thanx for the info avery, i think ill be remaining unsubbed til it actually comes out whether thats a half a month, a full month or a month + just like to see it get done already. before i unsubbed the necromancer and the demo's were one shotting people with 7.2k-9k+ dmg on testlive server. was pretty unnerving. but im hoping for the best, push comes to shove ill see how it is recieved before i drop another $15.
3.4ghz Phenom II X4 965, 8GB PC12800 DDR3 GSKILL, EVGA 560GTX 2GB OC, 640GB HD SATA II, BFG 1000WATT PSU. MSI NF980-G65 TRI-SLI MOBO.
AmazingAveryAge of Conan AdvocateMemberUncommonPosts: 7,188
GAH ! green gem not to be confused with red gem ,overpowering the blue gem...gem gem gem lost me totally.This is the BIG mistake developers make.Keep things easy to understand and in perspective to the average MMORPG player.To the vets of this game,they know full well what it means,but this will not encourage any new players,because they will have no clue what the updates bring to the game.
All i gathered from all that new information was it seems like they are turning the game into a more item centric game,but more so in the form of potions and things like that.It also seems they are moving stats around ,adding new ones into certain areas and removing them or lowering them in other areas.This again may seem cool to vet players,but nothing in there will influence anyone to join the game.
Crafting for example is something you know or find out nothing of early in the game.Crafting is a big part of an mmorpg for MANY gamers and should be kept in perspective>>>>harvesting/components/finished product.This game seems to make crafting a non relative part of the game and/or stears it away from what players expect from crafting.
IMO what the game needed was a better defined gear system with formulas that involve curves and not specific stats related to tiers.They needed to make the items in game have their own definitive looks and not half the items all looking the same.
AOC was a near good game,they just did a few things really bad,witch probably chased away many gamers.Give the players more options per level and more reasons to chase the carrot on a stick,that way players would not have raced through the game ,hoping for some magical fun times at end game.Also doing quests,it seemed like EVERY area was a cramped narrow linear path,that forced you to fight every single mob in your wake,usually grabbing links from every mob around.They needed to change the combat style once in awhile and the way mobs react,would have also been a nice change.Example utilize sight/sound/scent for mob to player detection.Utilizing plate/leather/cloth is common to MMORPG,shield use rather than just graphic,too many things AOC missed out on.Umm MANY shops/npcs/houses are locked until you follow some linear path,is another mistake in game design,it is much more suited to a single player game.
IMO AOC can patch away to their hearts content and make new content to keep the player base happy,but unless they totally remade the game,i am afraid they will never entice new players to join.I played the game and thought it was decent and looked very good,but there seemed to be no purpose and the game was lacking things to keep my interest.The ONLY thing that had me interested was attaining that Mammoth mount,but i think i had to attain level 40 or something like that,and found it was not worth that much to continue on playing.
Never forget 3 mile Island and never trust a government official or company spokesman.
AmazingAveryAge of Conan AdvocateMemberUncommonPosts: 7,188
* All Manifestation spells will now overwrite each other when cast.
Dark Templar
* Doubled the proc rate of the Drain Strength debuff (was 5 PPM, now 10 PPM).
Demonologist
* Shield of Infernal Flames will now last 1 hour. Up from 30 mins.
Necromancer
* The necromancer pet "Blighted One" had a slight health fix, and will now appear with 100% healthbar on the client when it is a full health. This change is only visual, and does not affect the combat performance.
Ranger
* Fixed an issue causing the opener damage of Piercing Shot I to be significantly higher than it should be.
COMBAT
General
* Player pets now have more hit points.
* Updated two of the NPCs Super Natural Spells that had way to high DPS.
CONTENT
Raids
* Boosted all tier 2 raid gear loot!
* You can now resurrect in BRC!
* All Raid mob stats have been evaluated and adjusted.
17 updates since patch went on test server so far!
god if they just fix all memory leak and related problem this will be a big improvement this is one of the main problem with this game ,cant say more i left because memory leak and related issue was too bad
When did you leave? I can play for hours and hours and the client doesn't get any worse.
god if they just fix all memory leak and related problem this will be a big improvement this is one of the main problem with this game ,cant say more i left because memory leak and related issue was too bad
When did you leave? I can play for hours and hours and the client doesn't get any worse.
58 levels and not a single memory leak, one disconnect though.
i havent had memory leak issues in months. granted the game would slow down here and there, depending how many times i loaded into tarantia, but id say 90% of the time it was playable in dx10 even during pvp. so the game has improved greatly. i just left cause im broke as a joke lol. once i get a new job ( graduated as an EMT as of may) ill come back maybe by that time 1.05 will already be out. but i think overall, the devs have made great strides in performance that much cant be swept aside.
3.4ghz Phenom II X4 965, 8GB PC12800 DDR3 GSKILL, EVGA 560GTX 2GB OC, 640GB HD SATA II, BFG 1000WATT PSU. MSI NF980-G65 TRI-SLI MOBO.
1.05 has been on the live test server for a bit now. I know that won't solve everything but it should be in decent shape.
AmazingAveryAge of Conan AdvocateMemberUncommonPosts: 7,188
Originally posted by dougmysticey
1.05 has been on the live test server for a bit now. I know that won't solve everything but it should be in decent shape.
Well 3 months you would think things are going well. Judging from the feedback on the test forums there is decent response in most area's. It is all in the tweakin stage at the moment.
Yeah, if you call tweaking starting from scratch or shooting in the dark, then I guess it is ok. But then again, Funcom and its priors are known for whimsical euphemism, so saying that they are "tweaking" stuff on TL can only mean disaster if you simply take into account that 1.5 is about to be released (or is it?).
