EZ Server

General Category => Updates => Topic started by: Loveborne on July 10, 2015, 05:00:59 pm



Title: We're Making A List!
Post by: Loveborne on July 10, 2015, 05:00:59 pm
We're Making A List!
....and checking it daily.....

Since T10 is about to be launched, Hate and I need to get started on our next list of things to do. We would like everyone's input on a variety of things that need to be taken care of as we are aware that multiple things have been put off in the making of T10. Some things that need to be addressed are:

  • Stuff that has been put off. As I mentioned, we are aware that multiple things have been put off in the making of T10, but what do you think should get attention first? Is there anything that you believe requires immediate attention? (Hate usually replied "After T10" to these)
  • Stuff that has not yet been mentioned. Is there any problems or suggestions that has not been mentioned that you would like to bring to our attention?
  • Things that need to be looked at. Is there anything that you simply believe just needs to be checked out? If so, please include why you believe it should get looked into.
  • Long standing problems. Obviously we want to take care of any long standing problems as soon as possible. With that being said, are there any long standing problems that you can think of?
  • Lastly... broken abilities. If there are any broken abilities then we want to fix them so you can get the most 'pewpew'. So, please let us know what you find broken.

We plan on working hard to get all of the problems fixed in a timely manner so you guys can the most out of your playtime.  :)



New Updates!

New Spell File Available!

  • SLS is now available to be purchased with the alternate currency 'Buzzing Berries'.
  • Call of the Hero is enabled in T6.
  • The shrink on the Illusion Mask has been removed.
  • The resist stone recipes are now available in batches.
  • The trainer in Surefall, Nexus, and Stonehive will now teach channeling up to 150 for free.
  • The Staff of Fluxing Power is now 500 plat and has a 50% focus towards channeling.
  • Casters now have a buff called 'Hunter's Wit' from the Buffbot upon hailing. This buff will Proc the same Proc that melee get on about a 33% chance upon cast.
  • The 1.0 epics have been un-nerfed. The damage on most of them should scale and most of them should be Procable/Clickable by level 10. Only exception being the mage 1.0 as the mage summons a pet...
  • Added batch gem drops to CT and have lowered numbers to keep gems on the first page.
  • ATTENTION: In the near future Druids will be losing the ability to use Icestrike in favor of using the Mana Necklace.

New Updates #2

  • Easy Experience Upgrade Tokens have been added to the Easy Rewards NPC. It works by purchasing an upgrade token and combining it with your current rank of Easy Experience. WARNING: Rank three is the final rank. If you purchase one and own rank three then you will not be refunded for the cost of the token.
  • Chilled Devil has been fixed.
  • Neither Hate or myself could find anything wrong with Black Unicorn. If there is still something wrong with him then please be specific as to what it is so that we can check it out and pinpoint the problem.
  • With reboot most city NPCs and a lot of characters should no longer glow like the surface of the sun.
  • ATTENTION: Druids have officially been gifted the use of the Mana Necklace but the use of the Icestrikes have been revoked. This should help to increase their spell damage.

New Updates #3 (by Hate)

New spell file available (07-19-15), live as of 10:00pm EST 07-19-15!

  • All spells 1-69 have had cast times normalized to EZ standard. In a nutshell, PBAoEs are pretty much instant, AoE Rains are 2.5sec max (wiz 0.9sec), and all spells with a cast time above 2.5sec (even 2.501) had their cast times HALVED. This should GREATLY help aid the leveling process.
  • Manastone and Shrimp's Manastone scale a little bit. This again should address the concern noted in the previous statement.
  • Druid and Wizard "fresh 70" spells saw damage increases, mana cost reductions, etc etc. Will get the rest of the classes during my lunch break tomorrow.
  • Harvest I now matches the rest of the set. Restores 1500 mana + (char_level * 4), 60sec recast (down from....60min 10sec)
  • As some of you may have seen, the level ranges on the intro quests have been widened, allowing for overlaps in questing areas, so it's not so 'rigid' in how one progresses.


New Updates #3 (by Hate)

  • Plane of Fire is now a SCALING zone, similar to the Halloween zone. It is best to attempt it instanced. As such, I will likely reduce/remove the cost for this zone alone. This will help ease the pain point of fresh 70 and no AAXP, directly into Plane of Time. Solo, 'fresh' 70s should have a tough time here, but it will help net AAXP rather quickly.
  • All "fresh 70" spells saw a hefty bit of love. They have been adjusted similarly to the 1-69 spells, to meet "EZ Standards".
  • Starting new characters will start with 2 Magic Boxes, 20 of the GOOD food/water, the Newbie Charm v1, and the class-specific epic(s).
  • As mentioned previously in OOC, Staff of Fluxing Power is ~500pp and adds +50% spell damage/healing. Manastone is ~1kpp now and scales with level (at 70, it's effectively 2x the base effect). Shrimp's Manastone scales similarly, but the gains are maybe 20-25% more HP lost and mana gained.
  • Berserker 1H epics were added to the possible turn-ins for Epic Vendor. Thanks to Tankzilla for pointing out this deficiency.
  • Many more bears and piranha can be found in Surefall Glade to assist lowbies in that initial 'gear-up'.



-Love


Title: Re: We're Making A List!
Post by: obut on July 10, 2015, 06:06:16 pm
-CT doesn't drop plat, plat bags, or vendor trash.  Can only make money selling things to other players from this zone
-T1/T2 mobs still quite faster compared to other zones
-T7 trigger near 95, -2825, 358 often spawns in the wall/underground
-T7 trigger near -2133, -2509, 150 often spawns underground
-When charmed by Pushbelly, other npcs can still attack you

Wouldn't say any are high priority.  Just things I have noticed in the last week




Title: Re: We're Making A List!
Post by: Loveborne on July 10, 2015, 10:04:50 pm
-CT doesn't drop plat, plat bags, or vendor trash.  Can only make money selling things to other players from this zone
-T1/T2 mobs still quite faster compared to other zones
-T7 trigger near 95, -2825, 358 often spawns in the wall/underground
-T7 trigger near -2133, -2509, 150 often spawns underground
-When charmed by Pushbelly, other npcs can still attack you

  • CT should now drop a fair amount of gems with new instance or reboot.
  • T1/T2 will no longer charge at your face. I too agreed that these were a little too fast so we did slow them a bit. However, the bosses will still be flesh crazy.
  • We adjusted the way the T7 ambushes spawn. Hopefully this will fix the problems... let us know.
  • Sadly Pusbelly cannot be fixed. This is due to the way that the combat system works.

In addition, these items have also been fixed:
  • Lumberjack's Dream delay is now fixed and consistent with the rest of the 1h.
  • We also fixed a problem where epics were not properly upgrading into augs on Epic Vendor.
  • The warrior Stonewall should no longer take your health without asking first...


-Love


Title: Re: We're Making A List!
Post by: Leis on July 10, 2015, 10:08:15 pm
Would it be possible to set server messages into the server message chat filter? Things like GM announcements and server reset warnings all end up in the "other" filter that tends to get spammed.


Title: Re: We're Making A List!
Post by: Loveborne on July 11, 2015, 12:42:10 am
Beastlords are on our list and are going to be reviewed really soon.


-Love


Title: Re: We're Making A List!
Post by: warrior5 on July 11, 2015, 01:27:39 am
Thanks for asking, Love :) I'll work off of my last post on this subject. Items in red are somewhat urgent imo:

1.) Bring T5 mini back. Disable #e invite and only allow toons to create one expedition per day. Possibly make the zone larger. Don't nerf the essence drop rate if these things are done.

2.) Add more loot to T7 mini.

