Re: Monsters that cant find home glitch -
3/24/07 (by
Django)
The attempted fix we used should be in, if they are still frequently
popping back to full health then the fix didn't work as well as hoped. This
may have some difference between our test servers and the game servers. I
hunted remorans on Viss and DI for over an hour in a way that normally gets
them to pop back to full (from distance so they get bored and go home) and
out of the hundred+ remorans we I faught none of them popped back to full
health.
If they get stuck on terrain, or other objects they will still pop back to
full health, the fix that went in simply made their home larger, so when
they flew back they wouldn't fly in circles then pop back to full health.
We'll look into it further.
Re: Monsters that cant find home glitch -
3/24/07 (by
Django)
Quote: Originally Posted by Xearo
I posted same response on last thread. Turbine dev's are oh so busy! But
they will spend month's trying to fix something that they screwed up in
the 1st place insted of just removing the ignorant fix that they put in
that caused this mess.
The possible fix for this took no more than a
few hours.
Removing the portal home tech would break more than it fixes.
What it'll fix:
1. creatures will no longer try to portal home when they can't reach home.
What it'll break:
1. instead of portaling home when they can't find home creature's will just
fly in circles endlessly until you manage to draw aggro or kill them.
2. creatures in dungeons will get stuck on walls/corners and will not return
home as long as the dungeon is active.
3. creatures will get stuck on landscape and continue to try to get home
while stuck until they aggro on something, someone kills them, or the
landblock unloads.
The fix, innitialy, was largely due to the crystal golem exploit, yes, but
it fixed more than just people being able to exploit one creature, it also
stopped creatures from piling up in locations of dungeons and not being able
to get home, creatures piling up on landscape features that were impassable,
and otherwise allowed creatures to go home when they would have been stuck
in some other behavior.
Re: Monsters that cant find home glitch -
3/24/07 (by
Django)
Quote: Originally Posted by YekYai
Increasing the size of the monster's home spot, which you say you did,
sure seems like it should have worked. *Shrug*
Seemed like it did work on the test servers.
I've reproed the monsters not finding their homes bug multiple times, I
tried for over an hour this time and didn't manage to repro the issue. There
may be a lag related issue, or some other factor of live servers, either
that or possibly the issue was reduces/changed but not removed. Can't be
certain till we repro it again.
Weekly Update 3/26/07 (by
Frelorn)
Hello there and welcome to this weeks update on what is happening in the
world of Asheron’s Call.
This week the team is busy working on things for the April event. We are at
the point in development where things are being placed on the test servers
and the team begins to tweak, adjust and balance out all of the new content
they are working on.
We had a busy day on Friday, with lots of game industry press in the
building for various reasons. We spent a good part of the day with some of
these folks talking about gaming in general and what the future has in store
for us. Our friends over at Warcry have posted about the visit today, which
you can read about
here. We even got a bit of a mention from the folks over at the
LotRO Vault. It was great to meet the people behind some of the bigger
sites and publications and to talk about what is in store for AC in the
future. It was a fun day and I think we will be seeing some benefits from
meeting with these folks in the future.
There has been a rather large amount of great suggestions for the game
coming in to us lately, either through the forums here or via email. We
wanted to take this opportunity to say thank you for all of the wonderful
ideas and suggestions. I am not sure what has spawned all of these great
ideas as of late, but please by all means keep them coming. While the team
here works very hard to get the best content and features out that they can,
the only way we know what the players want is the continued communication
that we have with you all. You cannot imagine how helpful you all have been,
and continue to be as we move forward with the game. From the very bottom of
our hearts we just wanted to say thank you. Thank you for the ideas, thank
you for supporting us, and thank you for being here and sharing in the joy
we all get from working on and playing this game.
That’s about it for now. Everyone have a great week.
__________________
Andy "Frelorn" Cataldo
AC Community Relations
Turbine, Inc
Re: Does anyone else think that the Slayer
Gems should be removable? 3/26/07 (by
Django)
I was thinking about this today and it may be
more difficult than I thought, sadly. Pretty much the way it works is,
there's a field available for weapons that can be filled with special data,
this field is used to record if an item has a special effect, such as mukkir
slayer on it so that other effects can not be added. However, I failed to
take into account that the item would also need to know how to fix each
specific change. It seemed fairly easy to clear out the slayer types and
amount fields, but then with items like the rabbits foot and dark idol that
change other stats this suddenly becomes difficult. As a one trick pony it
was easy, it just cleared out some fields on any weapon and left it, however
variance, melee defense and other changes that do not always occur and are
not a field that can simply be cleared out would not be changable so easily.
