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PostNapisane: 28 mar 2009, 13:25 
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The time has come for another update, and next week we will be rolling V1.2.1 on to the Public Test Servers. As always, please come help us test this version; it contains a number of what we hope are key and necessary changes to the game. So, as usual, here are some highlights from the patch.


1) Combat Responsiveness Improvements – This subject has been an object of much discussion, both internally at Mythic, and externally among the community over the past few months and the team has been focusing especially heavily on this issue over the past few weeks. The result is that we have made a number of important improvements to this aspect of the game. In V1.2.1, casting times have become more accurate under normal play conditions, and players should no longer see a significant “stretch” or “pause” when casting spells while playing in “normal” conditions. We have also changed the UI display so increments of ½ second will be shown to give the player a more accurate and correct representation of time, and in high-lag situations, there will be a slight pause after the bar has filled up instead of the current “stretching” system. We have also made improvements to the animations and special effects-systems, which will result in better transitions especially when players are “chain-casting.”

2) Keep Upgrade System – Our new Keep Upgrade system allows guilds that own a Keep to increase the Keep’s utility and defensive capabilities in a number of ways which we will talk about in a ton of detail later today. Upgrades need to be paid for, of course, through a maintenance fee, and upgrades will decay over time if maintenance fees aren’t paid. We will have a Keep Upgrade Interface to help the guild track the status of its Keep and associated upgrades. And for those guilds that take and hold a Keep until the zone is taken, a special reward awaits.

3) General UI Improvements – We have made a number of improvements to the UI, including a major overhaul of the Guild Window that includes making it larger, adding more tabs and even more useful information. We have also made changes to the User Settings window to make it easier to use.

4) RvR Zone Control Rewards- We have made a number of improvements to reward players receive for capturing an entire zone as opposed to individual Objective and Keep captures. Battlefield Objectives will also buff players in the zone, and the players who have captured a Keep or Battlefield Objective will also see a doubling in the amount of Renown gained when the zone is captured.

5) The Battle for the Gates of Ekrund Expands! – We have added a special 6-on-6 version of the Gates of Ekrund for players between the Ranks of 19-24. This will help players at these Ranks gain experience faster while the team continues to work on other improvements to the experience-gain pace for those Ranks. Of course, this new Scenario “Broken Gates of Ekrund” is also accompanied by its own quest.

6) Beyond the Sands Live Event – It’s time for another Live Event, and the rise of the Tomb Kings is getting closer by the minute!

7) Lots of Bug Fixes – While nowhere near the size of the main 1.2 patch, the team still found time to crush a bunch of bugs while working on the rest of 1.2 and the upcoming 1.3.

8) Return to Nordenwatch Weekend Event – We will also be holding a special Nordenwatch-themed weekend event.

9) And More! – Lots more features, career balancing, and improvements to the game are on their way. More details about this next week.

So, those are some of the highlights for Patch 1.2.1. As the patch number suggests, this is not considered a major patch for us, but it does include some important improvements to the game. As I said above, our current plan is for this to be rolled to the PTS early next week. So, please, come help us fill the PTS so we can test these changes in a more “robust” and challenging environment. This will really help us stress test the CRI improvements and as that has been a major issue of concern for players, we ask you again for your help in closing the book (or would that be Tome?) on this issue.


As always, we thank you for your patronage and support.


Mark


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PostNapisane: 28 mar 2009, 13:26 
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Oraz zmiany w dzialaniach czesci czarow AoE (tych najbardziej upierdliwych;))

Evening,



Over the past few weeks there has been alot of concern about the power level of GTAoE spells in RvR. Specifically spells such as Rain of Fire, Pit of Shades, and Tzeentch's Firestorm. The largest issue with these spells comes from multiple casters placing the same spell at the same location or choke point, stacking large amounts of damage players just can't get through.



The below image illustrates exactly how the spells work on the current 1.2 version. As you can see each of the Bright Wizards casting Rain of Fire in this example hit their full complement of 9 targets, and where they overlap there is massive death and destruction.



http://mythicmktg.fileburst.com/war/us/ ... iagram.jpg



In 1.2.1 we will be adjusting GTAoE spells so that the damage will not stack with somebody being effected by the same spell. For example using the same 3 Bright Wizards the damage would be allocated until every target was hit one time by Rain of Fire.



http://mythicmktg.fileburst.com/war/us/ ... iagram.jpg



This is identical to the way that similar GTAoE spells like Dissolving mist and Napalm Grenade already work. Ultimately what this means is the following



*
A single Caster is unaffected by this change
*
Multiple Casters casting on large groups of targets (>9) will distribute the damage more evenly over an entire crowd. No single player will get "Melted" by 3 of the same GTAoE spells
*
Multiple Casters casting on small groups of targets (<9) will no longer gain any significant increase in DPS by stacking these spells.



We have specifically targeted GTAoE spells for this balance fix due to the risk vs. reward of using them. They have significant advantages over targeted AoEs which need LoS to cast, and PBAoE / CAoE spells which require to get close to the fight to be effective.



In the future we will continue to watch at AoE damage in general tuning the various types of spells so that they remain useful but not situationally exploitable.





AdamG Mythic Developer
Mythic Developer


To Clarify the following abilities are effected by this change



Bright Wizard

* Rain of Fire



Sorceress

* Pit of Shades



Magus

* Firestorm of Tzeentch



In addition the following existing spells in game already function this way



Engineer

* Napalm Grenade



Magus

* Dissolving Mist



-Adam


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PostNapisane: 28 mar 2009, 21:04 
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olaboga.. wśród BW już wielka trwoga :)


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PostNapisane: 28 mar 2009, 21:12 
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Nie wiem czemu. Bardzo dobra zmiana. Biedą musieli w końcu wyciągnąć inne spelle na pasek zamiast bezmyślnie tłuc paluchem w jedne klawisz.


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PostNapisane: 29 mar 2009, 17:57 
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true true :)
przetłumacz to jednak bandwagonerom :)


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