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Na 22 czerwca Trion zapowiedzial kolejny duzy content patch 1.3.
Tak jak kilka osob przewidywalo bedzie on sie skupial na krasnoludzkiej twierdzy Hammerknell w Moonshade Highliands i probach uwolnienia z niej Akyliosa przez Abyssal Cult.

Info na forum Rifta:
http://forums.riftgame.com/showthread.p ... viewfull=1


Info na Massively:
http://massively.joystiq.com/2011/06/07 ... s-of-madn/


Na ta chwile wiadomo, ze szykuje sie:
- nowy event
- nowe questy z nim zwiazane
- prawdopodobnie nowa instancja
- nowe bronie i armory

Pelna lista ficzerow w najblizszych dniach/tygodniach.

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Nadal nie ma patch notes, ale na forach są dostępne informacje o zmianach. Dziś był kolejny patch na PTS. Najważniejsze dotychczasowe zmiany:

- Nerf AoE Stormcallera (LF i FL)

- Przebudowanie Chlora - http://img847.imageshack.us/img847/4511 ... hanges.png

- Przeniesienie SLI na pozycje 38pts root u Para http://i51.photobucket.com/albums/f397/ ... 151234.jpg Mega QQ na warrior forach

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Stormacaller to jest chyba 3-ci soul z rzedu u maga ktory dostaje nerfa. Teraz pewnie po dupie dostanie necrus.

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COMBAT
* Stealth: Fixed a bug with toggling melee auto-attack would cause stealth to break.
* Fixed a bug causing the Class Mechanic UI to display effects from other players instead of just your own (ex: Stormcaller, Necromancer).
* Fixed some effects on pets to be lost when teleporting.
* Fixed an issue causing abilities to fail to work properly against players that had just been stunned while jumping.
* Mana: Changed the way mana-regeneration is calculated to now include diminishing returns. This should have little impact on leveling characters and is only noticeable once higher levels of gear are attained.


PVP/WARFRONTS
* Channeled abilities used in PvP against player targets will now break if the target moves out of the channeling caster's range, or line-of-sight.
* Valor updates!
* All level 30+ PvP rewards now have Valor.
* Base Valor amounts have been adjusted to account for a significantly larger amount of damage reduction.
- Level 1-40 characters have 10% reduction.
- Level 40-50 characters scale through 11-20% damage reduction.
* Valor now reduces the critical hit damage bonus received from player hits, capping at 50%.
- Reduction scales based on character level.
- Level 50 characters with no additional Valor receive a 33.7% reduction in critical hit bonus damage.
- A full set of rank 2-3 PvP gear (356 Valor) provides a 50% critical hit bonus damage reduction.
* With the increase to base Valor, the amount provided by ranked PvP gear has been adjusted.
- Rank 1/2 sets provide 323 total Valor, for 26.9% damage reduction and 45.4% critical bonus damage reduction.
- Rank 3/4 sets provide 394 total Valor, for 32.8% damage reduction and 50% critical bonus damage reduction.
- Rank 5/6 sets provide 480 total Valor, for 40% damage reduction and 50% critical bonus damage reduction.
* Runes that grant Valor bonuses have their Valor stat values adjusted but still provide the same percentage of damage reduction.

WARRIOR

BEASTMASTER
* New ability - Companion's Call: Makes the next pet summon ability instant-cast.
* Greater Primal Companion: Claw Swipe: Fixed a bug causing this to occasionally only hit one target.
* Fixed some bugs with the icon display for Summon Greater Primal Companion.

CHAMPION
* Deadly Strikes: Now increases the damage of attack point builders by an additional amount for each point spent in Champion over 30.
* Bash: To better match up with other interrupts, the cooldown has been increased to 8 seconds and Power cost reduced to 10.

PALADIN
* Warden's Protection: Will no longer be removed when the affected player changes zones.
* Face Slam: To better match up with other interrupts, the cooldown has been increased to 8 seconds, damage reduced slightly, and Power cost reduced to 10 Power.
* Improved Paladin's Devotion: Fixed a tooltip bug that reported the wrong amount of cooldown reduction on Paladin's Devotion. Tooltip now properly shows a cooldown reduction of 10-20 seconds. This is a cosmetic fix only.

