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twostars

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  1. Like
    twostars got a reaction from Sick in So sad about mage and want to say what i feel !!   
      Firstly, I should point out that again, we always read ingame chat. In fact, all (public) chat (region/shouting) is fed straight to our dev IRC channel. If it's said in public, you don't have to worry -- we're aware of it.
     
    Having said that, I should also point out that we don't just make adjustments based purely on what people say, for obvious reasons. We always double-check what they're saying is correct before we do so.
    Additionally, any damage adjustments we make aren't specifically made to "increase damage by x" or whatever. We step through our damage calcs to figure out where it's diverging from official damage calcs, so the amounts produced are the same.
     
    As a result, physical damage is now fine -- we have official calcs for them, which never really changed on USKO.
    Magic damage however is 'iffy', because we don't have new enough official calcs to be able to step through the entire process & verify each amount it calculates (base damage we can, but when it comes to elemental damage and other new behaviour, things have changed a bit), so instead we can really only check the final damage amounts against USKO and figure out how/why they're being produced differently. A much slower process.
     
    In the state they're in right now, they appear very close to accurate -- at least for most things we've specifically looked at. Damage calcs are an ongoing, evolving process, so if there's anything specifically wrong happening you've noticed against same stats/items on USKO, please explain it so we can check it out.
     
     
    The one thing I do know for certain is that mages were indeed OP before, though. This was because there was a bug in our damage calcs causing it to produce insane damages which isn't correct for any version of those damage calcs we have. Aside from earlier on, this is really the only time its calc was touched.
     
    Also, people keep saying the damage of specific skills is too low (e.g. Helis, though it's a priest skill, it's still calc'd the same as mage skills). Important thing to remember is that this is all connected; so if we fix one, everything else should be improved (at least, everything else calculated the same way). So what would be really helpful at this stage is to do up some damage comparisons for ApexKO/USKO (checking amounts against resistances, different staff AP, etc), so we can get an idea where exactly things are still breaking (e.g. bonus elemental damage not being calculated right, resistances, etc).
  2. Like
    twostars got a reaction from Gotti in server status   
    I've installed the shoutbox, still need to set it up properly. Doing it in between other things.
     
    It'll be useful for its accompanying announcement, anyhow. :-)
  3. Like
    twostars got a reaction from Gotti in server status   
    I'll setup a shoutbox. A bunch of us are in IRC when that happens, though even this time they didn't really get much of an ETA since we were pretty much solely focused on getting the issue resolved.
  4. Like
    twostars got a reaction from MrErcan in [RESOLVED - #667] Patrick Transformation Scroll Bug   
    Private video
  5. Like
    twostars got a reaction from Sick in Genie- should it be free?   
    The other thing is, like official, you can accumulate Genie Points via the exp training feature (i.e. sitting).
  6. Like
    twostars got a reaction from Sick in So sad about mage and want to say what i feel !!   
      Firstly, I should point out that again, we always read ingame chat. In fact, all (public) chat (region/shouting) is fed straight to our dev IRC channel. If it's said in public, you don't have to worry -- we're aware of it.
     
    Having said that, I should also point out that we don't just make adjustments based purely on what people say, for obvious reasons. We always double-check what they're saying is correct before we do so.
    Additionally, any damage adjustments we make aren't specifically made to "increase damage by x" or whatever. We step through our damage calcs to figure out where it's diverging from official damage calcs, so the amounts produced are the same.
     
    As a result, physical damage is now fine -- we have official calcs for them, which never really changed on USKO.
    Magic damage however is 'iffy', because we don't have new enough official calcs to be able to step through the entire process & verify each amount it calculates (base damage we can, but when it comes to elemental damage and other new behaviour, things have changed a bit), so instead we can really only check the final damage amounts against USKO and figure out how/why they're being produced differently. A much slower process.
     
    In the state they're in right now, they appear very close to accurate -- at least for most things we've specifically looked at. Damage calcs are an ongoing, evolving process, so if there's anything specifically wrong happening you've noticed against same stats/items on USKO, please explain it so we can check it out.
     
     
    The one thing I do know for certain is that mages were indeed OP before, though. This was because there was a bug in our damage calcs causing it to produce insane damages which isn't correct for any version of those damage calcs we have. Aside from earlier on, this is really the only time its calc was touched.
     
