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twostars

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  1. Confused
    twostars got a reaction from IIIAmJohnWick in Patch notes (14/04/2018)   
    Changelog
    Fixed another bug involving HP scaling. With the HP amounts bumping around because of scaling, the HP bar was bouncing around, giving the appearance it was regenerating a lot of HP (when in reality, it was not). As the client doesn't care about actual amounts, this all uses its base health, so the HP bar should move consistently and no longer give off the wrong impression. Events will no longer automatically shutdown in 1 minute when one party leaves.
  2. Like
    twostars got a reaction from IIIAmJohnWick in Patch notes (13/04/2018)   
    Changelog
    [Hotfix] Disabled the Meat Dumpling buff. This buff is already baseline, these aren't supposed to exist. The Meat Dumplings still in clan banks will be removed on restart. Re-reversed and reimplemented stun rates as per 1.534. Testing on USKO seems to indicate these haven't changed since. Fixed a bug with events not consistently triggering auto-shutdowns. This was caused by inconsistent disconnection/zone removal logic which is now correctly shared for consistency. This should clean up a few other potential issues with various things not being correctly reset on zone change. Fixed a bug causing items to break, so they were unable to correctly use bind-on-equip ("Item restoration failed") & sealed item functionality. Added more extensive skill logging, specifically including interactions with persistent buffs (scrolls etc). This should help us to track down any remaining bugs with these. When the VIP vault key expires, items will now be moved to the inventory (where there is space available). For remaining items, you will need to free space in your inventory and then relog as many times as needed. Note that you can always just buy a new VIP vault key to avoid this entire obnoxious (mostly) official behaviour. Tweaked item requirement checks for upgrades to allow other versions of the same requirement items (e.g. Trina's Pieces) to be used without having to be explicitly specified. This allows us to use other more appropriate versions of these items instead of having to use expiration items for similar intended behaviour, if we so desire. King elections will now only count unique votes. This should avoid scenarios like this month's election where votes were extremely rigged. For this, we manually recounted votes and gave King to the player with the highest unique votes (Razor). [Hotfix] As with other Power-Up Store items, the [Switching Premium] item can now also be traded. We've had a lot of support requests regarding this one, where players didn't realise it couldn't be traded and wanted them refunded so they could purchase it on the desired character (sidenote: you can gift items via the Power-Up store so you don't need to do this!). 
    Since there was no logical reason this couldn't be traded in the first place (as with the other Power-Up Store items), this has been fixed. Fixed a bug that prevented us from correctly HP scaling Under the Castle bosses. HP scaling for Under the Castle bosses is now enabled. Reworked daily/weekly/monthly quest behaviour. These will now be specifically reset at the appropriate time (and for those offline, when they next login). Quests will no longer be silently removed. Instead, any progress made towards them will simply be reset so you don't need to retake the quest. Quests pending turn-in will no longer be reset. Instead, you'll be allowed to turn them in even after the day/week/month ends and then pick up that day/week/month's quest. Improved quest logs. Fixed another bug with scaling of Under the Castle bosses (scaling amounts were off). Fixed a bug allowing players who are not the King to use King weather commands.
  3. Like
    twostars got a reaction from IIIAmJohnWick in Current UTC status   
    This is what appeared to be happening when the server was initially started after the patch, but should've been fixed within the first 15min when we restarted it again.
    You claimed that the only way it could be won is with GM assistance though, and there was no real GM assistance (you also posted it in the "shoutbox thread", which... well, for obvious reasons was never going to work out in the same way the shoutbox did).
    With scaling (give or take the trash which we haven't made a decision on yet), it shouldn't matter how many participate (so long as it's 10+) at this point. The difficulty should be about the same, assuming everyone who attacks it continues to participate.
    We actually have 2 types of scaling implemented: combat (scaled when players get in combat with the mob) and instance (scaled on # of players in the instance).
    UTC bosses are combat scaled specifically with the intent of avoiding that extra abuse from people just jumping in and trolling people by not participating.
    Yeah, the Ultima spawn really should not spawn during the event. We'll look at doing that for sure.
    As for the scaling HP regen, scaling is new and this is something we didn't consider so we'll get back to you on that one, assuming this is even the problem you're describing.
