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Patch Notes 11/8/17

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Gerv
Banned
Posts: 811

Re: Patch Notes 11/8/17

Post#61 » Sat Aug 12, 2017 6:55 am

wargrimnir wrote:
Natherul
AM/Shaman
-Consuming resources consumes all now again
Any insight as to why the developers are pulling apart the positive well designed and implemented parts of the AM and Shaman .ab ex?
The consumption allowed players to overcome a poorly functioning and limiting aspect of the classes mechanic which was a part of what held back the dps viability of the shaman and arch mage to provide either effective burst dps in a pvp environment which relies on burst damage for kills or a hybrid dps and group support?
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Daknallbomb
Game Artist
Posts: 1781

Re: Patch Notes 11/8/17

Post#62 » Sat Aug 12, 2017 7:33 am

Gerv wrote:
wargrimnir wrote:
Natherul
AM/Shaman
-Consuming resources consumes all now again
Any insight as to why the developers are pulling apart the positive well designed and implemented parts of the AM and Shaman .ab ex?
The consumption allowed players to overcome a poorly functioning and limiting aspect of the classes mechanic which was a part of what held back the dps viability of the shaman and arch mage to provide either effective burst dps in a pvp environment which relies on burst damage for kills or a hybrid dps and group support?
Aww my english is to Bad here. I dont understand some parts, someone can mayb translate me via pn in germany?
Tinkabell 40/41 Magus Whaagit 40/41 SH Whaagot 40/54 BO Daknallfrosch 40/72shammy

Kalell
Posts: 48

Re: Patch Notes 11/8/17

Post#63 » Sat Aug 12, 2017 10:20 am

Torquemadra wrote:
Gerv wrote:
wargrimnir wrote:
Natherul
AM/Shaman
-Consuming resources consumes all now again
Any insight as to why the developers are pulling apart the positive well designed and implemented parts of the AM and Shaman .ab ex?
The consumption allowed players to overcome a poorly functioning and limiting aspect of the classes mechanic which was a part of what held back the dps viability of the shaman and arch mage to provide either effective burst dps in a pvp environment which relies on burst damage for kills or a hybrid dps and group support?
Sure, as you well know and as I explained prior. The developer who implemented the changes is not currently with us, its an entire secondary and tertiary system which is used for an exceptionally small part of the game and has been causing problems. So instead of our coders, none of whom sit around and do nothing all day, learning an entirely new system which has very little use in the game the intent was to move aspects into the fundamental mechanic. This in itself is causing an issue with clientside overriding. So you can deal with it while we figure what does what, ok?
I'll go out on a limb and rephrase it, well, not passive-aggressive:
Azarael, one of the main developers, created something on his own, nobody in the current team understands, or has the time to do so. Since this was causing problems they removed it, until they find the time and resources to re-implement it.
Please have some patience, since this might take some time, as there are other things being worked on right now.
Still sad, that a whole class had to be killed for some time due to unknown problems, but at least its only temporary.
Lets hope they figure it out soon.

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jgas
Posts: 25

Re: Patch Notes 11/8/17

Post#64 » Sat Aug 12, 2017 10:29 am

the shaman changes...

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Haojin
Posts: 1062

Re: Patch Notes 11/8/17

Post#65 » Sat Aug 12, 2017 10:29 am

and that guy just left the project without giving any helpful information for the next gen developers. good intention. anyways no more his ego-tripped forum posts or bullshit about class balance which is a good thing for the future.
Guildmaster of Phalanx

K8P - Karak Norn

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Lheana
Head Database Developer
Posts: 436