AmazingAveryAge of Conan AdvocateMemberUncommonPosts: 7,188
Originally posted by Krewel
Yeah, if you call tweaking starting from scratch or shooting in the dark, then I guess it is ok. But then again, Funcom and its priors are known for whimsical euphemism, so saying that they are "tweaking" stuff on TL can only mean disaster if you simply take into account that 1.5 is about to be released (or is it?).
@Slith_hideout Hopefully yes, still some things to iron out, but getting closer every day
"More raid testing this evening with one of the testing guilds, some more good feedback and found a few server performance things to tweak"
I would argue that over the last while there has been less issues after a patch has been put into Live servers and think there is strong case for this. Especially when you look at the last couple implentations. Before you start saying "such and such" should be fixed, we are talking about the actual patch specifics here, and bringing something like that up is switching stories.
Can you please explain how "Tweaking" on test server can only mean disaster, I ask only as to me, you do not make any sense at all mate with that statement. The meat goes on the plate the dish is not finished until the trimmings come in. The patch is served already, the presentation before eating is happening. People know when your poking for the sake of it. Have you read the test sever forums lately?
I mean when you look at GW for example or plenty of other games I see updates to skills that are 4 years old and getting "tweaked."
You know when Ymir's released, there was maybe 2 threads on the official boards where people had issues with FPS in the zone, a short while later those ppl all found out it was due to driver issues with their ATI cards. That thread is still around btw. To be honest I didn't see any bad reception on the whole for that update.
So we have this period of over half a year where there were signifcant less issues with releasing a patch after implementation than there were before. I think the expectation is that there will be some issues especially considering that this patch (1.05) is 3 months in the making.
If your somehow implying that the patch is a shot in the dark, then your in for a rude awakening, that is if you still play.
I think the patch notes speak for the patch itself. What has been done is visible on the test server.
1.05 is a major change to the game on many levels. It's going to cause some serious drama in the game and in the forums. Alot will from people who don't understand the bigger picture. Most likely there will be a few patches to fix things after it which one would expect and I expect there to be the regular guys here who don't play, picking up on that drama and trying to push it out as whole as bad light.
We are not asking for detailed plans for patch this and this.
We are asking for a road map, asign of the direction they wanna take Pve: solo, 6 man groups, 12 man group and raids, pvp, ietsm etc.
These are things they really must have clues about and can talk about without given timelines or going into specifics.
I think those of you follow the forums, our interviews, other channels etc etc have a pretty good overview of that already. I know I've mentioned it several times.
So I think we have already done as you ask, for example we have already said the following quite a few times now:
One of the main focus areas will be adding new guild features in the next major game update, community and guild functions are an important direction for us.
Content wise our focus is very much on the higher levels, with Iron Tower (6 man), House of Crom (both raid and group most likely) and Thoth Amon's (raid) in the pipeline.
PVP wise we will still focus on providing more meaningful objectives to border kingdom PVP as well as considering adding the epic PVP armors.
I think that's a pretty good general overview of what's in the pipeline in terms of major features...as well as the knowledge there is a certain something in the works that will bring more exciting news before too long.
As we move into the update cycles for the above, more details will be revealed about the specifics of those updates. I do think though in general you do have a pretty good overview of the direction for the coming update at that top level.
Likewise, in terms of approach and what we are trying to achieve both with content and features there are a lot of interviews out there now where I have discussed (often at length) the type of approach we are working towards
It hasn't just been 'Churning out a group dungeon every 4 months' at all, just look through all that has been added since last fall:
- The PVP level system
- The PVP notoriety system
- PVP armors and weapons
- New Battle queues and improving siege performance
- Starting of PVP resources and the goal of making the Border Kingdoms a better PVP area
- Ymir's Pass, the largest zone yet, with it's own dungeon and dozens of quests
- More voice-over
- New tradeskills recipes and overhauling the resource and building play-field populations
- Xibuluku
- Cradle of Decay
- Revamps to a good deal of the launch dungeons with improved game-play, quests and encounters
- More raids opened up
- (inbound soon) the RPG system revamp
- (inbound soon) Tarantia Commons, again a rather large new play-field with many quests and associated instances
- (inbound soon) More guild city features
..and that's before we get into the hundreds (if not thousands) of smaller fixes.
Now sure, you can argue whether you personally, liked or disliked any or all of the above, and sure, you can argue not all of it worked perfectly (and we keep working to refine those that didn't), and yes, you can say some of them should probably have made the launch in the first place, but what you can't do is say that the effort isn't being put in and to down play it as 'Churning out a group dungeon every 4 months'...
because if we were just doing that then yes, you would be right, it wouldn't be enough, but that's not what we are doing.
I think the above list also shows a good spread across many play-styles.
Yes, 1.05 was a serious undertaking and that meant we had to take a little longer with it than we would have liked, which in turn meant a little lull in content delivery (although I'd argue the time since 1.04 compared to the Taranatia Commons content coming isn't that bad) but it is for the best interests of the game in the long term
...and that is what is important.
The 1.05 update system wise is the foundation that allows us to move forward with more, and better options, and I don't apologise for making sure we try and get it as right as we can.
Quote:
Originally Posted by jediknight2k1
Don't forget we want the loot tables fixed also lol.
I will say improved rather than fixed (since I'd argue they aren't actually broken just in need of improvement and being made a little more, shall we say, friendly), but yes, as I have said before, that's already on the list as well.