    It may also just be a visual issue with the client and HP bar updates. Maybe because of the awkward delays mixed with health pool changes. Might be better to ensure it uses base health there always, since it has no need for specific health amounts. That way it shouldn't fluctuate oddly.
  4. Like
    twostars got a reaction from IIIAmJohnWick in Patch notes (13/04/2018)   
    Changelog
    [Hotfix] Disabled the Meat Dumpling buff. This buff is already baseline, these aren't supposed to exist. The Meat Dumplings still in clan banks will be removed on restart. Re-reversed and reimplemented stun rates as per 1.534. Testing on USKO seems to indicate these haven't changed since. Fixed a bug with events not consistently triggering auto-shutdowns. This was caused by inconsistent disconnection/zone removal logic which is now correctly shared for consistency. This should clean up a few other potential issues with various things not being correctly reset on zone change. Fixed a bug causing items to break, so they were unable to correctly use bind-on-equip ("Item restoration failed") & sealed item functionality. Added more extensive skill logging, specifically including interactions with persistent buffs (scrolls etc). This should help us to track down any remaining bugs with these. When the VIP vault key expires, items will now be moved to the inventory (where there is space available). For remaining items, you will need to free space in your inventory and then relog as many times as needed. Note that you can always just buy a new VIP vault key to avoid this entire obnoxious (mostly) official behaviour. Tweaked item requirement checks for upgrades to allow other versions of the same requirement items (e.g. Trina's Pieces) to be used without having to be explicitly specified. This allows us to use other more appropriate versions of these items instead of having to use expiration items for similar intended behaviour, if we so desire. King elections will now only count unique votes. This should avoid scenarios like this month's election where votes were extremely rigged. For this, we manually recounted votes and gave King to the player with the highest unique votes (Razor). [Hotfix] As with other Power-Up Store items, the [Switching Premium] item can now also be traded. We've had a lot of support requests regarding this one, where players didn't realise it couldn't be traded and wanted them refunded so they could purchase it on the desired character (sidenote: you can gift items via the Power-Up store so you don't need to do this!). 
    Since there was no logical reason this couldn't be traded in the first place (as with the other Power-Up Store items), this has been fixed. Fixed a bug that prevented us from correctly HP scaling Under the Castle bosses. HP scaling for Under the Castle bosses is now enabled. Reworked daily/weekly/monthly quest behaviour. These will now be specifically reset at the appropriate time (and for those offline, when they next login). Quests will no longer be silently removed. Instead, any progress made towards them will simply be reset so you don't need to retake the quest. Quests pending turn-in will no longer be reset. Instead, you'll be allowed to turn them in even after the day/week/month ends and then pick up that day/week/month's quest. Improved quest logs. Fixed another bug with scaling of Under the Castle bosses (scaling amounts were off). Fixed a bug allowing players who are not the King to use King weather commands.
  5. Like
    twostars got a reaction from BulletClub in THIS IS SHOUTBOX FOR NOW   
    We're all shoutboxes now.
  6. Like
    twostars got a reaction from IIIAmJohnWick in NP Scroll mysteriously disappeared again?   
    I've added a bunch of additional logging to the server for skills in general (and making a lot more of it enabled by default, instead of having it being opt-in for troubleshooting purposes), and added logging specifically for persistent buffs.
    So after today's restart, if this (or something similar) happens again give us a shout so we can go track down logs for it.
  7. Like
    twostars got a reaction from ItzMad in Scream..?   
    I'm closing this thread before more people jump on the "pls dont nerf" bandwagon.
    We have no intentions of changing anything at this point. We're still observing the effects of slows actually being useful on the majority of the server again.
    After the stun rates change goes out in the next patch (tomorrow), I'll take another look at the algorithm for slows to make sure it matches the official calc (because I don't trust my initial reversing of either of them), but at this time there's no intention of changing anything.
  8. Like
    twostars got a reaction from ItzMad in Scream..?   
    I'm closing this thread before more people jump on the "pls dont nerf" bandwagon.
    We have no intentions of changing anything at this point. We're still observing the effects of slows actually being useful on the majority of the server again.
