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Patch notes 22/06/2019

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ReturnOfReckoning
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Patch notes 22/06/2019

Post#1 » Fri Jun 21, 2019 11:09 pm

Italian translation by elk76
German translation by Gangan
French translation by Machwar


[ORVR]

This is not a permanent mechanic.
- Rewrote the entire way we handle unlocking zones on the server in preparation for upcoming content releases.
* Only one pairing at a time is open.
* When a pairing is completed past a fort, a new pairing will open.
* The campaign is 'won' when 2 out of 3 fortress zones are captured in favor of a realm, and ALL zones will reset to T2 upon the campaign being won.
* There are currently no rewards for winning the campaign, but give it time...

[Dungeons]

Bastion Stair :

- Skull Lord will once again punt players to the correct distance . You won’t land through the lava anymore.

- Lord Slaurith aura will correctly increase your damage. Standing outside the colored aura will reduce your damage.

[NPCs]

- Someone casted an ancient spell and brought several DE quest related NPCs to life.

[PQs]

- Removed the armor platings from the Rock Lobbas of Bar Dawazbak and Marsh Conquest.

[Abilities]

Choppa :
- Fixed an issue causing Tired already and No More Helpin’ to deal less damage in furious than berserk.

[Items]

- All Bloodlord weapons have now uniformized buff
- Bloodlord chest pieces for a few classes were granting the wrong set bonuses, these have been fixed.

[14437] Shield given correct stats

[Quests]

- Sea Guard Memorial: This quest is now available from the object Memorial in The Blighted Isle
- All (except 1) on completion texts have been added to quests of High Elf Chapter 2
- All on completion texts have been added to quests of High Elf Chapter 3
- Among the Shadows: This Epic Quest is now available until the end, and has been corrected and reworked
- Tools of War: Restored original objectives of the quest line
- Lessons Learned: This quest line has been corrected and reworked
- Trail of Darkness: This quest line has been corrected and reworked
- Dirty Rotten Crawlas: Quest has been reworked.

[Tickets]

[5202] The quest line has been corrected and reworked
[13907] Quest markers have been corrected
[13916] Quest markers have been corrected
[13917] Quest marker has been corrected
[13918] Quest marker has been corrected
[13919] Quest marker has been corrected
[14134] Quest markers have been corrected
[14424] These NPCs have their name displayed above their head
[14425] Quest giver has been moved closer to the destro spawn
[14423] The belt will now be recognized as being part of the set
[14392] You can no longer be stuck there
[10850] He wanders around.
[13630] Both quests have been reworked.

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Asherdoom
Posts: 661

Re: Patch notes 22/06/2019

Post#2 » Sat Jun 22, 2019 12:42 am

[ORVR]

- Rewrote the entire way we handle unlocking zones on the server in preparation for upcoming content releases.
* Only one pairing at a time is open.
* When a pairing is completed past a fort, a new pairing will open.
* The campaign is 'won' when 2 out of 3 fortress zones are captured in favor of a realm, and ALL zones will reset to T2 upon the campaign being won.
* There are currently no rewards for winning the campaign, but give it time...

[Dungeons]

Bastion Stair :

- Skull Lord will once again punt players to the correct distance . You won’t land through the lava anymore.

- Lord Slaurith aura will correctly increase your damage. Standing outside the colored aura will reduce your damage.

[NPCs]

- Someone casted an ancient spell and brought several DE quest related NPCs to life.

[PQs]

- Removed the armor platings from the Rock Lobbas of Bar Dawazbak and Marsh Conquest.

[Abilities]

Choppa :
- Fixed an issue causing Tired already and No More Helpin’ to deal less damage in furious than berserk.

[Items]

- All Bloodlord weapons have now uniformized buff
- Bloodlord chest pieces for a few classes were granting the wrong set bonuses, these have been fixed.

[14437] Shield given correct stats

[Quests]

- Sea Guard Memorial: This quest is now available from the object Memorial in The Blighted Isle
- All (except 1) on completion texts have been added to quests of High Elf Chapter 2
- All on completion texts have been added to quests of High Elf Chapter 3
- Among the Shadows: This Epic Quest is now available until the end, and has been corrected and reworked
- Tools of War: Restored original objectives of the quest line
- Lessons Learned: This quest line has been corrected and reworked
- Trail of Darkness: This quest line has been corrected and reworked
- Dirty Rotten Crawlas: Quest has been reworked.

[Tickets]

[5202] The quest line has been corrected and reworked
[13907] Quest markers have been corrected
[13916] Quest markers have been corrected
[13917] Quest marker has been corrected
[13918] Quest marker has been corrected
[13919] Quest marker has been corrected
[14134] Quest markers have been corrected
[14424] These NPCs have their name displayed above their head
[14425] Quest giver has been moved closer to the destro spawn
[14423] The belt will now be recognized as being part of the set
[14392] You can no longer be stuck there
[10850] He wanders around.
[13630] Both quests have been reworked.
viewtopic.php?f=83&t=32290

ITALIAN PATCH NOTES
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drmordread
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Posts: 916

Re: Patch notes 22/06/2019

Post#3 » Sat Jun 22, 2019 12:44 am

One zone at a time...