PARAGON
* Strike Like Iron: Moved to a 38 point root ability.
* New root ability - Reaping Harvest: Available with 2 points spent in Paragon. Attack point consuming ability that requires dual wielding.
* Path of the Wind: Now requires the Paragon to be dual wielding.
* Way of the Wind: Now triggers a second weapon attack after using any attack ability that requires dual wielding.
* Paired Strike: Now causes the next follow-up strike to critically hit.
* Flinching Strike: To better match with other interrupts, the damage is no longer based on weapon damage, cooldown reduced to 8 seconds, and Power cost has been reduced to 10 Power.
* Bend Like the Reed: In addition to enhancing Parry, now also increases the damage done by attacks that require dual wielding. To support this change and put this in line with similar finishers, the cooldown has been increased to 1 minute.

RIFTBLADE
* Rift Storm: Fixed a bug causing different icons to appear in game compared to the Soul Tree version.
* Fiery Burst: Should now reliably trigger Enhanced Burst.
* Riftwalk: Fixed a bug causing this ability to not break stuns. Now deals damage to the enemy. Due to this there are now multiple ranks of Riftwalk which can be trained at your nearest Warrior trainer!
* Improved Riftwalk: Now enhances the damage dealt by Riftwalk in addition to reducing the cooldown.
* Rift Storm: Reduced cooldown to 2 minutes from 3.
* Avatar of the Rift: Increased the amount of Attack Power contribution.
* Surging Energy: Fixed a case where this could sometimes not trigger.

WARLORD
* Intimidating: The debuff tooltip should now actually work.
* Fixed a typo in the Warlord Soul tooltip.

VINDICATOR [PvP]
* Advantage: Tooltip changed to more accurately describe what the ability does; increases the chance to get a critical hit by 1-5%.

VOID KNIGHT
* Furious Rage: To better match up with other interrupts, the cooldown has been increased to 8 seconds, and the ability damage is no longer based on weapon damage.

MAGE

ARCHON
* Lingering Dust: Now reduces melee and casting speed of the target by 20% for 20 seconds. The buff portion is unchanged.
* Casting speed debuffs will no longer cause Archon auras to gain a casting time if points have been spent to make them instant-cast.
* Burning Purpose: Damage procs are now affected by the Rising Vengeance ability. Reduced base damage dealt by Burning Purpose procs.

CHLOROMANCER
* Due to the below changes, characters with soul points spent in Chloromancer will receive a free soul point respec.
* Casting speed debuffs will no longer cause Bloom and Flourish to have a casting time if you have two points in Healing Slipstream.
* Call of Spring: Updated description to better indicate which abilities it affects.
* New Ability: Lifebound Veil - Causes Life damage dealt by the Mage to heal up to 5 allies within 20 meters for 15% of the damage done for 1 hour. All other spell damage dealt by the Mage heals allies for 5% of the damage done. Spells that damage more than one target have healing generated by Lifebound Veil reduced by 80%. Life based damage over time effects heal allies for 25% of the damage done by the first damaging tick of the effect. The Mage cannot receive healing from other Lifebound Veil or Lifegiving Veil effects while affected by this buff. Does not trigger a global cooldown. Cannot be purged.This is obtained after spending 11 points in the Chloromancer soul.
*Synthesis: Now increases healing received from Lifebound Veil by 100%. Reduced cooldown to 10 seconds. This cooldown is shared with Lifegiving Veil and Lifebound Veil. Now applies or refreshes Lifebound Veil when cast. Will no longer be removed when the affected player changes zones.
* Lifegiving Veil: Increased the base single-target Life damage to Healing conversion to 80%. This now shares a 10 second cooldown with Synthesis and Lifebound Veil. This can no longer be purged.
* Natural Fusion: Now increases the Synthesis bonus to heals from Lifebound Veil by 20-60%.
* Essence Surge: Debuff portion of this ability has been removed.
* Destructive Growth: Removed branch ability; the effects are now part of the base Wild Growth ability.
* Wild Growth: Reduced cooldown to 1 minute, increased radius to 25 meters.
* New branch ability - Nature's Swiftness: Reduces the casting time of Nature's Fury by 0.5-1 second, and reduces the cooldown of Natural Conversion by 30-60 seconds. Tier 6 branch ability.
* Entropic Veil: Removed cooldown.
* Empowered Veil: Now increases the damage bonus from your Entropic Veil by 13-19%, increases the healing generated by Lifegiving Veil from Life damage to 90-110%, increases healing generated from your Lifebound Veil by Life damage to 20-30% and increases the radius of Lifegiving and Lifebound Veil by 5-15 meters.
* Flourish: Reduced healing done.
* Bloom: Increased healing done.
* New root ability - Natural Healing: Single target heal with a 2.5 second casting time and no additional cooldown. Obtained with 51 points in Chloromancer.
* Circle of Life: Now affects Natural healing.
* Empathic Bond: Increased the mana return to 20% of the damage received by the Synthesis target.
* Nature's Touch: Reduced base damage of this spell. This spell now triggers an additional heal from Lifebound Veil, instead of Lifegiving Veil.
* New ability - Living Infusion: A passive ability that increases the percentage of Life damage converted to healing by Lifegiving Veil by an additional 0.5%, and Lifebound Veil by an additional 1.5%, for each point spent in Chloromancer above 31. Obtained at 32 points in Chloromancer.

