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[DEV DIARY] - NOVEMBER 2015

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Lay
Posts: 43

Re: [DEV DIARY] - NOVEMBER 2015

Post#31 » Sat Nov 28, 2015 11:19 am

LOVE YOU GUY's !! continue like that !!
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grsapoun
Posts: 18

Re: [DEV DIARY] - NOVEMBER 2015

Post#32 » Sat Nov 28, 2015 11:27 am

TYVM, Great Job guys!!! Keep rocking!!!

PS. Pls, dont forget guild mechanics

vithoria
Banned
Posts: 38

Re: [DEV DIARY] - NOVEMBER 2015

Post#33 » Sat Nov 28, 2015 12:04 pm

dungeon rewrds is lnked to PQ's so pretty good bet they will Work to

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Jaycub
Posts: 3130

Re: [DEV DIARY] - NOVEMBER 2015

Post#34 » Mon Dec 07, 2015 5:57 am

What are the plans for lockout timers since they were mentioned?

I believe on live most major instances had a 4 day lockout which was kind of a bummer I thought anyways.

Is there any chance of a lower lockout timer?
<Lords of the Locker Room> <Old School>

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wiscel
Posts: 487

Re: [DEV DIARY] - NOVEMBER 2015

Post#35 » Mon Dec 07, 2015 7:16 am

Next week it will be 2 years that EA closed down WAR, good job from the devs to get this game going :-)
Nasty - R8X Squig Herder
Mehlindy - R8X Witch Elf
Donavicenta - R8X Sorceress

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Yaliskah
Former Staff
Posts: 1985

Re: [DEV DIARY] - NOVEMBER 2015

Post#36 » Mon Dec 07, 2015 8:14 am

Jaycub wrote:What are the plans for lockout timers since they were mentioned?

I believe on live most major instances had a 4 day lockout which was kind of a bummer I thought anyways.

Is there any chance of a lower lockout timer?
Timer is one of hundreds of mecanics involved in the Dungeon system. Before thinking about this one, many mecanics have to be understood/hardcoded. As said, "we will TRY to take a look".

Imagine all stuff just to make 1 instance Dungeon to work :

"Easy stuff" :
- Generate portal
- Populate area
- Manage droplists
- Respawn points
- Related quests
- Mobs stats and abilities

"Hard stuff" ( i probably miss a lot of points)
- Manage aggro system
- Scripting instances / bosses
- Bosses abilities
- Linked mobs systems
- Timers
- Manage group conditions depending timers
- Loot system (chests like for PQs - keeps...)
- Pathfinding
-...

If many live dungeons were totally bugged it was probably a good reason when i think about :p...

Tiggo
Former Staff
Posts: 1948

Re: [DEV DIARY] - NOVEMBER 2015

Post#37 » Mon Dec 07, 2015 9:50 am

If many live dungeons were totally bugged it was probably a good reason when i think about :p...[/quote]


this is my main concern.
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- Smooshie (Destro)

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Gatto
Posts: 79

Re: [DEV DIARY] - NOVEMBER 2015

Post#38 » Mon Dec 07, 2015 5:12 pm

this is how Pounce worked on Live.

https://youtu.be/VKA05gbSTOQ?t=1662

it should jump on last know target position and not like in RoR
sdk.flm.

"nerf Rock, Paper is fine." -Scissors

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Azarael
Posts: 5332

Re: [DEV DIARY] - NOVEMBER 2015

Post#39 » Mon Dec 07, 2015 5:20 pm

So in other words, exactly like it works on RoR?

Thanks.

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Fellipe92
Posts: 4

Re: [DEV DIARY] - NOVEMBER 2015

Post#40 » Mon Dec 14, 2015 11:33 pm

By Sigmar!!!

Excelent work guys, just perfect!!!
Sanity is for the weak!!!

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