The KGB Oracle
Posted By: Devan Omega Patch Update June 11 - 06/11/10 02:41 PM
http://forums.darkfallonline.com/showthread.php?p=4316958#post4316958

patch coming next week smile

Patch Update June 11

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We've started testing the patch, so it doesn't look like it will be in today, however we can talk about a few of the things that are being tested for inclusion in it:

Normal iron nodes have a chance of dropping rare ore, making higher end gear more accessible to a larger number of players.

The amount of splash damage dealt out by magic spells will now depend on the target's distance from the center of the explosion. This change is meant to add to pvp balance.

By player demand, the world map and the minimap will now display your character's last death location making it more convenient to get back.

The health curve for all players has been modified. Health gain is considerably faster at lower levels and is another step to improving competitiveness for newer players.

There are quite a few more things going into the patch, but we just mention a few significant additions here that were directly inspired by player feedback. We'd like to thank you for your suggestions, we're very open to them, and we'd like you to know that there is a process for handling and including them in our development pipeline, so please keep them coming.

The patch is looking good for early next week and we hope there will be no further delays.
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looks good to me :P
Posted By: Vuldan Re: Patch Update June 11 - 06/11/10 02:59 PM
That is good stuff. I pray it goes in without to much disruption.
Posted By: Tasorin Re: Patch Update June 11 - 06/11/10 06:28 PM
That just made holding mines not as important. Way to go AV, lets make holding a city worth less. That is the one update we kept telling them to put in there pipe and smoke it, because that is all its good for.

Secondly, the AoE dmg is going to be such a bugged physic for so long. Right now in many cases you can completely hop the AoE dmg of a spell. I am not sure if all of you are aware, but the physics of PvP is tragetory based, hence why arrows have an actual flight patch. Magic is best used at a downward angle so that a miss still strikes the ground and explodes so that an enemy still takes splash damage. This update will allow them to bunny hop out of damage even more.

Two things of note not fixed, which were easy fix's which shows you just how far Taso has his head up his ass. They did not address Arcane damage from the zap towers, and they did not address movement modifiers from player spells like shards and stormblast. Perhaps two of the bigger unbalancing aspects of PvP vs. a Vet.

Let me translate Taso the salad tosster for you.

We can't get our patch to work after developing it over the last 5 months. I know we promised you a PvP patch for balancing already, but what do you expect from a basement bound fly by night organization run by a Greek?

Edit: On a positive note, I have heard that the Health balancing was actually working quite well and people should be happy with that update. So instead of getting pwnd in three or four melee hits, not it might take five or six hits with the same Stamina.
Posted By: Arkh Re: Patch Update June 11 - 06/11/10 06:42 PM
>_<
AoE damages and rares are a good (yeah, I'm not on your side of the fence Tas).

But 5 fucking month for that ?
That's the kind of shit you put as solo items for a dev, which he can do in 1 week, let testers do their job one more week then you can release.

3 items, 3 devs, 3 weeks.

If they really fear something crashing, they should do like Shadowbane : a free test server. With a more little map, fast progression and cleared every two or three month.

Another "no PvP hotspot maker fluff added" patch.
Posted By: Tasorin Re: Patch Update June 11 - 06/11/10 07:07 PM
30 Second Cooldown to Eye Rot and a reduction in the knock back to Fireball are the semi ninja patch's not listed.

The reduction in AoE dmg can go two ways. Either they increase the dmg done by a direct hit, and leave the splash dmg as is.

Or

They continue trying to work the physics of spash trajectory and a complicated system to compute Area of Effect vs. Target location from the epicenter.

The first option is the easiest by far to implement. AV started down path 2. Now they won't say which path they are going down.

Will make double jump and the player ability to time spells that much more important, as well as the ability to jump spin parry.
Posted By: Devan Omega Re: Patch Update June 11 - 06/11/10 09:21 PM
i like the mine stuff and the aoe spell thing too. granted ya it might not be perfect but yes i think it is how it should be. i mean think about it. u think about it u throw a molitov at a group 3 people hit the middle guy and the other 2 or spread out 1 5ft 1 10ft away. the direct hit he is gonna be toast the 5ft guy severly burned and 3rd simi burned.

fireball spell for example the core of the ball will be the hottest part and where the most damage should come from.

the hp thing also i see as a good thing. my question is how is the regen based on the higher ur hp pool the lower the regen rate? so what about those that mine and cut wood to max there hp out then work on skills they gonna have no regen and crap for wep skills lol. i mean what is concidered the noob and the high end player when it comes to this regen stuff.
Posted By: Longshanks Re: Patch Update June 11 - 06/11/10 09:43 PM
All I can say is the battles last night were a blast ... have to say maybe 60-80 per side, my performance was solid ... hadn't had that much fun since SB days.

These tweaks seem like a step in the right direction .. not perfect, but a step.

I think there is way too much dev bashing going on. I run a mid size (18 people) client\server development team ... the shit ain't easy, even tougher when you are in production & adding fixes\new features.

