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Patch Notes 16/06/2023

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Topdude
Posts: 119

Re: Patch Notes 16/06/2023

Post#21 » Fri Jun 16, 2023 10:47 pm

LOTD, City, another event.
No changes to zone mechanics, no balance changes (at least that we're aware of) and no bug fixes.
Soon the server will be full of nothing but the sound of crickets. :(

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Gravord
Posts: 400
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Re: Patch Notes 16/06/2023

Post#22 » Fri Jun 16, 2023 11:29 pm

Uberlix wrote: Fri Jun 16, 2023 9:34 pm And how is it determined which players will be able to get in, if that should be the case? Amount of Resources they have?
Yes. Resources and spots in q are the way ppl are let in already too.

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Scottx125
Posts: 968

Re: Patch Notes 16/06/2023

Post#23 » Sat Jun 17, 2023 12:42 am

This patch has been unstable for me. Crashing frequently, especially when porting to a new zone.
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Detangler
Posts: 991

Re: Patch Notes 16/06/2023

Post#24 » Sat Jun 17, 2023 3:08 am

I don't agree with this LotD numbers system change, or it needs to have a greater range before it kicks in. Why is this system not the same for forts? Oh because defenders could then just not show up and keep the other side from being able to participate. This is why there is no soft capping attackers in forts, only the max number cap.

Honestly, the reason LotD is so imbalanced is because one side refuses to spread out and take BOs. They then get behind in score and people start leaving in droves. It happens every time and this won't change the outcome.
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anarchypark
Posts: 2075

Re: Patch Notes 16/06/2023

Post#25 » Sat Jun 17, 2023 5:41 am

nebelwerfer wrote: Fri Jun 16, 2023 9:26 pm
Would it be possible for the vendor to sell these in the "dye gear" template so you can see how stuff looks on your character?
Sry if its implemented already, i havent had a chance to check it out.

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Gravord
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Re: Patch Notes 16/06/2023

Post#26 » Sat Jun 17, 2023 7:38 am

Detangler wrote: Sat Jun 17, 2023 3:08 am I don't agree with this LotD numbers system change, or it needs to have a greater range before it kicks in. Why is this system not the same for forts? Oh because defenders could then just not show up and keep the other side from being able to participate. This is why there is no soft capping attackers in forts, only the max number cap.
LotD is a test ground. If system works and gets the job done it can then be extended to forts.

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CyunUnderis
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Re: Patch Notes 16/06/2023

Post#27 » Sat Jun 17, 2023 9:34 am

ReturnOfReckoning wrote: Fri Jun 16, 2023 12:58 pm Land of the Dead
The reservation system has been tweaked to never allow more than 6 players more than the opposing realm to allow for more equal numbers when one side isn't filling up.
What will happen if one faction decide to boycott the event ? Or during NA event, when there isn't that much players ?

siglade
Posts: 100

Re: Patch Notes 16/06/2023

Post#28 » Sat Jun 17, 2023 9:52 am

Remove the debuff in lotd and see what happen ? People zerg anyways, 6-12-24 could do more if they are not nerfed by 50% and zerg already get hurt by the flag lost in the back.

City change are just a minor buff reward for stomping, balanced city is a tie in middle for the entire two stage and pve race on lord. Would be cool to rework the bag system, either by removing bag and increase crest for everyone or allow people to pass.
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Sulorie
Posts: 7225

Re: Patch Notes 16/06/2023

Post#29 » Sat Jun 17, 2023 11:02 am

siglade wrote: Sat Jun 17, 2023 9:52 am Remove the debuff in lotd and see what happen ? People zerg anyways, 6-12-24 could do more if they are not nerfed by 50% and zerg already get hurt by the flag lost in the back.
Those small grps or warbands get no debuff unless there are more realmmates nearby.
Dying is no option.

malmar
Posts: 64

Re: Patch Notes 16/06/2023

Post#30 » Sat Jun 17, 2023 11:05 am

Please put in patch notes where new merchants and quest givers are.

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