DOMINATOR
* Due to the below changes, characters with soul points spent in Dominator will receive a free soul point respec.
* Fixed an issue where enemies would sometimes be able to continue casting or using abilities when affected by Mass Exhaustion, Disorient, or Overpowering Will.
* Mass Exhaustion: Fixed a bug in certain builds where Mass Exhaustion would end on all enemies if broken on one affected target.
* Thunder Blast: Will now deal damage and interrupt casting even if the target is immune to the knockback portion of this ability.
* Charged Shield, Mass Charged Shield: Will no longer land on an ally who already has a mage armor buff other than Charged Shield.
* Transference: Now blocks energy and mana regeneration on the target for 7 seconds, up from 5. Damage is now a flat value influenced by Spell Power and is no longer based on the amount of Energy, Power, or Mana drained.
* Microburst: NO longer reduces the damage of Storm Shackle.
* Deny: Reduced cooldown to 10 seconds,
* Mental Shock: Reduced cooldown to 20 seconds.
* Empowered Presence: Now increases the radius of your Arresting and Reflective Presence by 2-6 meters. Increases the chance for your Reflective Presence to reflect spells by 5-15%. Gives Arresting Presence a 33-100% chance to proc an interrupt on up to 10 targets within range, each second.
* Priest's Lament: Will now interrupt the target when it attempts to silence them. The interrupt will occur even if the target is immune to silence.
* Disorient: Now blasts the enemy with a burst of negative energy, dealing Death damage and leaving them stunned for 3 seconds and confusing them afterwards for up to 30 seconds. Damage done will break the confuse effect. 30 second cooldown.
* Memory Wipe: Now causes a group or raid member to appear less threatening, reducing their threat by 20% with all enemies within a 25 meter radius.
* Overpowering Will, Iron Will: Removed.
* New root ability - Incompetence: Reduces the target's effectiveness in battle for 15 seconds, increasing the cost of healing abilities by 20% and causing damage done by the target's abilities to heal up to 5 of the Dominator's group or raid members within 15 meters. 15 second cooldown. Obtained at 20 points.
* New branch ability - Ineptitude: Increases the healing ability cost debuff of Incompetence by 1-5% and increases the healing done by target's damaging abilities by 4-20%. Available after spending 20 points in Dominator.
* Chastise: Removed.
* New root ability - Traitorous Influence: Causes the enemy, and up to 5 additional enemies within 15 meters, to suffer Death damage and lose 30 Power or Energy, or Mana equal to 5% of the Dominator's maximum mana, every time the target uses an ability. This can occur up to 5 times over 15 seconds. Available after spending 30 points in Dominator.
* Draining Presence: Removed.
* New root ability - Mass Betrayal: Generates chaos within the enemy's ranks, cursing up to 10 enemies within the targeted area. Abilities used by affected enemies cause the target and up to 5 additional targets within 15 meters to suffer Death damage; they also lose 30 Power, Energy, or Mana equal to 5% of the Dominator's maximum mana each time they use an ability. This can occur up to 5 times over 15 seconds. Available at 51 points in Dominator.
* Fixed a bug where pets spawned by Split Personality were not gaining benefit from the caster's Spell Power or Spell Critical Hit.
* Split Personality: The pets spawned now take 95% less damage from area effect abilities.