I don't care what methodology you use deliver: Agile, Lean, SCRUM .... whatever ... a complex system is just that, complex ... it requires regression testing, and that takes time period!

You look at code written 6, 8 10 months ago & think "shit, what the fuck I was thinking here" ... you can go back & refactor, or let it sit because it works and other priorities on on the backlog.

And .. a 30-node cluster ain't no joke ... plus they have to keep the personalities of the typical anti-social developers and the emo graphic designers in check ... been there, done that .. not a walk in the park either.

Anyway, overall I think this game is not 1/2 bad ...
Posted By: Wolfgang Re: Patch Update June 11 - 06/11/10 10:10 PM
That is awesome that they are giving regular nodes to have a chance of dropping rares. Man, this is going to be fun camping other peoples resource gatherings =)
Posted By: Dalmar Re: Patch Update June 11 - 06/12/10 12:56 AM
Would like to see village caps mean more, wish they would have added rares to village caps or somethin.

But overall I like...even though I luved my eyerot cry

And I dig archery, but I do feel people forget those that are not running sub 100 ping. At work I won't even try archery, while at home I think I do pretty dam good. Has nothing to do with my skill at one place versus another, just my connection. And some people will never have the sub 100 ping.

They are awful slow about patches though, dunno why they couldn't put like the health modification in a mini patch last week alone, something to tide over till the other stuff gets worked out ya know.
Posted By: Devan Omega Re: Patch Update June 11 - 06/12/10 01:38 AM
yea i think they should add mines or something nice to villages to make them more attractive to go to in turn allowing people to make more money on there venders do to increase traffic tryin to take it for mines or what not.

but as for the patch's takin so long i don't blame them. i have done game developement and graphic design and all that stuff personally. it isn't easy. like longshanks said they can look back at there coding from 6 months ago and be like wtf was i doing. but also in that altering that code line or whole code section can effect coding in other regions of the game that may be linked to it and maybe even some things that have nothing to do with the code u fixed.

i have done bug fixes myself and be like sweet after 4 hours i found the bug and located the line to fix and get it done start the server and suddenly something that was fine before is bugged and has absolutely no relation to what i fixed to begin with.

they got alot of work goin on tryin to make patch's/bug fixes/adjustment and also working on 2010 patch. honestly i wonder how much tylonal they go through a day cause i know bug fixing,code scanning, restructuring, and all the other crap gives me a freakin headache but like them i keep at it cause i like it. u farmin for hours for a certain drop and finally getting gets u excited and me too. but i get same high when i go through coding and fix something and test it out and see it work like it should makes me happy. cause then everytime i see a person cast that skill or kill that mob as it tried to rush them and knowing those guys just did something and it worked because of me.
Posted By: Decon Black Re: Patch Update June 11 - 06/12/10 02:18 AM
not sure if you guys saw the NEW Alfar model but that fuckin picture makes me want to re-roll a damn Alfar. That model looks pretty sick.
Posted By: Dalmar Re: Patch Update June 11 - 06/12/10 03:17 AM
Originally Posted By: Decon Black
not sure if you guys saw the NEW Alfar model but that fuckin picture makes me want to re-roll a damn Alfar. That model looks pretty sick.


gonna wait for all the new models, I personally will roll the race that sports the biggest package.....

ya baby
Posted By: Romeo_Montague Re: Patch Update June 11 - 06/12/10 02:37 PM
Originally Posted By: Dalmar
Originally Posted By: Decon Black
not sure if you guys saw the NEW Alfar model but that fuckin picture makes me want to re-roll a damn Alfar. That model looks pretty sick.


gonna wait for all the new models, I personally will roll the race that sports the biggest package.....

ya baby


lol Dalmar
Posted By: Vuldan Re: Patch Update June 11 - 06/13/10 02:45 AM
Originally Posted By: Dalmar
Originally Posted By: Decon Black
not sure if you guys saw the NEW Alfar model but that fuckin picture makes me want to re-roll a damn Alfar. That model looks pretty sick.


gonna wait for all the new models, I personally will roll the race that sports the biggest package.....

ya baby


To compensate for his little package in real. I am not re-rolling a damn thing, no way, no freakin how..lol.
Posted By: Tasorin Re: Patch Update June 11 - 06/16/10 04:35 PM
The actual Patch Notes for the "Jesus Patch".

* Normal mining nodes now have a chance of dropping a rare metal ore - Still no conformation on rate and type. More then likely, less often then sneedgrass, and probably not the top two rare ore types.

* Mounted combat damage is reduced from 200% the normal damage to 150%. This applies to all weapons except sithras (which are still at 200%). - Not enough dmg reduction, they need to lop off another 50% and essentially cut mount dmg in half across the board. It was suppose to be reduced by half, but some Sr. Dev decided that he wanted to be a fucking prick about this and picked this as his battle...because ya know, its easy mode and the devs play.