This means that the removal would have to be able to figure out what effect
is on the weapon then remove it in a specific way, either that or each type
of stone has a specific removal item that needs to also be able to know
which effect is on a weapon.
It would seem to be a bit less trivial than first expected but I put in a
suggestion for it anyway.
Re: Does anyone else think that the Slayer
Gems should be removable? 3/26/07 (by
Django)
Speed tried to make a removal
item, it didn't work out. We're still planning on working on this, but we're
going to need to recruit Sev and get some tech for it.
Re: Does anyone else think that the Slayer
Gems should be removable? 3/26/07 (by
Django)
And which bug would you be
talking about in specific Javit?
I'm unaware of any bugs that we don't have in for possible fixes. It's all a
matter of how much time Sev needs to do something. To do something like this
Sev most likely needs about 3 hours, to fix the return home bug we need to
figure out what's wrong so that'll most likely take a while of trying to get
it to repro on test then debug the situation, to fix combat stances breaking
when you enter them will most likely take a few weeks of work time because
Sev hasn't worked with those systems much yet. If you've got some new
amazing bug to complain about feel free to let us know and if it's a bug
we'll look into fixing it.
Re: Does anyone else think that the Slayer
Gems should be removable? 3/26/07 (by
Django)
Quote: Originally Posted by Javit al-Thirim
Chests insta-relocking.
Working on it.
Quote: Originally Posted by Javit al-Thirim
Animation bugs (fastcasting, delay casting. Oh wait, these are FEATURES
now! )
Depending on the animation bug, I believe I
mentioned these, will take a while for Sev to catch up on how things work
there and get any kind of fix in.
Quote: Originally Posted by Javit al-Thirim
Your RNG is not random enough. When people are failing or succeeding 10,
15, 20 imbues in a row, that are SUPPOSED to be 33/38% chance of
success, there's a definite problem in that system.
Well, look at the larger picture. In a small
sample set most artificial RNG are streaky. If you look at them in large
sample sets they are right on the money. Sorry we've all be on the bad side
of a streak, then again some of us have also been on the very good side of a
streak. If you don't want to break something don't imbue it. Breaking things
is part of imbuing.
Quote: Originally Posted by Javit al-Thirim
Slayer bonus on some quest weapons like Undead Slayer isn't good enough
to compete with the Composite Bow after imperil and vuln (May be by
design, but seems silly to me, at least. Especially since the Shadowfire
Bow owns vs. the Composite on shadows!). What, exactly, were you
intending the upgraded Composite Bow for, anyways? Right now, it looks
like the best all-purpose bow in the game, as long as an imperil and
vuln doesn't put a monster below 0 base AL.
Not a bug, it's a very good quest bow. It's
AR and has a non-elemental damage bonus, it's intended to be an all around
weapon. Based off the amount of time required in hunting well below the
level range of the characters using the highest bow it's reasonable for the
bow to be as nice as it is, it can be a rather large time investment.
Quote: Originally Posted by Javit al-Thirim
Fellow leader stealing...did that one get fixed? I don't know how to
exploit that one in the first place, so I didn't really keep an eye out
for the fix on it. I think I heard a few people got banned for using it
though?
It's been noted and should be fixed in the
not so distant future (my measure of not so distant may be different than
yours though).
- About any system/memory/directX based errors, I'm not really your man on
that. I know there are a fair number of reports in our bug database on them,
but I came on after ToD when all of that was tested.
Re: Does anyone else think that the Slayer
Gems should be removable? 3/26/07 (by
Django)
Nobody said anything about fixing fastcasting/slidecasting/holdcasting/etc.Casting.
just said that qualifies under the same catigory as the other animation bugs
which I had already mentioned.
Re: Shield of Perfect Light 3/25/07
(by
Django)
Quote: Originally Posted by Gaetano
Hey folks just noticed a possible error on this shield. Unequiped it has
unparalleled to acid and cold (nice), but then it cast these same two
banes effectively doing nothing for the shield. Its kind of a waste of
two spells.
Oh, but you are most incorrect, having these
two banes are absolutely useful.
Why?