3.) Increase the essence drop rate in Dranik - this was nerfed a bit too hard imo. Lightning boss should drop a charm.

4.) Add plat bags, GSoA and rainbow crystals to CT.

5.) Chunka disagrees, but I am still not seeing reasonable DPS from my casters. I've spent a great deal of resources on my T8ish wizard for caster neck and a comparatively geared melee of any kind absolutely crushes his dps. Currently has Mana Neck IX and HGG I. This discourages me from gearing out any other casters for dmg. His DPS is currently 1/3 to 1/4 of what a comparatively geared melee is doing against practice dummy, and only 1/10 in real combat. I have the logs and Gamparse to back it up. I can't speak for max geared casters.

6.) Add melee haste back?

7.) Fix beastlords.

8.) Increase GSoA drop rate and add tangible scaling for tiers.

9.) Can we have some kind of boss server event? Although I missed them recently I heard the events you guys have been doing are awesome.

10.) Changes to SoT quest are awesome :) but I think in order to make it worthwhile, the stats for SoT X would need a bump, and the focus effect should be something powerful. I still have no incentive to do this quest even with the adjustments when we have Jeweler's Candlelight / Freeport Arc of Pain and other range items.

11.) Change server name to Extended Zones (EZ) to clear up confusion with newbs.

12.) Add a suggestion for new players when they first log in that they use MQ2 and create at least six toons for boxing.

13.) Please change druid epic click to anything else. My vote is for fastest travel group buff. Would make everyone use their druids again, would stop the infinite problem of toons dying and running slower than the group, and would bring back the old school feeling of druids being sow b*tches :)

14.) Bazaar?

15.) Let us buy SLS from vendors for 300k or 3 buzzing berries. If you make them too expensive here people will not buy them. This was added which is sweet, but I noticed they cost 25 buzzing berries. I imagine only people who have all UW augs and charms would consider spending this. FWIW, I have easily over 2,000 berries and wouldn't spend 25 on one SLS. Maybe 10 or 15, max. I understand this should be expensive since people can get berries on multiple toons, but there is an opportunity cost to spending berries as well. They could be used for charms or UW augs instead.

16.) Fix Leaderboards and add some guild metrics.

17.) Oshshisimaimi Spirit or whatever his name is in T6 is still exploitable.

18.) Decrease delay on Call of Companions clickie.

19.) Fix Black Unicorn and Chilled Devil effect (not sure if this was done).

20.) Add an easy experience v3 upgrade option to EZ Rewards Vendor - maybe a v2 upgrade option as well.

21.) Would be nice to see some kind of rare spawn on EZ ala Zerka except for lower tier, maybe T5 or T7ish? Could drop something uber and would be fun to camp if the item is really valuable ala Quillmane back in the day.

22.) Fix broken bard spells. My mistake these are working :)

23.) In the vein of the awesome change to UW essence trader, allow us to combine multiple charms prz? :)

24.) Allow us to hand in multiple items to v2 augment collector prz? :)

25.) I can't put my finger on it, but occasionally MGB buffs are not landing on everyone. Recently, nearly every time my shaman casts epic buff with MGB my warrior does not receive the buff. Similarly, my warrior buff clickie often does not land on all nearby parties.

25.) Could just be crazy RNG but I've never seen a rainbow crystal or GSoA drop in T7 - which is pretty insane considering how much time I've spent there. Quick check in ooc no one confirmed any recent drops. Literally just got a crystal after posting this, but I swear it was true!

26.) Since I have nearly all classes I thought it would be helpful to list them in order of likelihood I will log them in for the day. Should give some idea of which classes are currently useful, and which are not:

- Warrior (always)
- Paladins (always)
- Zerks (always)
- Monks (usually)
- Rogue (usually)
- Ranger (sometimes)
- Bard (sometimes)
- Shaman (sometimes)
- Enchanter (sometimes)
- Wizard (almost never)
- Shadowknight (almost never)
- Mage (almost never)
- Second Warrior (almost never, and regret creating one)
- Druid (never)
- Cleric (never)
- Necromancer (never, couldn't bring myself to make one)
- Beastlord (never created one, for obvious reasons)

27.) As for CT plat, Kiwis said in ooc today every single mob is leaving a corpse now with worthless gems like topaz, black pearl etc. Huge headache for no value. Can we change this to drop plat bags on some mobs?

28.) As a personal and unrelated request, it would be nice to have DL and/or hween on a weekend other than a major holiday once in a while. Many of us have family obligations during holiday weekends which rightfully prevent us from logging on. The temptation to play when we should be focused on family instead is hard - an occasional random weekend here or there would give us something to look forward to when we are unable to play.


Title: Re: We're Making A List!
Post by: hateborne on July 11, 2015, 01:43:01 am
Which broken bard songs and how are they broken?  :)

-Hate


Title: Re: We're Making A List!
Post by: Leis on July 11, 2015, 02:15:23 am
Oh, and someone suggested allowing us to combine 8 of each type of resist aug, like we can ranks 1-4. That would help reduce the click fever when farming resists in tofs.


Title: Re: We're Making A List!
Post by: Suddz on July 11, 2015, 07:08:56 am

Hatestomp 4 could use 250k hate, rather then the 100k it currently has


Title: Re: We're Making A List!
Post by: Chieftan on July 11, 2015, 07:15:16 am
First off, thank you both for looking at, and fixing these various issues

Please don't take this the wrong way, as this is just an observation, not a complaint  :D
Adding the gems to CT is going to get very tedious for those farming essences
90% of mobs now seem to have gems, which means a lot more looting corpses, which i think is why Hunter removed all the trash loot

I know people want something positive to gain while farming, possibly adding occasional plat bags may be better solution? as was done with qvic, and gems can be bought if needed


Title: Re: We're Making A List!
Post by: Waraesh on July 11, 2015, 09:00:24 am
Can we get the hardest boss in the game fixed?  Squealing Underboss in dranik just killed my t9 tank with LV shield and UWX in 1 round AGAIN.  I hit him with voice of cazic clickie, he resisted part so he had 38% when running to me.  I clicked on crustracean riposte googles and turned on attack while he ran at me...and I died.  I have over 4million hp's and a light blue mob is killing me in 1 round.  Please help.

also, can dranikb (floor 2) be itemized beyond the 2 bosses?  As far as I can tell, in the time it has taken me to get uc1's for all my toons and hatestomp 3, I haven't seen a bag/essence drop off the trash mobs there.  Hehe, as soon as I posted this a bag literally dropped off a trash bug.

Thanks for the time and energy you guys supply to making this server such an awesome place for us to piss and moan in (and have a blast 99.9% of the time!)


Title: Re: We're Making A List!
Post by: hateborne on July 11, 2015, 09:47:43 am
also, can dranikb (floor 2) be itemized beyond the 2 bosses?  As far as I can tell, in the time it has taken me to get uc1's for all my toons and hatestomp 3, I haven't seen a bag/essence drop off the trash mobs there.  Hehe, as soon as I posted this a bag literally dropped off a trash bug.


Dranikcatacombsb (floor 2) was fixed thanks to Kiwis mention yesterday.


-Hate


Title: Re: We're Making A List!
Post by: Leis on July 11, 2015, 10:07:14 am
Can we get the hardest boss in the game fixed?  Squealing Underboss in dranik just killed my t9 tank with LV shield and UWX in 1 round AGAIN.

He does 75% of someones hp randomly when hitting 75, 50 and 25 percent hp. I agree that he needs a limit on how often he can do that, something like a short cooldown. Right now the trick is to kill him slowly, wait for those hits, and heal them fast.