    Also, people keep saying the damage of specific skills is too low (e.g. Helis, though it's a priest skill, it's still calc'd the same as mage skills). Important thing to remember is that this is all connected; so if we fix one, everything else should be improved (at least, everything else calculated the same way). So what would be really helpful at this stage is to do up some damage comparisons for ApexKO/USKO (checking amounts against resistances, different staff AP, etc), so we can get an idea where exactly things are still breaking (e.g. bonus elemental damage not being calculated right, resistances, etc).
  7. Like
    twostars got a reaction from Bart in 22.01.2015 usko patch   
    Yes. Actually, we only just finished supporting 2.055 (hasn't even been released yet!), so we need to go and update everything again for 2.056(7). Ahh.
    Started earlier though.
     
    We strive to keep up-to-date with official at all times, though it may take us a few days to ensure everything's updated.
  8. Like
    twostars got a reaction from PrincessMolly in Open alpha is now closed!   
    Hey guys,
     
    We've made the decision to turn off registration for open alpha (most existing accounts still have access), as at this stage we're fairly done with alpha testing.
     
    We still have some work to do, as you can tell from our issue tracker, but stay tuned for our beta announcement, which will come after we've finally finished up with the remaining issues.
     
    Thanks for all of your help thus far in improving the server, we really appreciate it. Cheers!
  9. Like
    twostars got a reaction from PrincessMolly in Open alpha is now closed!   
    Hey guys,
     
    We've made the decision to turn off registration for open alpha (most existing accounts still have access), as at this stage we're fairly done with alpha testing.
     
    We still have some work to do, as you can tell from our issue tracker, but stay tuned for our beta announcement, which will come after we've finally finished up with the remaining issues.
     
    Thanks for all of your help thus far in improving the server, we really appreciate it. Cheers!
  10. Like
    twostars got a reaction from Aesteris in Please, no more issue lists!   
    I know a few of you have created threads with the intention of just adding bugs to it as you come across them; please don't do this. They become very unmanageable quickly.
    Just create a new topic per issue (or rather, group of issues, e.g. 'bugs with BDW'), and we can deal with them accordingly.
     
    Existing issue lists are fine; you don't need to change them, but please don't add to them. It's getting to the point where they're very difficult to read through (e.g. here, with 101 issues in one post).
    Just create a new topic for them and let the forum handle all the work of making issues easy to find. It makes all of our lives much easier.

    Thanks!
  11. Like
    twostars got a reaction from Kallop in Recruiting Americans.....   
    More like 'MURICA.
  12. Like
    twostars got a reaction from mo3head in [RESOLVED] Arrow Shower / Multiple shot combo   
    This should be fixed now. Can you please confirm you're no longer experiencing this issue? Thanks!
  13. Like
    twostars got a reaction from mo3head in Premium types feedback.   
    At peak, on the weekends there were actually 15-20. It'll dwindle of course (especially now) as things to test dies down or general motivation to test various things drops, but we're working fairly quickly on the larger issues (as fast as we possibly can, anyway), so hopefully interest should last long enough to get these major items tested. The number of players really don't matter anyway; these people have volunteered so much time to providing us with quality feedback that I doubt you'd even be able to get from a larger population (really, more people means it's harder to 1 on 1 with everyone).
     
    As for launching alpha in this state, we could have waited and polished it more for general testing (and actually, I really didn't want to release alpha in this state), but admittedly, by doing so we've gained far more input/feedback than we would have ourselves, and things have been moving so much faster.
  14. Like
    twostars got a reaction from mo3head in [IMPLEMENTED - 2.038] Choose Char Disabled   
    This is implemented for 2.038, though we'll probably have to add server-side checks (and preferably client-side checks similar to attempting to exit) to prevent it from being abused in PVP and such.
    May or may not also have issues with effects not being reset (noticeable issue for GMs, anyway -- not sure if it's likely to be an issue with players), so that may be something we'll have to look out for as well.
  15. Like
    twostars got a reaction from mo3head in [RESOLVED] Cant delete character   
    It isn't implemented sever-side at the moment (well, it is implemented but it's not really touched since 1.098 -- database stuff will also be fairly outdated). All we've done with it so far was enable it in the client.
     
    Thought I had an issue on the tracker for it, but I guess the issue was just regarding enabling it client-side. I'll go add that now, thanks!
  16. Like
    twostars got a reaction from ZiggZaggClickClack in [RESOLVED] Abyss dungenon bug   
    Oh, no -- it was pushed to alpha broken like that. If not for your bug report, I'd not have known. Thanks!
  17. Like
    twostars got a reaction from mo3head in [RESOLVED] Party Bug   
    Yeah, that's actually what I was referring to. Before we'd observed how screwed up the party system is, we were thinking that a previously reported exp issue may be prem-related, but now that this is reported it really most likely was caused by this. 
    I wouldn't bother testing it -- with the state of the party system right now, I have no doubt things like that are possible. We'll go fix this system, and issues like that can be retested later to be sure. For now though, it seems pointless.
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