* Battlehorn weight has increased from 100kg to 200kg - About fucking time. You get ONE Battlemount, that's it. Now more then ever, if your going to get Mount Hero'd by people, don't run away showing your back and continue to play bad. Focus fire the mount down, then watch the player run.

* Invulnerability shield after revive has been reduced to 10 seconds from 60 seconds - No comment, its just going to allow for more bind camping, and make escaping a bind spot once killed impossible. Don't get me started on the load lag, and the fact that when you do load in, your Invuln shield will be gone.

* Wildlife has been added to many cities and clan cities. This includes cats, rats, chicken, pheasants, manthe spiders. - You know, fucking fix zap towers already, enough with the art team adding lag into the game.

* Added a toggleable sound notification when receiving a private message. - This is one of the ways they are trying to deal with those fucking douche bag GM's who would send you a tell and then the pop up box for a teleport, while you went to go take a piss, then turned around and instantly banned you for not responding in 60 seconds.

* Corrected the hitpoint advancement for all players. Hitpoints now increase faster at lower Vitality/Strength levels - About fucking time. Here is the problem with this. Having more hit points doesn't change the person behind the toon. If you play bad, your still going to die, just in four hits instead of three. This patch is going to help those players who are good at PvP, but were hurt by having low hit points. Moral of the story, "Stop playing bad."

* Siege stone marker now displays the correct icon.
* Several performance optimizations
* Siege stones can no longer be placed under waters. - Already ways to get around this, its just like sliding off your mount into places your not suppose to be. You should still be able to "Slide" a stone into the water.

* Corrected an issue where during a siege you couldn’t destroy a main city building if you had previously destroyed a wall
* Fixed a bug where you could have mage killer or mage hunter without penalty
* When you log out underwater, you will log back in at the same spot. - Trying to fix the Water log issue. Notice is says "UNDERWATER" not "IN THE WATER". Moral of the story, can't auto swim under water and log anymore. Going to have to surface and log, which opens you up to Arrow fire.

* The following spells can be cast instantly without charge time. You can still hold the spell by keeping the left mouse button pressed.

* Impale
* Pungent Mist
* Dragonbreath
* Unholy Caress
* Frostbite
* Insect Swarm
* Mana cost has been increased by 50% and cooldown by 30%, except for Pungent Mist which has a Mana Cost increase of 100% and a cooldown increase of 50%.

* Cooldown for Eye Rot has been increased to 30 seconds - Biggest and best part of the magic Patch.

* Splash damage is related to your distance from the explosion center. This applies just to player cast spells against other players. - Word is they went with the increase the dmg for a direct hit and left the splash damage the way it is because they couldn't get the physics engine to work for variable damage based on correlation to the epicenter of the explosion.

* Sea Fortress cannon damage has been decreased by 25%
* Sea Fortresses will now go vulnerable every 10 days and their rewards have been upgraded. - Trying to make a PvP hotspot for half an hour to an hour every 10 days is just fucking garbage. The rewards would half to be pumped up at least 1000%

* You can no longer be decapitated by monsters. - Great way to avoid Decap in a PvP fight. Die to the Mob, and hope your friends get to them before they gank you so that they can drive the player trying to kill you off and rez you.

* In order to have a chance to decapitate another player, the finishing blow has to be dealt by a melee weapon and target health has to drop below -10 hitpoints. -Finally a good idea implemented right, way to go AV, now your getting it.

* Added quality 5 Rakta Blood to monster loot lists.
* A player can now deploy a maximum of 2 strongboxes of the same type at the same time.
* The following have received visual updates:

* Windlord monster
* Cult of the Moonbeast buildings.
* Gnoll camps
* Some arcane spells
* Cannon explosions
* Malaut Camps
* Death pig texture.
Posted By: Arkh Re: Patch Update June 11 - 06/16/10 04:59 PM
Originally Posted By: Tasorin
* Invulnerability shield after revive has been reduced to 10 seconds from 60 seconds - No comment, its just going to allow for more bind camping, and make escaping a bind spot once killed impossible. Don't get me started on the load lag, and the fact that when you do load in, your Invuln shield will be gone.

From revive, not respawn. It has been specified somewhere that it concerned only the shield from people rezzed by other people. No more "I get rezzed and get free 60s immunity". Power healing after rez will now be necessary and not optionnal.
Posted By: Tasorin Re: Patch Update June 11 - 06/16/10 05:36 PM
Originally Posted By: Arkh
Originally Posted By: Tasorin
* Invulnerability shield after revive has been reduced to 10 seconds from 60 seconds - No comment, its just going to allow for more bind camping, and make escaping a bind spot once killed impossible. Don't get me started on the load lag, and the fact that when you do load in, your Invuln shield will be gone.

From revive, not respawn. It has been specified somewhere that it concerned only the shield from people rezzed by other people. No more "I get rezzed and get free 60s immunity". Power healing after rez will now be necessary and not optionnal.


Misread that, my bad. Your right Arkh. Good move on AV's part.
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