Title: Re: We're Making A List!
Post by: hateborne on July 11, 2015, 10:59:25 am
Please don't take this the wrong way, as this is just an observation, not a complaint  :D
Adding the gems to CT is going to get very tedious for those farming essences
90% of mobs now seem to have gems, which means a lot more looting corpses, which i think is why Hunter removed all the trash loot

This is because I'm an idiot and explained it to Love incorrectly. I've added a plugin function to handle it the way we wanted. Basically, the normal plugin addloot will take the number of items, roll EACH ONE, and add those that passed (which is what you are seeing now: 1, 3, 1, 6, etc). The new function will basically add a large amount or nothing at all.

Sorry about that ladies/gents/trolls.


-Hate


Title: Re: We're Making A List!
Post by: jaxs1031 on July 11, 2015, 01:23:55 pm
I know this is just a shot n the dark but is there anyway to change the ranger epic ? every class has a useful epic but the ranger


Title: Re: We're Making A List!
Post by: Waraesh on July 11, 2015, 02:04:36 pm
How about leaf scarab loot in t9?  They have drops that are unused by any armor type.  And their "trash" drops sell for 2g or 2p.
Also in t9, any way to address mobs that have been body pulled attacking each other?  So many time I've got spiders fighting bears while I'm gathering piles of mobs for pull, or blits fighting everything ;)

BTW:  I feel I need to add for clarity's sake...I am having a hard time finding anything that needs "fixed" here.  So much of what I am posting is absurdly petty.  It goes to show how tight a ship you are running here and how much quality work has gone into this server.  So please take all of my posts with a gain of salt and keep kicking ass in what you guys are doing!


Title: Re: We're Making A List!
Post by: Kwai on July 11, 2015, 03:08:03 pm
Here are a couple that I brought up once upon a time.

1.  Stun resist.  Nothing on this server pulls my chain more than a 3 foot tall frog from LDoN stunning my T9, UW/SOA/ROA equipped toon who was out for a stroll.  I don't know if there is a check for stun resist + level check variant, but that occasional bash just tightens my jaws.  If nothing else on the server ever changed except this I would be a happy grinder (and I haven't been in LDoN in years).

2.  The Pally spells Avenger's Gift and Crusader's Fury read exactly the same.  There is no indication in the spell description that one is a melee buff and the other is a proc heal.  Could you add the actual function of these spells to the description please?


Title: Re: We're Making A List!
Post by: dopeystuffz on July 11, 2015, 09:01:59 pm
Not sure if its just wishful thinkin on my part, but coulda sworn at one point it was indicated that we may eventually have a raid COH clicky.  If so I would like to highlight that ; )! Ready to sell soul+grandma+future children+everything in my seat cushions if we ever get the option of buyin one !


Title: Re: We're Making A List!
Post by: hateborne on July 12, 2015, 12:10:26 am
7-11-15 Additions/Changes (with Reboot or New Instance):

  • Free Waypoint (Reward Item) will finally work with power source after reboot. Hopefully this helps with that awkward confusion people often experience.
  • Fading Memories will now autocast Invisibility Vs Undead too. When clicking off this buff, it breaks the normal invisibility too, allowing interaction with NPCs. This is a band-aid and I will harass Akkadius further.
  • (Stated Earlier) Gem drops in CT are batch dropped, meaning a ton or none. This will fix the issue of corpses being bloated with small numbers of gems here and there.
  • Mobs will no longer equip most items they have on their loot table. This was made both to hide the possible drops and to fix some of the...bizarre appearances from non-humanoid NPCs.
  • Paladins are scum, warriors are whores, shadow knights are teh coolest.


-Hate


Title: Re: We're Making A List!
Post by: Chieftan on July 12, 2015, 02:33:53 am
Thanks for fixing the CT loot issue Hate =) - much appricated

Not sure if its just wishful thinkin on my part, but coulda sworn at one point it was indicated that we may eventually have a raid COH clicky.  If so I would like to highlight that ; )

I think Hate did mention he would look into it, and possibly add one in the future, but tbh i think most (not all) already will have a toon in each group with group one by now, so its not a really big issue, but raid version would be nice, just to save juggling groups )

Would also be nice is we had a recycle type npc, to return unused reward items ie, hand in V1 Easy Exp, if you was thinking of buying V2, just so V1 version isnt wasted, maybe half its purchase value, same if raid CoH was to be brought in, would make the group one useless  - but its just a thought )

Edit
Or add item upgrades to reward vendor, like V2/V3 charms, again so old version not wasted )

Thanks again for all your time and effort


Title: Re: We're Making A List!
Post by: Dinadas on July 12, 2015, 06:59:22 am
Call of hero the spell is disabled in t6.

This prevents people from summoning around the steps.

It's an old band aid to fix an exploit that no longer works.

Please allow normal coh in t6. 

Resist stone recipes in batches would also be useful, expand the rank 1-4 to 1-10.

10 rank 1 leaves turning into a rank 10 would be also cool.

Not really bugs, but simple things that would improve game play. IMO



Title: Re: We're Making A List!
Post by: hateborne on July 12, 2015, 08:11:11 am
This is just for my own note so I don't forget again:

CLEAN-UP/COMPRESS OUTDATED SCRIPTS! (t5, t6, qrg/nexus/stonehive [make global], qvic)


-Hate


Title: Re: We're Making A List!
Post by: balidet on July 12, 2015, 11:08:03 am
the tunnel good guys in t9 have wonky aggro that you cant control and now seem to like to chase skellys CLEAR across the zone when pulled... then eat random toons no matter how hard you try to control agro.

either make them behave like normal good citizens  OR make them stay in the cave...

Can we please remove the auto shrink from the illusion mask? I cant tell you how frustrating it is being short in zones like t6 or t8.

I am almost ready to just delete my shrink reward item from the bank... I don't think anyone would mind a choice to shrink or not.

that's it off the top of my head!


great work this last 12 months have seen massive improvement to this server!


Title: Re: We're Making A List!
Post by: hateborne on July 12, 2015, 01:59:14 pm
the tunnel good guys in t9 have wonky aggro that you cant control and now seem to like to chase skellys CLEAR across the zone when pulled... then eat random toons no matter how hard you try to control agro.

either make them behave like normal good citizens  OR make them stay in the cave...

All guard NPCs should've been fixed yesterday (or was it today?) with reboot. They will now ENTIRELY ignore players (though not pets). If I see people farming them, I'll revert it and let them attack back again.




Undid some of the brutal nerfs made to 1.0 epics due to the L60 pvp nonsense. Almost all weapons have scaling clicks/procs and/or lowered time to cast & level to use. Exceptions being the pet summoning items, as they are ...well...too strong.


-Hate


Title: Re: We're Making A List!
Post by: Rent Due on July 12, 2015, 03:28:19 pm
Start work on T11 and T12


Title: Re: We're Making A List!
Post by: Hampage on July 12, 2015, 06:08:47 pm
I'm not sure if this is something client side or what, but Hunter said he enabled Pet Affinity on all classes a long time ago, but it doesn't appear to be available on several of mine (Bard, Zerker, Rogue, etc).

Its not a huge deal, but I have several halloween pets (all Cazic Thule) that don't seem to be hit by group spells and heals.


Title: Re: We're Making A List!
Post by: Chunka on July 12, 2015, 06:21:10 pm
Quote
Undid some of the brutal nerfs made to 1.0 epics due to the L60 pvp nonsense. Almost all weapons have scaling clicks/procs and/or lowered time to cast & level to use. Exceptions being the pet summoning items, as they are ...well...too strong.

