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[DEVELOPER PREVIEW] Redeye Set

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Egoish
Posts: 149

Re: [DEVELOPER PREVIEW] Redeye Set

Post#21 » Tue Nov 14, 2017 6:24 pm

Aren't the first 2 set bonus for zealot both converted with harbinger anyway? So it's basically a +120 int 3 piece for zdps.

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Wisek
Posts: 27

Re: [DEVELOPER PREVIEW] Redeye Set

Post#22 » Tue Nov 14, 2017 6:26 pm

Hello,

as pure healer who don't like pve i need to say good that this set is nothing for me :-D.

Even dont be sure if the effort is it worth. I mean BL has some lower base stats but higher armor on items and you don't need to grind a dungeon. Just kill a boss and kill some people. You will also get it easy befor red eye.

So it looks like that this is only for people who rly want to do some PVE.

It makes me happy to see that another core mechanic will be introduced in RoR.

regards

freshour
Banned
Posts: 835

Re: [DEVELOPER PREVIEW] Redeye Set

Post#23 » Tue Nov 14, 2017 6:33 pm

any chance one of the new sets will be DPS for DoK/WP? Or we are going to still be using dominator/merc/BL?

I know you said that you won't be changing BL bonuses since AB/EX will come out but with 2 new healing sets does that change that previous statement? That maybe the BL set will get changed to more of a melee set?

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Grunbag
Former Staff
Posts: 1881

Re: [DEVELOPER PREVIEW] Redeye Set

Post#24 » Tue Nov 14, 2017 6:54 pm

roadkillrobin wrote:Are there gonna be dungeon lockouts?
Yes , Instanced bosses have 2 days lockout , and pq bosses 8 hours lockout if I am not mistaken .

Maybe there will have more reason to run gunbad than only for the redeye set , who knows ...
Grunbag - 40 - 33 Squig Herder
Skorri - 40 - 65 Engineer

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Valeri
Posts: 8

Re: [DEVELOPER PREVIEW] Redeye Set

Post#25 » Tue Nov 14, 2017 8:30 pm

Super nice with new set! And intresting with some other bonuses. Whats up with AF though? Why is it lower then even Anni/Merc if sets supose to be just below conc? The AF bonus from 4pc is kinda nullified by lack of armor from pieces :P Don't missinterpreter me wrong here im all for the new set! Great work devs! :)

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Darosh
Banned
Posts: 1197

Re: [DEVELOPER PREVIEW] Redeye Set

Post#26 » Tue Nov 14, 2017 10:42 pm

Grunbag wrote:
roadkillrobin wrote:Are there gonna be dungeon lockouts?
Yes , Instanced bosses have 2 days lockout , and pq bosses 8 hours lockout if I am not mistaken .

Maybe there will have more reason to run gunbad than only for the redeye set , who knows ...
Would you folks mind pulling T4 weapons into the gear spreadsheet?
It would probably be somewhat of an incentive to work towards pitchfork xyz if one knew that pitchfork xyz existed in the first place. <3

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wargrimnir
Head Game Master
Posts: 8281
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Re: [DEVELOPER PREVIEW] Redeye Set

Post#27 » Tue Nov 14, 2017 11:02 pm

Darosh wrote:
Grunbag wrote:
roadkillrobin wrote:Are there gonna be dungeon lockouts?
Yes , Instanced bosses have 2 days lockout , and pq bosses 8 hours lockout if I am not mistaken .

Maybe there will have more reason to run gunbad than only for the redeye set , who knows ...
Would you folks mind pulling T4 weapons into the gear spreadsheet?
It would probably be somewhat of an incentive to work towards pitchfork xyz if one knew that pitchfork xyz existed in the first place. <3
That would be a bit of a project, would have to track down all the things first.
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[email protected] for exploits and cheaters.
grimnir.me Some old WAR blog

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Darosh
Banned
Posts: 1197

Re: [DEVELOPER PREVIEW] Redeye Set

Post#28 » Tue Nov 14, 2017 11:37 pm

wargrimnir wrote:
Spoiler:
Darosh wrote:
Grunbag wrote:
Yes , Instanced bosses have 2 days lockout , and pq bosses 8 hours lockout if I am not mistaken .

