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Thread: 18.4.10 Update Release Notes

  1. #1

    Funcom employee 18.4.10 Update Release Notes

    **18.4.10 Update Release Notes**

    - The large flames should no longer instantly kill players randomly at the beginning of the DB3 instance without warning first.

    - Unintended "dead spaces" in the "Flame Boss" room that over-simplified the instance have been removed.

    - Collision issues preventing players from completing the new Graffiti Daily missions should now be removed.

    - Creator Module, Escape Module, Assistance Module and the Assault Module now also modify Bow.

    - Fixed an issue where some DB3 loot added to the same skill twice.

    - The crates in the second DB3 boss room can no longer be recreated with the use of Boss Calm nanos.

    - HOT effect from High Level new rechargers increased. Benefit to High Level players from low level rechargers decreased.

    - New rechargers should now be possible to use when a team member is in combat in a different playfield.

    - The Throw Snowball nano should no longer put the target in nano-recharge and will now heal the target for an overpowered 1 health.

    - Fixed a server crash.
    Colin Cragg
    This "Means" Cake
    Past Game Director (2008-2011)

  2. #2
    Nice !


    Quote Originally Posted by Means View Post
    - New rechargers should now be possible to use when a team member is in combat in a different playfield.

    Very nice !
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  3. #3

  4. #4
    Thankies
    I make it look easy, 'cause it is to me.

  5. #5
    yay page
    and that snowball is more op then before NERF IT NOW!
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  6. #6
    Thank you
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  7. #7
    Quote Originally Posted by Means View Post
    - Unintended "dead spaces" in the "Flame Boss" room that over-simplified the instance have been removed.
    now that i have all the loot i wanted from there i dont mind this change at all
    You hit Tarasque with nanobots for 18280 points of melee damage.
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  8. #8
    Quote Originally Posted by Means View Post
    - The Throw Snowball nano should no longer put the target in nano-recharge and will now heal the target for an overpowered 1 health.
    Time to sneakily heal Beast back up

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  9. #9
    Quote Originally Posted by Otansaanpas View Post
    now that i have all the loot i wanted from there i dont mind this change at all
    FC should delete your sploited stuff !
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  10. #10
    Quote Originally Posted by Means View Post
    - The crates in the second DB3 boss room can no longer be recreated with the use of Boss Calm nanos.
    What was so wrong with this, why force a death on us? If we have a means of starting over without having to die and rebuff then let us keep it, it's not like it made it any easier and you have to wait until the boss fully heals until the crates re spawn.
    Former Assistant Director of Pack of Noobs

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  11. #11
    The new and more restricted rule of use of the new health/nano rechargers have effect only on team members. If you are not in a team, that do not have any new negative effect and have a positive effect around 6 times more effective (x3 healing rate and 3x nano refilling rate), that mean that boost the capacity of solo player, and also pvp content.
    Now for pets profession, even the engineer or crat or mp is in solo, they fall into the "team" restricted rule, by the new check on the pets in fight. That is really what your devs team want ?

  12. #12
    Quote Originally Posted by Cdogg421 View Post
    What was so wrong with this, why force a death on us? If we have a means of starting over without having to die and rebuff then let us keep it, it's not like it made it any easier and you have to wait until the boss fully heals until the crates re spawn.
    I wonder what makes the crates repop now, if not the boss going to full hp? Unless it's still the same and the boss is immune to LMN or something..

  13. #13
    Quote Originally Posted by Means View Post

    - Unintended "dead spaces" in the "Flame Boss" room that over-simplified the instance have been removed.
    It wasn't a simple instance by any means! I really really hate the flame room. The 4th and 6th bosses are fine but the 2nd? Running away from random insta-killing flames? If i wanted that kind of stuff i would play super mario 3d or something.

    /flame

  14. #14
    Quote Originally Posted by huckleberry View Post
    The new and more restricted rule of use of the new health/nano rechargers have effect only on team members. If you are not in a team, that do not have any new negative effect and have a positive effect around 6 times more effective (x3 healing rate and 3x nano refilling rate), that mean that boost the capacity of solo player, and also pvp content.
    Now for pets profession, even the engineer or crat or mp is in solo, they fall into the "team" restricted rule, by the new check on the pets in fight. That is really what your devs team want ?
    Why should pet professions be able to use kits while their pets are fighting?
    Every other profession has to break off the fight to do so, which results in the mob regenerating health.

  15. #15
    what you say is probably important, but what the devs ream say is what we need to know the most.

    Edit. But to answer your question : because i can leave team fast and use the new recharger on Soldier/MA etc, but i cant leave the pets.
    Last edited by huckleberry; Oct 13th, 2011 at 19:25:01.

  16. #16
    You were talking about solo play. A solo Soldier/MA/whatever cannot sit and kit while his pets take the heat, because he has no pets.

    And if you're in a team as an Engineer, you can still leave team and heal with kits, as long as you call off your pets and have someone else grab aggro.

  17. #17
    That lock on team agro on the rechargers is counter-intuitive, impractical and marks a huge nerf to the nano recharge capabilities of teams, but it can also be easily circumvented.

    It's counter-intuitive because it's not logical that you cannot use out of combat tools when you yourself are not in combat. Suppose that you somehow get a team with 5 newbie players together (very unlikely because of how bad the new player experience is with the horrendous default settings and all the unexplained mess they encounter) and you have to make players stop completely, so others who are not in combat can raise their nanopool. That would take a lot of repeated requests and frustration.

    Also in rush teams this will be next to impossible to use: in a regular oldschool heck team the only time when you might get the chance to recharge your nano with something else than over expensive stims, is after the last heck was killed.

    Then there's the random sticky agro that you can't get rid off: cocoons, unattackable mobs stuck in geometry, ...



    But as said, it can be circumvented:
    You can zone to lose random agro, completely refill and instantly zone back. This patch made that easier, since before the entire team would have to zone and zone back to lose agro.

    There is also no rule against playing together, without being teamed.
    The NT nuking the mobs on an OST can refill his pool whenever he choses. A doctor assist healing on a boss can do the same.
    On the BS this also further encourages players to not be teamed: 1 player fighting a team of 6 can keep all 6 debuffed and under lock at the same time, from long distances away; while with 6 individuals playing together, they will get plenty of chances to refill and remove buffs (there is no point in debuffing anyone but your fighting target either then).

    The most practical way for casters to refill their nanopool if needed, will probably be the following: macro with /t dropping team to refill nano; the leader selects them in team window; the caster drops team 2s after announcement; caster sits down + refills; team leader reinvites. But again, goodluck explaining that to the newbies you're teaming in the subway


    This teamlock system is simply a bad idea, so please don't try to bandaid it anymore, but remove it completely. The old system has worked well for over 10 years, don't tinker with a winning formula.
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  18. #18
    Most of those methods of circumventing the restriction could be fixed by simply having the combat state be locked as soon as you aggro something and only clearing when it either resets or dies.

  19. #19
    If im in another team that have a tank, i can off course call back the pet, leave team fast and use new recharger if i need. But if im in solo and it is considered as im in my own team, i cant do that, meanwhile other teams can.
    If it is considered as solo then it is important, because as engineer i do not have healing or tanking capacity as good as other profession.

  20. #20
    Quote Originally Posted by huckleberry View Post
    If im in another team that have a tank, i can off course call back the pet, leave team fast and use new recharger if i need. But if im in solo and it is considered as im in my own team, i cant do that, meanwhile other teams can.
    If it is considered as solo then it is important, because as engineer i do not have healing or tanking capacity as good as other profession.
    Solo, non pet profs can't use sit kits.. you're saying pet profs should be able to use them when their pets are fighting?

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