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#26 beaupoem

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Posted 06 August 2012 - 10:56 PM

Ooooh loli ruri and dullahan sounds good. More niff please! Especially now with the bathory in Eden. I hate using TI maps
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#27 Hrothmund

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Posted 07 August 2012 - 02:28 AM

So what happens to the guilds that have econ on one of the 4 castles that are supposed to disappear with this update? Do they get their econ transferred to a castle in that realm or are they just SOL?


They should collect treasure before maint presumably. LOL

but seriously, you knew those castles are going soon, so why econ them? its been announced for a while that the woe update was just around the corner.

also scarabs for 125-140. my gx still has the quest from like a year ago and i figured i should turn it in sometime this year :)

Edited by Hrothmund, 07 August 2012 - 02:29 AM.

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#28 CeruleanGamer

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Posted 07 August 2012 - 04:10 AM

*facepalm* Need a lot of compensation for those castle owners who will lose the castle/econ in WoE. Also, untested = recipe for disaster. I don't even need to mention it.

Edited by CeruleanGamer, 07 August 2012 - 04:10 AM.

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#29 Zenden

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Posted 07 August 2012 - 04:12 AM

70-95 Bloody Butterfly and Enchanted Peach Tree
105-120 Venatu (Green) and Venatu (Purple)
125-140 Antler Scaraba and Rake Horn Scaraba
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#30 Wizard

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Posted 07 August 2012 - 04:36 AM

OK, Why are you guys changing the description for some weapons??

Bellum Wand was something I was looking forward to... because their unique "effect" @9"... but now is quite worthless since FIXED CAST TIME CAN'T STACK WHEN IS "%" REDUCTION!!

Check the description below for kRO and iRO @ +9 upgrade and see what I'm talking about!

kRO:
Posted Image

iRO:
Posted Image


Most Caster classes (Warlocks/Sorcerers) don't need that 20% Fixed Cast Time Reduction since we have SACRAMENT which will OVER-RIDE this feature... in other hand, the 0.2 seconds Fixed Cast Time Reduction can be stack with Sacrament and such because is a "fixed reduction" not a "percent reduction"...

If you guys going to mess trying to "release" something that needs more testing, at least do your homework and follow the description for these weapons as how is suppose to be!!

Edited by Wizard, 07 August 2012 - 04:45 AM.

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#31 Viri

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Posted 07 August 2012 - 04:55 AM

OK, Why are you guys changing the description for some weapons??

Bellum Wand was something I was looking forward to... because their unique "effect" @9"... but now is quite worthless since FIXED CAST TIME CAN'T STACK WHEN IS "%" REDUCTION!!

Check the description below for kRO and iRO @ +9 upgrade and see what I'm talking about!

kRO:
Posted Image

iRO:
Posted Image


Most Caster classes (Warlocks/Sorcerers) don't need that 20% Fixed Cast Time Reduction since we have SACRAMENT which will OVER-RIDE this feature... in other hand, the 0.2 seconds Fixed Cast Time Reduction can be stack with Sacrament and such because is a "fixed reduction" not a "percent reduction"...

If you guys going to mess trying to "release" something that needs more testing, at least do your homework and follow the description for these weapons as how is suppose to be!!


Lame lame lame, that actually makes it completely useless. I wanted one for instant kaupe on linker for lulz. ffffffff
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#32 Wizard

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Posted 07 August 2012 - 04:58 AM

Lame lame lame, that actually makes it completely useless. I wanted one for instant kaupe on linker for lulz. ffffffff


Indeed... lol

But yah, it wasn't comparable with KvM SoD because certain effect, but now is even more worthless because the only effect that will make it actually good is not there anymore... why changing the effects??

PS: Since we are getting this so-called "WoE update", why haven't you guys fixed RELEASE just yet? has been several months already and you guys just let the topic die but I wonder... why don't try fixing it before releasing "this"...

Edited by Wizard, 07 August 2012 - 05:06 AM.

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#33 Hrothmund

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Posted 07 August 2012 - 05:29 AM

Theres bound to be a few mistranslations in there somewhere. why's the iRO one saying "rod" when that generally implies a 1H weapon?
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#34 Helios0

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Posted 07 August 2012 - 06:00 AM

================================================================================================
70~90= Main Mobs on map= 125xGreen Maiden(82)[400/400]Posted Image, 125xPitman(90)[400/400]Posted Image
70~90= Extra Mobs on map= 25xWild rose(70)Posted Image, 50xIara(79)Posted Image, 75xDemon Pungus(91)Posted Image
================================================================================================
105~120= Main Mobs on map= 125xSedora<forgot her new name>(110)[400/400]Posted Image, 125xCentipedeLarva(118)[400/400]Posted Image
105~120= Extra Mobs on map= 25xMajoruros(107)Posted Image, 50xIceTitan(110)Posted Image, 75xHellPoodle(115)Posted Image
================================================================================================
125~140= Main Mobs on map= 125xOne-HornedScaraba(130)[400/400]Posted Image, 125xRakeScaraba(139)[400/400]Posted Image
125~140= Extra Mobs on map=25xRata(135)Posted Image, 50xEngkanto(125)Posted Image, 75xBlueAcidus(130)Posted Image
================================================================================================

Suggested Maps=
Abyss3
Posted Image

Amatsu Dun2
Posted Image

Moscovia Dungeon 2
Posted Image

Edited by Helios0, 07 August 2012 - 07:08 AM.