ELEMENTALIST
* Planar Expansion: Corrected the description on the final rank of this spell.

STORMCALLER
* Lightning Field and Charged Field now only check for stacks of Electrified applied by the caster.
* Lightning Field: Reduced base damage of this spell.
* Forked Lightning: Reduced base damage of this spell.
* Static Discharge: Can no longer affect a target more than once per minute.
* The class mechanic UI for Electrify will now update properly if Lightning Field removes a stack of Electrified from an enemy.

WARLOCK
* Sacrifice Life: Damage: Can no longer be cast if Empowered Darkness is active.

PYROMANCER
* We’re still in the process of making Pyromancer changes specific to PVP regarding burst damage. These changes will have little to no impact on PVE.

CLERIC

INQUISITOR
* Armor of Treachery: Corrected the out-of-date tooltip to match the spell's current functionality.
* Armor of Awakening: The Critical Hit chance increase now displays properly in the Character stat window.
* Divine Pardon: Now reduces threat by the proper amount.
* Lethargy: No longer applies to Harsh Discipline and Aggressive Renewal if you haven't spent points in it.

JUSTICAR
* Due to the below changes, characters with Soul Points spent in Justicar will receive a free soul respec.
* Devout Deflection: Now increases Parry by 30-90% of your Spell Power, and Dodge by 20-60% of your Spell Power.
* Doctrine of Valiance: Removed.
* Humility: Now available as a tier 4 branch ability.
* Interdict: Now available as a tier 5 branch ability.
* Resplendent Embrace: Now available as a 32 point root ability.
* Rebuke: Now available as a 44 point root ability. Causes up to 5 enemies within 7 meters of the targeted enemy to run to and attack the Justicar for 3 seconds. Does not affect players or player pets.
* Forced to Kneel: Removed.
* Commitment: Now available as a tier 6 branch ability.
* Thorvin's Law: New tier 6 branch ability. Causes Precept of Refuge to reduce all magic damage taken by 5-10%. Requires Precept of Refuge and Safe Haven.
* Righteous Mandate: Will no longer be removed when the affected player changes zones.

PURIFIER
* Surging Flames: Will no longer be removed when the affected player changes zones.
* Disciple of Flame: Now adds a Spell Power bonus to your Caregiver's Blessing of 5%, plus an additional 3% per point spent in Purifier above 36. Also adds a Spell Power bonus to all other Purifier absorption shields of 10% plus an additional 7.5% per point spent in Purifier above 36.

SENTINEL
* Marked by the Light: Will no longer be removed when the affected player changes zones.

WARDEN
* Tidal Surge: No longer wasted if cast just after Healing Current.
* Healing Current: Corrected mana costs across all ranks.

ROGUE

BARD
* Motif of Regeneration: Now considered a spell, and can be Silenced.

BLADEDANCER
* Contra Tempo: Fixed the effect tooltip to indicate that it increases the damage of the next three Combo Point generating abilities.
* Deadly Dance: Fixed a bug where applying Saboteur Charges to the target did not consume the Deadly Dance effect.

INFILTRATOR [PvP]
* Cloudy Poison: Reduced casting speed debuff to 20%.
* Camouflage: Fixed characters being knocked out of stealth when re-entering a Marksman's Pedestal.
* Step Into the Shadows: Fixed the cooldown being activated when using any stealth ability.

RANGER
* Killer Focus: Damage bonus should be correctly applied to ranged weapons.
* Prey on the Weak: Fixed the buff triggered by this ability not being removed when the character dies.

RIFTSTALKER
* Shadow Stalk: Fixed a bug where this would sometimes be available while under control effects it cannot break.
* Shadow Assault, Shadow Blitz: Now properly affected by damage modifications from buffs and debuffs.

SABOTEUR
* Remote Clipping: Fixed a bug where the range of Detonate was being increased by 1 meter instead of 2 meters.

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http://massively.joystiq.com/2011/06/11 ... #continued

IMO zajebiscie to wygląda.


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PODPISY: banery, sig'i, podpisy muszą zgadzac sie tematycznie z profilem forum, nie mogą być animowane, nie mogą przekraczac wielkości 100KB i wymiarow 90 (wysokość) x 400 (szerokosc).

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iniside napisał(a):
http://massively.joystiq.com/2011/06/11/trion-worlds-takes-players-on-a-tour-of-rifts-upcoming-hammerkn/#continued

IMO zajebiscie to wygląda.