Were you to cast negative level 7 item magic spells on the shield it would
lower the proteaction for acid and cold down to poor. However, if you have
it buffed with these two level 7 spells over the unpar and you cast negative
level 7 spells on the shield it still appears as unpar because the negative
and positive level 7s balance out.
So, the lesson here is that, yes, 2.0 is max, just as 0 is max for speed,
but casting a spell that would go beyond the max, were it possible, will
actually protect you from negative effects.
This is also true if you have a dagger with 20 speed, you could cast Swift
Killer 2 on it but if you do, in the event that Leaden Weapon 7 is cast on
it Leaden Weapon = -70, add that to Swift Killer 2 -70+20 = -50. So, your
total speed will end up at 50. Now, were you to cast Swift Killer 7 on your
weapon, and someone were to cast Leaden Weapon 7 on your weapon they'd
balance out and you'd end up at 20, much better than 50.
Re: Any Plans for a Shadowfire life wand? 3/28/07
(by
Kitani)
Quote: Originally Posted by
Taomagicdragon
I have a martyr mage and wonder if it would be at all possible to allow
for some kind of quest to modify the shadowfire wand into a life wand?
Take away the +% to fire damage and replace the war wield to a life
wield. I would beleive this to be a fair tradeoff and a rather nice tool
for those that prefer to use only offensive life magic. Any official
comment on this idea from the almighty devs of AC *bows down humbly*
I'll bring it up to the team for
consideration. Not likely it'd take a whole quest to do such a change, as
that'd be a lot of work for a sub-section of the players, but we may be able
to come up with something. No promises it'll get in, of course, but I can't
forsee any reason for us to not come up with something.
__________________
Kintani
AC Content Designer
Turbine, Inc.
Re: After turning in 100 shrouds... 3/29/07
(by
Severlin)
Good feedback. I'll add some comments:
Quote: Originally Posted by
Danalif
I didn't even get the time of day beyond my 9 mil XP. I was hoping that
there would be something: A title, a special shroud or even opening up a
new part of the graveyard.
The shrouds are meant to be a nice
supplemental XP source for those who hunt the graveyard. We didn't intend to
lead players on into thinking that turning in tons of them would provide
some additional reward.
Quote:
Wisps: Turbine really needs to do something with these, in their current
state they are nothing but a hard to kill, chain casting pain. Flayed
Skin - Decreases a targets natural AL by 500 and monstrous war spell.
Maybe decrease the respawn rate to 30 min from it's current 10. Have
them drop special protection gems gets to match their debuffs and war
spells that would only last for 15 minutes. Also, for a monster with 20k
HP, the loot is horrible off them, if it even drops any, the loot
profile needs to be brought up on these.
The Wisps are meant to add difficulty in the
graveyard. They are a stopper creature - something you have to avoid or pull
and eliminate for more lucrative hunting. As such, we didn't want them to be
extremely rewarding. Also, the Sorrow and Despair Wisps are heavy debuffers
and while they have some offensive power they aren't intended to be that
much of a threat if they are pulled alone by a group. They are much more
dangerous if one catches you while you are fighting something else. If they
were extremely rewarding groups would spend their time single pulling them.
Hatred Wisps are a curve ball - they are rough either way. They are also
worth more XP.
We wanted a hunting area that required people to pay attention and hunt
smart. We imagined that it would be difficult to set up and mindlessly hunt
the graveyard without paying attention. Wandering monsters are designed to
make the area more interesting for players looking for a more active hunting
experience.
I will throw the idea of a longer respawn at the team and see what they
think.
Quote:
Undead: Either the Skeletons and Ghosts need to be reclassified as
undead or the undead slayer should also recognize these types too,
because in their way, they are undead too. Time to bring out a bigger
Mnemosyne for these guys, make it worth 3 or 4 Gems of stillness. No
need for xp out of them, anyone who is fighting in the graveyard would
probably scoff at an XP reward out of them.
They are specifically not undead so we can
populate the graveyard and the closer groups don't necessarily recognize the
agro "screams" of different groups. It has to do with how the graveyard is
layed out and how we want groups to agro each other.
We also didn't want a single slayer weapon to be the best against all the
creatures in the graveyard.
Quote:
Damage: Once again, grouping is impaired because different classes have
a better damage type due to damage due to differences in max damage not
being the same across a characters weapons, IE. the bludgeon attack of
Axe being less then slash.
