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Patch Notes 13/07/2019

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Jail
Posts: 376

Re: Patch Notes 13/07/2019

Post#41 » Sat Jul 13, 2019 1:46 pm

Grunbag wrote: Sat Jul 13, 2019 1:45 pm
Jail wrote: Sat Jul 13, 2019 1:39 pm Mounts will only be 60 % right? Should not make it 75%. will be super unfair vs low level players with for example 50 % speed mount. The mount look overall is worth doing it for, and its super easy.

Great patch.
Yes , tooltip will be corrected whenever we patch again
Awesome, thanks!

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Natherul
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Re: Patch Notes 13/07/2019

Post#42 » Sat Jul 13, 2019 2:16 pm

toffikx wrote: Sat Jul 13, 2019 1:07 pm I’m sorry, but am I the only that think having a guild 6 man group for this is fundamentally flawed? Not a random 6 man, not even an alliance 6 man. It hits hard at newly established/small guilds and promotes big zerg guilds, which are popular by default. People are already doing things like changing guilds for the duration of questing process. I know this can be subject to change, like everything else in this project. I’m just genuinly interested in the thought process behind this, in it’s current form.
Im sorry but 6 man should not be too hard to scrape together for a guild. Its not warbands we are talking here but party.

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peterthepan3
Posts: 6509

Re: Patch Notes 13/07/2019

Post#43 » Sat Jul 13, 2019 2:22 pm

toffikx wrote: Sat Jul 13, 2019 1:07 pm I’m sorry, but am I the only that think having a guild 6 man group for this is fundamentally flawed? Not a random 6 man, not even an alliance 6 man. It hits hard at newly established/small guilds and promotes big zerg guilds, which are popular by default. People are already doing things like changing guilds for the duration of questing process. I know this can be subject to change, like everything else in this project. I’m just genuinly interested in the thought process behind this, in it’s current form.
Having 6 people in a Guild does not equate to a 'big zerg guild', mate. Besides, people should naturally be inclined to join Guilds that have more than 3 people: there's not a whole lot you can do as a 3-man Guild.

If you're in a new guild with 2-4 people, it will hopefully motivate you to eventually branch out a bit if you wish to get the quest rewards.

This is a great incentive - not just for playing in a group, but for playing in active guilds.
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Grunbag
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Posts: 1881

Re: Patch Notes 13/07/2019

Post#44 » Sat Jul 13, 2019 2:32 pm

Crimson death should work as intended now
Grunbag - 40 - 33 Squig Herder
Skorri - 40 - 65 Engineer

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Grunbag
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Posts: 1881

Re: Patch Notes 13/07/2019

Post#45 » Sat Jul 13, 2019 2:35 pm

All new mounts will work as soon as we restart server it will be fixed on live server
Grunbag - 40 - 33 Squig Herder
Skorri - 40 - 65 Engineer

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Detangler
Posts: 988

Re: Patch Notes 13/07/2019

Post#46 » Sat Jul 13, 2019 2:51 pm

Why would someone want to defend for 1.5 hours only to get the same rewards at a fort? i dont get the logic behind removing the extra invader tokens for a successful defense of a fort. Seems pretty bass ackwards to me...
Detangler and alts - 84 Chosen, other 40s - DoK, Zealot, SH, WE, BG, BO
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Tangler and alts - 8X IB, other 40s - RP, SM
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Sulorie
Posts: 7222

Re: Patch Notes 13/07/2019

Post#47 » Sat Jul 13, 2019 4:00 pm

Detangler wrote: Sat Jul 13, 2019 2:51 pm Why would someone want to defend for 1.5 hours only to get the same rewards at a fort? i dont get the logic behind removing the extra invader tokens for a successful defense of a fort. Seems pretty bass ackwards to me...
You roll for loot at successful defense and usually you have earned more rp with kills than the enemy.
Dying is no option.

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Grock
Posts: 918

Re: Patch Notes 13/07/2019

Post#48 » Sat Jul 13, 2019 4:31 pm

Grunbag wrote: Sat Jul 13, 2019 12:15 pm
Grock wrote: Sat Jul 13, 2019 12:06 pm
ReturnOfReckoning wrote: Sat Jul 13, 2019 8:10 am Slayer :
- Wild swing damage will match client tooltip. Adjusted client tooltip to match server side AP cost.

Choppa :
- Wild choppin' damage will match client tooltip. Adjusted client tooltip to match server side AP cost.
Was the damage increased or lowered? Never tested this ability
the variance will work as tooltip says, cannot really say if lowered or increased cause there is a +/- variance (it has wrong variance value). its a minor change, i explained above more in detail how both abilities work
ah i see, thank you!
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vladivoj
Posts: 27

Re: Patch Notes 13/07/2019

Post#49 » Sat Jul 13, 2019 5:24 pm

Grunbag wrote: Sat Jul 13, 2019 2:32 pm Crimson death should work as intended now
Its working as supposed to, really nice.

Herthin
Posts: 58

Re: Patch Notes 13/07/2019

Post#50 » Sat Jul 13, 2019 6:29 pm

ReturnOfReckoning wrote: Sat Jul 13, 2019 8:10 am
[Dungeons]

Bilerot Burrow :
- Ssyrdian Morbidae will reduce the damage he takes every 2 seconds . His defense appears to be incrediblely low.
This guy was a pain in the behind before, harder than any GB or most BS bosses.
Now he gets a buff - am i the only one...
ReturnOfReckoning wrote: Sat Jul 13, 2019 8:10 am [Fortresses]

- Removed the bonus 2 invader token for defender win as people were throwing zones to get to a defense.
There is some persons that will question to actively defend a fort in the first place then. Bagrolls? lol.
"Why helping making something that is considered not as "the most exiting content" but somehow needed for some classes even longer?" they may ask themselves.
I may remind that the objective is to hold the attacker back for more than one hour, what is quite exhausting sometimes.

I mean: we already had enough problems with slackers and afkers uhm halfarsed palyers - now they have a reason to do so.

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