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Disable Rift/Electromagnet prior to releasing t3

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zabis
Posts: 1215

Re: Disable Rift/Electromagnet prior to releasing t3

Post#91 » Thu Nov 19, 2015 5:38 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
Reported
Soulcheg wrote:Want mirrored classes - play chess.
Genisaurus wrote:You are not entitled to Best-in-Slot gear just because you log on.
#266

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Renork
Posts: 1208

Re: Disable Rift/Electromagnet prior to releasing t3

Post#92 » Thu Nov 19, 2015 5:40 pm

zabis wrote:
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
Reported

* Moderator, you are not:
We encourage everyone to report posts they feel violate these rules, however, do not take it upon yourself to inform players when you do so. Saying "Reported" and other such behaviors is tolerated just as much as the behavior you're reporting, that is to say, not at all.

Abolition
Posts: 336

Re: Disable Rift/Electromagnet prior to releasing t3

Post#93 » Thu Nov 19, 2015 5:45 pm

RyanMakara wrote: 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.
Interesting. Let's go deeper.
RyanMakara wrote: ...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....
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
:roll:

Besides, long threads, such as this, are highly entertaining. I highly enjoy the E-Peen measuring contests.

Forum PvP Best PvP.
Last edited by Abolition on Thu Nov 19, 2015 5:46 pm, edited 1 time in total.
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zabis
Posts: 1215

Re: Disable Rift/Electromagnet prior to releasing t3

Post#94 » Thu Nov 19, 2015 5:45 pm

Renork wrote:
zabis wrote:
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
Reported

* Moderator, you are not:
We encourage everyone to report posts they feel violate these rules, however, do not take it upon yourself to inform players when you do so. Saying "Reported" and other such behaviors is tolerated just as much as the behavior you're reporting, that is to say, not at all.
Retorted
Soulcheg wrote:Want mirrored classes - play chess.
Genisaurus wrote:You are not entitled to Best-in-Slot gear just because you log on.
#266

User avatar
Renork
Posts: 1208

Re: Disable Rift/Electromagnet prior to releasing t3

Post#95 » Thu Nov 19, 2015 5:47 pm

Abolition wrote:
RyanMakara wrote: 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.
Interesting. Let's go deeper.
RyanMakara wrote: ...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....
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
:roll:

Besides, long threads, such as this, are highly entertaining. I highly enjoy the E-Peen measuring contests.

Forum PvP Best PvP.
I don't think Ryan sees it but his post was pretty rude.

"Devs can hardly code the RvR flag application properly, let alone expand, or even place completely new RvR lakes in a PvE zone"

^ that.

User avatar
RyanMakara
Posts: 1563

Re: Disable Rift/Electromagnet prior to releasing t3

Post#96 » Thu Nov 19, 2015 5:56 pm

Renork wrote:
Abolition wrote:
RyanMakara wrote: 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.
Interesting. Let's go deeper.
RyanMakara wrote: ...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....
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
:roll:

Besides, long threads, such as this, are highly entertaining. I highly enjoy the E-Peen measuring contests.

Forum PvP Best PvP.
I don't think Ryan sees it but his post was pretty rude.

"Devs can hardly code the RvR flag application properly, let alone expand, or even place completely new RvR lakes in a PvE zone"

^ that.
I may be a bit blunt sometimes, I do apologise for that. Didn't mean to belittle the dev's abilities at all, I was simply going by information I knew back when this was still an issue to them.
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Renork
Posts: 1208

Re: Disable Rift/Electromagnet prior to releasing t3

Post#97 » Thu Nov 19, 2015 5:58 pm

I'm just going to have to report you.

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Tesq
Posts: 5713

Re: Disable Rift/Electromagnet prior to releasing t3

Post#98 » Thu Nov 19, 2015 6:00 pm

i have a magus that play even more often now and being able to pull ppl from side walls would also be lame, my line is if it's something can be exploited it will be .

Even if some good suggestion as disable pull when door up was done, the chance of being pulled through side walls when the opponents realm is tank wall and farm this way ppl that try to hide/trap defender it's too risky for me.

A correctly Pull at a keep siege is good only for trap ppl inside keep and you usually pull tanks cos there will be most likely only tank in first line when a a keep siege occure thus making pull risky as an aoe kb by a pulled tank can ruin all defender work.
Pull is an anti kite tool ( so better fullfill is existence in open space) and not a siege core ability.

There is no reason to not disable pull if it can ruin ppl day.
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Abolition
Posts: 336

Re: Disable Rift/Electromagnet prior to releasing t3

Post#99 » Thu Nov 19, 2015 6:12 pm

Tesq wrote:i have a magus that play even more often now and being able to pull ppl from side walls would also be lame, my line is if it's something can be exploited it will be .

Even if some good suggestion as disable pull when door up was done, the chance of being pulled through side walls when the opponents realm is tank wall and farm this way ppl that try to hide/trap defender it's too risky for me.
...
I already have my surname on my Magus in preparation of the glorious events that hopefully will not happen.

Aborifts Youthrudoors

As you said, and as I said earlier in the thread (I think), hopefully there is a way to code it so that when the door is up Rift/Magnet does not pull through doorways, however once the door is down it works as normal.

The devs will deliver.
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User avatar
Renork
Posts: 1208

Re: Disable Rift/Electromagnet prior to releasing t3

Post#100 » Thu Nov 19, 2015 6:23 pm

Abolition wrote:
Tesq wrote:i have a magus that play even more often now and being able to pull ppl from side walls would also be lame, my line is if it's something can be exploited it will be .

Even if some good suggestion as disable pull when door up was done, the chance of being pulled through side walls when the opponents realm is tank wall and farm this way ppl that try to hide/trap defender it's too risky for me.
...
I already have my surname on my Magus in preparation of the glorious events that hopefully will not happen.

Aborifts Youthrudoors

As you said, and as I said earlier in the thread (I think), hopefully there is a way to code it so that when the door is up Rift/Magnet does not pull through doorways, however once the door is down it works as normal.

The devs will deliver.
You're irrelevant and I never heard of your magi. Please proceed to the exit sign. :mrgreen:

Ps I'm leveling my magus. I heard you're my competition~

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