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#35 kasshin

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Posted 07 August 2012 - 06:34 AM

I don't mind what the turn ins will be as long as the monster levels are set right. Something around 90 for 70-95, something around 117 for 105-120, something around 137 for 125-140. And of course map size vs. number of monsters ratios.

And if 125-140 gets scarabs, please give 135-150 something good next week since scarabs gives more exp than the bio2 TI this week... (though I do appreciate the increase in rogue's treasures). Bio2 is much better for 125-140.
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#36 CheddarJack

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Posted 07 August 2012 - 07:21 AM

POSTING WHILE ON VACATION!! (lol)

wait wait wait

The WoE update wasnt even tested 100% on sakary? AND Hall of the Abyss wasnt even working last time i checked. So how is this ok to go live?
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#37 IcedCafeMocha

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Posted 07 August 2012 - 08:08 AM

POSTING WHILE ON VACATION!! (lol)

wait wait wait

The WoE update wasnt even tested 100% on sakary? AND Hall of the Abyss wasnt even working last time i checked. So how is this ok to go live?


Possibly not enough people to test so having to go live to do so. (maybe?)
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#38 KriticalAssassin

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Posted 07 August 2012 - 08:11 AM

Tomorrow 8/7/2012 during the maintenance we will be updating to
War of Emperium : Hall of Abyss update.

Seriously!? You told us to test it and report bugs. We have been reporting the fact that NOTHING in this update even works for the past 2 weeks. Are you not even reading our feedback?
http://forums.warppo...pdate-feedback/
We reported numerous problems. None of which have been fixed or even made available for testing.

Edited by KriticalAssassin, 07 August 2012 - 08:41 AM.

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#39 Viri

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Posted 07 August 2012 - 08:26 AM

They often fix it, and then put it in right after. They spend all week fixing it up and internally testing.
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#40 KriticalAssassin

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Posted 07 August 2012 - 08:31 AM

They often fix it, and then put it in right after. They spend all week fixing it up and internally testing.

Thus the reason that we get a bug every other update on the main servers? Summoner was tested on sakray. It came into the servers bugged. Port Malaya came in bugged. All the big updates in the past have come in severely bugged. If they do a fix for bug reports on a big update they should apply the fix to the test server for retesting. 90% of the time there will be more bugs in the code. The bigges bug is testers couldn't even enter the new guild dungeons. Imagine how many bugs could be found in a map with new monsters new layout new items and etc. All which couldn't even be tested.
Also the investment system had some pretty big problems with it.

Edited by KriticalAssassin, 07 August 2012 - 08:33 AM.

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#41 Viri

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Posted 07 August 2012 - 08:33 AM

It'll never launch bug free, as long as all the major kinks are out of it it doesn't really matter. More things to mess with!
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#42 Helios0

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Posted 07 August 2012 - 08:48 AM

just means you shouldnt go balls out on investments or heavy resource dumps right away until you personally test some things
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#43 Wizard

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Posted 07 August 2012 - 08:49 AM

Are they fixing Release cooldown as well?
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#44 tommy69

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Posted 07 August 2012 - 08:52 AM

PLZ Eriched hamer TT.TT :p_laugh: :p_hi: :p_sick:
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#45 Viri

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Posted 07 August 2012 - 08:59 AM

Are they fixing Release cooldown as well?

Infinite release bug still exists, so probably not.
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#46 Helios0

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Posted 07 August 2012 - 09:14 AM

Infinite release bug still exists, so probably not.

be nice if they could fix that so we could have our un-uberlongcooldown release back..
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#47 Viri

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Posted 07 August 2012 - 09:16 AM

1 second is uber long? X_X?
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#48 YahoooUhoo

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Posted 07 August 2012 - 09:24 AM

Please make it so that everyone can have a chance to obtain vellium items instead of just the guild leaders. Most guild leaders are already like urber rich.
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#49 Viri

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Posted 07 August 2012 - 09:36 AM

Please make it so that everyone can have a chance to obtain vellium items instead of just the guild leaders. Most guild leaders are already like urber rich.


It adds a reason for people to WoE though! We have a system in place already for distributing ours as we get them fun fun fun fun.
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#50 KriticalAssassin

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Posted 07 August 2012 - 09:42 AM

Everyone can get them. You go into the new guild dungeons. More likely for guild leaders with castle treasure though.
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