THANK YOU!! This silly shite needed to be gone. We already have solid built in bottlenecks/testicle checks in the game for lower levels. This wasnt needed.

Quote
I'm not sure if this is something client side or what, but Hunter said he enabled Pet Affinity on all classes a long time ago, but it doesn't appear to be available on several of mine (Bard, Zerker, Rogue, etc).

Agreed, it'd be cool....but be ready for what it does for wizards. They are strong enough as is, this will make em a lot stronger.


Title: Re: We're Making A List!
Post by: Chunka on July 12, 2015, 07:24:07 pm
Quote
5.) Chunka disagrees, but I am still not seeing reasonable DPS from my casters. I've spent a great deal of resources on my T8ish wizard for caster neck and a comparatively geared melee of any kind absolutely crushes his dps. Currently has Mana Neck IX and HGG I. This discourages me from gearing out any other casters for dmg. His DPS is currently 1/3 to 1/4 of what a comparatively geared melee is doing against practice dummy, and only 1/10 in real combat.

Hehe.....I definitely disagree! Granted, this is T9 i'm comparing, but atm I am getting close to the same dps on my wiz and chanter as I get on my monk (2.5 to 3 mil DPS) with mana neck XI, T8 and 9 spells, UC2, and SELF BUFFED (no DPS buffs from chanter/bard on wiz). So I have to ask a few questions on your wiz: You say you're using mana neck IX....but which UC? What version of curious creation are you casting on yourself.....if you are? If not, why not? How are you parsing, and how are you casting? Using Tstaff or no? If not, need one? You say 1/10 what melee does in combat, vs 1/4 to 1/3 on dummy....so where's the disconnect? MQ2 macro setup?

Hate can back me up on this....he was using T6 gear and HBB2 and mana neck XI and was getting 2.5 mil dps. Thats DAMNED respectable for a non UW class.

Lastly, programs like Gamparse will take your log and use it to calculate dps.....so I have to ask: whats filtered in MQ2? If you try to gauge dps on your wiz without MQ2, do you see a major increase in DPS? If so your filters may be the issue. Try and parse on a completely unfiltered client, no MQ2, and see what DPS you get. Just some ideas.

Meanwhile, T9....mage is the top of the food chain for me for single target dps on a non UW class. If I slide the UW2 longsword my mage has into the summoners bag instead of the T9 sword, mage is WAY ahead of monk for dps (UC2 to UC2, mana neck XI to dual NS XI). Similarly geared chanter does better dps than any non UW melee I run other than monk...and she's not far off from monk for ST dps.


Title: Re: We're Making A List!
Post by: Ponzi on July 12, 2015, 07:37:58 pm
7-11-15 Additions/Changes (with Reboot or New Instance):

  • (Stated Earlier) Gem drops in CT are batch dropped, meaning a ton or none. This will fix the issue of corpses being bloated with small numbers of gems here and there.


-Hate

Just a quick question on CT batch drops.. Is there a way to limit the max # of gems dropped to make sure it doesn't overlap into a 2nd page where we'd miss a GSOA/Rainbow/Essence if we were looting with /hidec looted on (like rational human beings).

Just be a bummer to have it like the stupid chests in POD on dbl loot days where it doesn't even display 1/2 the items on the corpse because it's got over 30 items on it.

In short, just limit the max gem drops per mob to keep it single loot screen, and remind everyone to never, ever attempt CT during double loot.

Ty in advance :)


Title: Re: We're Making A List!
Post by: Loveborne on July 12, 2015, 10:26:53 pm
Updated original post.


-Love


Title: Re: We're Making A List!
Post by: obut on July 13, 2015, 08:46:40 am
Enchanted geode in T7 mini is causing me problems.  During the fight my other toons disappear and i stop fighting almost like the zone is crashing.  But the zone never crashes and I can't do anything.  I have to /q out.  When I log back in, I am sent to to the beginning of the zone but before it finishes loading I am sent to nexus.  I am able to re-enter the mini but as soon as I get in I am sent back to nexus with "Your lockout for this zone is active, you don't belong here".  I still have the quest as incomplete but with a lockout timer

Can non bow range items be added for melee toons.  Monks, beasts, and zerkers are really lacking on items to choose from.  Zerkers have the Jewelers Candle in T7, while monks and beasts have the candle and dessicated souls in T5


Title: Re: We're Making A List!
Post by: Chunka on July 13, 2015, 09:09:02 am
And maybe add range to warrior epic aug slot list :D


Title: Re: We're Making A List!
Post by: hateborne on July 13, 2015, 09:20:31 am
Just a quick question on CT batch drops.. Is there a way to limit the max # of gems dropped to make sure it doesn't overlap into a 2nd page where we'd miss a GSOA/Rainbow/Essence if we were looting with /hidec looted on (like rational human beings).

Love lowered this a hair last night. Shouldn't be an issue.



Noticed some of the zones were screwy in terms of exp modifiers. Zones like velketor and fearplane were actually LOWER than dulak. Bothunder was actually BELOW 1.0, which meant it gave less exp than normal. I've increased the EXP mod on these zones (new instance or reboot for effect), to stair-step increase to the "raid tier" modifier. From T5 and on, all zones have g-i-g-a-n-t-i-c XP modifiers. The tiers before and all intro-quest zones have a stair-step increase to make the number of mobs to kill only somewhat higher each level instead of 5-20 more each level.

Enjoy!


-Hate


Title: Re: We're Making A List!
Post by: Ponzi on July 13, 2015, 09:37:41 am
https://www.youtube.com/watch?v=0iAzMRKFX3c (https://www.youtube.com/watch?v=0iAzMRKFX3c)


Title: Re: We're Making A List!
Post by: Mixlor on July 13, 2015, 02:41:39 pm
Is the Shadowknight 4.0 broken? I got a buddy his 4.0 shadowknight aug and he put it in his weapon. It is suppose to cast Harm Touchv2 every 1 min doing 50k+ damage by right clicking on his item. I had him target a mob and right click on the Epic and it did nothing. He swears he was right clicking on the epic he had dragged to his hotkey but the mob took no damage and remained at it's spawn point. He said he would get a message saying "spell is interrupted". Could someone verify this is working?

Thanks!
Mix


Title: Re: We're Making A List!
Post by: Kwai on July 13, 2015, 07:02:19 pm
Could range be the issue?  I only use it in melee so just guessing here, but seems reasonable that a "touch" ability may require melee range to function.


Title: Re: We're Making A List!
Post by: Mixlor on July 13, 2015, 09:29:42 pm
Could be.. will test it again but have him do it right on top of the mob.

Also.. I am gearing up friends and an alt doing the T3/T4 armor. Upon port in, the server dumps us on a remote island in Plane of Sky (airplane) and we have to run over to the platform to get ported to the place with the Observer of the sky as well as the Banker NPCs and whatnot. From there we hail the Observer and enter the island to fight the bosses which is different than from the one we originally get ported into. In the past it use to just port us up straight to the Observer and that is where we would start. Was this intentional? Or was there a mix up with the succor spot for airplane during server database/coding revamps? This happens whenever we try to enter a guild instance from any other zone and not thru hailing the Teleporter NPC.

Just trying to report things that seem a little different from in the past.

Mixlor


Title: Re: We're Making A List!
Post by: Raygan on July 14, 2015, 01:11:43 pm
Ultimate Protection Aug is a click buff but it doesn't stack and wont work with warrior 9.0 click....have posted about this in the past...if maybe can make it a proc or allow only one UW aug in each UW (then allow us to sell the augs back we cant use)


Title: Re: We're Making A List!
Post by: Raygan on July 14, 2015, 01:13:55 pm
T9 was suppose to have gsoa and aa crystal drop rates increased so that, for end game players, the drop rate was suppose to be highest there....I find this to not be the case.  In t6 I farmed up 4 gsoa within 20 anguish esse....I farmed 0 gsoa in 100 OC esse (during dl and the week prior to dl)


Title: Re: We're Making A List!
Post by: Ponzi on July 14, 2015, 01:17:01 pm
Since we're getting to the menial stuff now:

The Gem Collector and Superior Wisp were axed.

