EZ Server

General Category => Updates => Topic started by: Hunter on February 07, 2013, 06:25:15 am



Title: Updated Source 02-07-13
Post by: Hunter on February 07, 2013, 06:25:15 am
Updated Source Code today.

Edit:

RoF disabled for now.

Mercs are installed but disabled for now. I tried to use them but kept getting the message that I don't meet the requirements. Can't figure out yet what that means or why getting that message.

All other updates can be viewed from the changelog.txt

Please let me know if any issues asap so we can avoid any roll backs. So far I don't think there would be much of any issues with this new source update.

Credit_Exchange NPC in Nexus now works with the new system.

Key_Master NPC now accepts the EZ CREDIT tokens from level 60 pvp.

Spell file 02-07-13 now available for download.

Change templeveeshan level requirement to 52 instead of 65.


Title: Re: Scheduled Downtime
Post by: Fugitive on February 07, 2013, 06:28:03 am
doh!!

 ;D  cool can't wait to see the update post  ;D


Title: Re: Scheduled Downtime
Post by: Brokyn on February 07, 2013, 08:50:18 am
Yeah, looking forward to whatever is to come :)


Title: Re: Scheduled Downtime
Post by: Hunter on February 07, 2013, 09:07:33 am
Working on source code but the devs changed a few things so I'm reorganizing a few things, and soon here I will test out the new server. Mercs are added but not sure if I will enable them yet. They had some sql update to edit/add merc merchants in I think PoKowledge but decided I didn't want some sql script to modify my spawn tables (at least not yet). Might add them later manually.

So I haven't tested out mercs yet. I'm assuming they are like pets, with set stats. So that means they might be useful up until qvic I'm guessing until they start becoming too weak. Would be a great help for the noobs though. Again, not sure if going to use them. Already tried bots and quickly disabled it after. I do like merc idea, played with them on live, would make a great plat sink, but need to consider the balance and intentions of EZ Server.

Will try to test a F2P / RoF client too before unlocking EZ Server. Hopefully all goes well.


Title: Re: Scheduled Downtime
Post by: Hunter on February 07, 2013, 09:31:04 am
Checked how editing spawn times for merc merchants was written, and seems harmless, just deleteds grids (roaming path) for specifically named guards, then renames the guards, changes their spawn location, and sets them to merc merchant. Will be interesting :)


Title: Re: Scheduled Downtime
Post by: Hunter on February 07, 2013, 09:56:52 am
Here is our current status when trying to run World.exe, same with Zone.exe

(http://i49.tinypic.com/r7j8tz.png)


Title: Re: Scheduled Downtime
Post by: Felony on February 07, 2013, 09:59:52 am
What rev did you upgrade from Hunter?

Here is our current status when trying to run World.exe, same with Zone.exe

(http://i49.tinypic.com/r7j8tz.png)

Edit: FYI you cant use "localhost" inside the eqemu_config.xml anymore you have to use "127.0.0.1"
Not sure why, Nate had to tell me about it when I updated source last time.

Edit2: dur im slow, just waking up but did you already have the qsdatabase added to the eqemu_config.xml?
(right below </database>)
Code:
	<qsdatabase>
<host>127.0.0.1</host>
<port>3306</port>
<username>root</username>
<password>*******</password>
<db>peq</db>
</qsdatabase>


Title: Re: Scheduled Downtime
Post by: Hunter on February 07, 2013, 10:06:21 am
Really stupid, and trying to bite my tongue. Every time I update source, its another issue.

Will try those suggestions, thanks much.


Title: Re: Scheduled Downtime
Post by: Felony on February 07, 2013, 10:09:45 am
Really stupid, and trying to bite my tongue. Every time I update source, its another issue.

Will try those suggestions, thanks much.


Hell a lot of server as custom as ez only update once a year because of the issues that always arise from updates.


Title: Re: Scheduled Downtime
Post by: Hunter on February 07, 2013, 10:15:32 am
I'd update more often if there wasn't always an issue to stress me out. Then again, the longer I wait, the more complicated it gets to figure out which revision broke the server.

So I changed localhost to 127.0.0.1 and I added the qs code too, and it seems to be coming up. Going to do some testing now, mercs etc, then shut down, backup (to copy over to my test server), then bring up EZ.

Thanks for help as always. Will PM you 100 credits shortly for the help.



Title: Re: Scheduled Downtime
Post by: Natedog on February 07, 2013, 10:17:39 am
Ya I posted that exact issue on the EQEMU forums for someone else.

