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twostars

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  1. Thanks
    twostars got a reaction from TBE in Patch notes (17/10/2018)   
    Changelog
    Drains can now only be used once per target per 60 seconds, meaning that only 1 drain can be applied to a single monster (or NPC) in that 60 seconds regardless of who is trying to use it. This intends to discourage players from forming parties specifically to abuse the effectiveness of drains (e.g. on Ultima), while still giving them value. Note that this does not apply to player targets. Fixed the remaining cause of debuffs being cured before they're applied in the client. This caused debuffs (e.g. Divide Armor) to 'stick' and not expire visually without a relog/zone change. Fixed a bug with erroneous data being sent to the client unnecessarily. Reduce batched packet delay to better line it up with movement to try to minimise movement delays. Implemented measures to prevent visual 'bounce-backs' after being teleported. Removed nation restriction for monster quest credit. This intends to discourage scenarios like players swapping to one nation to kill Ultima to ensure credit. Fixed a bug causing loot to be inaccessible when the monster's location is considered unusually higher than the player.
  2. Like
    twostars got a reaction from IIIAmJohnWick in Patch notes (16/10/2018)   
    Changelog
    Debuffs can no longer be cured before they're applied in the client. This caused debuffs (e.g. Divide Armor) to 'stick' and not expire visually without a relog/zone change. Special thanks to Sick for helping to track down and consistently reproduce this. Cubed targets can no longer be affected by any AoE whatsoever.
  3. Thanks
    twostars got a reaction from TBE in Patch notes (17/10/2018)   
    Changelog
    Drains can now only be used once per target per 60 seconds, meaning that only 1 drain can be applied to a single monster (or NPC) in that 60 seconds regardless of who is trying to use it. This intends to discourage players from forming parties specifically to abuse the effectiveness of drains (e.g. on Ultima), while still giving them value. Note that this does not apply to player targets. Fixed the remaining cause of debuffs being cured before they're applied in the client. This caused debuffs (e.g. Divide Armor) to 'stick' and not expire visually without a relog/zone change. Fixed a bug with erroneous data being sent to the client unnecessarily. Reduce batched packet delay to better line it up with movement to try to minimise movement delays. Implemented measures to prevent visual 'bounce-backs' after being teleported. Removed nation restriction for monster quest credit. This intends to discourage scenarios like players swapping to one nation to kill Ultima to ensure credit. Fixed a bug causing loot to be inaccessible when the monster's location is considered unusually higher than the player.
  4. Thanks
    twostars got a reaction from Built4CZ in Patch notes (15/10/2018)   
    Changelog
    Fixed a bug causing various data to not be sent to all players in an instance consistently. This was directly responsible for the death notices not being shown to everyone. Added diminishing returns to stuns, slows and skill cancellations. We'll continue to monitor consecutive hit behaviour and tweak this as needed, but it should help stop stuns/slows/interrupts hitting multiple times in short windows, which we believe to be the main source of frustration experienced with this. Note that resistances are very important, so if you're being stunned/slowed a lot, you should try to get more gear with lightning resistance (for stuns) or ice resistance (for slows).
  5. Like
    twostars got a reaction from Rougean in TS & Stun & Slow   
    I implemented diminishing returns to these in today's patch. We'll probably be tweaking it slightly, but for the most part it should make a noticeable difference to consecutive hits.
  6. Thanks
    twostars got a reaction from neXusLee in FULLL LAGGGGGGGGGG   
    We've moved to another provider which appears to have resolved these issues.
  7. Thanks
    twostars got a reaction from Built4CZ in Patch notes (15/10/2018)   
    Changelog
    Fixed a bug causing various data to not be sent to all players in an instance consistently. This was directly responsible for the death notices not being shown to everyone. Added diminishing returns to stuns, slows and skill cancellations. We'll continue to monitor consecutive hit behaviour and tweak this as needed, but it should help stop stuns/slows/interrupts hitting multiple times in short windows, which we believe to be the main source of frustration experienced with this. Note that resistances are very important, so if you're being stunned/slowed a lot, you should try to get more gear with lightning resistance (for stuns) or ice resistance (for slows).
  8. Thanks
    twostars got a reaction from Built4CZ in Patch notes (15/10/2018)   
    Changelog
    Fixed a bug causing various data to not be sent to all players in an instance consistently. This was directly responsible for the death notices not being shown to everyone. Added diminishing returns to stuns, slows and skill cancellations. We'll continue to monitor consecutive hit behaviour and tweak this as needed, but it should help stop stuns/slows/interrupts hitting multiple times in short windows, which we believe to be the main source of frustration experienced with this. Note that resistances are very important, so if you're being stunned/slowed a lot, you should try to get more gear with lightning resistance (for stuns) or ice resistance (for slows).