4.2 patch z firelands w wowie wyglada strasznie biednie przy tym

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iniside napisał(a):
http://massively.joystiq.com/2011/06/11/trion-worlds-takes-players-on-a-tour-of-rifts-upcoming-hammerkn/#continued

IMO zajebiscie to wygląda.


Zgodze se zajebiscie ale poczekaj... poczekaj. : ) To jest 3-4 miechy po premierze. Dajmy im sie rozkrecic i wycisnac ostatnie soki z technologii ktora dysponuja i nawprowadzac featurow do gry (a robia to szybko nie powiem). Za rok (po pierwszym dodatku) ta gra bedzie wielka i zajebista choc juz jest bardzo fajna.


"4.2 patch z firelands w wowie wyglada strasznie biednie przy tym"

TBH to przy Riftcie WoW wyglada biednie w kazdej kategorii oprocz ilosci contentu ale WoW ma juz 6 lat i 3 dodatki za soba.
Biorac pod uwage polityke Blizzarda, ktora uskuteczniaja od WOTLK czyli patch co pol roku albo i dluzej to do czasu 4.3 w WoW Rift juz bedzie mial numerek 1.8 i closed bete first expansiona. :)

BTW. Co prawda to niepotwierdzone info ale w patchu 1.3 maja sie takze znalezc dlugo wyczekiwane Guild Banki i zupelnie nowy rodzaj Collections ktore beda wymagac posiadania skilla Quantum Sight. Ponadto czytalem transkrypcje czatu z Lead Content Designerem i z niego wynika ze content team ma na ukonczeniu dwa nowe raidy 10-man. Wiecej info narazie nie mam ale pewnie jeszcze czyms zaskocza.

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Skoro już porównujesz do wow, to czasy świetności tej gry były w podstawce, tutaj większość przestała grać po darmowym miesiącu także myślisz, że sytuacja będzie odwrotna ? :]

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jesli patrzec na wystroj i modele to wyglada naprawde zajebiscie. trion naprawde robi kupe dobrej roboty.

anyways ta wypowiedz podsumowuje biednosc rynku mmo:
'4.2 patch z firelands w wowie wyglada strasznie biednie przy tym'

powstaje gra, ktora jest identyczna w zalozeniach i mechanice co WoW, ktora o zgrozo w koncu wyglada lepiej niz gra powstala pieprzone 5 i pol roku temu!

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Chodziło mi o liste zmian i zawartość

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Wg mnie troche przesadzaja z tym contentem rajdowym. 3 instancja rajdowa w ciagu 3 miesiecy to moze wyglada fajnie, ale tak naprawde lekko bez sensu. Szczegolnie, ze podnosi poprzeczke jeszcze wyzej (sprzet jeszcze lepszy niz ten z RoSa i 10-ki). W tej chwili gra potrzebuje czegos posredniego pomiedzy latwymi T2, a rajdami. Dodatkowo sporo gildii ma problem z uzbieraniem 20-osob na rajd i ich ten content rajdowy omija. 10-ka w SS okazala sie zbyt trudna dla ludzi bez sprzetu z GSa i tak powstala pustka.

To wszystko to i tak pikus w porownaniu do reszty gry:
- Zmiany w craftingu to smiech na sali. Wiekszosc profesji jest lekko mowiac nieprzydatna. Do tego crafting jest prosty jak drut.
- PvP ograniczone do 4-ch Warfrontow nudzi sie po tygodniu. Sprzet z PvP maja co prawda poprawic, ale watpie aby byl on lepszy z Hammerknella.
- World PvP nie ma sensu
- rifty, inwazje, craft rifty, expert rifty i rajd rifty sa powtarzalne i nudne do bolu. Jedyna w miare ciekawe zrobiona jest inwazja z krowami w SS.
- bezsensowne nerfy niektorych klas
- kompletny brak zajecia dla casuali - nie liczac achievmentow i kolekcji, ktore sa poprostu kolejna zapchajdziura maskujaca brak contentu
- olanie epic questow - jednej z ciekawiej zrobionych rzeczy w grze
- kolejny event szykuje sie na taki sam nudny quest grind jak 2 poprzednie
- tragicznie mala ilosc modeli armorow w grze. Gora z 20 modeli na klase. Do tego smieszne ograniczenie w wardobe. Takie LOTRO czy EQ2 zjadaja pod tym kontem Rifta na sniadanie.
- przydal by sie nowy kontynent bo swiat do duzych nie nalezy.
- o braku takich rzeczy jak housing, mini-gierki itp nie wspominam bo moze faktycznie jeszcze za wczesnie.