Re: Patch Notes 11/8/17

Post#66 » Sat Aug 12, 2017 10:33 am

shaggyboomboom wrote:Shame that one PQ in HP didn't get fixed... Always wanted to do it since live... I thought this is a family friendly, roleplaying, non PvP, PvE game...
If you wish, there is an awesome thing called 'Bugtracker' (you have the link on the top of your screen) and it is the place to tell us 'Hey this thing is not working. Here are the things that are not working on this PQ: ....'. It will be more constructive than a post on forum.
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Anaehl: Sorceress 40 RR 4x - Of Sorrow and Death
Lheanaa: Archmage 40 RR 8x - TeamPsy
Lheaana: Bright Wizard 40 RR 5x - TeamPsy

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Druin
Former Staff
Posts: 1120

Re: Patch Notes 11/8/17

Post#67 » Sat Aug 12, 2017 10:43 am

Haojin wrote:and that guy just left the project without giving any helpful information for the next gen developers. good intention. anyways no more his ego-tripped forum posts or bullshit about class balance which is a good thing for the future.
Sometimes it's good to keep the mouth shut when you have no idea what you're talking about.
Pretty much always afk or tabbed out.

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Haojin
Posts: 1062

Re: Patch Notes 11/8/17

Post#68 » Sat Aug 12, 2017 10:46 am

Druin wrote:
Haojin wrote:and that guy just left the project without giving any helpful information for the next gen developers. good intention. anyways no more his ego-tripped forum posts or bullshit about class balance which is a good thing for the future.
Sometimes it's good to keep the mouth shut when you have no idea what you're talking about.
agree. but it's my personal shitty pov anyways.
Guildmaster of Phalanx

K8P - Karak Norn

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Gerv
Banned
Posts: 811

Re: Patch Notes 11/8/17

Post#69 » Sat Aug 12, 2017 10:50 am

Spoiler:
Torquemadra wrote:
Gerv wrote:
wargrimnir wrote:
Natherul
AM/Shaman
-Consuming resources consumes all now again
Any insight as to why the developers are pulling apart the positive well designed and implemented parts of the AM and Shaman .ab ex?
The consumption allowed players to overcome a poorly functioning and limiting aspect of the classes mechanic which was a part of what held back the dps viability of the shaman and arch mage to provide either effective burst dps in a pvp environment which relies on burst damage for kills or a hybrid dps and group support?
Sure, as you well know and as I explained prior. The developer who implemented the changes is not currently with us, its an entire secondary and tertiary system which is used for an exceptionally small part of the game and has been causing problems. So instead of our coders, none of whom sit around and do nothing all day, learning an entirely new system which has very little use in the game the intent was to move aspects into the fundamental mechanic. This in itself is causing an issue with clientside overriding. So you can deal with it while we figure what does what, ok?
Cheers, next time save the speal so you feel all high and mighty and just post the reasoning, "This in itself is causing an issue with clientside overriding. "

User was warned for this post - Torque
Sia - DoK - Lords
Boyd - WP - O.S.

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wargrimnir
Head Game Master
Posts: 8286
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Re: Patch Notes 11/8/17

Post#70 » Sat Aug 12, 2017 1:03 pm

This is the stuff that is now active after the patch this morning/afternoon.

[RvR]

Hargrim
- Victory Points timer and Battle Objective Lock timer in T2, T3 and T4 were shorten by flat 50%, so VPs will be updated every 60 seconds and Locks will be in general shorter. This should allow for faster paced RvR and the value might be reduced, increased or removed in future.

[Careers]

Natherul
AM/Shaman
-Consuming resources consumes all now again

[General]

Cegee
Plugged a pesky powerleveling loophole ;)

Hargrim
- Added new command for players, .tokfix it will attempt to add missing ToKs for kills and give you missing titles for completion of gear set (but only if you have at least 1 piece of such gear equiped when running this command).
- Some GOs will stop levitate after interaction. Some will still fly above the ground...
- Doors will no longer be unclickable.

wargrimnir
These two changes should allow players who were stuck in a weird state with their BL quests to finish them.
- Beastlord Hunting Guide cost has been reduced to 4 tokens.
- Repeatable Dragonwake quest to kill Gholnaros/Xaphan now has a token as a loot option.
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