Why is this different in the graveyard from
any other hunting area?
Quote:
Trophy turn in: Change the trophy turn in from having to do it in lots
of 10 to how ever many that person has on them, that way they can
completely turn in at the end of hunting without any leftovers. Due to
the comparatively small xp from the trophies, it should be able to be
shared in a fellowship, as it almost requires a fellowship to hunt
there.
Our current tech doesn't allow for this since
you can't do "math" in a script. I know that probably doesn't make much
sense but trust me that a script that tried to count items in that way would
be cumbersome and inefficient at best. We don't want a heavily used NPC to
have a long script that checks inventory over and over to "count" out items
and reward for each possible amount. It wouldn't be good for the server. On
the other hand, you don't have to single drag each shroud onto the NPC for
it's own XP reward!
If there was a large player outcry for it we could probably add an option to
single drag shrouds onto the NPC for a partial reward. QA didn't feel that
it would be all that useful.
As for trophy quests and fellowships, the trophy quests are fine tuned to
give maximum rewards to smaller groups. The graveyard is not balanced for a
full fellowship group, and they already get group XP bonus. A full
fellowship group has other areas they can also adventure in. The Colosseum
is an example of an area that is cool for a full fellowship. While nothing
prevents a full fellowship from hunting the graveyard, they already have a
substantial XP bonus for the group. The trophies are there to make the
graveyard even more lucrative for people who feel like hunting in smaller
groups since there isn't any other hunting spot that rewards that kind of
play.
Quote:
There is a lot of potential in the Graveyard, a lot of places to open up
for little "Crypt Quests" and Hunter tasks.
We agree.
Re: After turning in 100 shrouds... 3/29/07
(by
Severlin)
Again, good feedback.
It's almost as if there is more to the graveyard, waiting to be unearthed.
Naw, that couldn't be it. If that was the case then we should have had an
NPC hint that things were still being unearthed. :P
As for the specific gather quests, I will talk to the team and see if their
XP reward needs to be revisited.
Re: After turning in 100 shrouds... 3/29/07
(by
Severlin)
Quote: Originally Posted by TheKnight
I. Increase the XP you make from turning in 10 shrouds from 9million to
70million.
You are discounting the XP for the creatures
themselves. The shrouds are supplemental to that. I would not be surprised
to see an XP bump in the shrouds or the more powerful night time creatures,
but if your expectation is *that* much of a bump you will be...
disappointed.
Quote:
In it's current form it takes to long to change from daytime to
nighttime in this place. I would say it should change once every hour
from daytime to nighttime and vice versa.
The cycle is and has been standard since the
inception of AC and I wouldn't change that at this point. (Oh, and the day
night cycle *is* two hours already, though night time is slightly shorter
than the day.)
Quote:
III. The Pyre Skeleton Mobs/Boss's need to have slightly less damage
from their attacks.
The night time is meant to be rough.
Quote:
Overall I enjoy the graveyard, but would not hunt here until the xp is
brought more up to the level it should be for it's difficulty. It's a
step in the right direction to get away from dungeon crawling, but until
the XP is brought up to the kind of XP you'd make in a dungeon or on
Viss or DI, nobody is going to take this place as a serious alternative
to dungeon crawling.
Good feedback. We do not want an area where
the rewards do not match the risks.
Sev~
Re: Monsters that cant find home glitch -
3/30/07 (by
Django)
Quote: Originally Posted by G_L
My job is to reproduce customer bugs, I do this all day, I find it very
dificult to believe you cannot reproduce and fix this bug we have
complained about for a long time.
I can, I have, it stopped happening, or was
not observed on the test servers after Sev made his changes.
Quote: Originally Posted by G_L
Either your testing procedures/servers are broken or you are not trying
very hard. I don't play much and I see this bug reprooduce on DI within
5 minutes to 1 hour consistantly.
Testing servers are far smaller than live
servers and have far less load on them. As Sev pointed out this is most
likely either a bug related to lag (unlikely) or related to server boundries.
We have very few server boundries on a test server. It might be nice if we
could have a live server to test on, but that's a lot of hardware and it
takes far longer to set up on a daily basis.
Quote: Originally Posted by G_L
You stated you think you fixed this bug and introduced a patch. Please
investigate your testing procedures/servers or DO YOUR JOB!
