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Developer Notes 9.15.11 *UPDATED*


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#26 AlisiaMT

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Posted 03 June 2011 - 03:18 PM

Ooooooh! I'm excited! :) It sucks that eventually I wont be able to leech the last UW when I go to bed or if I'm busy, but it is a sacrifice I am willing to take to get the leechers out of UW :D I hope this comes soon.

@twitch
I think the objective is to keep the spawn zone safe. So, in other words, if a character runs off of the spawn zone he will get attacked and can't run back to spawn (no protection from npc) but if the character runs to the edge of the spawn zone and someone abuses the glitch the attackee can run back to the start and the npc will get the glitch abuser off his butt (abuser deserved it). The way I see this, it cannot be abused either way. The person to leave the spawn zone will be sol and the person to go into the spawn zone "illegally" will get killed and sent back to respawn with one less proof, which will cause him/her to stop spawn camping.
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#27 sacri

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Posted 04 June 2011 - 01:46 AM

separating the Union War into two distinct level brackets, one which will be in the 100-140 range, and another for the 180-220 range.


If there is two types of Union war for low and max level.. It will be fun.
However, There's the chance for low level players to not level their character to 220.. since they can earn UW points with low level character.
and another thing.. Don't you think that champions will own the low level's UW? mmhmm?

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#28 gEddeh

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Posted 04 June 2011 - 01:54 AM


However, There's the chance for low level players to not level their character to 220.. since they can earn UW points with low level character.

If these people stop playing or do not wish to continue leveling their characters to lv220 just 'because they can't leech Union Wars' then it's their problem not ours :waddle:
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#29 Gojio

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Posted 04 June 2011 - 02:42 AM

If there is two types of Union war for low and max level.. It will be fun.
However, There's the chance for low level players to not level their character to 220.. since they can earn UW points with low level character.
and another thing.. Don't you think that champions will own the low level's UW? mmhmm?


Why would they?

PS: since GMs seem to not like dropping a comment in the suggestion section, I'll report some links of ideas I like.

http://forums.warppo...889#entry431889
http://forums.warppo...n-in-game-ones/
http://forums.warppo...ff-for-dealers/
http://forums.warppo...an-suggestions/
http://forums.warppo...nnectedlog-out/
http://forums.warppo...er-adjustments/
http://forums.warppo...buffs-duration/

And a suggestion for the skill "Cloaking" I made in twitch's thread about PvP.

Talking about raiders, you know what I'd love? A little change to cloaking...I would reduce it to 7-8 seconds but I would add a 100% critical buff for those 5 seconds. When you can't see someone hitting you, he'll probably hurt you even more because he can hit ur weak points. I would call the modified skill "Assassin Raid"

Makes sense, and it would give us a reason to use SEN again.


And this http://forums.warppo...system-balance/ talking about the new debuff skill "Anti Magic Shell".

GMs think we forget about things just cause they give us "exciting" notes for the future. So I'm here to remind them there's a lot of stuff to fix. And some of that stuff, like the ideas I listed, take less than a minute to make.

Edited by Gojio, 04 June 2011 - 03:13 AM.

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#30 Bendersmom

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Posted 04 June 2011 - 04:38 PM

To alleviate some of the long standing issues related to spawn camping, we are considering the introduction of a hostile turret NPC at each spawn area which quickly targets and annihilates all opposing team members who trespass into the spawn area of the other team. We are hopeful that this will act as a deterrent to those who are insistent on taking advantage of the various visual glitches to gain an unfair advantage over others.


How about instead of killing the spawn campers in the area the turret just stuns and mutes them? And it should be an AOE stun and mute for them. That way the people being camped can still kill them. A 20 sec stun would be nice. Also, make sure it works on the def spawn too. They climb the walls in the front of that and up both sides. The def spawn has to be wider on the sides and higher at the end to help keep them off too.
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#31 AlisiaMT

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Posted 04 June 2011 - 05:09 PM

Another thing that should be added is something that makes it known that your quest is expired.
Spoiler

The way I am thinking is that if you have an expired quest and you talk to the person to join UW then he/she will scold you for not going to the war. You will apologize and ask for forgiveness and he/she will calm down and let you join (renews quest). This way you will never try to enter into a UW thinking you got the quest when you had an expired one taking up your slot.
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#32 HellGuardian

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Posted 04 June 2011 - 09:29 PM

Well hate to burst the bubble here. It's all ideas and plan but it will never going to happen within 6 months. Everything they claim to fix or gave idea of changing will not happen anytime soon ...
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#33 CoffeeMuse

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Posted 05 June 2011 - 08:50 AM

Looks like some good changes coming.

