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Mortal Online - DYSKUSJA OGÓLNA.
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Autor:  realnaste [ 23 cze 2010, 03:43 ]
Tytuł: 

Serwery wowa też siadały, więc o co chodzi? Każde MMO ma na początku problemy, często właśnie ze stabilnym funkcjonowaniem serwerów. Nie wiem z czego robić tu aferę...chyba, że wbrew pozorom niewiele macie wspólnego z mmo i zaraz zaczniemy porównywać MO do gier SP wydawanych przez gigantów ...
Pojmuję marudzenie, że magia jest w opłakanym stanie (bo jest), że są liczne irytujące bugi (bo są), ale stabilność serwera zaraz po wydaniu gry mmo? really? REALLY? I oczywiście zdaję sobie sprawę, że powinien to być priorytet na liście motywów do naprawienia. SV też o tym zapewne wie, bo raczej ogromnych korzyści nie maja z down time...

Autor:  lamoon [ 23 cze 2010, 06:03 ]
Tytuł: 

Zdaje się że tutaj nie chodzi o to że serwer pada, bo wiadomo że początki to już takie mogą być. Graczom, którzy wydali na ów swoje ciężko zarobione pieniądzorki interesuje bardziej...jak oni to zamierzają zrekompensować. Płacisz bądź co bądź za 24/7 grania.

DFO też miał podobne problemy ze stabilnością serwera ale z tego co pamiętam w tamtym przypadku były jakieś dodatkowe free dni do suba.

Autor:  Dana [ 23 cze 2010, 06:26 ]
Tytuł: 

W WoWie też jeżeli były jakieś dłuższe niezapowiedziane przerwy w działaniu serwera to dodawali do subskrypcji + dzionek.

Autor:  Mendol [ 23 cze 2010, 08:29 ]
Tytuł: 

w wowie nie bylo az tak strasznie. w dfo zreszta podobnie.
a mo - najpierw 3 dni sciagania, potem 3 dni bez mozliwosci pogrania bo wywalalo co 10 minut - i zero informacji o tym, ze dostaniemy wolne dni czy cos.
dfo i av przy mo to profeska.

Autor:  bre [ 23 cze 2010, 10:50 ]
Tytuł: 

Z tym, ze w dfo na poczatku z tego co pamietam tez polowa spelli nie dzialala. Do tej pory niektore spelle i skille sa bezuzyteczne a to juz troche przesada.

W DFO moze nie bylo tak czestych padow serwera za to czekalo sie w kolejce przez 2-3 godziny zeby pograc.

Autor:  realnaste [ 23 cze 2010, 11:43 ]
Tytuł: 

Cytuj:
W DFO moze nie bylo tak czestych padow serwera za to czekalo sie w kolejce przez 2-3 godziny zeby pograc.

To+serwer też padałi już nie jest tak różowo.
Co do rekompensacji:
http://www.mortalonline.com/forums/4694 ... ntime.html

Autor:  Mendol [ 23 cze 2010, 11:43 ]
Tytuł: 

polowa - az tak zle nie bylo chyba. ale i tak nadal bylo tyle spelli dzialajacych, ze magia byla 'fajna'.

Autor:  bre [ 23 cze 2010, 12:40 ]
Tytuł: 

Podstawowe spelle dzialaly. Do tych z wyzszej polki nikt z przecietnych graczy nie mial dostepu ze wzgledu na koszt czy grind.

Z drugiej strony nikt na poczatku nie przejmowal sie magia bo archery i meele dawaly tyle funu.

Ciekaw jestem jak to zostanie rozwiazane w MO. Poniekad postac mozna rozwinac w miare szybko, tylko co dalej ?

Autor:  tomugeen [ 23 cze 2010, 14:59 ]
Tytuł: 

bre napisał(a):
Ciekaw jestem jak to zostanie rozwiazane w MO. Poniekad postac mozna rozwinac w miare szybko, tylko co dalej ?


Przy takim szybkim robieniu chara po miesiacu powinny pojawic sie recenzje gry w jako takim endgame.