Quote:
Originally Posted by jediknight2k1
It is repeatable dungeons, raids and instances that often give players the motivation to log-in. Players as a general rule of thumb always like to have something to work towards such as armours, rare items etc.
The one thing AoC lacks is rare items which could drops from the likes of Xib. They could be purple but not as powerful as raid dropped weapons and so on. It's that form of replayability which is missing I think.
You are right, and the replayability factor is something we are focusing on for many aspects of the content production (I think you started to see that with the game-play elements to introduce variety on repeat play in Xibuluku and it's an area we will continue to try and improve on). Our options for good incentives there will increase with 1.05 as well, and that's the point. This coming update is the foundation we needed to re-establish to be able to provide that kind of incentive in the future.
The replayablility factor is definitely something we see as important moving forward.
Quote:
Originally Posted by Rhazmuz
Okay Sil, Ill give you that those can been seen as good indicators.
But still some thing like post lvl 80 progression systems, be it implemented along with items or not, is a pretty huge concern that hasnt had any word.
A big deal of the discussion on test live forums is about item stats, and the difference between t1/t2 and pvp gear.
If we could get hints that certain system might come, that allows higher tier gear to be customized more, than lower tier gear then much of the debate could be turned more constructive.
I am merely suggestion this to improve what we get out of the forums. The more we know about where you guys wanna take the different aspects, the more direct and constructive we can discuss it and suggest on it.
I think there you are getting into the finer details, and much of that is discussed on test live as well, but as I mentioned above, 1.05 is really the foundation for moving forward so there isn't specifically much to mention on that specific area.
The task for 1.05 has been converting the existing items and making sure the items are working and within the new budgets and the system is working.
The discussion as whether you would want to raise the budgets even further to allow for gear to mean more, as would be required to buff raid gear further, then that's a more detailed point for later updates as and when we look at tier three for example.
In general terms, are we looking at way to provide players with additional goals and progression after level 80, yes we are, it only makes sense that we are, as it's clearly needed in the long term, but again, it's not something we are going to go into details on just yet, because not all those details are prepared yet...they will come though
This month's community letter will lay out a little more of what's coming at an overview level before we start to get into more details and such with the following letter in July."
AmazingAveryAge of Conan AdvocateMemberUncommonPosts: 7,188
Image from Funcom showing a good portion of Tarantia Commons:
Image from Funcom showing a good portion of Tarantia Commons: Click to make bigger
thanx for the image of Tarantia commons, ill be back in the game as soon as i can finally graduated as an EMT in end of may.having a blast volunteering at Mets citifield.now i gotta get a job.(gunning for FDNY) that will help me to buy a better rig to play this game in all its glory. hope to hop into the game within end of june the earliest. all this news of 1.05 is good to read.
3.4ghz Phenom II X4 965, 8GB PC12800 DDR3 GSKILL, EVGA 560GTX 2GB OC, 640GB HD SATA II, BFG 1000WATT PSU. MSI NF980-G65 TRI-SLI MOBO.
Thanks for posting this, so far the changes to the classes here are getting decent feelings. The Ranger adjustments although only just over a week old are also getting favourable feedback. I am looking forward to the rest of the Rogue changes and Demo's.
Regarding ranger tweaking,
Are there any plans to be able to automatically switch hot bars with weapons?
Are there any plans to have a 1st person / 3rd person view toggle?
Playing a ranger would be really more fun with the above features.
Yes there is a way to switch weapons and hotbars at the same time.............
To switch weapons you press shift-r
To switch to hotbar 1 you press shift -1
To switch to hotbar 2 you press shift-2
Now you can macro does together to achieve the effect you would like.
Button1 = shift-r, shift-1
Button2 shift-r, shift-2
You then equip melee in one slot and range weapon in the other.
Press button 2 and it will change weapon(shift -r) and then it will change hotbar to hotbar 2(shift-2)
Press button 1 and it will change weapon(shift -r) and then it will change hotbar to hotbar 1(shift-1)
The only issue you may have is that you have a melee weapon equiped and press button 1 instead of button 2. This will result in you having ranged weapon and a melee hot bar.
When this happens, all you need to do is either press button 1 , which will give you a melee weapon and melee hotbay
Or press button 2 (twice), which will give you a ranged weapon and ranged hot bar.
It easier than it sounds and well worth the few minutes to create the marcos, which can be done outside the game.
Avery, you've given me wall of text yet again. Sorry, and I think I can speak for many disillusioned AoC players, hype won't work anymore. There was hype for 1.3, for 1.4, they turned out to be craptastic and fulfilling very little (remember how 1.3 ruined Tier 1 raids?), and 1.5 seems to follow suit. The saddest thing here is that fervent AoC players have to spend more time on the test servers than on the live ones, and if they do not do so, are blamed by people like Avery and Funcom that it is their own fault, since they are not "willing" to test things for them and are not "dedicated" enough.
I remember many players spending way more time on testlive than on live when the pvp patch was in the works (mainly because on the test server the gems were disabled), and that was happening for months. Then 1.4 was released on testlive and again hordes of players rather spend their time on the test servers, since it was only there that there was less meaningless ganking and useless guards ruining everything. And now... same crap, people spending way too much time for 1.5 and reporting to Funcom in detail some facts that should be self-given to any baboon. The net result is that serious and most dedicated players play AoC by experimenting on testlive.
AmazingAveryAge of Conan AdvocateMemberUncommonPosts: 7,188
And moving on from those that don't care for the game but care to still be interested here is today's update and this if you review it has some very nice updates for the raiders. Again collaboration with guilds helping out testing.