    After the stun rates change goes out in the next patch (tomorrow), I'll take another look at the algorithm for slows to make sure it matches the official calc (because I don't trust my initial reversing of either of them), but at this time there's no intention of changing anything.
  9. Thanks
    twostars got a reaction from Marshmallow in Why limits?   
    With the exception of the signed/unsigned issue, probably. They'd just be exceptionally more time-consuming than they're worth.
    All of them could be changed pretty reliably/easily with the client source project, so... not really worth messing with the official client to do so.
    The 999,999,999 limitation on merchants is probably the only feasible one there, since it shouldn't be too difficult to track down and there'd only be one or 2 instances of it (as opposed to generic logic imposed all over the place).
  10. Like
    twostars got a reaction from Zaikooo in Patch notes (06/04/2018)   
    Changelog
    Fixed some bugs with NP/XP distribution amongst parties. This should finally address the issue with gaining 0 NP from Atross/Riotes. Implemented support for mob HP scaling. This will be used for things such as Ultima spawns, and events like Forgotten Temple & Under the Castle to allow for varying player counts to attempt to keep a consistent difficulty no matter when you're playing. Note: This won't be in effect immediately; we'll be setting these up live throughout the week, so hopefully by the end of the week our important events and such will have scaling enabled and tuned appropriately. Special note: drains will still operate on the base health, not the scaled health (drains are already OP enough). All this means is they'll still do the same amount of damage they did before. As with USKO, stealthed rivals will now continue to show their marker pointing you directly to them. Various Under the Castle uniques are now upgradable. Pontus' Ring, Belt and Pendant upgradable to (+3). Ararat's Ring, Belt and Pendant upgradable to (+3). Taurus' Ring, Belt and Pendant upgradable to (+3). Reworked threat table behaviour. Previously, if you were in a party with someone who attacked an enemy, you would automatically be put in combat with this enemy.
    This was done primarily to address priests who might not directly attack targets, instead buffing/healing party members who were.
    Now, any player to player interactions (buffs/debuffs, heals, attacks) put you in combat with the same enemies the target is in combat with.
    This means that idling in a party isn't enough to reward you for party kills anymore. You must be active & involved in those kills.
    For everyone else, there should be no difference. You will be rewarded just the same. This should address the issue with people idling in Under the Castle for rewards. The Meat Dumpling NP gain is now baseline. This allows for the use of other buffs, such as those available from the <Spirit of Logos> NPC. The Meat Dumpling item is removed as a result. Fixed a bug with <Spirit of Logos> spawns. This means they now correctly respawn in a random location every hour. As above, because the Meat Dumpling buff no longer exists to stop them, the <Spirit of Logos> buffs can now be correctly obtained. Disassembled items are now able to be repurchased for 300mil. If you've accidentally disassembled the wrong thing, now you're able to recover it yourself! Going forward, Castle Siege War rewards will be locked to the clan. Leaving the clan after winning the event will permanently remove your rewards. This change is designed to deter players from joining a clan primarily to be rewarded before leaving after the event. Loyalty, yo. Under the Castle weapons are now upgradable to (+11) reverse. From this patch onwards, players who've been kicked from or have left a clan without a [CONT recovery] item will now be able to purchase one from the Power-Up Store and recover their lost clan CONT from [Clan Manager] Adelia in Moradon. This is one of those things that we've had many support requests for over time, so this should help you guys out! Fixed a bug with teleports in Delos. Teleporting near the crystal often failed to load in NPCs (and the crystal). This started happening sometime after USKO released their new Castle Siege War event by introducing extra logic which managed to completely break this. Fixed an exploit with certain quests. The couple of people who were abusing this to generate coins were banned. Seriously, if you find a bug, just report it. We WILL find out and you'll just end up banned if you don't. Repeat exchange quests will no longer attempt to turn in more than you can be rewarded for. This would previously result in the player potentially losing out on certain rewards (coins, etc.) when exchanging too many at a time.
  11. Like
    twostars got a reaction from IIIAmJohnWick in OFFLINE MERCHAND   
    You've been refunded. Thanks for your patience.