It had to happen, it did, thats fine.

What that unintentionally did, though, was cut off Spirit of Ninja clickies to people who are unable to farm Svartmane. I always found Svartmane to be the silliest NPC ever to be a source of Ninja clickers, since for all intensive purposes, you kinda *need* a ninja clicker to get to him effectively. Kinda like when people /auc Tserinna.. It's darn near pointless cuz you need her key to get to her.. and if you have keyed your posse, you certainly no longer need her loot.

Enough digression.. Easy fix.. toss ninja's as a rare drop on Beholder/Ancient Dragon? Maybe thats too low tier, but it'd be the most mindless solution. Or maybe just make it a rare drop on OMM, Floating Eye, Vulak, etc.

I have clickers on all 14 of my toons, i don't care personally. Just feel a lil' for the guys growing up in the post-GC era. Food for thought.

Abyss update : Ran abyss a half dozen times.. averaged 3-4 essences a clear. Seemed a touch low, but nothing to complain about. What *was* weird was i didnt have a single essence drop on a trash mob until my final clear.. Which kinda irked me, since i was ready to say 'it was taken off the trash table!" and have a solution.. So i no longer do =/. Working as intended (tm), as Verant would say.

If there was one thing the Abyss mini captured the spirit of, it was the "MINI". It took longer to zone in than to kill the zone lol. It literally was a 5 minute daily that people ran every day. Yes, it was used and abused horrendously, and must be a pain in the rectum to figure out how to hard wire against cheatin', but t7 mini is a ZONE. Dranik is 3 ZONES. Abyss mini was like an old BBS door game.. Take your ten turns, then go check your mail. lol.

Great work on the last couple patches, we're really whittling it down to the miniscule issues. :)


Title: Re: We're Making A List!
Post by: warrior5 on July 14, 2015, 11:23:58 pm
Updated my spell file but haven't seen Hunter's Wit yet from the buff bot.  :(


Title: Re: We're Making A List!
Post by: Chunka on July 15, 2015, 07:56:24 am
Might be level scaled....had it on the testbot mage I just leveled to 70.


Title: Re: We're Making A List!
Post by: hateborne on July 15, 2015, 08:07:24 am
Updated my spell file but haven't seen Hunter's Wit yet from the buff bot.  :(
Might be level scaled....had it on the testbot mage I just leveled to 70.

It is, 1-9, 10-19, etc etc, 70-72.

From 73 and on, you will no longer get Hunter's Arm and Hunter's Wit. This is because they will interfere with Kraken or Mana Burst lines, forcing you to manually click either/both buffs off first. :-\


-Hate


Title: Re: We're Making A List!
Post by: Krinkle on July 16, 2015, 07:33:26 am
Screw puttin ninja clickys on anything else I say throw gem collector and wisp back up so I can pvp while we wait on t10 to be done and a different pvp system in.

I still dont see why they were removed because some newb who couldnt stop whining in ooc about losing to 60 pvp, we have /ignore dont gotta ruin my fun. Im literally leveling up my tradeskills right now because pvp isnt around for me to find fun stuff to use in it.

Let me know if you need any crafted items im 200+ in all tradeskills and my rogues 300 in poison making if anyone wants poisons (theyre all 100% useless)


Title: Re: We're Making A List!
Post by: Suddz on July 16, 2015, 12:29:19 pm
 -- ROF2 Client you can't double/triple aug any piece of gear with the same aug

IE: FS10,FS10 in the same weapon

is this possible to fix?


Title: Re: We're Making A List!
Post by: Chunka on July 16, 2015, 01:20:21 pm
Yeah, this has been known from day one, its all over the thread about RoF2 on EZ. Last I saw the emu peeps decided that stacking the same aug in a weapon is an exploit, and shouldnt be allowed. Informing Trev how it works on EZ didnt seem to do any good. So....keep UF to stack augs, if you decide you need to, and after you've aug stacked switch back to RoF2 to play.

Its a hassle, but its worth it; the RoF2 client is a ton better than UF.


Title: Re: We're Making A List!
Post by: Premador on July 16, 2015, 01:43:31 pm
Maybe a combine that would allow an aug to stay the same but its ID to change?

So you could have a FSV and combine with a aug changer 1 and get a FSV-1 Add a Aug Changer 2 and get a FSV-2...

So a 3 aug weapon could have a FSV, A FSV-1, and a FSV-2

I'm no programmer so have no idea if thats even possible or worth it, or maybe just to complicated, but just a thought.


Title: Re: We're Making A List!
Post by: Brannyn on July 16, 2015, 08:10:20 pm
Maybe a combine that would allow an aug to stay the same but its ID to change?

So you could have a FSV and combine with a aug changer 1 and get a FSV-1 Add a Aug Changer 2 and get a FSV-2...

So a 3 aug weapon could have a FSV, A FSV-1, and a FSV-2

I'm no programmer so have no idea if thats even possible or worth it, or maybe just to complicated, but just a thought.

Better plan, copy paste the code for the augs 2-3 times rename each copy to add a 1-2-3 and add the first rank of each to the vendor like the original augs then be done with it. Anyone can use UF to still stack the normal augs and if someone wants the convenience of RoF2 they can just farm up more augs.


Title: Re: We're Making A List!
Post by: Warbash on July 16, 2015, 09:18:35 pm
Maybe a combine that would allow an aug to stay the same but its ID to change?

So you could have a FSV and combine with a aug changer 1 and get a FSV-1 Add a Aug Changer 2 and get a FSV-2...

So a 3 aug weapon could have a FSV, A FSV-1, and a FSV-2

I'm no programmer so have no idea if thats even possible or worth it, or maybe just to complicated, but just a thought.

Better plan, copy paste the code for the augs 2-3 times rename each copy to add a 1-2-3 and add the first rank of each to the vendor like the original augs then be done with it. Anyone can use UF to still stack the normal augs and if someone wants the convenience of RoF2 they can just farm up more augs.

This is backwards thinking, its an issue today and someday UF wont be available. I get that this is a free server and dev time is limited but do you want to force new people to DL 2 clients and then learn the whole aug / deaug thing to get the appropriate aug in the right slot? Lets think ahead to new people and not just be ok with inconveniencing the current people.


Title: Re: We're Making A List!
Post by: Loveborne on July 18, 2015, 09:09:36 pm
Updated original post. <3


-Love


Title: Re: We're Making A List!
Post by: Chieftan on July 19, 2015, 03:14:14 am
  • Neither Hate or myself could find anything wrong with Black Unicorn. If there is still something wrong with him then please be specific as to what it is so that we can check it out and pinpoint the problem.

-Love

Only issue i know of, is it appears as a human model - it used to show the correct graphic, has been like that for a while, and same on all my clients, If it is just me then ignore ) and i will dig further into issue my side )

I dont know if correct or not, slot 12 shows as unknown on C.D and MoF, maybe others ) - latest spell file

No big problem, just for info

Thanks )



Title: Re: We're Making A List!
Post by: slaughterhaus on July 19, 2015, 08:10:48 am
Experience potions - can we make them combine-able? 2 80's = 160  and so on?

Thoughts?