* Charge abilities will now go on cooldown when the charge starts instead of when the charge ends.
* Magic and Defense Rating buffs should no longer appear in your spellbook or on your hot bars.
* Solo spellcaster NPC and some group spellcaster NPC have had their damage output toned down a bit.
* Fixed an exploit that allowed players to walk on water while stealthed.
* Attack driection on new combo icons should now always display when new combo is learned.
Priests
* The heal particle effect for Renewal, Blood Flow, and Healing Lotus will continue to display until the heal is finished.
Soldiers
* Goad and Goad Mob now apply a blocker effect to their targets. This blocker prevents Goad and Goad Mob from affecting this target for 30 seconds.
* Reduced the cooldown of Goad to 90 seconds.
* The hate bonus on soldier Defensive Stance has been increased to 5%.
CLASSES
Bear Shaman
* Particles now display when casting Rune of Resistance or Rune of Resilience.
Conqueror
*Furious Resurgence casting time reduced to 1 second [down from 4 seconds].
*Furious Resurgence no longer requires you to have Furious Inspiration stacks running when using the ability.
Dark Templar
* All ranks of martyrdom will now place a team heal effect that lasts for 20seconds.
* All ranks of martyrdom now has a team heal particle effect associated with it.
Demonlogist
* Reduced the radius of the Black Ashes effect to match the radius of Inferno of Amher.
* Spellweaving buff Hand of Doom will now correctly give a 100% crit chance to Gate of Hell, Inferno of Amher, Shockblast, Thunderclap and Waves of Flame. The 100% crit chance to Hell's Garden has been removed from the buff.
Priest of Mitra
* The Priest of Mitra spellweaving buffs no longer affect the obsolete spell Shielding Litany.
* Mitra's Will now reduces the mana penalty of Purification of Mitra by 30/60/90% (up from 25/50/75%).
* Ether Discharge will now restore mana for each target affected by Wave of Life.
Tempest of Set
* Tempest of Set buff Degradation of Set will now apply the intended Elemental Wrack debuff instead of Spiritual Wrack.
RAIDS
Ahazu-Zagam
* Increased his magical resistances.
* Decreased his health.
* The damage increase gained by the adds in the Ahazu-Zagam encounter will now be visible on their debuff list. This is a purely visual change.
Athyr-Bast
* Reduced her health.
* Increased the power of the final stack of the Unholy Invulnerability debuff used by the Shadow Imp Lord.
Champion of The Honorguard
* Reduced his health and DPS.
Chatha
* Reduced the health of Chatha.
* Chatha is no longer immune to hate modifying abilities in phase 2.
* Increased the health of Satorus.
* Increased the power of the "strength in numbers" reactive damage shield.
Excorant
* Reduced Excorant's mitigation values in Phase 1 to allow tanks to hold aggro more easily.
* Reduced the hitpoints of Blood-Fused Black Ring Gargoyle.
* Increased the cooldown of Blood-fused Black Ring Gargoyle fear.
Leviathus
* Reduced the health of Leviathus.
Sabazios
* Decreased his health.
* Increased the health, dps and magic resists of the adds.
* Made the first poison invulnerability debuff a reactive procc as well as a spell cast by Sabazios.
* The poison invulnerability debuff in the Sabazios-encounter has been renamed to Toxic Frailty, and it will now display a stack counter on the debuff icon.
* The first rank of the poison invulnerability debuff in the Sabazios-encounter will no longer coexist with the others, but be removed when a new one is added to the stack.
Seruah
* Reduced the health of the adds.
Yaremka
* Reduced the health of Yaremka.
Vistrix
* Reduced the damage of the Dark Flames ability.
CONTENT
Atzel's Fortress
* The boss Osithmes in Aztel's Fortress had his spell Dark Force changed.
Black Ring Citadel
* Reduced textures and fixed UV rendered lightmaps.
Oasis of Zaara
* Tribal Chief Rak'tunab now resets correctly when his totems are out.
Tortage
* New item rewards added to several quests on Tortage, including: Dry Times, Path of the Pirate, The Legendary Turach, Empty Reserves, Of Rotting Flesh, The Evil that Men Do, Tailored Tasks and Letter to the King.
Tarantia Commons
* Fixed a World Design issue that caused Wharf Rat npcs to fall through geometry.
* Fixed numerous text issues where fixed in some Quest dialogues.
White Sands Isle
* The grass around the resurrection points and camps have been removed.
Xibaluku
* The Martyr of Votantha encounter in Xibaluku has been nerfed quite a bit.
ITEMS
* Most caster weapons have had their magical damage values tweaked.
* Changed magic damage distribution on items.
* Bearshaman's 'Boots of Vernant Fury' should now have the correct inventory icon.
* Replaced Magical Health Tap on the Priest of Mitra Raid staff with Magical Mana Tap.
* Tweaked stats on raid quivers and bolts.
* Tweaked pre raid melee weapon progression.
* Lowered Magical Damage Effect cap to approximately 20% for PowerTiers: World Blues and under.
MASSIVE PVP
* All versions of the keep building should now have proper collision.
* The defenders have constructed additional hidden tunnels in each battlekeep that allow them to get out of their inner courtyard.
Comments
hmm looks like i'll be coming back once this goes live to try it out
thanx for the info avery, i think ill be remaining unsubbed til it actually comes out whether thats a half a month, a full month or a month + just like to see it get done already. before i unsubbed the necromancer and the demo's were one shotting people with 7.2k-9k+ dmg on testlive server. was pretty unnerving. but im hoping for the best, push comes to shove ill see how it is recieved before i drop another $15.
