In some cases you'll be successful and you can even summon the Orb again and yes, you are even able to scan that buddy again, but you cannot get another blueprint out of that orb in that instance.
Q: "Patrick, since you asked your main question already in the very beginning, why tf you still writing an endless wall of text?"
A: because of that:
As I told you, I've played the game one and a half year before and am pretty sure (but not 100%) that we did the following
team gameplay loop:
- charging all pylons
- fighting sentinels
- dropping the guardian relic to the altar
- CMDR 1 scans the orb
- CMDR 1 gets his blueprint
-> pylons went back to the uncharged stance
-> orb moved back into the altar
- charging all pylons successfully again
- dropping the guardian relic to the altar
- CMDR 2 scans the orb
- CMDR 2 gets his blueprint
-> pylons went back to the uncharged stance
-> orb moved back into the altar
- charging all pylons successfully again
- dropping the guardian relic to the altar
- CMDR 3 scans the orb
- CMDR 3 gets his blueprint
-> pylons went back to the uncharged stance
-> orb moved back into the altar
- resetting the instance
- repeat
With that in mind we started some days ago in U14 with the same procedure and the very 1st run was successful, each of us could scan the orb and everyone got one blueprint in the same instance. We reset the instance after, started over again and than it happened: we charged one pylon again but it does not start timer correctly. After we fully charged the pylon the timer
was set to only 5 minutes and counting down. The next pylons could be charged but nothing happened. There was no x of 6 pylons activated message and no additional time was added.
We thought: bad luck, we caught a bug, lets reset the instance.
Same procedure as before. 2nd run, 1st round -> everything works perfect. Then we tried to charge the pylons again. I noticed, that as I shot one pylon, the 5 minutes timer did not start.
So I told everyone to stop immediately and we started to investigate. So every commander headed out to a pylon and tries to activate the 5 minutes timer. Luckily one was successful and so he continues and fully charged the pylon. We get another 2 minutes on top - so we continued our procedure and activated all pylons. The orb emerged, the 2nd commander scanned it, he gets his blueprint and we started our 3rd round of the 2nd run (without resetting the instance).
The first pylon (there was no specific order, it was just one random first pylon) did not trigger the 5 minutes counter. But we now thought we know how to counteract the bug. We searched again the one pylon that starts the 5 minutes timer when shooting at, we found it eventually and charged it completely and even more important: we charged it successfully. We continued, we successfully charged 4 pylons before pylon 5 charged up fully but did not count. Since this procedure now started to become the less efficient approach, we reset the instance after one commander had scanned the orb. So we did pretty much the solo gameplay loop since it was more efficient and 100% reliable.
Now the more detailed questions:
1.1 Is it a bug that you sometimes can recharge all pylons again or
1.2 is it a bug that you (more often) can't recharge all pylons again and therefore cannot summon the orb again?
2. Is there maybe an internal timer which resets the pylons some time after they're getting back to their uncharged stance?
3. Was the team gameplay loop never (intended to) working differently from the solo gameplay loop and had a wrong memory only?
@zikolach: since you wonder about the same topic in another different thread you might be interested in the answers here.
Kind regards,
Patrick
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