So a campaign can be started in EU prime but only benefit USA prime (or later) players because they will finish it.

Not really fair to any players starting a campaign. They will never get rewards.
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Rydiak
Posts: 770

Re: Patch notes 22/06/2019

Post#4 » Sat Jun 22, 2019 1:00 am

With only one pairing open at a time, is AAO malus still implemented?
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Secrets
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Posts: 414

Re: Patch notes 22/06/2019

Post#5 » Sat Jun 22, 2019 2:17 am

Rydiak wrote: Sat Jun 22, 2019 1:00 am With only one pairing open at a time, is AAO malus still implemented?
Yes, nothing has changed regarding malus. We'd prefer people to do one of the following during extreme overpopulation:

-Play SCs, where the sides are actually even
-Switch to the underdog side (We'll be looking into ways to make this easier to know when it's possible to switch)
-Log off (as a last resort)

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Secrets
Former Staff
Posts: 414

Re: Patch notes 22/06/2019

Post#6 » Sat Jun 22, 2019 2:19 am

drmordread wrote: Sat Jun 22, 2019 12:44 am One zone at a time...

So a campaign can be started in EU prime but only benefit USA prime (or later) players because they will finish it.

Not really fair to any players starting a campaign. They will never get rewards.
The opposite could happen as well. The goal with this is to make it less able to be 'gamed' by min/maxers.

One thing that may change in the near future, if this system doesn't work out, is T2/T3 not being required to start T4 and opening T2/T3 zones while a fort or city is in progress.

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Ototo
Posts: 1012

Re: Patch notes 22/06/2019

Post#7 » Sat Jun 22, 2019 2:54 am

Secrets wrote: Sat Jun 22, 2019 2:17 am
Rydiak wrote: Sat Jun 22, 2019 1:00 am With only one pairing open at a time, is AAO malus still implemented?
Yes, nothing has changed regarding malus. We'd prefer people to do one of the following during extreme overpopulation:

-Play SCs, where the sides are actually even
-Switch to the underdog side (We'll be looking into ways to make this easier to know when it's possible to switch)
-Log off (as a last resort)
Well, I don't really think that you guys have thought in the consequences of this change. So far the underdog had the chance to move to a lower tier zone and earn renown, and low levels could run supplies for inf. Now that's impossible. And filling the scenarios with frustrated players is not exactly what I expected to revitalize the system.

The most likely situation is the opposite: people moving from the underdog to the upperdog.

One thing is losing, and nobody has a real trouble with it unless that has other problems, but, having no hope to win cause in your timezone slowly but steadily a realm gained control? That's different. Right now if you are losing in X you can turn the tide in Y, but with just one zone open, ppl will log to the most populated realm looking in the home page.

This new system is potentially frustrating for so many players....

Gonna give a try, and see if it works. Hope I'm wrong, honestly, and you are right.
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criollo
Posts: 55

Re: Patch notes 22/06/2019

Post#8 » Sat Jun 22, 2019 2:55 am

I'm not sure this is a good idea, it's been proved server can't handle so many players in a single zone, especially during EU primetime, weekends and x2 events, and now you force it. EU playerbase is going to suffer this redesign.

And telling people "go to play scenarios" is the same BS than telling them go to farm pve if you want your BiS gear.

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TenTonHammer
Posts: 3807

Re: Patch notes 22/06/2019

Post#9 » Sat Jun 22, 2019 3:13 am

I agree with the other poster if nothing else this is going to result in a massive increase in lag
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Secrets
Former Staff
Posts: 414

Re: Patch notes 22/06/2019

Post#10 » Sat Jun 22, 2019 3:14 am

criollo wrote: Sat Jun 22, 2019 2:55 am I'm not sure this is a good idea, it's been proved server can't handle so many players in a single zone, especially during EU primetime, weekends and x2 events, and now you force it. EU playerbase is going to suffer this redesign.

And telling people "go to play scenarios" is the same BS than telling them go to farm pve if you want your BiS gear.

lagtlefield inc.
#justatester
This is why Max and I are working to implement lightweight profiling utilities on the server so we can identify what exactly is causing the insane amounts of lag with large population numbers. There is zero reason why the server should be lagging with the hardware we are using, and every time we checked it recently it has not been an issue of CPU being pegged, or memory, disk I/O or networking. My guess is there's thread blocking going on (or temporary bouts of CPU spikes) and the only way we're going to fix that is by profiling and seeing where our bottlenecks are.

We don't have anything set up previously, but after we do, I anticipate the lag will be easy to fix.

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