3.4ghz Phenom II X4 965, 8GB PC12800 DDR3 GSKILL, EVGA 560GTX 2GB OC, 640GB HD SATA II, BFG 1000WATT PSU. MSI NF980-G65 TRI-SLI MOBO.
Another quick patch today!
Added June 3rd
--------------------------------------------------------------------------------
CONTENT
* Female characters in the character selection screen will no longer freeze after the first idle animation has played.
Tech
* Screenspace Fog is now supported by ATI cards.
Raid
* Rebalanced the spells of all raid mobs.
* Fixed a bug with spellcasting raid npcs so they will not always hit for +95% damage anymore.
Mounts
* You now need the correct riding book trained to be able to use your mount.
* Pressing ESC will no longer disrupt the dismount animation.
* Players are unable to mount while jumping/falling anymore.
COMBAT
* The root will no longer be applied from a failed mounted charge attack.
* Fixed an issue that caused a player's health to exceed their max health.
What is this? And where am I missing it currently in AoC since I use an ATI card?
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Promote what you love instead of bashing what you hate.
What is this? And where am I missing it currently in AoC since I use an ATI card?
You know I have a good idea, but I will ask for some better clarity for you.
GAH ! green gem not to be confused with red gem ,overpowering the blue gem...gem gem gem lost me totally.This is the BIG mistake developers make.Keep things easy to understand and in perspective to the average MMORPG player.To the vets of this game,they know full well what it means,but this will not encourage any new players,because they will have no clue what the updates bring to the game.
All i gathered from all that new information was it seems like they are turning the game into a more item centric game,but more so in the form of potions and things like that.It also seems they are moving stats around ,adding new ones into certain areas and removing them or lowering them in other areas.This again may seem cool to vet players,but nothing in there will influence anyone to join the game.
Crafting for example is something you know or find out nothing of early in the game.Crafting is a big part of an mmorpg for MANY gamers and should be kept in perspective>>>>harvesting/components/finished product.This game seems to make crafting a non relative part of the game and/or stears it away from what players expect from crafting.
IMO what the game needed was a better defined gear system with formulas that involve curves and not specific stats related to tiers.They needed to make the items in game have their own definitive looks and not half the items all looking the same.
AOC was a near good game,they just did a few things really bad,witch probably chased away many gamers.Give the players more options per level and more reasons to chase the carrot on a stick,that way players would not have raced through the game ,hoping for some magical fun times at end game.Also doing quests,it seemed like EVERY area was a cramped narrow linear path,that forced you to fight every single mob in your wake,usually grabbing links from every mob around.They needed to change the combat style once in awhile and the way mobs react,would have also been a nice change.Example utilize sight/sound/scent for mob to player detection.Utilizing plate/leather/cloth is common to MMORPG,shield use rather than just graphic,too many things AOC missed out on.Umm MANY shops/npcs/houses are locked until you follow some linear path,is another mistake in game design,it is much more suited to a single player game.
IMO AOC can patch away to their hearts content and make new content to keep the player base happy,but unless they totally remade the game,i am afraid they will never entice new players to join.I played the game and thought it was decent and looked very good,but there seemed to be no purpose and the game was lacking things to keep my interest.The ONLY thing that had me interested was attaining that Mammoth mount,but i think i had to attain level 40 or something like that,and found it was not worth that much to continue on playing.
Never forget 3 mile Island and never trust a government official or company spokesman.
Another little patch in today:
Added June 4th
--------------------------------------------------------------------------------
GENERAL
* Feat reset costs have been capped to 10 Gold.
* Fixed an issue that caused bad lag spikes and disconnects.
COMBAT
* Additional hate from combos is only added when in defensive stance
Woah incoming! another update today:
Added June 5th
--------------------------------------------------------------------------------
CLASSES
Bear Shaman
* All Manifestation spells will now overwrite each other when cast.
Dark Templar
* Doubled the proc rate of the Drain Strength debuff (was 5 PPM, now 10 PPM).
Demonologist
* Shield of Infernal Flames will now last 1 hour. Up from 30 mins.
Necromancer
* The necromancer pet "Blighted One" had a slight health fix, and will now appear with 100% healthbar on the client when it is a full health. This change is only visual, and does not affect the combat performance.
Ranger
* Fixed an issue causing the opener damage of Piercing Shot I to be significantly higher than it should be.
COMBAT
General
* Player pets now have more hit points.
* Updated two of the NPCs Super Natural Spells that had way to high DPS.
CONTENT
Raids
* Boosted all tier 2 raid gear loot!
* You can now resurrect in BRC!
* All Raid mob stats have been evaluated and adjusted.
17 updates since patch went on test server so far!
Thanks for keeping us up-to-date avery! This changes are looking absolutely sweet!
god if they just fix all memory leak and related problem this will be a big improvement
this is one of the main problem with this game ,cant say more i left because memory leak and related issue was too bad
When did you leave? I can play for hours and hours and the client doesn't get any worse.
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Promote what you love instead of bashing what you hate.
When did you leave? I can play for hours and hours and the client doesn't get any worse.
58 levels and not a single memory leak, one disconnect though.
i havent had memory leak issues in months. granted the game would slow down here and there, depending how many times i loaded into tarantia, but id say 90% of the time it was playable in dx10 even during pvp. so the game has improved greatly. i just left cause im broke as a joke lol. once i get a new job ( graduated as an EMT as of may) ill come back maybe by that time 1.05 will already be out. but i think overall, the devs have made great strides in performance that much cant be swept aside.