Autor:  joshe [ 24 cze 2010, 17:34 ]
Tytuł: 

lamoon napisał(a):
Zdaje się że tutaj nie chodzi o to że serwer pada, bo wiadomo że początki to już takie mogą być. Graczom, którzy wydali na ów swoje ciężko zarobione pieniądzorki interesuje bardziej...jak oni to zamierzają zrekompensować. Płacisz bądź co bądź za 24/7 grania.


soon™

Cytuj:
In light of the current stability issues we will compensate players for the loss of gametime.

Details on what exactly this compensation will be and it's size will be added to this announcement shortly (the issue is being discussed by management at the moment).

At the same time we are of course working extremely hard to resolve the situation as fast as possible.


przy padzie serwera będzie restartowany od ręki

mapa v2: http://www.navemap.com/pages.php?pageid=4

A odnośnie serwerów to docelowo miało powstać 6 map. Sądzę że będzie max 3. Przy czym każda mapa to oddzielny serwer dla innego kontynentu.




edit: paczyk nadchodzi :)
http://www.mortalonline.com/forums/foru ... uncements/

Cytuj:
We are also looking into our parry skill and shields to make it more useful.

A jednak wzięli w końcu brak balansu w pvp. Granie z tarczą to w zasadzie samobójstwo przy obecnej mechanice.

Autor:  Oyci3C [ 28 cze 2010, 10:44 ]
Tytuł: 

Jak tam sytuacja ? :<

Z innej beczki - jak wygląda odkupywanie acc od kogoś? Co z ewentualnym ryzykiem odzyskania acc od właściciela?

Autor:  Highlander [ 30 cze 2010, 23:31 ]
Tytuł: 

Version 1.17.30.43 – Release
2010-06-29


Patch Size: ~190 MB


Notice: We can't stress this enough. When the launcher is running the patch installer, let it run its course. It will take some time to apply the patch and it might seem like the installer is doing nothing, but it is working. If you reboot or kill the patcher process you run the risk of corrupting you installation, forcing you to do a full reinstall.


------ FEATURES ------
- Depleting nodes (Trees and Rocks) are now implemented. The trees and rocks will not disappear when depleted, they re-spawn materials over time.
- Constructible Crafting Workbenches are now implemented. Skilled Engineers can now construct Armor, Bow, Shield and Weapon workbenches in houses.


------ ADDITIONS & CHANGES ------


General:
- Rebuilt and rebalanced most of the armor defense calculations including calculations for shields.
- It now takes 40 seconds to log out when you are not in a guard-zone.
- You will now load other players even when they are far away.
- Handle-hits have been tweaked and should not occur as often.
- You no longer get a timer when you press 'Use' without a valid target.
- Tweaked some update settings on the server side to give you more fluid updates.
- Your weapons will now lose durability when you hit NPCs.
- Your weapons will now lose durability when you hit houses.
- Several books have been removed from the official libraries.
- Special Library vendors have been added in several locations both in towns and in the wild.
- Armor, Bow, Shield and Weapon workbench blueprints have been added to the workbench vendors.
- Armor, Bow, Shield and Weapon workbench construction skill books have been added to the official libraries.


AI & Mounts:
- Shore Prowers and River Prowers added to the world.
- For tamers to increase the taming knowledge, they now need to find creatures that are within their skill level of taming. Its no longer possible to gain any taming skill experience on creatures that are too low for your skill level.
- A tamers pet should now always appear at the last position it was located before a server reboot.
- Its no longer possible to gain creature control skill when issuing pet commands. There are now books for Creature Control skill all the way to max level.
- Aggressive and Passive mindsets does now require a certain skill level in creature control for each creature.
- Pets that are either newly tamed or transfered should now always have the defensive mindset as default.
- Pets will now more correctly handle mindset changes.
- When pets gets discouraged from a battle, they will change into a passive mindset.
- Pets should now generally be braver and their courage only affected by their current target, their own state and the support of their tamer.
- Already discouraged pets should now avoid to start attack at all, even if they are commanded to do so.
- Removed white spaces in pet messages.
- Message added to the tamer when transferring their pet to another player.
- You now have a base chance to not get knocked down when you get run into by a horse.
- Mounts now take 10 damage each time you run into another player causing a knockdown.
- Risars will now drop much less materials and more coins.