Deadend


Title: Re: We're Making A List!
Post by: warrior5 on July 19, 2015, 01:48:17 pm
Experience potions - can we make them combine-able? 2 80's = 160  and so on?

Thoughts?


Deadend

+1 folks would actually save/use them again. Should ideally stack with clickies.


Title: Re: We're Making A List!
Post by: balidet on July 19, 2015, 04:10:01 pm
so we can create 1000% xp pots and then get 1000% xp clicky?



lolz.


Title: Re: We're Making A List!
Post by: warrior5 on July 19, 2015, 05:08:34 pm
What's a cap?


Title: Re: We're Making A List!
Post by: hateborne on July 19, 2015, 09:08:24 pm
Updated original post.


-Hate


Title: Re: We're Making A List!
Post by: balidet on July 19, 2015, 11:26:22 pm
all of these things are good....


great work!


Title: Re: We're Making A List!
Post by: Chunka on July 20, 2015, 12:36:23 am
No pet affinity on druids?


Title: Re: We're Making A List!
Post by: Chunka on July 20, 2015, 12:48:00 am
And speaking of pets....we ever find out why perm pet buffs fade on zone or camp? STILL seeing buffs like Tserinna's clicky, defensive boon, elemental rage, Hulkamania, etc vanish if I log off or zone.


Title: Re: We're Making A List!
Post by: balidet on July 20, 2015, 12:49:30 am
pet affinity for all classes would be good...the zerks need it...pets that dont get group heals are dead pets...


Title: Re: We're Making A List!
Post by: Mixlor on July 20, 2015, 01:30:32 am
Ultimate charm version 1 is reporting a 50% spell damage boost. I thought it was 200% before? And some guildies are reporting that to create an instance use to be around 25k for solo, 75k for guild but they were seeing 100k for solo and 600k for guild. Hmm.. I remember in the past if you didn't buy the waypoint from the noobie vendor (1mil plat) and you tried to hail the waypoint instead you would get those ridiculous figures but not sure about now since the waypoint items are free. I have a free waypoint item so I don't pay but just voicing a concern for the guildies.

Thanks for listening.

Mix


Title: Re: We're Making A List!
Post by: Brannyn on July 20, 2015, 01:55:21 am
Maybe a combine that would allow an aug to stay the same but its ID to change?

So you could have a FSV and combine with a aug changer 1 and get a FSV-1 Add a Aug Changer 2 and get a FSV-2...

So a 3 aug weapon could have a FSV, A FSV-1, and a FSV-2

I'm no programmer so have no idea if thats even possible or worth it, or maybe just to complicated, but just a thought.

Better plan, copy paste the code for the augs 2-3 times rename each copy to add a 1-2-3 and add the first rank of each to the vendor like the original augs then be done with it. Anyone can use UF to still stack the normal augs and if someone wants the convenience of RoF2 they can just farm up more augs.

This is backwards thinking, its an issue today and someday UF wont be available. I get that this is a free server and dev time is limited but do you want to force new people to DL 2 clients and then learn the whole aug / deaug thing to get the appropriate aug in the right slot? Lets think ahead to new people and not just be ok with inconveniencing the current people.

Are you actually reading? Or is it just that you decided to ignore what was said? BOTH of us gave a suggestion on how to fix the issue WITHOUT forcing people to use UF.
Seems as though you are only interested in changing it so that RoF2 allows everyone to stack the same exact aug. What if it's too big of a problem to fix that way? Why can't we just make multiple different augs with the same effect to counter this?


Title: Re: We're Making A List!
Post by: hateborne on July 20, 2015, 10:41:05 am
Are you actually reading? Or is it just that you decided to ignore what was said? BOTH of us gave a suggestion on how to fix the issue WITHOUT forcing people to use UF.
Seems as though you are only interested in changing it so that RoF2 allows everyone to stack the same exact aug. What if it's too big of a problem to fix that way? Why can't we just make multiple different augs with the same effect to counter this?

Multiple different augs are literally so much worse on the dev side that I'd rather buy rent a small cloud server to host the UF client myself.  I'm not coming down or throwing you into the streets, just making note that Love/Akk/I would literally have to remake EVERY single recipe for EVERY possible combination. In example: If you use FSIVa to make FSVb, I need another item added to the combine to differentiate from FSVa. If you want to use FSIVa to make FSVc, I need a different item added to combine to differentiate from FSVa or FSVb. It means literally each recipe has a special item to combine it in to that version. As stated previously, you weren't to know, so I appreciate all the feedback. I've got a fix for this, but I need to be literally, PERFECTLY clear that I am understanding exactly how it will affect everyone. Once I finish up the query side, I'll send to Akkadius for "peer review" to make sure I didn't so something stupidly obvious. It'll be the permanent fix to this nonsense. :-)


-Hate


Title: Re: We're Making A List!
Post by: Raygan on July 20, 2015, 10:51:14 am
I have found on all toons OTHER THAN your main/secondary tank that just putting a resist stone 8/9/10 in those 3 slots fixs my problem of having to use another client or stack multiple augs with UF....of course if I were still having to strike aug my toons I guess it would be frustrating....but you guys seem to be having kittens here.  Fun times. Keep it up!  ;D


Title: Re: We're Making A List!
Post by: Rent Due on July 20, 2015, 12:30:40 pm

 that I'd rather buy rent a small cloud server to host the UF client myself. 

-Hate

You're going to buy me a Cloud Server? Awesome


Title: Re: We're Making A List!
Post by: Kwai on July 20, 2015, 01:20:04 pm
1H/2H comments from the Epic Vendor would be welcome. 

"Caught up" details the changes from weapons to augments, but doesn't cover how you switch between 1H and 2H augs.


Title: Re: We're Making A List!
Post by: Warbash on July 20, 2015, 08:16:57 pm
Maybe a combine that would allow an aug to stay the same but its ID to change?

So you could have a FSV and combine with a aug changer 1 and get a FSV-1 Add a Aug Changer 2 and get a FSV-2...

So a 3 aug weapon could have a FSV, A FSV-1, and a FSV-2

I'm no programmer so have no idea if thats even possible or worth it, or maybe just to complicated, but just a thought.

Better plan, copy paste the code for the augs 2-3 times rename each copy to add a 1-2-3 and add the first rank of each to the vendor like the original augs then be done with it. Anyone can use UF to still stack the normal augs and if someone wants the convenience of RoF2 they can just farm up more augs.

This is backwards thinking, its an issue today and someday UF wont be available. I get that this is a free server and dev time is limited but do you want to force new people to DL 2 clients and then learn the whole aug / deaug thing to get the appropriate aug in the right slot? Lets think ahead to new people and not just be ok with inconveniencing the current people.

Are you actually reading? Or is it just that you decided to ignore what was said? BOTH of us gave a suggestion on how to fix the issue WITHOUT forcing people to use UF.
Seems as though you are only interested in changing it so that RoF2 allows everyone to stack the same exact aug. What if it's too big of a problem to fix that way? Why can't we just make multiple different augs with the same effect to counter this?

Yes I actually read it :) I think my post came of harsher than intended. My point was it was working fine in UF, changing the recipes seems like a bandaid to something that need not be broken in the 1st place.


Title: Re: We're Making A List!
Post by: jdvillan on July 20, 2015, 09:16:12 pm
What if we just had an NPC that slotted it in the second slot? And/or an NPC that when you hand him any aug, he gives you a Version B of that aug. Only the version A's could be combined, so youd have to hand him the B back to make it an A before doing any combines.