3.4ghz Phenom II X4 965, 8GB PC12800 DDR3 GSKILL, EVGA 560GTX 2GB OC, 640GB HD SATA II, BFG 1000WATT PSU. MSI NF980-G65 TRI-SLI MOBO.
LVL 23 Hox and 0 memory leaks. Game is technically in a great shape. Give 1.05 already
Meh looks like the game might finally be out of beta.
I'm not a no life that sits in front of his computer all day long, I'm an intern that sits in front of his computer all day long.
With all the major changes it could end up being a 'New Beta'. FC isn't exactly known for it's QA / Testing.
1.05 has been on the live test server for a bit now. I know that won't solve everything but it should be in decent shape.
Well 3 months you would think things are going well. Judging from the feedback on the test forums there is decent response in most area's. It is all in the tweakin stage at the moment.
Yeah, if you call tweaking starting from scratch or shooting in the dark, then I guess it is ok. But then again, Funcom and its priors are known for whimsical euphemism, so saying that they are "tweaking" stuff on TL can only mean disaster if you simply take into account that 1.5 is about to be released (or is it?).
@Silirrion Are you soon set for a release then?
@Fidelis_conan We are definitely in the closing stages. We will be seeing how things stand this week after the next round of tests
@Silirrion does that mean 1.5 is few weeks away?
@Slith_hideout Hopefully yes, still some things to iron out, but getting closer every day
"More raid testing this evening with one of the testing guilds, some more good feedback and found a few server performance things to tweak"
I would argue that over the last while there has been less issues after a patch has been put into Live servers and think there is strong case for this. Especially when you look at the last couple implentations. Before you start saying "such and such" should be fixed, we are talking about the actual patch specifics here, and bringing something like that up is switching stories.
Can you please explain how "Tweaking" on test server can only mean disaster, I ask only as to me, you do not make any sense at all mate with that statement. The meat goes on the plate the dish is not finished until the trimmings come in. The patch is served already, the presentation before eating is happening. People know when your poking for the sake of it. Have you read the test sever forums lately?
I mean when you look at GW for example or plenty of other games I see updates to skills that are 4 years old and getting "tweaked."
You know when Ymir's released, there was maybe 2 threads on the official boards where people had issues with FPS in the zone, a short while later those ppl all found out it was due to driver issues with their ATI cards. That thread is still around btw. To be honest I didn't see any bad reception on the whole for that update.
So we have this period of over half a year where there were signifcant less issues with releasing a patch after implementation than there were before. I think the expectation is that there will be some issues especially considering that this patch (1.05) is 3 months in the making.
If your somehow implying that the patch is a shot in the dark, then your in for a rude awakening, that is if you still play.
I think the patch notes speak for the patch itself. What has been done is visible on the test server.
1.05 is a major change to the game on many levels. It's going to cause some serious drama in the game and in the forums. Alot will from people who don't understand the bigger picture. Most likely there will be a few patches to fix things after it which one would expect and I expect there to be the regular guys here who don't play, picking up on that drama and trying to push it out as whole as bad light.
Some other updates from Game Director:
Silirrion
Game Director
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Quote:
Originally Posted by Rhazmuz
We are not asking for detailed plans for patch this and this.
We are asking for a road map, asign of the direction they wanna take Pve: solo, 6 man groups, 12 man group and raids, pvp, ietsm etc.
These are things they really must have clues about and can talk about without given timelines or going into specifics.
I think those of you follow the forums, our interviews, other channels etc etc have a pretty good overview of that already. I know I've mentioned it several times.
So I think we have already done as you ask, for example we have already said the following quite a few times now:
One of the main focus areas will be adding new guild features in the next major game update, community and guild functions are an important direction for us.
Content wise our focus is very much on the higher levels, with Iron Tower (6 man), House of Crom (both raid and group most likely) and Thoth Amon's (raid) in the pipeline.
PVP wise we will still focus on providing more meaningful objectives to border kingdom PVP as well as considering adding the epic PVP armors.
I think that's a pretty good general overview of what's in the pipeline in terms of major features...as well as the knowledge there is a certain something in the works that will bring more exciting news before too long.
As we move into the update cycles for the above, more details will be revealed about the specifics of those updates. I do think though in general you do have a pretty good overview of the direction for the coming update at that top level.
Likewise, in terms of approach and what we are trying to achieve both with content and features there are a lot of interviews out there now where I have discussed (often at length) the type of approach we are working towards
It hasn't just been 'Churning out a group dungeon every 4 months' at all, just look through all that has been added since last fall:
- The PVP level system
- The PVP notoriety system
- PVP armors and weapons
- New Battle queues and improving siege performance
- Starting of PVP resources and the goal of making the Border Kingdoms a better PVP area
- Ymir's Pass, the largest zone yet, with it's own dungeon and dozens of quests
- More voice-over
- New tradeskills recipes and overhauling the resource and building play-field populations
- Xibuluku
- Cradle of Decay
- Revamps to a good deal of the launch dungeons with improved game-play, quests and encounters
- More raids opened up
- (inbound soon) the RPG system revamp
- (inbound soon) Tarantia Commons, again a rather large new play-field with many quests and associated instances
- (inbound soon) More guild city features
..and that's before we get into the hundreds (if not thousands) of smaller fixes.
Now sure, you can argue whether you personally, liked or disliked any or all of the above, and sure, you can argue not all of it worked perfectly (and we keep working to refine those that didn't), and yes, you can say some of them should probably have made the launch in the first place, but what you can't do is say that the effort isn't being put in and to down play it as 'Churning out a group dungeon every 4 months'...
because if we were just doing that then yes, you would be right, it wouldn't be enough, but that's not what we are doing.