Please no excuses, it appears this bug
is EASILY reproducable.
Frankly I would be ashamed if I delivered a patch for a reproducable
probem and it did not fix the issue.
... I don't know what to say, you're a bit
discouraging there. I spend a lot of time looking into issues that players
bring up, supporting ideas that players have and represeting players
concerns on bugs and functionality to the team.
By the way, just so you know. I've reproduced this issue on live and still
am not reproducing the issue on the test server. So... as I stated as first,
and as Sev said, it's an issue with the difference between live and test,
there'll always be some differences between live and test it's just the way
it is.
Best part of this all is if I'd simply ignored the player complaintes in the
first place and Sev hadn't tried to fix this you would have never posted
those remarks. By working on this instead of ignoring it we've been accused
of not doing our jobs, that's a bit ironic.
Re: Monsters that cant find home glitch -
3/30/07 (by
Django)
Quote: Originally Posted by Flandamier
Try different distances Dj and Sev.
We can repro it without any issue on live. I
went 10 for 10 earlier today. I used exactly the same spells in exactly the
same area using the exact same combat techniques on test on went 0 for 10.
We're trying to find the reason for the difference, we'll see what happens.
Weekly Update 4/2/07 (by
Frelorn)
Hello there and welcome to the Weekly update
for 4/2/07.
This week the team continues to work on the April event. The balance on
things is being worked out and bugs are getting fixed. The team has also
begun the work of planning what will happen for the May event. Of course
this is only in the rough planning stages at this point, but we have a
general idea of what direction we will be going in for that month.
It appears that most everyone got a kick out of our April Fools fun over the
weekend. If you haven’t had the chance yet, make sure you check out the
Tanada House of Pancakes, but watch out for those Pancake Golems, they can
be really sticky critters to handle. :P
I have been really pleased with how civil everyone has been over the past
couple of weeks on the thread about our customer service. It is always nice
to have a discussion on how to improve things without resorting to flaming
or name calling. It is a tribute to how mature this community is\has become
over the last few years. As I said in the thread already, the feedback that
is gathered from that thread is going over to those in charge of our
Customer Service team, so the constructive criticism is welcome.
Our friends in the great Pacific Northwest are having the bi monthly
Asheron’s Call dinner this month. I recommend that you go if you have the
chance. It is a good time.
From Gouru’s post:
We meet at the Azteca
http://maps.live.com/?v=2&sp=yp.YN925x15726177 at 5 for happy hour and
at 6:30 for all ages invited Player Dinner. This is always a great time to
come out and meet fellow local area players! Prices are reasonable, and you
do NOT have to purchase dinner to attend.
Bring a non-playing friend for a FREE boxed copy of Asheron’s Call and a one
month subscription.
Hope to see you there! Please RSVP to
johndilley52@hotmail.com so I
can let the restaurant know how many will be there.
Last but not least, some of you have been PM’ing me about the resolution for
those people whose Colosseum keys were “eaten” by the chest. I apologize for
the delay on resolving this for those folks. Things have been exceptionally
busy for me in the last couple of weeks, and I let this keep sliding down my
to-do list. This week I will be taking care of it. I have the list of people
who PM’d me and have gathered all of the information I need. If you sent me
a PM about the matter when I asked, I would ask that you send me one more PM
with the best time to reach you in game. Once I have this time I will log in
and attempt reach all parties involved. I thank you all for your patience,
while waiting for a resolution to this matter.
__________________
Andy "Frelorn" Cataldo
AC Community Relations
Turbine, Inc
Re: Paying Rent? - 4/3/07 (by
Frelorn)
I am still paying the rent for everyone. I have not had the chance to run
the command yet this week. Hopefully today or tomorrow.
__________________
Andy "Frelorn" Cataldo
AC Community Relations
Turbine, Inc
Re: Why No Composite Atlatl or Slingshot? - 4/3/07 (by
Django)
Simple answer:
Because there was no such thing as an atlatl or sligshot when the composite
weapons were first created. We simply updated the existing items this time
around. It may be a good idea to make a "composite" atlatl or slignshot
though, to keep things even. I'll mention it.
Re: ATTN TURBINE: Channeling Weps Got to be Messed Up! -
4/4/07 (by
Django)
Quote: Originally Posted by Ceryni
I used a vuln even while i was hitting with the rend, which would
supercede the blung vuln VI the rend would have "cast". They were both
on a level playing field.
