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Disable Rift/Electromagnet prior to releasing t3

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User avatar
Nanji
Posts: 312

Re: Disable Rift/Electromagnet prior to releasing t3

Post#81 » Thu Nov 19, 2015 4:46 pm

Penril wrote:
Someone who is largely irrelevant in-game, and ..... only uses ad hominem arguments

:mrgreen:
inactive on forums to avoid final ban

class imbalance = l2p issue

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Penril
Posts: 4441

Re: Disable Rift/Electromagnet prior to releasing t3

Post#82 » Thu Nov 19, 2015 4:46 pm

Nanji wrote:
Penril wrote:
Someone who is largely irrelevant in-game, and ..... only uses ad hominem arguments

:mrgreen:
:D

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Renork
Posts: 1208

Re: Disable Rift/Electromagnet prior to releasing t3

Post#83 » Thu Nov 19, 2015 4:47 pm

I strive to become relevant in-game and will now shadow Penril~

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Druin
Former Staff
Posts: 1120

Re: Disable Rift/Electromagnet prior to releasing t3

Post#84 » Thu Nov 19, 2015 4:56 pm

What do you have to do to become relevant in-game ? :O
Pretty much always afk or tabbed out.

User avatar
Renork
Posts: 1208

Re: Disable Rift/Electromagnet prior to releasing t3

Post#85 » Thu Nov 19, 2015 4:57 pm

Druin wrote:What do you have to do to become relevant in-game ? :O

Well i'm trying to find out by shadowing Penril now :D

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RyanMakara
Posts: 1563

Re: Disable Rift/Electromagnet prior to releasing t3

Post#86 » Thu Nov 19, 2015 5:11 pm

Azarael wrote:
RyanMakara wrote:Disabling an ability based on where you are in the T3 lake? Devs can hardly code the RvR flag application properly, let alone expand, or even place completely new RvR lakes in a PvE zone. I highly doubt the devs can easily disable a sole ability near a keep door. if is it possible without too much hassle, however, I fully support the suggestion.
Wow, holy ****. Like a sodding knife to the chest.

The reason the RvR flagging doesn't work properly is because the check for your current area is still done during transition phases, when you have a bad position value with a zero Y component. This means that for zones which have their RvR area on the top of the map, you'll flag when logging or zoning into those zones.

This was low priority and has been fixed locally for a few days, but if I'm going to be judged as incompetent for not fixing trivial stuff immediately, I guess I need to change my priorities.

And yes, I can disable abilities near a keep door.
No need to take it personally, my friend. Firstly never even implied incompetence from anyone in the development team, and actually would like to point out that fixing trivial stuff immediately isn't something you should be doing; I simply didn't know whether or not the devs got around to fixing this thing. Last I heard was that this was still broken and hard to fix, y'see?

And I'm glad to hear it's possible to do such a thing, would certainly make T3 keep bombing less painful than expected.
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RyanMakara
Posts: 1563

Re: Disable Rift/Electromagnet prior to releasing t3

Post#87 » Thu Nov 19, 2015 5:18 pm

And then I wondered why this thread was 9 pages long... seemed to be a lot of **** waggling between Renork (solo pro) and Penril (premade pro) criticizing each other over their preferred playstyle, cheered on by a dev. *rolls eyes*

That, and a lot of "LOL REKT" in response to Aza's overly defensive and somewhat butthurt retort towards my post, taking it far too personal when I questioned the ability of the dev team to make a thing such as disabling a specific ability in a specific area possible.

And you wonder why this community is considered cancerous
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Druin
Former Staff
Posts: 1120

Re: Disable Rift/Electromagnet prior to releasing t3

Post#88 » Thu Nov 19, 2015 5:28 pm

RyanMakara wrote:And then I wondered why this thread was 9 pages long... seemed to be a lot of **** waggling between Renork (solo pro) and Penril (premade pro) criticizing each other over their preferred playstyle, cheered on by a dev. *rolls eyes*

That, and a lot of "LOL REKT" in response to Aza's overly defensive and somewhat butthurt retort towards my post, taking it far too personal when I questioned the ability of the dev team to make a thing such as disabling a specific ability in a specific area possible.

And you wonder why this community is considered cancerous
Aha
Pretty much always afk or tabbed out.

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Renork
Posts: 1208

Re: Disable Rift/Electromagnet prior to releasing t3

Post#89 » Thu Nov 19, 2015 5:33 pm

RyanMakara wrote:And then I wondered why this thread was 9 pages long... seemed to be a lot of **** waggling between Renork (solo pro) and Penril (premade pro) criticizing each other over their preferred playstyle, cheered on by a dev. *rolls eyes*

That, and a lot of "LOL REKT" in response to Aza's overly defensive and somewhat butthurt retort towards my post, taking it far too personal when I questioned the ability of the dev team to make a thing such as disabling a specific ability in a specific area possible.

And you wonder why this community is considered cancerous
First of all, you must pass Penril's relevant test in order to be taken seriously here. Also, you must be lion status to qualify. READ THE RULES.

Hey I don't hate premades, I think they are fine. The point of this thread was pretty clear, and I got a response. A certain mischievous lion wouldn't let it go.

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Gobtar
Posts: 803

Re: Disable Rift/Electromagnet prior to releasing t3

Post#90 » Thu Nov 19, 2015 5:37 pm

RyanMakara wrote:And then I wondered why this thread was 9 pages long... seemed to be a lot of **** waggling between Renork (solo pro) and Penril (premade pro) criticizing each other over their preferred playstyle, cheered on by a dev. *rolls eyes*

That, and a lot of "LOL REKT" in response to Aza's overly defensive and somewhat butthurt retort towards my post, taking it far too personal when I questioned the ability of the dev team to make a thing such as disabling a specific ability in a specific area possible.

And you wonder why this community is considered cancerous

when I read Abo's post i could hear the air horns!
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