I think the above list also shows a good spread across many play-styles.
Yes, 1.05 was a serious undertaking and that meant we had to take a little longer with it than we would have liked, which in turn meant a little lull in content delivery (although I'd argue the time since 1.04 compared to the Taranatia Commons content coming isn't that bad) but it is for the best interests of the game in the long term
...and that is what is important.
The 1.05 update system wise is the foundation that allows us to move forward with more, and better options, and I don't apologise for making sure we try and get it as right as we can.
Quote:
Originally Posted by jediknight2k1
Don't forget we want the loot tables fixed also lol.
I will say improved rather than fixed (since I'd argue they aren't actually broken just in need of improvement and being made a little more, shall we say, friendly), but yes, as I have said before, that's already on the list as well.
Quote:
Originally Posted by jediknight2k1
It is repeatable dungeons, raids and instances that often give players the motivation to log-in. Players as a general rule of thumb always like to have something to work towards such as armours, rare items etc.
The one thing AoC lacks is rare items which could drops from the likes of Xib. They could be purple but not as powerful as raid dropped weapons and so on. It's that form of replayability which is missing I think.
You are right, and the replayability factor is something we are focusing on for many aspects of the content production (I think you started to see that with the game-play elements to introduce variety on repeat play in Xibuluku and it's an area we will continue to try and improve on). Our options for good incentives there will increase with 1.05 as well, and that's the point. This coming update is the foundation we needed to re-establish to be able to provide that kind of incentive in the future.
The replayablility factor is definitely something we see as important moving forward.
Quote:
Originally Posted by Rhazmuz
Okay Sil, Ill give you that those can been seen as good indicators.
But still some thing like post lvl 80 progression systems, be it implemented along with items or not, is a pretty huge concern that hasnt had any word.
A big deal of the discussion on test live forums is about item stats, and the difference between t1/t2 and pvp gear.
If we could get hints that certain system might come, that allows higher tier gear to be customized more, than lower tier gear then much of the debate could be turned more constructive.
I am merely suggestion this to improve what we get out of the forums. The more we know about where you guys wanna take the different aspects, the more direct and constructive we can discuss it and suggest on it.
I think there you are getting into the finer details, and much of that is discussed on test live as well, but as I mentioned above, 1.05 is really the foundation for moving forward so there isn't specifically much to mention on that specific area.
The task for 1.05 has been converting the existing items and making sure the items are working and within the new budgets and the system is working.
The discussion as whether you would want to raise the budgets even further to allow for gear to mean more, as would be required to buff raid gear further, then that's a more detailed point for later updates as and when we look at tier three for example.
In general terms, are we looking at way to provide players with additional goals and progression after level 80, yes we are, it only makes sense that we are, as it's clearly needed in the long term, but again, it's not something we are going to go into details on just yet, because not all those details are prepared yet...they will come though
This month's community letter will lay out a little more of what's coming at an overview level before we start to get into more details and such with the following letter in July."
Image from Funcom showing a good portion of Tarantia Commons:
Click to make bigger
thanx for the image of Tarantia commons, ill be back in the game as soon as i can finally graduated as an EMT in end of may.having a blast volunteering at Mets citifield.now i gotta get a job.(gunning for FDNY) that will help me to buy a better rig to play this game in all its glory. hope to hop into the game within end of june the earliest. all this news of 1.05 is good to read.
3.4ghz Phenom II X4 965, 8GB PC12800 DDR3 GSKILL, EVGA 560GTX 2GB OC, 640GB HD SATA II, BFG 1000WATT PSU. MSI NF980-G65 TRI-SLI MOBO.
Regarding ranger tweaking,
Playing a ranger would be really more fun with the above features.
Yes there is a way to switch weapons and hotbars at the same time.............
To switch weapons you press shift-r
To switch to hotbar 1 you press shift -1
To switch to hotbar 2 you press shift-2
Now you can macro does together to achieve the effect you would like.
Button1 = shift-r, shift-1
Button2 shift-r, shift-2
You then equip melee in one slot and range weapon in the other.
Press button 2 and it will change weapon(shift -r) and then it will change hotbar to hotbar 2(shift-2)
Press button 1 and it will change weapon(shift -r) and then it will change hotbar to hotbar 1(shift-1)
The only issue you may have is that you have a melee weapon equiped and press button 1 instead of button 2. This will result in you having ranged weapon and a melee hot bar.
When this happens, all you need to do is either press button 1 , which will give you a melee weapon and melee hotbay
Or press button 2 (twice), which will give you a ranged weapon and ranged hot bar.
It easier than it sounds and well worth the few minutes to create the marcos, which can be done outside the game.
Avery, you've given me wall of text yet again. Sorry, and I think I can speak for many disillusioned AoC players, hype won't work anymore. There was hype for 1.3, for 1.4, they turned out to be craptastic and fulfilling very little (remember how 1.3 ruined Tier 1 raids?), and 1.5 seems to follow suit. The saddest thing here is that fervent AoC players have to spend more time on the test servers than on the live ones, and if they do not do so, are blamed by people like Avery and Funcom that it is their own fault, since they are not "willing" to test things for them and are not "dedicated" enough.
I remember many players spending way more time on testlive than on live when the pvp patch was in the works (mainly because on the test server the gems were disabled), and that was happening for months. Then 1.4 was released on testlive and again hordes of players rather spend their time on the test servers, since it was only there that there was less meaningless ganking and useless guards ruining everything. And now... same crap, people spending way too much time for 1.5 and reporting to Funcom in detail some facts that should be self-given to any baboon. The net result is that serious and most dedicated players play AoC by experimenting on testlive.
