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Patch notes 22/06/2019

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Gangan
Posts: 652

Re: Patch notes 22/06/2019

Post#21 » Sat Jun 22, 2019 8:06 am

Spoiler:
ReturnOfReckoning wrote: Fri Jun 21, 2019 11:09 pm
[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.
This is Deutsch Patchnotes
Last edited by Gangan on Sat Jun 22, 2019 10:40 am, edited 2 times in total.
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Sulorie
Posts: 7219

Re: Patch notes 22/06/2019

Post#22 » Sat Jun 22, 2019 8:35 am

Hmm, when being on bigger side and having 100%+ enemy aao,...

...then you earn no kill rewards.

...you can't go to a different zone.

...you barely get sc pop, because more people in queue on your side opposed to enemy side.

...you can only play mass rvr, despite disliking mindless aoe spamming.

...you can do pve content, even if you want to pvp.

...you can change realms, despite having realm pride. (foolish attribute but some have it^^)

...you can log off, something you should never promote with design decisions in an online game.

Even if lags can be fixes in the future, which would be great, pushing zerg rvr on everyone is a very bad idea.
Dying is no option.

Herthin
Posts: 58

Re: Patch notes 22/06/2019

Post#23 » Sat Jun 22, 2019 9:14 am

* Only one pairing at a time is open.
* When a pairing is completed past a fort, a new pairing will open.
So splitting the zerg on different Zones is completely off the table?
AAO farm in a "sidezone" is not a thing anymore exept one is into xrealming?

I kinda understand the "why" cant say im a big fan of the "how".
Im courious how this will work out in the long therm.

edit: asked my oracle and it said: blobby n' choppy
Last edited by Herthin on Sat Jun 22, 2019 9:16 am, edited 1 time in total.

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Natherul
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Posts: 3154
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Re: Patch notes 22/06/2019

Post#24 » Sat Jun 22, 2019 9:16 am

Herthin wrote: Sat Jun 22, 2019 9:14 am
* Only one pairing at a time is open.
* When a pairing is completed past a fort, a new pairing will open.
So splitting the zerg on different Zones is completely off the table?
AAO farm in a "sidezone" is not a thing anymore exept one is into xrealming?

I kinda understand the "why" cant say im a big fan of the "how".
Im courious how this will work out in the long therm.
that option sadly never really worked nor can we have a system where more zones open based on pop if we want to have a progressing a campaign in any worthwhile way past fortresses.

mogt
Posts: 480

Re: Patch notes 22/06/2019

Post#25 » Sat Jun 22, 2019 9:28 am

how long isthe time, with one zone??? because with this option, we cant play tacticly, with multiple zones, we had more option to split the zerg etc

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Greenbeast
Posts: 335

Re: Patch notes 22/06/2019

Post#26 » Sat Jun 22, 2019 9:32 am

Natherul wrote: Sat Jun 22, 2019 9:16 am
Herthin wrote: Sat Jun 22, 2019 9:14 am
* Only one pairing at a time is open.
* When a pairing is completed past a fort, a new pairing will open.
So splitting the zerg on different Zones is completely off the table?
AAO farm in a "sidezone" is not a thing anymore exept one is into xrealming?

I kinda understand the "why" cant say im a big fan of the "how".
Im courious how this will work out in the long therm.
that option sadly never really worked nor can we have a system where more zones open based on pop if we want to have a progressing a campaign in any worthwhile way past fortresses.
I'm sorry but these changes are terrible.
If you run an organized warband and you start close to t4 zone lock you just can disband because you have nothing to do for the next hour. Same goes for everyone else who didn't get past cap.
You must either remove fort cap in that case or do something else.

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wonshot
Posts: 1101

Re: Patch notes 22/06/2019

Post#27 » Sat Jun 22, 2019 9:39 am

So looking forward with this orvr system of just one parring open. if one realm manages to get 3 star keep during EU primetime and fit 100+ defenders inside a funnel situation, the best way to deal with this is to play scenarios or log out?
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Aurandilaz
Posts: 1896

Re: Patch notes 22/06/2019

Post#28 » Sat Jun 22, 2019 9:50 am

Honestly wondering if you have actual intentions of making people log off as told on page 1 - or you just didn't consider effects of keeping max 1 zone open, and in case of forts, all lowbies can piss off and go... log out? Or have organized warbands who have scheduled sessions, start when fort is about to begin, and conclude that fort kills all RvR and since there won't be pvp elsewhere, might as well log off. And no, scenarios are not doable for warbands. And no, the scenarios themselves do not provide relevant rewards (Domi and Oppressor are honestly bad for bunch of classes and weapons barely differ from other options that do not require 3-4months of emblem grind).
T4 has been laggy for month. Rams vanish in lag, and cannot be placed due to rubberbanding. Melee attacks won't launch because lag shows players in different spot than real locations. Heals with cast times won't fire under extreme lag. And now you decide to go with design of max 1 zone open.... "what could go wrong lol"

I guess all old ideas of "splitting the zerg" have been just thrown into the dumpster and we're back to ye olde 20-40h Kadringrad sieges (however current tactic seems to throw the towel in and flee keep so enemy can take it and do halfassed defence so you get fort)

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Nameless
Posts: 1141

Re: Patch notes 22/06/2019

Post#29 » Sat Jun 22, 2019 9:51 am

Why devs underestimate so much realm pride. That is something good which need promoting and which will make the game more satisfying and rich...

Promote realm pride, dont dissmiss it
Mostly harmless

K8P & Norn - guild Orz

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Tesq
Posts: 5704

Re: Patch notes 22/06/2019

Post#30 » Sat Jun 22, 2019 9:53 am

You just had force all ppl into 1 zone without:

-solve zerg problem inside zone aka ppl redistribuition over 4 flags.
-introduce an underdog system
-fix various bugs

Another bad turn for the game honestly....
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