Cannot get a database connection with "localhost" for some reason... even though it worked for years that way.


Title: Re: Scheduled Downtime
Post by: Hunter on February 07, 2013, 10:24:26 am
I was reading about that on eqemu forums but then saw a post about a rolling zone crash so I was sceptical that replacing localhost would fix it.

I'm in game, seems to work fine, but I can't hire any mercs. Says I don't meet the requirements. Now to find out why. I have them already enabled and updated.


Title: Re: Scheduled Downtime
Post by: Hunter on February 07, 2013, 10:32:12 am
Unzipping a fresh default F2P client that I backed up after downloading from Steam and before patching.

Will see if that helps with Mercs. I'm sure they had mercs in Underfoot though.



Title: Re: Scheduled Downtime
Post by: Felony on February 07, 2013, 10:36:23 am
Mercs started with seeds of destruction expansion. I remember because I went back to eqlive test server for a few months right when that expac went live and had a good time with mercs.


Title: Re: Scheduled Downtime
Post by: Hunter on February 07, 2013, 10:48:59 am
Can't get F2P client to launch.

Its in folder under root dir, not Program Files.

shortcut to eqgame.exe and added patchme to the end

eqhost.txt was updated to be same as my underfoot version.

Just crashes when try to launch.

Still can't figure out why mercs not working yet.

Might just disable mercs and RoA/F2P for now, and let rest of the updates go live.



Title: Re: Scheduled Downtime
Post by: Rageful on February 07, 2013, 10:56:51 am
I am willing to bet most would be patient enough to wait longer for the server to come back up for the chance to have access to the awesome RoF features.


Title: Re: Scheduled Downtime
Post by: Blurring on February 07, 2013, 10:58:23 am
F2P client loading fine here on Win7 X64 without admin right or any compatibility settings. It wouldn't hurt to try different compatibility settings and admin rights as well though.

If you haven't tried running OptionsEditor.exe first that is probably worth a shot. You want to make sure the resolution is set to something standard in particular. My full client size is 8.74 GB (8.76 on disk) if you want to verify your client that way.


Title: Re: Scheduled Downtime
Post by: Blurring on February 07, 2013, 11:06:53 am
Ugh - oddly enough after running OptionsEditor.exe just now the client started crashing.

Was able to get it to run using windows xp service pack 3 compatibility mode.


Title: Re: Scheduled Downtime
Post by: Natedog on February 07, 2013, 11:07:35 am
My RoF works just fine.. I can even log into my test server using it.


Title: Re: Scheduled Downtime
Post by: Hunter on February 07, 2013, 11:11:13 am
OptionEditor fixed it for me. Will send you 100 credits too for the help.

Will need to let players know when using RoF for the first time to also run OptionEditor.

Here is quote from Trevius on eqemu - seems Augs still might have issues:

Quote
The Grand Creation (PEQ) and Storm Haven are 2 populated servers that have the RoF client enabled. It is still in a bit of a testing phase, but nearly everything is now functional. The main issue left to work out is augmenting, but there are a few other less critical issues still left to be resolved.

So use RoF at your own risk, no reimbursements if you lose augs cause I don't have the time to research everything that players might or might not have had, esp when augs are tradeable.


Title: Re: Scheduled Downtime
Post by: Hunter on February 07, 2013, 11:34:57 am
Almost forgot to copy cshome to the F2P client but that was easy fixed.

Crashed first time I tried to /camp

copy (UI) layout between characters seems to work real nice (didn't have any luck with this on previous clients).

Will probably unlock here soon, trying to think what else to test.



Title: Re: Scheduled Downtime
Post by: Hunter on February 07, 2013, 11:40:23 am
Seems I wouldn't us RoF just yet.

Tested a quest NPC that handed back more than one item at a time, and only the 1st item ended up on my cursor, and the rest of the items never got placed on the cursor.

Going to test real quick with Underfoot just to make sure it really is the client issue and not new source/quest code.



Title: Re: Updated Source 02-07-13
Post by: Hunter on February 07, 2013, 11:51:53 am
World now unlocked.

Enjoy!


Title: Re: Scheduled Downtime
Post by: Hunter on February 07, 2013, 11:56:50 am
F2P client loading fine here on Win7 X64 without admin right or any compatibility settings. It wouldn't hurt to try different compatibility settings and admin rights as well though.