  9. Like
    twostars got a reaction from Rougean in TS & Stun & Slow   
    Yes, I'll be looking into it but I assume right now it's just a visual inconsistency. We've had to balance the responsiveness of movement a little with performance, as the client is very inefficient with how it handles movement updates, so movement/positioning is slightly (0.2s) less responsive than it was before, however it ultimately performs much, much better in larger scales (e.g. with UTC), so I'm fairly happy with it as it is. It's still 300% as responsive than it is officially, so for now - until I can spend the time fully optimising movement update logic - it's a much more performant middle-ground which doesn't cause the extra stuttering lag people were experiencing.
    I'll check its range though, just to make sure it's not doing anything wacky like Blow Arrow was at one point.
  10. Thanks
    twostars got a reaction from red123 in Error Report window / DC   
    The crash reporting service has many features available for us to use, but all we include in the data we send is the crash dump, that's it. The crash dump is basically a memory dump of the KO process, and which part it was running at the time it detected a problem. Otherwise we'd end up with more data than we know how to deal with. Screenshots really don't help us in these cases anyway.
    I believe it should show you when you submit what's being sent to us, as well.
    As for your crash, it was fixed in the patch on the 7th. Thanks for your report. 
  11. Like
    twostars got a reaction from Insomniac in [INVALID] EXP bug   
    That's correct.
  12. Like
    twostars got a reaction from IIIAmJohnWick in Well Needed Suggestions   
    Which skills are we talking about in particular (that the priest is trying to cast), since the rate depends on the specific skill?
    Edit: It's certainly not 100%, even testing with the skills with the highest cancellation rate.
    I don't really think anything's changed with these, but I suspect they could also benefit from some form of diminishing returns.
  13. Like
    twostars got a reaction from IIIAmJohnWick in Well Needed Suggestions   
    The way cancellations work is that its rate is dependent on the skill it's interrupting. Each skill has its own cancellation rate (which in turn allows you to stop certain skills from being interrupted, etc).
    The damaging ability used to interrupt it is fairly irrelevant, unless it can hit repeatedly (e.g. arrow shower).
  14. Thanks
    twostars got a reaction from Built4CZ in [Question] what's the most clan bonus you can get per clanmates online?   
    +65% EXP, +7 NP, +50% drop.
  15. Like
    twostars got a reaction from IIIAmJohnWick in Patch notes (11/10/2018)   
    Changelog
    [LIVE] Cubed targets will no longer take damage from monsters or pets (including mage guard summons). Fixed a bug causing the buff icon for mage guard summons to not be removed. The Karus Sundries NPC in the Alseid's Prairie war zone will now give National Points on death, and will no longer respawn every 30 seconds. Pet owners (e.g. mage guard summons) will now be credited for their pet's player kills. Note that monster/NPC kills already credited their owner correctly. Visibility statuses will no longer cause death notices to be hidden from other players. This applies to targets being stealthed while dying, as well as those viewing the notice being blinded at the time of receiving it, etc. [UPDATE] This has been tweaked further to verify if the death notice issue still persists. Death notices will no longer potentially be sent twice when the victim was killed by someone in their party (e.g. when cursed). Player will now correctly see the deaths of monsters/NPCs/players while dead. This would previously cause them to visually bug out for the player that died/respawned. [UPDATE] Attempt to fix the bug with scrolls being cancelled early.
  16. Thanks
    twostars got a reaction from Built4CZ in [Question] what's the most clan bonus you can get per clanmates online?   
    +65% EXP, +7 NP, +50% drop.
  17. Like
    twostars got a reaction from YouGotPwndByMyAss in Well Needed Suggestions   
    The posts you're referring to are usually just like your one, which only serve to antagonise, not help. They're not productive in any way. Ordinarily I would have deleted this post as well so consider this a warning. Then there are others still have come up before and have been responded to in some fashion; I'm not going to respond to every single one of them.
    As far as 'ignoring' the rest of the points made, all I can really personally say is that we do have plans to deal with most of that stuff once the server stabilises. Beyond that I felt there wasn't a whole lot I can really contribute to the thread, so it didn't feel worth responding to it all.
    I will try though.
    Events in general we have plans for, Ultima (and drains) I responded to in another thread regarding possibly putting a cooldown on the drained mob to prevent further drains for all players for a time.
    Stun/slow rates are something talked about all over the place and we're specifically analysing this week (to see the exact situations people are complaining about). As far as those go, honestly they look fine - the couple of complaints that have given us a timeframe to see what they were referring to don't really show anything abnormal, typically like 2 consecutive stun hits amongst many, many, misses, with reasonably low rates (moreso when using resistances). It's a little early to say for sure, but I find it likely people mostly just have issues with the occasional consecutive stuns, which is where I feel implementing some form of short diminishing returns would help. As a whole, stun/slow rates look fine so far though - nothing really has an obnoxious rate or is being able to be spammed to force enough attempts to cause a problem.