And moving on from those that don't care for the game but care to still be interested here is today's update and this if you review it has some very nice updates for the raiders. Again collaboration with guilds helping out testing.
Added June 12th
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COMBAT
General
* Charge abilities will now go on cooldown when the charge starts instead of when the charge ends.
* Magic and Defense Rating buffs should no longer appear in your spellbook or on your hot bars.
* Solo spellcaster NPC and some group spellcaster NPC have had their damage output toned down a bit.
* Fixed an exploit that allowed players to walk on water while stealthed.
* Attack driection on new combo icons should now always display when new combo is learned.
Priests
* The heal particle effect for Renewal, Blood Flow, and Healing Lotus will continue to display until the heal is finished.
Soldiers
* Goad and Goad Mob now apply a blocker effect to their targets. This blocker prevents Goad and Goad Mob from affecting this target for 30 seconds.
* Reduced the cooldown of Goad to 90 seconds.
* The hate bonus on soldier Defensive Stance has been increased to 5%.
CLASSES
Bear Shaman
* Particles now display when casting Rune of Resistance or Rune of Resilience.
Conqueror
*Furious Resurgence casting time reduced to 1 second [down from 4 seconds].
*Furious Resurgence no longer requires you to have Furious Inspiration stacks running when using the ability.
Dark Templar
* All ranks of martyrdom will now place a team heal effect that lasts for 20seconds.
* All ranks of martyrdom now has a team heal particle effect associated with it.
Demonlogist
* Reduced the radius of the Black Ashes effect to match the radius of Inferno of Amher.
* Spellweaving buff Hand of Doom will now correctly give a 100% crit chance to Gate of Hell, Inferno of Amher, Shockblast, Thunderclap and Waves of Flame. The 100% crit chance to Hell's Garden has been removed from the buff.
Priest of Mitra
* The Priest of Mitra spellweaving buffs no longer affect the obsolete spell Shielding Litany.
* Mitra's Will now reduces the mana penalty of Purification of Mitra by 30/60/90% (up from 25/50/75%).
* Ether Discharge will now restore mana for each target affected by Wave of Life.
Tempest of Set
* Tempest of Set buff Degradation of Set will now apply the intended Elemental Wrack debuff instead of Spiritual Wrack.
RAIDS
Ahazu-Zagam
* Increased his magical resistances.
* Decreased his health.
* The damage increase gained by the adds in the Ahazu-Zagam encounter will now be visible on their debuff list. This is a purely visual change.
Athyr-Bast
* Reduced her health.
* Increased the power of the final stack of the Unholy Invulnerability debuff used by the Shadow Imp Lord.
Champion of The Honorguard
* Reduced his health and DPS.
Chatha
* Reduced the health of Chatha.
* Chatha is no longer immune to hate modifying abilities in phase 2.
* Increased the health of Satorus.
* Increased the power of the "strength in numbers" reactive damage shield.
Excorant
* Reduced Excorant's mitigation values in Phase 1 to allow tanks to hold aggro more easily.
* Reduced the hitpoints of Blood-Fused Black Ring Gargoyle.
* Increased the cooldown of Blood-fused Black Ring Gargoyle fear.
Leviathus
* Reduced the health of Leviathus.
Sabazios
* Decreased his health.
* Increased the health, dps and magic resists of the adds.
* Made the first poison invulnerability debuff a reactive procc as well as a spell cast by Sabazios.
* The poison invulnerability debuff in the Sabazios-encounter has been renamed to Toxic Frailty, and it will now display a stack counter on the debuff icon.
* The first rank of the poison invulnerability debuff in the Sabazios-encounter will no longer coexist with the others, but be removed when a new one is added to the stack.
Seruah
* Reduced the health of the adds.
Yaremka
* Reduced the health of Yaremka.
Vistrix
* Reduced the damage of the Dark Flames ability.
CONTENT
Atzel's Fortress
* The boss Osithmes in Aztel's Fortress had his spell Dark Force changed.
Black Ring Citadel
* Reduced textures and fixed UV rendered lightmaps.
Oasis of Zaara
* Tribal Chief Rak'tunab now resets correctly when his totems are out.
Tortage
* New item rewards added to several quests on Tortage, including: Dry Times, Path of the Pirate, The Legendary Turach, Empty Reserves, Of Rotting Flesh, The Evil that Men Do, Tailored Tasks and Letter to the King.
Tarantia Commons
* Fixed a World Design issue that caused Wharf Rat npcs to fall through geometry.
* Fixed numerous text issues where fixed in some Quest dialogues.
White Sands Isle
* The grass around the resurrection points and camps have been removed.
Xibaluku
* The Martyr of Votantha encounter in Xibaluku has been nerfed quite a bit.
ITEMS
* Most caster weapons have had their magical damage values tweaked.
* Changed magic damage distribution on items.
* Bearshaman's 'Boots of Vernant Fury' should now have the correct inventory icon.
* Replaced Magical Health Tap on the Priest of Mitra Raid staff with Magical Mana Tap.
* Tweaked stats on raid quivers and bolts.
* Tweaked pre raid melee weapon progression.
* Lowered Magical Damage Effect cap to approximately 20% for PowerTiers: World Blues and under.
MASSIVE PVP
* All versions of the keep building should now have proper collision.
* The defenders have constructed additional hidden tunnels in each battlekeep that allow them to get out of their inner courtyard.