If you haven't tried running OptionsEditor.exe first that is probably worth a shot. You want to make sure the resolution is set to something standard in particular. My full client size is 8.74 GB (8.76 on disk) if you want to verify your client that way.

Sent you a PM with 100 credits.

Seems my resolution wasn't set or something so OptionEditor fixed it.

Reminder to everyone, I don't read PM so need to email me if you want to contact me.

Hunter


Title: Re: Scheduled Downtime
Post by: Hunter on February 07, 2013, 11:58:27 am
What rev did you upgrade from Hunter?

Here is our current status when trying to run World.exe, same with Zone.exe

(http://i49.tinypic.com/r7j8tz.png)

Edit: FYI you cant use "localhost" inside the eqemu_config.xml anymore you have to use "127.0.0.1"
Not sure why, Nate had to tell me about it when I updated source last time.

Edit2: dur im slow, just waking up but did you already have the qsdatabase added to the eqemu_config.xml?
(right below </database>)
Code:
	<qsdatabase>
<host>127.0.0.1</host>
<port>3306</port>
<username>root</username>
<password>*******</password>
<db>peq</db>
</qsdatabase>

I did both things and everything works now. Thanks for saving me a headache!

Sent you a PM with 100 Credits.

Just as a reminder, I don't read PMs.

Hunter


Title: Re: Updated Source 02-07-13
Post by: Rageful on February 07, 2013, 12:46:47 pm
Rofl, fastest server shutdown ever...


Title: Re: Scheduled Downtime
Post by: hateborne on February 07, 2013, 12:52:26 pm
Seems my resolution wasn't set or something so OptionEditor fixed it.

OptionEditor also sets your card. I only know this from debugging others' issues that downloaded UF from me. The card listed in the DL'ed client is MY video card saved in some client settings files. Since it's unlikely they have my EXACT card, it produces whacky issues. Even if a player uses 100% identical settings (resolution, models, etc), the fact is that the card is set incorrectly and seems to break something along the way. I've not cared enough to debug exactly where it breaks, but OptionsEditor is your friend with any downloaded client.

Sorry that I've been kind of slacking on reading. :-)


-Hate


Title: Re: Updated Source 02-07-13
Post by: Hunter on February 07, 2013, 01:25:59 pm
Key_Master in Nexus is now accepting the EZ CREDIT token from 60 pvp again.

Enjoy!


Title: Re: Updated Source 02-07-13
Post by: Hunter on February 07, 2013, 03:26:57 pm
Credit_Exchange NPC in Nexus is now working with the new system.


Title: Re: Updated Source 02-07-13
Post by: Trevius on February 08, 2013, 10:22:03 am
Hunter,

Your issues with Mercs saying you don't meet the requirements means the merc merchant you tried does not have an entry in its merchant table that matches for you.  The tables for them are a bit complicated, but running all of the SQL in order should work.  I had the same issue after one of the updates and it was just because I didn't have the right info in my merc_stats table.  There has to be entries there for every client level that can use mercs.  So, if your char is level 70, you need entries for level 70 clientlevel in the merc_stats table.  If you are testing on a GM char that is above the highest clientlevel setting in the merc_stats table, you will get that error.  Mine goes up to level 85, which I think is included in the SQL updates.  Different merc merchants have different mercs available, so you might also need to try a different merchant.

Also, since your chars have pretty high stats compared to Live and the merc stats are more live-based, they probably won't be too useful for your higher end players.  But, you can adjust the stats on them in that table to whatever you want.  You can also create different merc tiers and such and make them available to whichever players you want so it is something they may need to earn access to for the good ones.

As for RoF, I am not aware of any item loss issues, or anything that would cause permanent issues for players.  The biggest problem is that you just can't add or remove augments, but you can still have them on your gear and there isn't any way to lose them as far as I know.  Having multiple items stacked on your cursor (such as summoning multiple items or getting multiple quest items returned at once) does require you to zone to get the next item placed on your cursor, but no items are lost from it.  It is just an annoyance for now until it can be resolved.  Relogging or zoning multiple times and placing the cursor item in your inventory each time will eventually clear the cursor buffer once you have done it enough times to get all items that are on the buffer.  Hopefully Uleat will have a cursor buffer fix for this soon.  The augmenting issue will take a bit longer to fix as it requires us to completely overhaul the slot system so it uses the new RoF system for slots instead of Titanium.  The cool thing about the new RoF slot system is that it will allow us to easily add some of the new RoF features like having bags that are larger than 10 slots (I tested a 100 slot bag and it worked), and also adds the option to enable the 2 new main inventory slots for a total of 10 instead of 8.  Note that when you have GM mode on, you will still see the 2 new inventory slots, but they are disabled on RoF for non-GMs so your players won't be able to lose items by using those slots that don't exist in the EQEmu source yet.  Just make sure you don't use them when you have GM mode on as well and you won't have any issues.  Same for bags > 10 slots (you shouldn't use them until the slot system revamp is done).