    There was, however, an issue reported with the slow debuff getting stuck in the client. While I doubt this was the case for others (not the case for the couple of checked reports at least), it doesn't really help things either. So I'll be looking into what caused that to not be removed correctly in the client.
    " I can also say that level 18 solid skill has a stupid slow rate too. It practically works 100% of the time."
    On that note: this statement is purely anecdotal. There's nothing wrong with the skill. I'd be interested in seeing your resistances, but even without any resistances the rate should be somewhere around 30%. RNG is RNG though, so naturally there's nothing stopping it from hitting multiple times in a row if it truly wants to.
    We do have plans for Kurians in particular to be reworked. As far as mage damage (and resistances) goes, from memory that always matched official data but I'll verify resistances are still affecting damage correctly.
    I am aware players have been abusing some things with archers that we've yet to perfectly fix, so I will be looking at trying to perfect that logic when I get the chance.
    Nation Transfers are a fickle thing. Restrict it too much, things get unbalanced and GMs get called upon to try to correct. Reduce it to allow people to self-correct and people will abuse it.
    Perhaps some sort've penalisation system for clans that do this would be a better approach, though that is also fairly difficult to enforce. Not much I can really say here; regardless of what we do, there will always be problems.
    With regards to blue pots, I thought we used them; I recall adding support in their scripts, so I'm not sure what the go is there. Aesteris probably knows what's up with that.
    This is something that keeps being stated but I also haven't been able to fault it either. It should be the same.
    I think I'll have to add extra logs for these too, so I can see if anything looks off.
  18. Like
    twostars got a reaction from YouGotPwndByMyAss in Well Needed Suggestions   
    The posts you're referring to are usually just like your one, which only serve to antagonise, not help. They're not productive in any way. Ordinarily I would have deleted this post as well so consider this a warning. Then there are others still have come up before and have been responded to in some fashion; I'm not going to respond to every single one of them.
    As far as 'ignoring' the rest of the points made, all I can really personally say is that we do have plans to deal with most of that stuff once the server stabilises. Beyond that I felt there wasn't a whole lot I can really contribute to the thread, so it didn't feel worth responding to it all.
    I will try though.
    Events in general we have plans for, Ultima (and drains) I responded to in another thread regarding possibly putting a cooldown on the drained mob to prevent further drains for all players for a time.
    Stun/slow rates are something talked about all over the place and we're specifically analysing this week (to see the exact situations people are complaining about). As far as those go, honestly they look fine - the couple of complaints that have given us a timeframe to see what they were referring to don't really show anything abnormal, typically like 2 consecutive stun hits amongst many, many, misses, with reasonably low rates (moreso when using resistances). It's a little early to say for sure, but I find it likely people mostly just have issues with the occasional consecutive stuns, which is where I feel implementing some form of short diminishing returns would help. As a whole, stun/slow rates look fine so far though - nothing really has an obnoxious rate or is being able to be spammed to force enough attempts to cause a problem.
    There was, however, an issue reported with the slow debuff getting stuck in the client. While I doubt this was the case for others (not the case for the couple of checked reports at least), it doesn't really help things either. So I'll be looking into what caused that to not be removed correctly in the client.
    " I can also say that level 18 solid skill has a stupid slow rate too. It practically works 100% of the time."
    On that note: this statement is purely anecdotal. There's nothing wrong with the skill. I'd be interested in seeing your resistances, but even without any resistances the rate should be somewhere around 30%. RNG is RNG though, so naturally there's nothing stopping it from hitting multiple times in a row if it truly wants to.
    We do have plans for Kurians in particular to be reworked. As far as mage damage (and resistances) goes, from memory that always matched official data but I'll verify resistances are still affecting damage correctly.
    I am aware players have been abusing some things with archers that we've yet to perfectly fix, so I will be looking at trying to perfect that logic when I get the chance.
    Nation Transfers are a fickle thing. Restrict it too much, things get unbalanced and GMs get called upon to try to correct. Reduce it to allow people to self-correct and people will abuse it.
    Perhaps some sort've penalisation system for clans that do this would be a better approach, though that is also fairly difficult to enforce. Not much I can really say here; regardless of what we do, there will always be problems.
    With regards to blue pots, I thought we used them; I recall adding support in their scripts, so I'm not sure what the go is there. Aesteris probably knows what's up with that.
    This is something that keeps being stated but I also haven't been able to fault it either. It should be the same.
    I think I'll have to add extra logs for these too, so I can see if anything looks off.
  19. Like
    twostars got a reaction from YouGotPwndByMyAss in Well Needed Suggestions   
    The posts you're referring to are usually just like your one, which only serve to antagonise, not help. They're not productive in any way. Ordinarily I would have deleted this post as well so consider this a warning. Then there are others still have come up before and have been responded to in some fashion; I'm not going to respond to every single one of them.