I think Danafil's point is that the two
weapons are not on the same playing field. It'd be more similar were you to
compare a CS or CB weapon or a weapon with no imbue to the Channeling
weapons. Comparing a rend to a Channeling is like comparing a rend to a CS
or CB without casting any vulns, of course the rend is going to do better.
Re: ATTN TURBINE: Channeling Weps Got to be Messed Up! -
4/4/07 (by
Django)
Well, I know why loot generated weapons are
better in PvP than the Channeling weapons.
Where was it said that the channeling weapons were intended to be good for
PvP? I don't believe that would be correct for a few different reasons.
Re: ATTN TURBINE: Channeling Weps Got to be Messed Up! -
4/4/07 (by
Django)
Quote: Originally Posted by Ceryni
Weapon 1- Weapon 2-
Damage 18-92 or whatever Damage Variance 35-55 or whatever
Assuming that we can write off crits (which
we can't completely seeing the crits on the 18-92 are going to be worth
quite a bit more) simple math is 18+92/2=55 35+55/2=45. The total DPS
without counting crits in this case should favor the 18-92 weapon by a fair
amount. Compare the damage done by the 18-92 to a CS or CB weapon they
should be more in line with eachother.
Re: ATTN TURBINE: Channeling Weps Got to be Messed Up! -
4/4/07 (by
Django)
I'm not saying the weapons are good, just
saying that they're in line with other weapons DPS wise, it's just
represented differently. I'm not a big fan of wide variances myself, I like
my DoTs to be tight and as standard as possible.
There are two issues with your test though, one I have mentioned (this
weapon doesn't compare well with weapons that are not CS or CB) and a second
that I have not mentioned, but players should be vaguely aware of.
When we did our PvP rebalance just over a year ago now we made changes to
how much damage players took from certain imbued weapons and how this damage
was handled. Seeing that you're using a loot generated imbued weapon on a
human target you get an extra bonus to your damage. So it's not just that
you're using comparing a rending weapon to a non-rending weapon you're
comparing a rending weapon with an innate damage increase due to use against
another player to a weapon that has no damage bonus against players.
Re: ATTN TURBINE: Channeling Weps Got to be Messed Up! -
4/5/07 (by
Django)
Here's the Raw DoT:
Channeling Guruk Fist - 15735.67 + Proc
Max Loot Weapons - CB Imbue, No Tinkers - 15974.95
Yes, they're not great in comparison to fully tinkered weapons. However, the
quest is short and the weapons are comparable with other 400 wield weapons,
just not fully tinkered weapons.
I never said players should use them over other weapons, anyone with 400
wield supplies will most likely have something better to use, however this
is a quick quest that players can run as they are just becoming able to
wield 400 wield weapons.
So, the point being that they're not "Messed Up!" they're just not as
awesome as some people were hoping they would be.
Re: ATTN TURBINE: Channeling Weps Got to be Messed Up! -
4/5/07 (by
Django)
I agree, not my favorite weapons in game
either. They were something new to try, very high damage, very high variance
weapons. They are tradeable if I'm remembering right, and if not anything
else at least they look pretty cool. My over all point of posting was just
to point out that the test was flawed at the basic level and they're a bit
better than it made them seem.
Re: ATTN TURBINE: Channeling Weps Got to be Messed Up! -
4/5/07 (by
Django)
Quote: Originally Posted by Ceryni
I got excited when I saw that there was an awesome looking (and
sounding, Channeling Bone Sword is a wicked cool name)
There was some talk about maybe making a Bur
specific loot profile that dropped these items from creatures. It seems
unlikely to happen at this point, but you may see weapons that look like
these again in the future.
Re: Black Marrow Reliquaries, bugged? - 4/5/07 (by
Severlin)
I am working on our first pass through chest tech - I am going to make it
possible to have chests with locks clear out and totally generate new loot
when they are closed and relock. Right now old loot persists and makes it
possible to fill the chest. Also if someone doesn't take anything at all the
next person will get the same treasure. This causes all sorts of unintuitive
problems for players.
It also means that chests that lock and are marked to use this tech will
regenerate loot so you can't close the chest and let someone else pick up
the item - but I doubt anyone did that for chests that required keys anyway
since it would waste a key.