More importantly, if you updated to Rev2490, you will want to update again to Rev2491 ASAP as there is a pretty major issue with quiver haste in the Rev2487 to Rev2490 changes that was fixed/reverted in Rev2491.

Feel free to PM me on the EQEmu forums or on the EZ forums and I will give you my gmail address if you don't have it and I can help you with whatever you need for updating and such.  There have been a ton of changes going on lately (more than have happened in years), and a lot are pretty big changes, which explains why there are difficulties when updating.  Some of it is still a WIP (such as Mercs, RoF, and the Warning fixes KLS is working on now), and there are other things still being planned that will probably be started soon (RoF slot system, possible removal of some of the DB blob fields, and possibly switching from SVN to Git, and more).  It is always a bit of a pain to adjust to changes, but hopefully they will all be improvements in the end and will make things easier and more flexible.

Sorry for the wall of text!


Title: Re: Updated Source 02-07-13
Post by: Rageful on February 08, 2013, 02:47:39 pm
I think now is the time to implement the new death system. I am sure many would love to be able to rez up in a more timely manner without zoning back an forth.

Please, I will love you long time.


Title: Re: Updated Source 02-07-13
Post by: Hunter on February 08, 2013, 02:50:07 pm
Thanks Trevius for the post, and your welcome here any time to post as much as you want!

Ya, I got email spammed about quiver haste, and decided to just go back to bed lol. Glad it got fixed, and will update source asap.

Excited to use RoF, Mercs, Bags, and the rest soon too. Will keep an eye out.



Title: Re: Updated Source 02-07-13
Post by: Fugitive on February 08, 2013, 08:11:34 pm

 Bags




All I seen was blahblahblah  BAGS!!!     Blahblah

Can't wait!!!!


Title: Re: Updated Source 02-07-13
Post by: Felony on February 08, 2013, 10:48:47 pm
You like bags...


Title: Re: Updated Source 02-07-13
Post by: Xiggie | Stone on February 08, 2013, 10:54:01 pm
You like fags...


Title: HoH Charm Drop Rate
Post by: jstraw101 on February 12, 2013, 10:20:39 pm
Was there a change made to the HoH V2 Charm drop rate with this source update?   I'm seeing less charms post update.  I do not have any official stats but it definitely appears to be lower.   I've spoken with a few other people and they have said the same.

maybe its just bad luck on RNG.    Was there a nerf?   Did the source update have some unintended consequences to charm drop rate?

Thanks,



Title: Re: Updated Source 02-07-13
Post by: Hunter on February 12, 2013, 10:35:41 pm
Avatar of Heaven was made to have same drop rate as the rest.


Title: Re: Updated Source 02-07-13
Post by: Gannicus on February 13, 2013, 07:16:37 am
Yeah, now you probably see 1-2 v2s in a full clear of HOH. Sometime's that 1-2 in 2 full clears.


Title: Re: Updated Source 02-07-13
Post by: Kwai on February 13, 2013, 07:43:45 am
I don't suppose we could get that Heavens drop rate back to where it was?  Since the change to HoH (Root/Manadrain etc..) I hate going back there at all.  The one saving grace before this change was that you could farm through a couple of rooting and grav fluxing mobs and then be home free to farm V2s.  No biggie if not.  Just thought I would ask.

Thanks

Dokk


Title: Re: Updated Source 02-07-13
Post by: Mattnaik on February 13, 2013, 08:21:07 am
Avatar of Heaven was made to have same drop rate as the rest.


Wish I would have known that. I wouldn't have spent all day Monday spamming instances and just farming heavens when I could have been farming H1N1 tokens with the same drop rate for charm upgrades.


Title: Re: Updated Source 02-07-13
Post by: jstraw101 on February 13, 2013, 09:09:24 am
This is definitely disappointing.    With the charm drop rates on Heavens upped a bit, the HoH portion of the UC was still a grind but players could see they were making progress.    We need to see some form of return on time invested  (pellets to timesink ratio).      I farmed HoH all night last night and only received 1 v2 upgrade from Avatars and 1 V2 upgrade from Shadow.    We need 100 per toon.   Most people have at least 6 toons, many have 12.