Z ciekawych rzeczy - w 1.3 bedzie do kupienia nowy pasek na esencje. Poniewaz Trion tak swietnie zaprojektowal ten akurat item to trzeba bedzie farmic esencje od nowa. Tak zeby ludzie nie zapomnieli o grindzie :/

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Sparth2 napisał(a):
Z ciekawych rzeczy - w 1.3 bedzie do kupienia nowy pasek na esencje. Poniewaz Trion tak swietnie zaprojektowal ten akurat item to trzeba bedzie farmic esencje od nowa. Tak zeby ludzie nie zapomnieli o grindzie :/


Jakie będzie miał sloty ? Więcej greaterów ?

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Lokken napisał(a):
Jakie będzie miał sloty ? Więcej greaterów ?


Tego nie wiem, ale wiekszosc ludzi nosi i tak 5 lesserow i tylko 1 greater, bo dobrych greaterow jak na lekarstwo.

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Plan na kolejne patche wg wypowiedzi devsów podczas E3:

- 1.4 pod koniec sierpnia, content PvP, world eventy PvP

- 1.5 pod koniec września, ma to być największy patch, min. nowa strefa PvP 40v40 (nie wiadomo czy w formie WF czy innej)

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jeżeli rzeczywiście tak będzie to warto teraz napier*alać w rifta i zbierać gear bo będzie się działo :D

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niech dadzą keepy jakie były w warku to na pewno wrócę :)

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Ja bym uciekł jakby mielić wprowadzić keepy jakie były w warku.

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Ciekawy wywiad z Hartsmanem dotyczacy 1.3 i nie tylko:

http://www.gamefront.com/rifts-scott-ha ... interview/

Ponizej najciekawszy imho fragment, dowodzacy jak zaawansowana technologia serwerowa dysponuje Trion i co mozna z niej wyciagnac. Ostatnio dyskutowalismy tez o tym chyba w temacie o ich nowym MMO - Defiance.
Srsly... jak pomysle co oni moga z tego i z dynamic contentu za rok naprzyklad to az nie moge sie doczekac. : ) Pogrubilem ciekawsze rzeczy.

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GF: The newest thing you’ve announced is server transfers, and using some sort of Jedi magic (since we’re using Star Wars references), you managed to make them free. Not only are they going to be free, they’ll be available once a week, and from what I understand, they will be initiated in-game. Is that accurate?

SH: Yes, I walked through it with a programmer yesterday. It’s the coolest thing I have ever seen. OK, one of the coolest things I have ever seen.

GF: So, how much downtime is involved in the transfers, or are they instantaneous?

SH: Yes, it’s instantaneous. Takes about a second. Like I said, it’s really slick. I say this to everybody who will sit through the sentence: Our engineers impress me to absolutely no end. No two ways about it. Our engineers continue to impress me every single time we put in a new feature. They exceed anything I would have thought possible, and this is from a guy who used to be an engineer. Let me put it this way: Me in my engineering days would not have been hired by our engineering team. I am fairly certain of this.

They’re really good, and the fact that so many of them play the game means that they understand the quality of experience they’re looking to ship. They ask themselves, “When I go home, what do I want to sit through?” and then they make a system that they would want to sit through. It works out pretty well.

You’re sitting at character select, you click transfer, and the list pops up. Select your destination, and it’s done.

GF: Does the character take everything with them?

SH: It will block you if you have mails or auctions. You have to go in and clean those out before you can transfer. I can’t get too much into the guild stuff right now, but there may be guild things that could prevent you from moving your guild by the time transfers go live. But a guild leader will be able to move their guild name, level, and experience to another server, and then re-invite everyone else when they show up. If your guild moves, you’ll log in and get a message that says “Hey, your guild has moved over to server X. You should go join them!” You don’t have to, but you can if you want. Stuff like that.

Here’s the overall philosophy behind all this: Happy customers stick around longer. That’s what we think. That’s the beginning and end of it.

