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Changelog 17.02.2016

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nalgol
Former Staff
Posts: 296

Re: Changelog 17.02.2016

Post#131 » Wed Feb 17, 2016 7:01 pm

WAR2014 wrote:Thanks so much Dev! Great job!

Also, .standard name at in-game command for Assign Standard Bearer, what about unassign, what in-game command for unassign?

Ta!
works with the normal guild member interaction menu i just cant the assign to show right :-/

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sarcasmo95
Posts: 11

Re: Changelog 17.02.2016

Post#132 » Wed Feb 17, 2016 7:04 pm

Great patch and congrats to whomever figured out how to get those dots off the map. Orvr instantly becomes more fun
-Selki

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zumos2
Posts: 441

Re: Changelog 17.02.2016

Post#133 » Wed Feb 17, 2016 7:05 pm

First time I make a post because I strongly disagree with the change on jumping. You had to recode the jumping vs live and apperently it causes that jumping makes you move faster than normal running. This being an alpha gives you time to fix it at the core. I'm not a tech guy at all, but you should reconsider on how jumping works instead of making a simple, but bad solution. I've played healers for years in WAR and I'm used to almost jump between every single ability. It's not because I'm trying to exploit, it's because I've done that for so many years. (not just in WAR). This change actually makes me reconsider playing any ranged at all. In addition, if jumping actually does make you move faster, nothing stops melee from doing the same. I hope the devs will take another look at how they coded the jumping. I don't mind if it takes a lot of time. I'd rather wait a bit for a good fix than have a poor fix quick ;)
Zumos - Member of Red Guard

Current Guilds: The Unlikely Plan - Deep and Dry - Dark Omen

Wrathson

Re: Changelog 17.02.2016

Post#134 » Wed Feb 17, 2016 7:20 pm

"- Standards can be pulled out ( tactics and skills don't work yet)."

Pulled out? What does that mean?

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greenstoned
Posts: 150

Re: Changelog 17.02.2016

Post#135 » Wed Feb 17, 2016 7:22 pm

good stuff, love the radar fix, time for some guerilla warfare

play exclusively rdps, and not bothered by the jumping change... ppl are juste complainers i guess
kinda like the 5 piece change on am duelist, but would have prefered the resist debuff proc ;p
AM - Greendreams
SW - Experiment

Wrathson

Re: Changelog 17.02.2016

Post#136 » Wed Feb 17, 2016 7:23 pm

sarcasmo95 wrote:Great patch and congrats to whomever figured out how to get those dots off the map. Orvr instantly becomes more fun
Wait what? so you can't see where yr group members are now?

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sullemunk
Addon Developer
Posts: 1235

Re: Changelog 17.02.2016

Post#137 » Wed Feb 17, 2016 7:24 pm

Wrathson wrote:
sarcasmo95 wrote:Great patch and congrats to whomever figured out how to get those dots off the map. Orvr instantly becomes more fun
Wait what? so you can't see where yr group members are now?
You can't see the enemy dots now
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Bignusty
Posts: 454

Re: Changelog 17.02.2016

Post#138 » Wed Feb 17, 2016 7:28 pm

RyanMakara wrote:
bloodi wrote:My problem with all this is that we have been jumpin in retail for years and now suddenly we are all exploiters and shhould be ashamed.

The game forces you to do it a lot of the time to kite, there is terrain that you will never be able to run past without jumping, we cannot just forget years of muscle memory because now you feel like we are cheaters that are exploiting things.
Since on this server jumping is handled differently than it was on live. I do not remember being able to get out of melee range by no other means than jumping frantically without a snare on live, while on RoR I have seen tons of being avoid imminent death simply because they knew then to time a spacebar tap.
Avoid a death or avoid a snare avoid a KD to .

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sancra
Posts: 144

Re: Changelog 17.02.2016

Post#139 » Wed Feb 17, 2016 7:37 pm

Once again, many thanks

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magter3001
Posts: 1284

Re: Changelog 17.02.2016

Post#140 » Wed Feb 17, 2016 8:54 pm

Haven't tested the new jump mechanic so I'm not sure how it works yet but having only one free jump before the snare shows up seems a bit harsh. I propose giving us 2 free jumps before giving us the 5-20% snare just so there is some room for error. Also, maybe change the snare into a damage increaser. The way it currently works (but add 2 free jumps) but instead gives out a 5% increased damage in-take up to 20%. If a ranged jumps all the way to 20%, any rdps would melt his/her face off... this is a team game after-all ;)
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Grelin of Magnus/Badlands ;)

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