Title: Re: Updated Source 02-07-13
Post by: Kreemo on February 13, 2013, 09:41:02 am
bring back the magical red stones :)


Title: Re: Updated Source 02-07-13
Post by: Hunter on February 13, 2013, 11:22:40 am
Avatar of Heaven was made to have same drop rate as the rest.


Wish I would have known that. I wouldn't have spent all day Monday spamming instances and just farming heavens when I could have been farming H1N1 tokens with the same drop rate for charm upgrades.

People spamming instances just for 1 mob is why I changed it.


Title: Re: Updated Source 02-07-13
Post by: red2 on February 13, 2013, 11:33:28 am
So now in HOH we have:
Reduced drop rate (nerf on heavens)
slower xp (75 xp != 70 xp)
and slower overall killing due to root/blind etc they all do now
just fyi, in the last week or so i have averaged about 1 upgrade per our, clearing pretty fast ( grp cure clicky, fastest travel, grp coth 6-man in t5)

we got the stick, now how about the carrot? the stick is beating us, hard.


Title: Re: Updated Source 02-07-13
Post by: Mattnaik on February 13, 2013, 11:35:20 am
The same results could have been achieved by increasing the drop rate for all mobs in the zone  ;D  Just sayin


Title: Re: Updated Source 02-07-13
Post by: zymral on February 13, 2013, 11:36:13 am
Hunter under the same thinking why not raise all rates to that of heavens?


Title: Re: Updated Source 02-07-13
Post by: hateborne on February 13, 2013, 11:41:30 am
Hunter under the same thinking why not raise all rates to that of heavens?

Maybe because the Heavens rate was unintentionally high? :-)



...Reduced drop rate (nerf on heavens)
slower xp (75 xp != 70 xp)
and slower overall killing due to root/blind etc they all do now...

For the drop rate, see my comment above.
The slower xp...ehh. Even with changes, it's still 10x higher than it was before EXP could be used for RoA. Take the good with the bad.
As for the spamming root/blind, that is a side effect of the massive pvp changes. As much as I disagree with the sweeping changes that are causing a variety of PVE nightmares, gotta remember that this really is Hunter's sandbox. We are only allowed to play here because he shares nicely. Sometimes he will do awkward things with his own toys. *shrug*


-Hate


Title: Re: Updated Source 02-07-13
Post by: Gannicus on February 13, 2013, 11:47:44 am
Hunter under the same thinking why not raise all rates to that of heavens?

Maybe because the Heavens rate was unintentionally high? :-)



Well then it was unintentionally high for the longest time ever - Now crutched the players who are currently doing UC , and players who still have to run 6+ or more UCs for their 12 or so characters.


Title: Re: Updated Source 02-07-13
Post by: whatzizface on February 13, 2013, 12:00:50 pm
Sit back and relax folks. First it was V1's were hard, Now its V2's. It is a game to be played and grinding is part of that. I do not personally enjoy the grind in HoH, But then again it is worth it when i am through.


Title: Re: Updated Source 02-07-13
Post by: hateborne on February 13, 2013, 12:01:05 pm
Hunter under the same thinking why not raise all rates to that of heavens?

Maybe because the Heavens rate was unintentionally high? :-)



Well then it was unintentionally high for the longest time ever - Now crutched the players who are currently doing UC , and players who still have to run 6+ or more UCs for their 12 or so characters.

Yeah, this happens often friend. The bossman spent 60+ hours a week gone for the last 2 years that I've played. Now that he is actually home, he is catching a variety of errors/accidental-adjustments from times past.

To be clear: I don't agree with some of them or defending them. Just clarifying on why the are happening in a seemingly delayed manner.

This also tends to happen when some dicks screw over the bulk of the server. Yet another reason to try and report anything shady ASAP.



On the note of some of the spells being TOO easy to land:
Code:
UPDATE spells_new SET resistdiff = -400 WHERE resistdiff < -499 AND id < 7800 AND name NOT LIKE '%Trigger%';

This should reduce the bulk of them to more reasonable levels, without affecting the 60 PVP grouping or the OT PVP grouping. As suicidally dangerous as this is to say, I do not believe changes for PVP that overreach into damaging PVE should be made. EZ (as far as I understand it) is a PVE server. The PVP seems to be intended as more of a minigame than an actual source of content.