Title: Re: We're Making A List!
Post by: warrior5 on July 20, 2015, 09:48:58 pm
What if we just had an NPC that slotted it in the second slot? And/or an NPC that when you hand him any aug, he gives you a Version B of that aug. Only the version A's could be combined, so youd have to hand him the B back to make it an A before doing any combines.

Or just do it for IX augs and above. Easy bandaid for only a few items.


Title: Re: We're Making A List!
Post by: balidet on July 20, 2015, 10:55:48 pm
OOOOORRRR
'
fuck yer stacking augs!


:)


haxors!

hi...


Title: Re: We're Making A List!
Post by: Chunka on July 20, 2015, 11:35:25 pm
Hate's stated that he has some ideas for a solution. From what he said its not an easy fix, would involve changing a ton. Keep in mind augs were never meant to be stacked, was in fact Hunter allowing and taking advantage of a hole in the client (as I recall). Anywhere else it WAS an exploit.

Meanwhile if you want to stack augs loading up UF for 30 seconds aint that big of a deal. Its worth it for what RoF2 brings to the server.


Title: Re: We're Making A List!
Post by: Brannyn on July 21, 2015, 06:15:25 am
Are you actually reading? Or is it just that you decided to ignore what was said? BOTH of us gave a suggestion on how to fix the issue WITHOUT forcing people to use UF.
Seems as though you are only interested in changing it so that RoF2 allows everyone to stack the same exact aug. What if it's too big of a problem to fix that way? Why can't we just make multiple different augs with the same effect to counter this?

Multiple different augs are literally so much worse on the dev side that I'd rather buy rent a small cloud server to host the UF client myself.  I'm not coming down or throwing you into the streets, just making note that Love/Akk/I would literally have to remake EVERY single recipe for EVERY possible combination. In example: If you use FSIVa to make FSVb, I need another item added to the combine to differentiate from FSVa. If you want to use FSIVa to make FSVc, I need a different item added to combine to differentiate from FSVa or FSVb. It means literally each recipe has a special item to combine it in to that version. As stated previously, you weren't to know, so I appreciate all the feedback. I've got a fix for this, but I need to be literally, PERFECTLY clear that I am understanding exactly how it will affect everyone. Once I finish up the query side, I'll send to Akkadius for "peer review" to make sure I didn't so something stupidly obvious. It'll be the permanent fix to this nonsense. :-)


-Hate
I was actually wondering if anyone beyond you, akka, and love would point this out. Was thinking of adding something in there about just making a single recipe for each rank of the aug that would just turn the aug into an a, b, or c version and then just have the recipe cycle through to get it back to the original for upgrading the aug.
BUT I figured you probably would think of something like that anyway if you were even going to go for making new recipes at all.


Title: Re: We're Making A List!
Post by: hateborne on July 21, 2015, 01:36:25 pm
Updated original post.


-Hate


Title: Re: We're Making A List!
Post by: Chunka on July 21, 2015, 02:08:34 pm
Wanted to take a sec and give huge thanks to Hate/Love for making these changes.....especially the newbie fixes. LONG time overdue! I really think this will encourage more long term new players.


Title: Re: We're Making A List!
Post by: Akito1221 on July 21, 2015, 08:38:41 pm
If were looking to keep players around for longer, I've always wondered why we haven't added "dragon" style armor for each farm zone, once it becomes one. This would help the lower level's progress faster and not hit the T4/T5 walls.


Title: Re: We're Making A List!
Post by: Chunka on July 21, 2015, 08:45:34 pm
We're looking to encourage them to start playing, not looking for ways to make content trivial and grind through it faster. T3/4 is fast and easy enough. Its not at all a roadblock or gut check. T1 rot bot and T2 DC armor is to ease players in. If by the time they hit T3/4 they are discouraged and feel as if the game is a "grind", then IMO its a great time for them to learn this and find another server; they wont survive T5 anyway.

Oh, and noticed one thing: halloween pets no longer get the First Mate's proc from the mana neck. I can definitely see why, given wizzies....but if so maybe we could give druids pet affinity, at least, and maybe defensive boon? That way at least the druid cast pet could survive more than 2 seconds in later zones :D


Title: Re: We're Making A List!
Post by: Ponzi on July 21, 2015, 10:16:34 pm
This list has been amazing.

At 250% xp mask.. floor 1 mobs on tofs give 3aa.

At 250% xp mask.. floor 2 mobs on tofs give 3aa.

At 250% xp mask.. floor 3 mobs on tofs give 3aa.

At 250% xp mask.. floor 4 mobs on tofs give 3aa.

At 250% xp mask.. floor 5 mobs on tofs give 3aa.

At 250% xp mask.. floor 6 mobs on tofs give 3aa.

At 250% xp mask.. floor 7 mobs on tofs give 3aa.

Given theres no rainbows/gsoas in the zone, we could probably afford to scale this a touch to 4aa on floors 3-5 and 5aa on 6-7.. Nothing too crazy, but fairer.

I know its first world problems, but once you're farming masters for non-warrior   UWs, you don't need the resist stones, there's no plat on floor 7 to speak of (its literally 1-5 pp per bat/vamp corpse, and floor 7 would be a hilariously bad place to farm v2s with the only saferoom spawning Tserinna (the whole point of being there).

Yes, petty first-world problems, i agree. But scaling the AAs a touch might help. :)


Title: Re: We're Making A List!
Post by: hateborne on July 22, 2015, 03:51:02 pm
This list has been amazing.

At 250% xp mask.. floor 1 mobs on tofs give 3aa.

At 250% xp mask.. floor 2 mobs on tofs give 3aa.

At 250% xp mask.. floor 3 mobs on tofs give 3aa.

At 250% xp mask.. floor 4 mobs on tofs give 3aa.

At 250% xp mask.. floor 5 mobs on tofs give 3aa.

At 250% xp mask.. floor 6 mobs on tofs give 3aa.

At 250% xp mask.. floor 7 mobs on tofs give 3aa.

Given theres no rainbows/gsoas in the zone, we could probably afford to scale this a touch to 4aa on floors 3-5 and 5aa on 6-7.. Nothing too crazy, but fairer.

I know its first world problems, but once you're farming masters for non-warrior   UWs, you don't need the resist stones, there's no plat on floor 7 to speak of (its literally 1-5 pp per bat/vamp corpse, and floor 7 would be a hilariously bad place to farm v2s with the only saferoom spawning Tserinna (the whole point of being there).

Yes, petty first-world problems, i agree. But scaling the AAs a touch might help. :)

This is somewhat difficult as mobs' EXP value cannot simply be changed. The source handles EXP gains from working out the difference between the client and mob, at what level bracket, and with what modifiers/penalties are in play (zone exp mod, grouped/raided, exp mask, etc). I could potentially wring perl to do something special and fancy for us, but I doubt it would do to terribly much and may be more effort than it's worth.


-Hate


Title: Re: We're Making A List!
Post by: Ponzi on July 22, 2015, 05:13:19 pm
/agree, not worth the effort. on to the next thing! :)


Title: Re: We're Making A List!
Post by: Dimur on July 22, 2015, 08:09:36 pm
Wouldn't it be easier to just add exp crystals at a rate equal to what you could gain exp at in normal exp zones?


Title: Re: We're Making A List!
Post by: hateborne on July 23, 2015, 08:46:13 am
Wouldn't it be easier to just add exp crystals at a rate equal to what you could gain exp at in normal exp zones?