  12. Like
    twostars got a reaction from IIIAmJohnWick in ItzTOOLATENOW swearing, spamming chat,pm,letter   
    Dealt with.
  13. Like
    twostars got a reaction from IIIAmJohnWick in Tears / Trinas expiration date.   
    It's a limitation of the game.
    Creating another untradeable version of these items means unnecessarily duplicating a ton of upgrade entries for this to be usable.
    Giving it an expiration time keeps the same ID but forces it to be untradeable and ultimately reduces the number of them in-game. With the immense amount of KC floating around in-game, it reached the point where there's literally no reason to ever buy any from the Power-Up Store (and drain KC) -- there were just so many from events that had built up.
    As for why it's 24 hours specifically, that's all @Aesteris. I have no idea.
     
  14. Thanks
    twostars got a reaction from IIIAmJohnWick in Spirit of Logos?   
    1. Collision issue is dealt with, now that Meat Dumplings are no longer a thing (because their NP gain is baseline, i.e. no NP loss).
    2. The respawn time has actually always been an hour, however the spawn was bugged. That's fixed in the next patch. So that much is no longer an issue.
    3. It really doesn't need a 4th option. There really isn't all that much more that's really useful for PvP anyway.
    Considering this report resolved.
  15. Like
    twostars got a reaction from YouGotPwndByMyAss in Holy Knight Armors+11 CSW Reward takes fun out of the CSW!   
    This should be addressed in the next patch. Stay tuned for patch notes.
  16. Like
    twostars got a reaction from YouGotPwndByMyAss in Holy Knight Armors+11 CSW Reward takes fun out of the CSW!   
    This should be addressed in the next patch. Stay tuned for patch notes.
  17. Like
    twostars got a reaction from BroOk in Tears / Trinas expiration date.   
    The one thing I can say regarding this is that expiration items are untradeable by design, and we have no intention of removing their expiration time.
    Regarding their duration, I'll leave that with @Vivaldi & @Aesteris
  18. Like
    twostars got a reaction from IIIAmJohnWick in ItzTOOLATENOW swearing, spamming chat,pm,letter   
    Dealt with.
  19. Like
    twostars got a reaction from IIIAmJohnWick in ItzTOOLATENOW swearing, spamming chat,pm,letter   
    Dealt with.
  20. Like
    twostars got a reaction from IIIAmJohnWick in I don't like UTC.   
    Honestly, I think this all comes back to a fundamental problem with the threat tables. If you're in a party with someone attacking it, you're immediately in the threat table.
    The assumption is, you must tag the boss in order to get loot.
    Now, once they were tagged once, they automatically received loot for every phase without having to tag it again.
    This much I fixed in the last patch -- threat tables are reset on phase transition, which should actually mimic official behaviour because officially they're entirely new boss spawns (even though it doesn't look like it)
    However, if the problem being alluded to is actually that you're partying with people who're just AFK'ing in there, but someone in the party is tagging the bosses (i.e. it will put the entire party in combat with it), then that is something that has yet to be fixed.
    I think it might be about time I rework this logic a bit. I think the reason for this was to include priests who might not normally attack stuff (instead healing/buffing party members, etc).
    If so, then I'm thinking it'd be better to rework it so we're better tracking who's in combat with what, so we're able to add players to threat tables indirectly when they heal or buff players in combat with mobs/bosses.
    That may be the way to go here.
  21. Like
    twostars got a reaction from IIIAmJohnWick in Patch notes (01/04/2018)   
    Changelog
    Under the Castle achievements that required killing certain bosses should now detect boss kills correctly. Fixed a bug with the "[Daily] Ultima Hunt" quest, causing this and the "[Monthly] A small challenge" to not be able to be turned in on the same day. Fixed a bug with the interaction of slows and speed buffs (typically from speed potions). Using a slow on a target with a speed potion buff now correctly temporarily cancels the speed potion buff until the slow wears off or is cured. Previously, the speed potion would effectively unintentionally immune the slow. Under the Castle bosses now require you to tag them in every phase to receive rewards. Previously you were able to tag the boss once and you'd be rewarded for every subsequent phase. Now when an entire party leaves a nation vs nation event such as Border Defense War or Juraid Mountain, the instance will be shutdown in a minute (which is cancelled if they log back in). Although not ideal, if an entire party decides to leave because they feel they cannot win, this saves the remaining party being forced to simply wait out the entire remaining duration of the event (or capture, etc.). Eskrima now affects Jamadar resistances as well. Fixed a bug causing monthly reward assignment to be interrupted & ultimately causing the monthly NP not being reset. This will be finished when the server's started up. Apologies to those who will lose ladder points gained within the last 3 hours. Unfortunately this couldn't be avoided, as they hadn't yet been reset for the month. [Hotfix] Some tradeable-after-time items that were intended to expire (e.g. Tears of Karivdis) should now correctly expire. If you're missing some, that's why. They were quest/event rewards you obtained recently that had an expiration time but never actually expired.