-Hate


Title: Re: Updated Source 02-07-13
Post by: jstraw101 on February 13, 2013, 12:20:43 pm
Yes it is Hunters sandbox, no doubt.  However, many people do donate to keep the sandbox going.   That being said, I dont think people want an Easy Button per se, I think people just want to get some value from their time invested.

MMORPGs are similar to rats hitting a lever to get pellets.    In order for the rats to continue to hit the lever the pellets must come.   If the pellets stop coming the rats will stop hitting the lever.

If this was a one toon per player server then the drop rates may be ok.  I still think they are a tad bit low as is, but possibly ok.    This is not a one toon per player server, this is a box server so people are looking at the daunting task of doing 6-12 toons.     

Based on the current dynamic a UC is almost a requirement for T5.   The task of getting a UC for 6-12 toons with the current drop rate is daunting, especially for teams that are in T4 and maybe have 1 UC on the team.    Even with the heavens drop rate increased slightly it wasnt a cake walk.   We were still fighting RNG and may spend days trying to find the last 2 upgrades needed. 


Title: Re: Updated Source 02-07-13
Post by: Hunter on February 13, 2013, 12:38:21 pm
The drop rate is currently 2%. I could raise it a tad, would need to wait for reboot, and time to edit it too.

The UC is suppose to be a long grind, else no reason for the stats to be so high.



Title: Re: Updated Source 02-07-13
Post by: Gannicus on February 13, 2013, 12:45:22 pm
The drop rate is currently 2%. I could raise it a tad, would need to wait for reboot, and time to edit it too.

The UC is suppose to be a long grind, else no reason for the stats to be so high.



In my opinion it was still quite a grind when I had to farm heavens for v2s. It would take me a good week or so of back to back farming heaven instances just to pick up all the v2s I needed to complete UC


Title: Re: Updated Source 02-07-13
Post by: red2 on February 13, 2013, 02:13:51 pm
Just curious how long is "long" now?
I did all v1's for a toon after the new drop rate ( almsot all in6, until the last few).
took me allllllll day sunday, and part of mon, tues nights for a total of less than 20 hours.
at current drop rates, will take me approx 100 hours to get the v2's, with RNG working with me ( yeah right!).
That is a 5x increase in time. I know i will be shot for saying this, and i know it is re-payment for them being leashed, but the ldon component feels to short now. before the Heavens change, could get 80% or better done v2's in a long weekend grind. That is almost impossible now.
No, i am not whining that v2's take to long.
No, i am not whining that UC takes to long in general. ( i feel if you should be able to get it in approx 50 hours ~1 week of grinding it)


Title: Re: Updated Source 02-07-13
Post by: Felony on February 13, 2013, 02:54:13 pm
The drop rate is currently 2%. I could raise it a tad, would need to wait for reboot, and time to edit it too.

The UC is suppose to be a long grind, else no reason for the stats to be so high.



Well the UC use to be a optional item but it's no longer that optional.
I agree it should be a grind but a reasonable one. Lets assume Heavens previously were 4% drop rate, how about a compromise of a zone wide 3% drop rate.
Bring the others up to half of what Heavens use to be and adjust Heavens to that same rate.


Title: Re: Updated Source 02-07-13
Post by: Mattnaik on February 13, 2013, 03:40:47 pm
My thought is, it was a grind before when everyone was spamming instances and just clearing Heavens. Why make it more of a grind?


Title: Re: Updated Source 02-07-13
Post by: Hunter on February 13, 2013, 03:43:25 pm
Before UC was one of the few items in the game that boosted your HP a lot.

Now we have several other items in game for massive HP such as Shield.


Title: Re: Updated Source 02-07-13
Post by: Rageful on February 13, 2013, 03:49:27 pm
Problem is you Must UC all your guys where as Shield is an optional grind. It does get annoying once you have so many toons.


Title: Re: Updated Source 02-07-13
Post by: Anuli on February 14, 2013, 10:38:37 am
Plus the ability to get the shield requires a few UC if not just one. The people to kill are t4 level and i know without a UC on my warrior i couldn't kill a t4 boss to save my life. (heh see what i did there?) Roa isn't a viable alternative either because the speed of aa point gathering without some UCs is dismal compared to having them and getting better gear to handle higher tiers. I'm also assuming this is without help from other people.