Art & Sound:
- An expedition camp can be found in the jungle.
- Closed Huergar gate added near Nereb Madgulu.
- Part of the northern mountain area has got a graphical update.
- New spider cave ambiance added.
- Palisades added around one more keep. More keeps will be getting palisades later on.
- Bushes that are great for hiding in have been added ( /b/ ).
- Clouds will now spawn higher and are darker at night.
- Increased the streaming distance in the Jungle (It feels more like a jungle now).


Housing:
- Houses now take less damage from attacks.
- Palisades will now become visible from further away.


Magic:
- Reagents will now be consumed even if you fizzle.


Skills & Attributes:
- When you increase or decrease points in attributes and skills you will now get a message about this in your chat log.
- Constitution now gives less Movement speed than Dexterity.
- Constitution now gives less Carry Ability than Strength.
- Material lore knowledge now adds to gathering yields.
- Concentration now gives you a 50% chance to avoid interrupt while being hit and casting magic.
- Knockdown resistance now gives you more resistance against getting knocked down.
- Blocking now gives you more resistance against getting knocked down (when blocking).
- A few new books for Material Lore can now be found.
- Fixed a bug that caused Mounted Archery to calculate the wrong amount of damage.
- Tweaked/Fixed the stamina-impact that the following skills have:
- Sprinting
- Blocking Endurance
- Combat Maneuvering
- Swimming
- Feint
- Controlled Riding
- Combat Movement


UI:

- You can now open/close UI windows while auto-running without stopping.
- Quantity numbers now have a black outline to make them easier to read.


------ BUG FIXES ------


General:
- Fixed the issue causing Red Flagged players turning Blue when entering keeps/houses.
- Fixed an issue with the murder count decrease timer. Its now functions as intended again.
- Possible fix for Weather Runaway Loop.
- Fixed an issue that prevented you from re-creating a character with the same name as a character you just deleted.
- Fixed an issue that prevented selling items with a full inventory from functioning as intended.
- Weight will now update properly when looting items.
- Weight will now update properly when splitting items.
- Fixed the issue that only gave you one torch/axe/sword when buying multiples of these items from the vendor.
- Fixed bandages so they actually heal you now.


AI & Mounts:
- Pets should no longer automatically be set to Passive mindset when taken out of a stable.
- Pets that lose all loyalty while their tamer is offline should now properly abandon their owner.
- Tamers should now properly be cleared of any pet data when transferring pets to other players.
- It should now at all times be possible to tame new creatures after having stabled a pet. It should no longer display that the tamer already has a pet.
- Bugs solved for pets that were Passive and set to attack and did not stop attacking when getting discouraged.
- Built Loyalty should now keep between mounting and dismounting for riders that have no taming skill.
- Pets should now be able to attack a tamers fellow guild members without getting them or their tamers flagged for it.
- It should no longer be possible to gain combat skill experience on pets.


Art & Sound:
- Fixed a few known stuck locations.
- Graphical issues fixed throughout Myrland.
- Night ambiance is back.
- Fixed a bug where raindrops were facing the wrong direction.
- Fixed some performance issues in Meduli.


Crafting:
- Fixed a bug that would use materials when attempting to craft items with a full inventory.


Housing:
- Fixed a crash caused by attempting to lock chests in unfinished constructions.


Magic:
- A spell caster should now be able to cast spells on targets close by. Spell casting aiming should now generally work better.
- It should now work better to cast spells while being mounted.
- Mind Blast will now correctly Flag the caster.
- Magic resistance messages are now displayed correctly.


Ranged Combat:
- Fixed a major calculation error that caused Bows to do very low to no damage vs armor.