Sev~
Re: Black Marrow Reliquaries, bugged? - 4/5/07 (by
Severlin)
Quote: Originally Posted by Gengis
Sev - any Chest love you can give is soooo welcome. I have many keys
muled just waiting for the day when chest loot is upgraded and the BMRs
aren't bugged. I've lose many a BMK when the chest didn't open, or
otherwise bugged.
While I am in the chest code I'll see if I can rep the "chest didn't open
but ate a key" bug. If you have a semi reliable rep and you are feeling
generous PM me a loc of the chest and the name of the key you used, and
anything unusual you did to reproduce it.
Quote:
I hope the investment of your time means there is going to be an
overall review of chest loot and lockpick. I am trying to put the pieces
together here and If I had my senior dev working on something, I'd be
sure that is was something that would have value going forward.
Any hints?
This isn't a content pass - the content guys are that-a-way. (Turns back
to Kintani and secretly points at him when he's not looking.)
Sev~
Re: its time again for full radar range Heart rends - 4/5/07
(by
Severlin)
I'll run the idea of increasing the range of Harm spells to the team. Maybe
a x2 or even x3 range from what it is now. Django will welcome a chance to
"test" this by kicking my butt in PVP.
Sev~
Re: its time again for full radar range Heart rends - 4/5/07
(by
Severlin)
Okay, after discussion here is the issue.
The highest level harm type spell is, according to the spell file, ~36
meters, or 6 meters above the longest war spell. So it's not exactly short
range. That range scales with spell level, so the lower level spells have
shorter range.
If we change this it becomes more and more possible for a mage to tab select
creatures in dungeons that can't reach them and Harm them to death. Sure it
would take a while, but with no risk. That's not good and we don't want to
add to that possibility by increasing the range.
That means we would have to add to to PvP attacks only, which requires new
tech. What exactly is this for? Is it just a matter or finishing off fleeing
enemies in PvP?
Sev~
Re: its time again for full radar range Heart rends - 4/5/07
(by
Severlin)
Quote: Originally Posted by Slash Atoyot
Huh? That can't be right. You're telling us that HARM spells have a
longer range than War spells? Are you absolutely positive on that, or
perhaps your looking at old data?
According to the data Kinitani pulled, yes.
You are going to make me dredge the code looking for a programatic range
decrease, aren't you? Um, I'll look into it if I get a chance. But the data
says 36.
Quote:
That, would be a perfect solution, IMO. It doesn't unbalance PvM, it
doesn't allow HARM spells to be used by "gank squads" (you know, the
guys that work at the Bael Buy stores), it adds a reason to increase
Item Magic (or even spec it), and, geez, there was one last point that I
was gonna mention, oh yeah, it prevents PK's from running away from
their imminent death.
And it doesn't require any new tech. Could also find a good use in PvM,
when trying to lure monsters away from their groups. You know how they
LOVE to head back and tell their buddies ALL about it....
Um, AC currently doesn't have a root effect,
so that's definitely new tech. Our slow effects would also require work to
make ready for PC use.
Anyway, if we ever gave PC mages a slow or root effect we would have to give
melees an escape option, and I am not prepared right now to try to add
kiting balance to AC. It wouldn't be used to prevent escape, but to prevent
engagement. Adding engagement effects and counter effects to AC would be
very involved, hard to balance, and it's questionable if, at the end of
that, the game would actually be more fun.
Sev~
Re: its time again for full radar range Heart rends - 4/6/07
(by
Severlin)
Quote: Originally Posted by Sizlunt DT
Thing is, it used to be this way. Even after Sev's response I still
don't see why this would require new tech. If anything, it seems to me
that it would only require removing tech. Maybe tedious to dig through
the code, but it wouldn't require any new development at all, if I
understand things correctly.
Increasing the range on Harm spells is easy
to do, even if it is programmed in. It's a matter of "Do we want this"
rather than "Can we do this." The problem is the effect this would have on
allowing people to trivialize PvE encounters with a long range Harm.
Root and Slow spells are definitely not happening in the foreseeable future.
Too much of AC PvP totally relies on mobility for all PvP archetypes.
Quote:
Out of curiosity, do you only want this for harms, or drains as well?
Reason I ask is because it is probably easier to remove the radar
limitation for both than it is just for one, since when the change took
place it affected both the same way. Just a guess tho.