Thank you for posting the development notes! :waddle:
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#34 Kestrel

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Posted 06 June 2011 - 09:08 AM

In regards to player progression and lack of player use for quests, I'm currently doing Orlo In Need of Supplies Quest and am stuck with trying to get 5 skins from Hooded Asper. The spawn rate vs chance of skin drop is atrocious. i have 6 toons doing the same quest, so I have a good sample size to make a valid conclusion. Of the 6 toons, only 1 has finished getting the 5 skins and the other toons are all stuck at 2-3 skins. I've spent over 6-8 hours doing this part of the quest. Zep, you ask why players don't participate in more quest? Well my answer is why spend a whole day with very little experience and get a mediocre prize. If this game had 50 quests, it only takes one bad quest such as this to make me not want to do anymore quest. I am only trying to finish this quest is because it's one of the main quest of the game, otherwise i would rather just run back to Eldeon and finish leveling.
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#35 Zeppelin

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Posted 10 June 2011 - 03:07 PM

The development team would like to express how much we appreciate everyone's thoughts and feedback. In response to some of your inquiries:

Yes, we are looking into the HP cap and hoping the issue will be resolved within the month.

The turrets will be stationary.

The level ranges for the Union Wars were chosen as they were so the players participating in the wars all have a chance of influencing the outcome through combat. If the level range was wider, the lower levels would be too weak to combat higher levels. We believe a 40 level range is a nice medium. If we made three tiers that would mean the Union Wars for each tier would have to go off every three hours instead of two. The amount of participating players is also a concern if there were three tiers. The idea behind the two tiers was so players could get a taste of PvP earlier on and when they are in the 141 to 179 range, players will be encouraged to level up to the next tier.

Also, the lower tiered Union War will have the amount of union points won and attributes of crystals scaled down respectively for its level range.

With the positive response from the Union War changes, some priority has been given to enhance the Union War experience. Foreseeing the delay in the release of the Goblin Caves, we have decided to put more energy into PvP and Player Progression for the summer and have the Goblin Caves come out later in the year.

Keep your opinions coming.
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#36 Gojio

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Posted 10 June 2011 - 03:19 PM

PvP... I just hope it's not another super huge unnecessary balance that will screw things up again.
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#37 Phish

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Posted 10 June 2011 - 03:21 PM

Hm What exactly is this 'player progression' anyway? And does that mean we will see skill/class balancing anytime soon?

Edited by Phish, 10 June 2011 - 03:21 PM.

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#38 johniscu

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Posted 10 June 2011 - 03:42 PM

bring back old CF like someone said earlier those were the best days..
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#39 JustinHaze

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Posted 10 June 2011 - 04:19 PM

Yeah make sure you don't end up messing up PVP/WAR.
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#40 CaNehDa

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Posted 10 June 2011 - 05:23 PM

With the positive response from the Union War changes, some priority has been given to enhance the Union War experience. Foreseeing the delay in the release of the Goblin Caves, we have decided to put more energy into PvP and Player Progression for the summer and have the Goblin Caves come out later in the year. [/font]/font]


I seen that coming... I stopped caring about the goblin cave event anyway... tbh; I think I was the only person that was looking forward to it anyway...
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#41 gEddeh

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Posted 10 June 2011 - 05:27 PM

Thank you for clarifying that for us Zeppelin, ROSE Developers :o
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#42 borgahutt

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Posted 11 June 2011 - 08:23 AM

Yes, we are looking into the HP cap and hoping the issue will be resolved within the month.

can i just ask what you mean by this ??
the hp cap? im confused. sorry ;D
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#43 DestinyDeoxys

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Posted 11 June 2011 - 10:14 AM

If we made three tiers that would mean the Union Wars for each tier would have to go off every three hours instead of two. The amount of participating players is also a concern if there were three tiers. The idea behind the two tiers was so players could get a taste of PvP earlier on and when they are in the 141 to 179 range, players will be encouraged to level up to the next tier.