  22. Like
    twostars got a reaction from IIIAmJohnWick in Remove Holy Knight Armor from Game.   
    No, the problem with these topics is they're "I suggest a thing" and then "OMG UR WRONG BUT X AND Y AND Z AND U SUCK AT THE GAME" x 100, and then we've gotten all we can out of the thread so there's no point in it remaining open so I close it. It's not because we're ignoring it or whatnot.
    In the staff section we're maintaining a list of proposed changes that we're discussing; one of these already addresses this particular issue, so we'll probably be implementing that soon.
    As for the rogue damage one (which I'm sure you're referencing with this comment), we don't have any immediate changes lined up for it (and yes, we've been keeping up with both threads -- your/Manhattan's changes were seen) but @Aesteris will be taking another look at damages soon to make the final decision if we're doing anything more with that.
    May not look like it, but we are doing things.
  23. Like
    twostars got a reaction from YouGotPwndByMyAss in top 5 player   
    The rewards are given when the month resets (first of the month), not the last day of the month.
    The monthly rankings are updated immediately prior to reset and rewards given at that point, so buying medals will affect your ranking.
  24. Like
    twostars got a reaction from IIIAmJohnWick in [Events]   
    This is actually something I've been wanting to do for a while. It's just really messy dealing with it on the server's side, potential for unforeseen side-effects is insane.
    Since it's strictly a nation vs nation event (client-side attack logic enforces this, otherwise you won't be able to even attack them), aside from trying to support party vs party neutrality logic outside of the designated arena... the next best thing is to mask them on the server's side as the correct nation.
    But that ultimately means enabling support for nation/race/class overrides, otherwise even the server won't understand the neutrality here. And even if it did, because say we implement this special case, masking it on the client's end is another story entirely.
    We cannot change the player's own nation (that's why we need the disconnect on nation transfers, class transfers, etc.). Which means we need to mask everyone else.
    Since we're optimising how this information is sent out, we would need to scrap that and localise it on a player-by-player basis.
    And then, after we've mapped them to the opposing nation for neutrality purposes, there will be bugs with armour that's not designed for the other nation's race we've localised it to -- so we'll probably have to force them to (visually) use a specific set which is for sure supported.
    Every step of the way it's a mess.
    In theory we could cover the map with party arena tiles (if we're not already using tiles for this map). We never really did because we never got around to writing tools for that, but now that we've got ingame support for that it might be worth looking into. We'd still need to modify the client for this, but this at least is a lot less of a potential disaster.
    The only problem here is it's not really as flexible a solution, as it will need to have tiles designated for it. If events need tiles to indicate important areas of the map, then we're kind've screwed -- a tile can only be designated for one purpose, sadly.
    Edit: Additionally, the client has a text overlay for that stating it's a party arena. We'd need to modify the client to not display that for zones other than Moradon... meaning at this point we might as well be editing in our custom neutrality logic.
  25. Like
    twostars got a reaction from IIIAmJohnWick in rogue skills   
    Enough of the bickering. You're not contributing anything further to this thread by doing so.
    We get it, you want either the CP rate increased or duration pots to be added to the game.
    And likewise, the whole counter-argument with gear.
    This thread is getting out of hand, so unless you have something that actually adds something new to the thread, just cool it and please don't bother.
    Edit:
    Attempted to clean it up a bit. You guys don't make it easy.
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