The problem isn't the technical difficulty. I
doubt we would increase the range of Drains at this point, and increasing
Harm is probably not going to happen for reasons mentioned above. I don't
think we want to start tweaking spells so they act differently in PvE and
PvP unless absolutely necessary. It isn't intuitive to players.
Sev~
Re: Still Unfound/Undiscovered Content - 4/6/07 (by
Django)
We have documentation for everything that's in game, everything in game
actually starts as a document. We all look at those documents (basics of how
things will work at that point) and talk about them and decide if any
changes should be made and make suggestions. From there a document is
created that has everything that's going to go into game, every line of
text, every number and stat, etc. That document is kept and updated for
changes. Once those documents are done the designers move all of that into
the game world though various different processes. After that is all done QA
tests it and notes everything for change in a database that is kept, once a
bug/suggestion is in the database it'll always be there.
So, we have documents and databases that keep track of everything that gets
done, and other systems beyond that which keep track of other aspects.
The only issue is, it's hard for anyone to remember everything we've put in
game and try to figure out what's been found or not, it's not exactly easy
to look back through a few years worth of very specific documents to find
minor portions that players may not have seen.
Re: Bug with Ulgrim's Drinking Contest - 4/8/07 (by
Django)
If you did not get the title or the mug try completing the drinking contest
1 more time. If that does not get you the title and the mug please let us
know.
Thanks.
Re: Bug with Ulgrim's Drinking Contest - 4/8/07 (by
Django)
Thanks for the information, I talked to the Dev who created this and he
said that would most likely be the case. It's being revised so in the future
players will simply be able to repeat the contest an extra time to get the
mug, but for now please contact in game support about the issue. Thanks.
Re: Monsters that cant find home glitch -
4/9/07 (by
Severlin)
Quote: Originally Posted by Ceirce
I dont know if this is along the same lines but while fighting Asheron's
golem he was chasing a missle toon that was on the wall. The golem
jumped the wall and ended up falling the whole way to the bottom of the
island, he then of course portaled back to the spawn point with full
health after the group fighting him did have him down well over half
way.
This is correct behavior; working as
designed. If there is a real reason they can't get back home they *should*
go home and heal. This is in place to prevent working the AI by using
terrain features to catch creatures this way. The problem is when they do
this with no terrain involved.
Sev~
Re: its time again for full radar range Heart rends - 4/10/07
(by
Severlin)
It turns out that the reason Harm type spells are shorter range is that
the range is not modified by the casting skill. Projectile spells are
generally set up with a range modifier based on casting skill. So while the
Harm spells do have a longer base range than projectiles, character skill
modifies projectile spell range until it reaches its max, which is radar
range.
In discussing an increase to Harm type spells several issues came up.
First, we discussed the reintroduction of the Harmbot. This is the UCM that
finds some dungeon corner where it can safely harm creatures on the other
side. While we don't want to encourage this behavior, we also believe that
you can probably make better XP per hour simply hunting creatures many
levels lower than you with minimal risk.
Second, we discussed the effect of full radar range Harms when abused with
add ons. We don't particularly like the concept of hunting packs that go
into dungeons and simply spam Harms on hunters through walls using add ons
to target and coordinate strikes. Suddenly dying to a PK Harm group would
not be fun.
Third, we discussed the fact that increased Harm range is really a caster
boost. Although many archers and fighters also use life magic, swapping to a
wand and switching stances to finish off a fleeing opponent would be
cumbersome at best. We are wary of adding to the power of casters in this
way without some kind of melee and archer answer. For melee we are less
concerned since sticky melee means that people are much less likely to
escape if they break into a run. Archers are more of a concern.
Our best options follow:
- The easiest thing for us to do is simply add in a skill modifier to range.
For most top end PvPers this would hit the max radar range.
- We could also add tech to create an "Execute" spell that was a longer
range Harm 7, but it only worked on someone who has less than 10% of their
Health, or maybe less than 40 points. This way coordinated strike teams
can't launch an opening salvo through walls.
The second option would honestly detract from valuable development time
which is a slight disadvantage.
We are considering one of these options as a playtest but we want player
feedback.
#1. Do PvP players think that coordinated Harm spells are actually a viable
threat? Is it worth protecting against this?
#2. Do PvP players think that this would unbalance things in favor of
casters?
#3. Would an execute Life Magic spell as a reward from a quest, perhaps a
PvP oriented quest, solve your issues?
Sev~
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