It's a test build so until it's finalized all details are subject to change.
I like the word that its still under testing...so there a 1/10000000000 chances they will listen to our comment and suggestions..
Posted 08 January 2015 - 09:45 PM
I like the word that its still under testing...so there a 1/10000000000 chances they will listen to our comment and suggestions..
Well, "in testing" really just means that the testers go in and test the changes to make sure it's not worse and hopefully what they were looking for. If it doesn't pass testing, it gets sent back along with more feedback. It's a cycle until everybody is happy with the result, or they at least don't absolutely hate it. It's really just a constant cycle, which is all labeled as "in testing"
This is how testing works in general, and it's what we've been working to do with the new content
Posted 11 January 2015 - 05:01 PM
It should be an open map, not a dungeon, so be prepared to compete for monster spawns like with DWF.
Say no to open Map.. When grinding it annoys me the "SPOT" especially in CONDOR, MUCA, DWL, DWU... No chance to grind if they took all the channels and all the SPOTs.. Implement Dungeon..
Posted 12 January 2015 - 04:09 AM
field map as dungeon? lolwut
better and easier to make more spots and\or add more channels or merge with freyja to get old 14-20 channels
Even if you double the number of channels, it might not be enough. You would then have a maximum of 70 players (14x5) for a single given spot. And as you can see with all the existing maps, you usually have only 1~2 adequate spots. Such a 'open map' system is therefore limited to 140 players at best (or 90 players with 9 channels).
So I don't see any problems, if it would be a ceiling-less dungeon instead (just check Sandarman Fortress). I think Osiris is still the grinding spot that players like most.
Edited by Greven79, 14 January 2015 - 03:35 AM.
Posted 12 January 2015 - 11:43 AM
What about the testing of the old content? Or better say the fixing? If it causes a decrease in population being an old content doesn't means necessarily that is right the way it is
Posted 13 January 2015 - 02:31 AM
Edited by Shinyusuke, 13 January 2015 - 02:35 AM.
Posted 14 January 2015 - 06:28 AM
What about the testing of the old content? Or better say the fixing? If it causes a decrease in population being an old content doesn't means necessarily that is right the way it is
That's been worked on too. [...] How long it takes to fix is up to the team at Gravity, but some of the small fixes, like moving or removing objects that can't be reached, get fixed fairly quickly. [...]
Fixing an existing large issue (Out of Range anyone?) is a bit harder, because it is difficult to make a video showing exactly what is happening, and therefore difficult for Gravity to investigate and fix things on their end. If you can make a video of this, by all means please do.
That being said, was there a specific issue you were thinking of that I didn't mention?
There are many issues:
And this doesn't really include real balancing issues or more questionable inconveniences: F.e. OP gear reward after job change, improper success chances for dismantling items or to obtain certain recipes. Polinium as a quest reward which intriques 'new players' to use an unsafe item (can break your weapon). And the inbalanced 1sec pet DoT trigger for both the 'electrostatic' and 'Ignite' debuff exist since the introduction of pets.
Another issue are the shades summoned by Ratmaster. They deal 50% of your current HPs as damage, but the calculation isn't 'safe', which can lead to a killed player, if two shades attack almost simultaneously. And I could go on for quite a while...
But as always, it's about the question about how issues get prioritized.
Sure, removing a single gold ingot might not have taken up much time, but even then, it would have been much more useful to remove the osiris mummy closest to the entrance.... that one is much more annoying.
For other problems, like the large MP requirements for ML21+, that would probably be considered an easy fix; however, this requires the agreement of a lot of people on the development team. Getting approval for such changes is the hard part in this type of issue, and we're definitely requesting the requirements be lowered.
How many developers are there and how many of them are needed to make such a decision?
Posted 21 January 2015 - 01:49 AM
Has everyone notice that they already changed the seed rune description?
Blueseed Rune for example:
http://ro2.doskoi.or.../22261100#basic
Able to equip on Blue/Gold seed rune hole of 50 level above equipment.
The same applied to red and green seed rune. And with the upcoming Eddga gear with 1 gold rune hole, meaning that we can only choose one rune among blue, red, and green for the gold rune slot?
Besides that, seed rune that has been "opened", BlueSeed Rune[10 to 50] for example:
http://ro2.doskoi.or.../22261101#basic
When equip to equipment, it increase 14 of STR, AGI, INT, WIS, VIT.
... ...
... ...
... ...
http://ro2.doskoi.or.../22261141#basic
When equip to equipment, it increase 71 of STR, AGI, INT, WIS, VIT.
The same applied to red seed rune. Meaning that it give a fix number of stats instead of % of stats after the patch?
Not sure what is the formula to relate them:
[10] ≡ 14
... ...
... ...
... ...
[50] ≡ 71
Next, is the seed rune "open rate", Blueseed Rune for example:
http://ro2.doskoi.or...22261100#random
[10] = 28%
... ...
[36] = 0.01%
[37] = 0%
... ...
[50] = 0%
The same applied to red seed rune as well. Meaning that people no longer can obtain [37 to 50] after the patch?
There are also many weird rune showing up, many of them. No idea they are abandoned old content or the upcoming content?
Ansuz Rune
... ...
Wunjo Rune
Posted 22 January 2015 - 01:29 AM
my guildmate says he got bs45 3 weeks ago
the open rate displayed in http://ro2.doskoi.org/ have been like that since december
Posted 22 January 2015 - 03:21 AM
I have a big question IF the new runes share the same holes and the holes are not enough to put red, blue and green why would we use the new equit instead of a full runed cazar? OR if also the runeslots on the old gears will be changed what will happen at our runes on them?
Posted 22 January 2015 - 03:26 AM
Edited by Glukos, 22 January 2015 - 03:40 AM.
Posted 22 January 2015 - 04:16 AM
I have a big question IF the new runes share the same holes and the holes are not enough to put red, blue and green why would we use the new equit instead of a full runed cazar? OR if also the runeslots on the old gears will be changed what will happen at our runes on them?
the buzz back then that purp slot is for CLS /Regular rune
odd though you could get tons of PVP def/att if you could put 2 CLS per part XD
100% pvp damage reduction since this scenario is unlikely
the possible scenario would be enforcing limits
-either a cap on pvp def/att rate
-1 CLS per gear
-1 CLS type per gear
once payon is live i forsee
knight/Warrior dominating PVP outside of collo
if CLS is available for the 35 gears people would get tougher
monks/sins/priest(iirc CLS reduced damage) damage wouldnt be enough to kill people quickly
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