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Re: Changelog 25.02.2016
Posted: Thu Feb 25, 2016 3:15 pm
by ErfanW
Tiggo wrote:
In a sc you might want to kill the low geared zealot bevor the souvereign equipped zealot too perhaps...
of course for just on the keyboard facerolling players it doesnt make a difference they attack the first player the see despite class, level or equipment.
This!
Re: Changelog 25.02.2016
Posted: Thu Feb 25, 2016 3:16 pm
by TenTonHammer
do none of you guys have enemy enabled or something to show the giant class icon over a players head when you tagret them?

Re: Changelog 25.02.2016
Posted: Thu Feb 25, 2016 3:21 pm
by TenTonHammer
Tiggo wrote:
In a sc you might want to kill the low geared zealot bevor the souvereign equipped zealot too perhaps...
of course for just on the keyboard facerolling players it doesnt make a difference they attack the first player the see despite class, level or equipment.
[/quote]
If your in an sc where you can were sov then that makes you think that their will not be zelots who will be werea sov and instel will be wealing low gear ****?
Furthormore it dosnt make a dam diffrence have you seen the cosmetic item thread for the future?
You will have players running around in cosmetic armor that you wont be able to tell if they are wearing sov and ****
Hell with alt app i cant tell what your wearing but i dont care
Re: Changelog 25.02.2016
Posted: Thu Feb 25, 2016 3:21 pm
by Penril
ErfanW wrote:Tiggo wrote:
In a sc you might want to kill the low geared zealot bevor the souvereign equipped zealot too perhaps...
of course for just on the keyboard facerolling players it doesnt make a difference they attack the first player the see despite class, level or equipment.
This!
If by "keyboard facerolling players" you mean those in a premade, sure they will attack anyone regardless of level/appearance/etc. But good groups will immediately notice if a target is super tanky, and will switch to someone else. Then they will use something we like to call "memory", so the next time they see that player (with lowbie appearance), they will remember that this player is tankier than he looks.
I'm sorry, but not letting you show your alternate appearance to your enemies just because "i will get confused" seems really silly to me.
Re: Changelog 25.02.2016
Posted: Thu Feb 25, 2016 3:28 pm
by zabis
Are these the only boundless weapons that got their stats changed? I have a Boundless 1h Dark Elf sword that gives only +16 str, +16 wep skill and 3% disrupt.
Re: Changelog 25.02.2016
Posted: Thu Feb 25, 2016 3:39 pm
by Tiggo
TenTonHammer wrote:
You will have players running around in cosmetic armor that you wont be able to tell if they are wearing sov and ****
thats the reason why on Live the ENEMY always saw the real equip not the apearance, and thats the correct way to handle it. (and seeing devs history on sticking on live as far as possible i dont see much reason to have it changed from live)
Re: Changelog 25.02.2016
Posted: Thu Feb 25, 2016 3:43 pm
by Wonsul
Dana wrote:
[Public Quests][/b]
- The public quest window is working now.
- The public quest counter is working now.
- Added in spawn coordinates for PQ chests for High Elf and Dwarf PQs in T1 to T3.
(we only post what should work 100%. We don't post work in progress changes).
it means that all public quests works now ?
Re: Changelog 25.02.2016
Posted: Thu Feb 25, 2016 3:46 pm
by peterthepan3
- Corrected the drop rates for some types of items.
Can someone elaborate on this, please? Thanks!
Re: Changelog 25.02.2016
Posted: Thu Feb 25, 2016 4:40 pm
by Genisaurus
zabis wrote:Are these the only boundless weapons that got their stats changed? I have a Boundless 1h Dark Elf sword that gives only +16 str, +16 wep skill and 3% disrupt.
I couldn't tell you why Mythic thought 1% disrupt = 16 stat points. We're looking at it.
Wonsul wrote:it means that all public quests works now ?
Not in the slightest. We've been playing with getting stages to progress properly, and loot chest code. Most of the PQs still require scripting, and that won't change for a while.
peterthepan3 wrote:- Corrected the drop rates for some types of items.
Can someone elaborate on this, please? Thanks!
Because of the way loot rolls are adjusted in large-scale combat, equipment loot from PvP was dropping 2-5 times more often than intended, based on the rarity. This was fixed. Additionally, the drop rates for some types of dyes were adjusted. Our RNG tends to spit out chains of very close values on occasion, and the end result is that something might have a 1/1000 chance of dropping, but when you get 1 drop, you would likely get another 2 or 3 drops in a row.
Re: Changelog 25.02.2016
Posted: Thu Feb 25, 2016 4:56 pm
by noisestorm
Genisaurus wrote:Our RNG tends to spit out chains of very close values on occasion, and the end result is that something might have a 1/1000 chance of dropping, but when you get 1 drop, you would likely get another 2 or 3 drops in a row.
