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Changelog 26/08 (Level 22)

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Joan
Posts: 671

Re: Changelog 26/08 (Level 22)

Post#21 » Wed Aug 26, 2015 5:47 pm

Yeeeeeeeeeess! Thank you!
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Grobbok
Posts: 420

Re: Changelog 26/08 (Level 22)

Post#22 » Wed Aug 26, 2015 6:06 pm

nice that you put new things, but maybe first you fix things which are broken from beginning, like party, party info on map, and other bugs, would be nice
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Azarael
Posts: 5332

Re: Changelog 26/08 (Level 22)

Post#23 » Wed Aug 26, 2015 6:10 pm

1) We don't know how to fix many of the bugs because the client's communication protocol is not fully understood
2) Those bugs aren't going to hold back ability / level progression because they're not related to that

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Aquilon
Posts: 203

Re: Changelog 26/08 (Level 22)

Post#24 » Wed Aug 26, 2015 6:12 pm

Woohoo! Good progress. Thank you, devs.
Means determine end.

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Dalgrimar
Posts: 922
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Re: Changelog 26/08 (Level 22)

Post#25 » Wed Aug 26, 2015 6:53 pm

Thank you so much Devs!!!
You guys/girls are awsome! <3
Btw i put this in bugfollow site aswell but maybe can say here to.
Shrapnel Arrer is bugged, like it hits max 45 dmg.
Annyway great work Devs!
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Deathics
Posts: 4

Re: Changelog 26/08 (Level 22)

Post#26 » Wed Aug 26, 2015 7:01 pm

I'd be understating if I said I was a little disappointed with the direction the development team has taken. I'll start by stating I recognize the fact that this is an "alpha" phase of this server, because I know I am about to hear the "We are all testers". I beg to differ though, we are players who happen to test.

The minute you decided to compromise the games integrity by changing skill layout and availability (I don't believe the temporary claim) you opened the door to justify further alterations. Continued changes like this will morph this game into something that is not WAR. Personally, that is not something I thought was in the vision of this team beyond correcting some of the inherent flaws that were never fixed on live (crafting, stat allocation on gear, etc). This game was never intended to be balanced based around low level meta and tactics, not that I believe your current changes fix the problem either.

Furthermore, I would have expected the team to learn from the mistakes made on live when it came to implementing talismans. Armor talismans ruined low level PVP, hands down. These are the types of inherent flaws I reference above; where the live dev team neglected the fact that talisman level requirements and stat contribution allowed people to become significantly harder to kill and do more damage than intended in the lower tiers. It was never a problem for the live devs because it was end game focused anyway (we are not here currently). This seems to have been implemented with little thought behind it, with little community input behind "we want it", but that would be par for the course.

I am fine dealing with the trials and tribulations of an alpha, I am not the directions being taken for what I looked at is WAR's second chance. It's enough for me to say good luck on wherever you are planning to go, but I won't be playing.

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Luuca
Posts: 1204

Re: Changelog 26/08 (Level 22)

Post#27 » Wed Aug 26, 2015 7:06 pm

Deathics wrote:I'd be understating if I said I was a little disappointed with the direction the development team has taken. I'll start by stating I recognize the fact that this is an "alpha" phase of this server, because I know I am about to hear the "We are all testers". I beg to differ though, we are players who happen to test.

The minute you decided to compromise the games integrity by changing skill layout and availability (I don't believe the temporary claim) you opened the door to justify further alterations. Continued changes like this will morph this game into something that is not WAR. Personally, that is not something I thought was in the vision of this team beyond correcting some of the inherent flaws that were never fixed on live (crafting, stat allocation on gear, etc). This game was never intended to be balanced based around low level meta and tactics, not that I believe your current changes fix the problem either.

Furthermore, I would have expected the team to learn from the mistakes made on live when it came to implementing talismans. Armor talismans ruined low level PVP, hands down. These are the types of inherent flaws I reference above; where the live dev team neglected the fact that talisman level requirements and stat contribution allowed people to become significantly harder to kill and do more damage than intended in the lower tiers. It was never a problem for the live devs because it was end game focused anyway (we are not here currently). This seems to have been implemented with little thought behind it, with little community input behind "we want it", but that would be par for the course.

I am fine dealing with the trials and tribulations of an alpha, I am not the directions being taken for what I looked at is WAR's second chance. It's enough for me to say good luck on wherever you are planning to go, but I won't be playing.
Can I have your stuff?

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Azarael
Posts: 5332

Re: Changelog 26/08 (Level 22)

Post#28 » Wed Aug 26, 2015 7:12 pm

The minute you decided to compromise the games integrity by changing skill layout and availability (I don't believe the temporary claim) you opened the door to justify further alterations. Continued changes like this will morph this game into something that is not WAR. Personally, that is not something I thought was in the vision of this team beyond correcting some of the inherent flaws that were never fixed on live (crafting, stat allocation on gear, etc). This game was never intended to be balanced based around low level meta and tactics, not that I believe your current changes fix the problem either.
This is the slippery slope fallacy, and those changes are temporary. The alternative, leaving the game at level 22 with 2 Order heal debuffs and none on Destro, was far worse than the decision that was taken here.

I would also like to say that there's no way in Hell the game can be left imbalanced when we get to the endgame. Part of my own motivation in developing is the knowledge that PvP imbalances can be rectified at the end of this journey.
Furthermore, I would have expected the team to learn from the mistakes made on live when it came to implementing talismans. Armor talismans ruined low level PVP, hands down. These are the types of inherent flaws I reference above; where the live dev team neglected the fact that talisman level requirements and stat contribution allowed people to become significantly harder to kill and do more damage than intended in the lower tiers. It was never a problem for the live devs because it was end game focused anyway (we are not here currently). This seems to have been implemented with little thought behind it, with little community input behind "we want it", but that would be par for the course.
I was not responsible for this particular decision and I strongly oppose armor talismans, so you will find no objection whatsoever from me on this. The fact that everyone is busy trying to make those talismans is a telling reminder of just how destructive they are.

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Kiris
Posts: 17

Re: Changelog 26/08 (Level 22)

Post#29 » Wed Aug 26, 2015 7:14 pm

What about brackets? On patchone there's nothing, but lvl 22 people cannot que for scenario with lvl 21 for example. It says they are in different tier brackets.

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Azarael
Posts: 5332

Re: Changelog 26/08 (Level 22)

Post#30 » Wed Aug 26, 2015 7:15 pm

The server uses the old tier brackets, so 22 is classed as Tier 3.

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