Skills & Attributes:
- Primary skill point pool should now sum up correctly to 1000.
- Fixed an issue that caused skills to duplicate themselves. (Active Regeneration x9 anyone? )
- Skills should no longer reset to lower levels when traversing nodes or re-logging.
- Books should now give the correct message when you don't have high enough level to read them.
- Fixed a bug that displayed the amount of damage a player was dealing even though they did not have the Damage Assessment skill.
- Fixed an issue that incorrectly calculated the amount of starting attributes.
- Fixed an issue that prevented gathering of materials with a full inventory.
- Fixed an issue that allowed gathering to continue when exiting combat mode.
- Fixed an issue that allowed gathering to continue even though you were not facing the node.
- Fixed an issue that caused Advanced Engineering to gain more experience then intended.
- You will now stop Resting if you take damage from magic.


UI:
- The trade window will once again display the names of the players performing the trade.
- The Target Window will now correctly update flag and health changes without having to re-target the target.
- Fixed an issue that allowed players to remove items from the trade window without the accepted trade getting canceled. An accepted trade will get unaccepted if either player changes the items in the trade window.
- The Shift and Enter key can no longer be rebound in the key bindings window.
- Fixed a bug that did not allow Arrows to stack properly once split. They now stack up to 100, but only 25 can be equipped at a time, as intended.


------ KNOWN ISSUES ------
- Sticky Weapons are still being worked on. It will get patched asap.
- Crossing nodes with pets on follow is being worked on.
- The items turning into ??? issue is being worked on.
- Missing attributes points are being worked on.

* The missing bankers in meduli will be added in the morning, at the same time we will be doing some database-maintenance that should speed up the database access.

More issues can be found on the bug tracker.

Autor:  lolnik1 [ 1 lip 2010, 10:39 ]
Tytuł: 

A wy mówicie, że nic nie robią ^^, założę się, że jeszcze miesiąc lub dwa, a gra będzie już stabilna.

Autor:  Mendol [ 1 lip 2010, 11:29 ]
Tytuł: 

juz bedzie stabilna? to zajebiscie.
a kiedy stanie sie grywalna?

Autor:  tomugeen [ 1 lip 2010, 12:11 ]
Tytuł: 

Po premierze... oh, wait.

Autor:  Oyci3C [ 1 lip 2010, 13:26 ]
Tytuł: 

lolnik1 napisał(a):
A wy mówicie, że nic nie robią ^^, założę się, że jeszcze miesiąc lub dwa, a gra będzie już stabilna.


No rewelacyjnie zważywszy na fakt, że zaraz się ludzikom included month kończy, developer godny naśladowania.

Autor:  Quel [ 16 lip 2010, 21:40 ]
Tytuł: 

Piszcie co chcecie, ale...
Gra nawet w tym stanie jest o wiele ciekawsza niż inne tytułu w ciągu ostatnich kilku lat.
Bugi są, to fakt, ale obecnie gra sprawia o wiele więcej funu niż większość konkurencji.
Przedłużyłem kolejny miesiąc bo po prostu warto (chyba że ktoś uwielbia instancjonowane gry pve ala Aion (nikt nie wmówi mi o pvp w aionie bo jest śmieszne wręcz) WoW itp..

Autor:  iniside [ 16 lip 2010, 21:42 ]
Tytuł: 

W PvP Aiona działa magia. Samo to sprawia ze jest lepsze -;-.

Autor:  visilis85 [ 24 lip 2010, 18:08 ]
Tytuł: 

Nie gralem juz od kilku miechow. Nie przedluzylem abonamentu.

Dzieje sie wogole cos z gra? Jest jakis cien szansy ze to w najblizszym czasie bedzie dzialac tak jak powinno? Dodaja nowe featuresy?

Jak z lagiem i podstawowymi sprawami?

Co z walka?

Autor:  Sou [ 24 lip 2010, 18:24 ]
Tytuł: 

visilis85 napisał(a):
Nie gralem juz od kilku miechow.


A to premiera nie byla miesiac temu ?

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