    As far as 'ignoring' the rest of the points made, all I can really personally say is that we do have plans to deal with most of that stuff once the server stabilises. Beyond that I felt there wasn't a whole lot I can really contribute to the thread, so it didn't feel worth responding to it all.
    I will try though.
    Events in general we have plans for, Ultima (and drains) I responded to in another thread regarding possibly putting a cooldown on the drained mob to prevent further drains for all players for a time.
    Stun/slow rates are something talked about all over the place and we're specifically analysing this week (to see the exact situations people are complaining about). As far as those go, honestly they look fine - the couple of complaints that have given us a timeframe to see what they were referring to don't really show anything abnormal, typically like 2 consecutive stun hits amongst many, many, misses, with reasonably low rates (moreso when using resistances). It's a little early to say for sure, but I find it likely people mostly just have issues with the occasional consecutive stuns, which is where I feel implementing some form of short diminishing returns would help. As a whole, stun/slow rates look fine so far though - nothing really has an obnoxious rate or is being able to be spammed to force enough attempts to cause a problem.
    There was, however, an issue reported with the slow debuff getting stuck in the client. While I doubt this was the case for others (not the case for the couple of checked reports at least), it doesn't really help things either. So I'll be looking into what caused that to not be removed correctly in the client.
    " I can also say that level 18 solid skill has a stupid slow rate too. It practically works 100% of the time."
    On that note: this statement is purely anecdotal. There's nothing wrong with the skill. I'd be interested in seeing your resistances, but even without any resistances the rate should be somewhere around 30%. RNG is RNG though, so naturally there's nothing stopping it from hitting multiple times in a row if it truly wants to.
    We do have plans for Kurians in particular to be reworked. As far as mage damage (and resistances) goes, from memory that always matched official data but I'll verify resistances are still affecting damage correctly.
    I am aware players have been abusing some things with archers that we've yet to perfectly fix, so I will be looking at trying to perfect that logic when I get the chance.
    Nation Transfers are a fickle thing. Restrict it too much, things get unbalanced and GMs get called upon to try to correct. Reduce it to allow people to self-correct and people will abuse it.
    Perhaps some sort've penalisation system for clans that do this would be a better approach, though that is also fairly difficult to enforce. Not much I can really say here; regardless of what we do, there will always be problems.
    With regards to blue pots, I thought we used them; I recall adding support in their scripts, so I'm not sure what the go is there. Aesteris probably knows what's up with that.
    This is something that keeps being stated but I also haven't been able to fault it either. It should be the same.
    I think I'll have to add extra logs for these too, so I can see if anything looks off.
  20. Thanks
    twostars got a reaction from Built4CZ in NPT   
    Thanks for the report. I'll get right on banning us.
  21. Thanks
    twostars got a reaction from YouGotPwndByMyAss in player defeat player bug   
    I'm hopeful the next patch will fix this.
  22. Like
    twostars got a reaction from Rougean in Ultima Time Mayhem Crazyness (Drainer Issue)   
    The problem with disabling them entirely is that it then gives the skill no purpose, so I don't think this is an ideal solution to this problem.
    Rather, I'm considering doing something like enforcing what it says on the tooltip ('can only use once every 60 seconds') on a per-mob basis (i.e. one drain allowed on this monster from anyone every [for example] minute), rather than on a player basis, allowing the use of drains but greatly limiting their use. That still gives drains value (it is still a lot of HP they're chunking them for) but prevents players from going overboard with it.
    Not sure if we will do that, but it's an idea.
  23. Thanks
    twostars got a reaction from Built4CZ in NPT   
    Thanks for the report. I'll get right on banning us.
  24. Like
    twostars got a reaction from Built4CZ in player defeat player bug   
    The reason I asked was because I was curious if they were being inadvertently ignored with the ignore list, since it appears to happen 'randomly'. Having a name allows me to check that.
    Also, 'see nothing at all just moradon chat  or something  0 kills  even if u die or kill someone' -- what?
    What I know of this bug:
     - It doesn't occur all the time.
     - It's been observed in CZ.
     - NP is correctly awarded, hence all associated death behaviour is being run & the notice is being sent to the client.
     - It's not possible to simply 'lose' packets (and if this were to happen, you would simply disconnect because of the way packet encryption works), which means that the client has to be receiving the death notice but not showing it.
     - I cannot reproduce it at all, which means I'm missing some very important detail.
    Hence asking about the ignore list. Interaction with the ignore list is the only thing that really makes sense in this context.
  25. Thanks
    twostars got a reaction from red123 in Cube Skill and Dragon Guard damage   
    This will be fixed in the next restart. Thanks for your report.
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