Maybe there will have more reason to run gunbad than only for the redeye set , who knows ...
Would you folks mind pulling T4 weapons into the gear spreadsheet?
It would probably be somewhat of an incentive to work towards pitchfork xyz if one knew that pitchfork xyz existed in the first place. <3
That would be a bit of a project, would have to track down all the things first.
Oh, I thought it would come down to some DB-sql-what-have-you-magic ~ techpleb is techpleb afterall. ._.
Should you go for it I think you could limit it to the Harbringer weapons, and whatever there has been introduced since and maybe going forward ~ I guess it'd be a good preperation for new content or an 'overhaul' of your systems in regards to data manipulation.
However, I am looking forward to new stuff.

<3

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Shmerrick
Posts: 87

Re: [DEVELOPER PREVIEW] Redeye Set

Post#29 » Tue Nov 14, 2017 11:38 pm

wargrimnir wrote:
roadkillrobin wrote:Are there gonna be dungeon lockouts?
Just boss lockouts. 8 hours I think, so you basically get one boss kill per day.

We're also adding in code so loot drops for classes that are not in your group have an 80% chance to drop. Make sure we have that legitimate live-server feeling. Salt for the Salt Throne!
I thought the idea behind the lockout timer was based on the game being subscription based, and therefore make it so that it was not easy to gain an entire set of gear in one day. I don't understand mechanics like these. If a group of players wants to play the same dungeon hours on end to gain gear, why not let them? In addition, adding a mechanic that will give you BoP gear that isn't for your class goes along with the subscription concept. What I mean by subscription concept means that the server owner wants to extend the actual play time of the character by artificial means for as long as possible so that the player maintain a monthly subscription with the game. This subscription in turn is revenue for the server owner. Since we don't and won't have a subscription option in this game, it doesn't make any sense to implement these types of artificial limitations. These mechanics do not add any positive experiences to gameplay and simply causes frustration.

Regardless, nice work on getting Gunbad working. I look forward to playing through it.

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Darosh
Banned
Posts: 1197

Re: [DEVELOPER PREVIEW] Redeye Set

Post#30 » Tue Nov 14, 2017 11:57 pm

Shmerrick wrote:
wargrimnir wrote:
roadkillrobin wrote:Are there gonna be dungeon lockouts?
Just boss lockouts. 8 hours I think, so you basically get one boss kill per day.

We're also adding in code so loot drops for classes that are not in your group have an 80% chance to drop. Make sure we have that legitimate live-server feeling. Salt for the Salt Throne!
I thought the idea behind the lockout timer was based on the game being subscription based, and therefore make it so that it was not easy to gain an entire set of gear in one day. I don't understand mechanics like these. If a group of players wants to play the same dungeon hours on end to gain gear, why not let them? In addition, adding a mechanic that will give you BoP gear that isn't for your class goes along with the subscription concept. What I mean by subscription concept means that the server owner wants to extend the actual play time of the character by artificial means for as long as possible so that the player maintain a monthly subscription with the game. This subscription in turn is revenue for the server owner. Since we don't and won't have a subscription option in this game, it doesn't make any sense to implement these types of artificial limitations. These mechanics do not add any positive experiences to gameplay and simply causes frustration.

Regardless, nice work on getting Gunbad working. I look forward to playing through it.
Marked part above accounts for, well if you will, 'superficial' perception. The problem of player retention remains the same and the mechanisms that come about with it do not change much. It's all about dem dopamine hits and the suspense in between, essentially.
But don't worry, the above is likely meant to be a joke - even if its not, you should be happy they are this lenient, live droprates for junk you didn't need were in the 99,98%'s, 80% looks like proper progress for me. :D

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