The gains would be so crazily minimal that the crystal rate may be nearing that if the GSOA, which won't help very much. I'll check into at least the levels of the NPCs to see if there is anything I can do.  ☺

-Hate


Title: Re: We're Making A List!
Post by: Mixlor on July 26, 2015, 08:30:07 am
Could I make a request to have Drake skin looked at? In the past it was a 2min buff and made warriors able to pull HUGE groups and take literally no damage during the 2mins. I know that was way overpowered but now the buff currently lasts for what.. less than 20 secs with a hit counter included. I like the idea of a hit counter (take so many hits and it wears off) but I think the 20 secs or so is not enough for pulling in large zones like Temple of Veeshan, Oldcommons or Loping plains. Most I think park their group/raid somewhere and then round up some mobs and bring back to the group/raid. I just find myself having the buff drop before I even reach mobs in some cases. I usually cast it before I take off.. and cast it again when I come back to my raid but it has always seemed useless to cast prior to pulling since I barely get to bunch of mobs before it wears off due to the short timer.

Think we might be able to bump the timer on it a little longer to say... 45secs or more since it has a hit counter? I just wanted to ask. Thanks for listening.

Mix


Title: Re: We're Making A List!
Post by: Fugitive on July 26, 2015, 08:43:27 am
Could I make a request to have Drake skin looked at? In the past it was a 2min buff and made warriors able to pull HUGE groups and take literally no damage during the 2mins. I know that was way overpowered but now the buff currently lasts for what.. less than 20 secs with a hit counter included. I like the idea of a hit counter (take so many hits and it wears off) but I think the 20 secs or so is not enough for pulling in large zones like Temple of Veeshan, Oldcommons or Loping plains. Most I think park their group/raid somewhere and then round up some mobs and bring back to the group/raid. I just find myself having the buff drop before I even reach mobs in some cases. I usually cast it before I take off.. and cast it again when I come back to my raid but it has always seemed useless to cast prior to pulling since I barely get to bunch of mobs before it wears off due to the short timer.

Think we might be able to bump the timer on it a little longer to say... 45secs or more since it has a hit counter? I just wanted to ask. Thanks for listening.

Mix

LoL

You missed a lot during your Haitus Mix.

GL

 ;D


Title: Re: We're Making A List!
Post by: warrior5 on July 26, 2015, 02:29:12 pm
It was nerfed way too hard which makes druids worthless imo, but I think we all realized we never needed druids anyway.


Title: Re: We're Making A List!
Post by: Chunka on July 26, 2015, 04:37:02 pm
Hate....please, once again, take a look at Abyss for essence drop rates. I know you think its just rng, but something is WAY off. Even I dont see RNG streaks this bad. I am literally averaging less than 1 essence per clear, after 15 clears (12 in 15). Seen more than one clear with 0 essences. NEVER saw numbers that bad before. And no, I dont think the price has skyrocketed on these just because the mini is gone.....I seldom do the minis (HATE them, with a passion....wouldnt bother me at all if they all vanished!). A number of other players are seeing similarly abysmal (lol!) rates.


Title: Re: We're Making A List!
Post by: Mixlor on July 26, 2015, 05:21:37 pm
Umm... and just where are you Mister Fugitive!? Get yer ass back in the game! Hehe. Well.. I thought I would ask. I use my Druid for Drake, buffs and regen. I just thought Drake would be more viable if the timer was bumped up a little bit or even put back to the 2min or 1 min mark. It will still wear off if mobs attack you and the hit counter expires so it isn't as overpowering as before keeping you constantly healed for the full 2mins.

Just a small example, I pull the Obliterator camp in T9 just to the right of the lake where most park their toons and pull to. By the time I reach the obliterator camp I got maybe 8 secs left on the Drake buff. By the time I pull even half the camp.. they have obliterated thru the hit counter so the buff is worn off or it has worn off due to the short buff timer. If I want to run further than that... The buff has worn off before I pull anymore mobs much less round up more than 3 of the roaming ones, ie snakes, spiders, wisps, etc.

Maybe it was just meant to be a 'Last Stand' type of spell but I think the Cleric's Tower of Vie lasts for much longer or any other damage mitigation or damage protection spell such as UC. Those last 15-45 mins but have an absorption amount before it wears off.  Just asking to see if the timer on Drake couldn't be upped a lil. It shouldn't make the spell overpowered again since mobs can and will tear thru the hit counter just as they do now. I would just like to see it last a little longer so I have it up when I do reach that little camp of mobs that is further away who is just dying to tear me up.

Just trying to save my Druid! ;D


Title: Re: We're Making A List!
Post by: hateborne on July 26, 2015, 05:51:06 pm
It was nerfed way too hard which makes druids worthless imo, but I think we all realized we never needed druids anyway.

Or as I brought up for months, the druids were likely broken with out Drake. Drake was BROKEN AS SHIT, giving players 30-45 sec of invulnerability, letting players carefully juggle it for literal invulnerability. Fixing one godmode spell isn't being nerfed too hard, it's fixing an exploit. Calm yer titties.



Chunka, that's something that will require a bit of digging and mathing (as well as log hunting). As I've stated a few times now, I have NOT touched T5 in a long time.



Mixlor, as druids are being reviewed, Drake is too. It was intended to be a tool to help a tank round up mobs somewhat. I may utilize a longer cooldown (i.e. 90s) AND the hit counter for a 30s buff (with scripted cooldown/cockblock to prevent abuse).



-Hate


Title: Re: We're Making A List!
Post by: Leis on July 27, 2015, 01:10:10 am
Let me preface this by saying that I am not complaining, and I am glad druids are getting looked at. I was expecting the nerf as soon as I saw people complaining about it.

Pre-nerf we had 3 healers to chose from, two very powerful group healers who only needed to auto attack, and a single target healer who needed to keep up a very short duration buff. That was the trade off that nobody wanted to talk about. They could keep up a tank, but everyone else was on their own. A short burst of lag at the right time would also cut down any tank who got brave expecting drake to make them invincible.

Now druids are nothing but buff bots, as their healing is very much sub-par. Druid regen is good, but very limited because of how short it is, and how hard it would be to increase to a useful level without making it over powered. The server is not setup to make use of a dot class, and as they are limited to 4 target dots, they simply can't keep up with other dps. They have one hell of an hp buff, but that alone doesn't make them worthy of keeping around. What druids lack right now is a purpose.

I would also like to say thank you to our awesome gm's for the work they do, and the fact that they keep up communication with the players. I have played a lot of games, and never seen staff that works this well with the players before. I salute you.


Title: Re: We're Making A List!
Post by: Ponzi on July 27, 2015, 06:25:25 am
Couple of thoughts on Abyss:

I've been running some guildies through it and finished a good 15-20 runs.

Essences on the bosses are on par.

I too have had 0 essence runs, i have also had 4-5 essence runs.

In the 15-20 runs I have seen maybe 4-5 essences on trash total.

That really seems to be the difference is the essence rate on trash mobs is almost nil. The rainbow rate seems a fair bit lower than i remember, but 20ish runs is a small sample size to gauge global drops.

I also noticed running people through t7 that essences on trash were super rare there as well. It might be a floating number that got changed somewhere, something that got tweaked in a global update, could be our tinfoil hats at work as always, who knows.

As for something more productive than speculation:
--------------------------------------------------------------
Can we please remove the 'Kill all mob' type Bosses from the lotto list?

Alkare, Exoking, Malo King, Heliopora, Gorganion, Corallium, Alconcyea, Sea Nettle, Razorback, Harvester, Hive Father, Ice Cube, Yaggol, Monopoterus, Blurb, Alhoon, Mind Flayer.

17 of the 100 bosses are bosses you'd spawn.... triggering the lotto boss.. 18 if u count White. Could safely remove them from the trigger. I'd gladly lose White off the potential spawn list on lotto if it meant i didnt continual get slapped in the face with Alkare and Razorback and Heliopora et al.

:)