Back in the day, WAY back in the day, in the Everquest, Ultima Online days, nobody had real life friends that played online games, so you made all your friends online. These days, you have friends all over the place, and you probably do have real life friends playing the game. The world has changed a little bit. For us, we want to make sure that when you suddenly discover that your buddy from college or from the old job is playing on another server, you can click a button and go play with him. Chances are, you’re going to be happy, you’re going to stick around longer, and then everybody wins.

That’s the underlying, super-secret goal in all of this: Happy customers stay with companies longer. This is the bet we are making, and that’s why we call it a grand experiment.

GF: With regard to transfers, will you be allowing players on PvE servers to transfer to PvP servers, and vice versa?

SH: We absolutely will, and I’ll tell you why. We spent a lot of time considering this. I have leveled up on both types of servers, and speaking just from my experience, and the math behind this backs me up – the leveling is really not that different. In many cases, it’s zero difference. The traditional line of thought, that it’s so much harder to level on a PvP server, well, it’s really not. Besides, even if it was, the PvP server would probably appreciate it – all those soft newbie PvE targets approaching. Plus, the PvE player is happy too, because he’s where he wants to be. I think in the end everybody kind of wins.

Conversely, you get a lot of people that want to go the other way. They rolled up with a group of friends that insisted on playing on a PvP server, I’m max level , really not digging it, and would love to go play with some other friends on a PvE server I’d love to go play with. Most of the appeals we’ve seen from people are pretty genuinely that: Please, please can I just go play with my friends, and we want that answer to be yes.


DARMOWE transfery postaci (nieograniczone typem serwera biezacego i docelowego) i calych gildii raz na tydzien w dodatku wykonywane INGAME i trwajace pare sekund? I jak tu nie lubic tej firmy i nie widziec w nich tony potencjalu. No kurwa po prostu nie ma atm lepszej firmy zajmujacej sie MMO na rynku. Koniec kropka. Blizzard powinien sie od nich uczyc moze nie tyle jak zrobic MMO ale jak wspolpracowac z community i robic takie rzeczy jak wyzej.

Kabraxis po raz kolejny jest impressed Trion'em.

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Ja bym uciekł jakby mielić wprowadzić keepy jakie były w warku.


Wykonanie bylo kiepskie, ale ogolnie keepy to fajny content, szkoda ze tak malo gier sie na niego decyduje.

Kabraxis - no latwe transefery postaci to rzeczywiscie novum. Nigdy nie rozumialem czemu to taka trudna operacja dla innych firm, czemu biora za to kase, a czasem nawet uniemozliwiaja zmiane serwa. :/

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Ja bym uciekł jakby mielić wprowadzić keepy jakie były w warku.


Wykonanie bylo kiepskie, ale ogolnie keepy to fajny content, szkoda ze tak malo gier sie na niego decyduje.

Kabraxis - no latwe transefery postaci to rzeczywiscie novum. Nigdy nie rozumialem czemu to taka trudna operacja dla innych firm, czemu biora za to kase, a czasem nawet uniemozliwiaja zmiane serwa. :/

Bo to nie jest aż taka łatwa operacja. Szczeólnie jeśli pisałeś backend, który nigdy nie przeidywał takiej możliwości.

Najporściej mówić, MMO do tej pory były pisane tak ,ze każdy shard działał jak autonaomiczna jednostka, która nie miała powiązania z innymi takimi jednostkami.

Trion napisał swój software od drugiej strony. Całość działa w chmurze.
Kiedyś Hartsman powiedział, że to coś jak Cloud Gameing (jak sie nazywaja te usluguje co streamuja gry ?), z tym ze ich technologia zakłada, że u klienta będzie soft odpowiedzialny za renderowanie grafiki a po ich stronie będzie cała reszta.
Ich shardy nie są z natury autonomiczne. Moga dzielić się zasobami, można je dowolnie rozbudowywać, nie przerywając działania całej usługi.
IMO koncept jak na gry multiplayer i w ogóle gry, jest rewolucyjny.

Dlatego, mam takie duże zaufanie do DEfiance, że będzie to pierwszy od Planetside prawdziwie masowy shooter. Mają odpowiednią technologie, która pięknie będzie się skalować przy tak wymagające rozgrywce. Jednymi problemem, jest tu odległość serverów od klienta docelowego.


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