With the positive response from the Union War changes, some priority has been given to enhance the Union War experience. Foreseeing the delay in the release of the Goblin Caves, we have decided to put more energy into PvP and Player Progression for the summer and have the Goblin Caves come out later in the year.

Keep your opinions coming.


I cannot understand why we would have to go off every 3 hours instead of 2 hours if we have three tiers of participants.

So you are saying for the month of June, July, August, you will only be working on Player Progression and Union Wars adjustment, just saying...new players get to high level too easily, the so called Player Progression which you mentioned is about helping low level area such as Adventurer's plain, valley of luxem tower, in my opinion it is a waste of time. No one really cares about these places.

For Union War adjustment, you try to balance the war by placing a turret and stuff (I hope this won't take 3 months to do). But instead of trying to balance the war, how about you guys actually take some time look at Proposal and Suggestion thread first, there are so many issues regarding class balancing, and it has been discussed for ages, but nothing has been done. This Union War adjustment will just make the PvPers happy but balancing the class will make both PvPers and PvMers happy.

If you guys really have no clue what is a true opinion, and what is a biased opinion regarding class balancing, you could always employ some volunteer content counselor.

Edited by DestinyDeoxys, 11 June 2011 - 10:24 AM.

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#44 HellGuardian

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Posted 11 June 2011 - 10:53 AM

I cannot understand why we would have to go off every 3 hours instead of 2 hours if we have three tiers of participants.

So you are saying for the month of June, July, August, you will only be working on Player Progression and Union Wars adjustment, just saying...new players get to high level too easily, the so called Player Progression which you mentioned is about helping low level area such as Adventurer's plain, valley of luxem tower, in my opinion it is a waste of time. No one really cares about these places.

For Union War adjustment, you try to balance the war by placing a turret and stuff (I hope this won't take 3 months to do). But instead of trying to balance the war, how about you guys actually take some time look at Proposal and Suggestion thread first, there are so many issues regarding class balancing, and it has been discussed for ages, but nothing has been done. This Union War adjustment will just make the PvPers happy but balancing the class will make both PvPers and PvMers happy.

If you guys really have no clue what is a true opinion, and what is a biased opinion regarding class balancing, you could always employ some volunteer content counselor.


Or just ask them to get into the game to play for awhile :o
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#45 Prashanti

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Posted 11 June 2011 - 11:53 AM

Can you make the turret's shoot leechers too, like 2 minutes not moving and Bang you are dead. :o
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#46 Lybis

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Posted 11 June 2011 - 12:01 PM

Yes, we are looking into the HP cap and hoping the issue will be resolved within the month.

can i just ask what you mean by this ??
the hp cap? im confused. sorry ;D


There has long been a HP cap were you can not exceed 32k or something around 32k anyway, if you did go past the HP you would become glitched/ death bug.
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#47 Rukario

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Posted 12 June 2011 - 05:01 AM

Auto-killing leechers with the turret (from not leaving the spawn area for 5+ minutes) ...

And ...

Stunning characters who try to go into the opposing team's spawn point for 10+ seconds, sound like a good ideas.

Edited by Rukario, 12 June 2011 - 05:01 AM.

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#48 Aviv4

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Posted 15 June 2011 - 07:53 AM

Nice, about the seperation in the Union War, shouldnt the higher group be 200+? Because I think that lvl 199 char can never defeat lvl 200 char.
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#49 ChickenBucket

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Posted 15 June 2011 - 09:09 AM

those turrets are a 2 edged sword it will prevent spawn camping but what will make you sure someone could just keep luring ppl to the turrets? imo that will be fun!! running in mspeed gear pulling ppl down to the turrets.
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#50 Naughty

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Posted 15 June 2011 - 09:21 AM

those turrets are a 2 edged sword it will prevent spawn camping but what will make you sure someone could just keep luring ppl to the turrets? imo that will be fun!! running in mspeed gear pulling ppl down to the turrets.


Oh! you are naughty -_-
In a different game i played a long time ago, we used to lure people to their deaths xD Rock slides ftw
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