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Game Update 1.0.2Follow

#1 Oct 08 2008 at 1:17 PM Rating: Excellent
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The team here at Mythic has been busy this week making improvements and fixes based on your feedback to further enhance your gameplay experience. While these may change read on to check out the latest of these exciting updates coming to a server near you!

http://herald.warhammeronline.com/warherald/NewsArticle.war?id=362

Highlights

* The war against the gold spammers continues. We’ve added new code that will hinder the spammers as they seek to carry out their nefarious deeds! This is only the next step, not the final one, in our continued battle against them.

* We have added a 'Join All' button to the scenario window which now allows players to join all scenario queues in their current tier at once.

* In order to promote realm and population balance, some realms on some servers will now award their players with a +20% bonus to renown and experience. This is not a permanent bonus, but rather a temporary incentive to promote balance. Realms currently offering this bonus are marked on the server list with a colored icon; blue for Order and Red for Destruction - Check the Herald for the latest list!

* In response to player feedback, we have made several improvements to the behavior and responsiveness of the siege weapon interface. In addition we have fixed some issues with the control and release processes of siege weapons.

* In an ongoing effort to deter players from going AFK while in scenario starting areas, we have made the following changes:

o First, players who join a scenario and remain in their realm's spawn area for two minutes will be automatically removed from that scenario.

o Second, upon entering the spawn area of a scenario, players will receive a debuff that prevents them from earning renown and experience. This debuff will be removed when the player leaves the spawn area.

* The level range at which players are able to receive the “Bolster” buff while in RvR has been expanded. This buff will now be available starting three levels lower than it had been previously. Please note this change only applies to Scenarios on Open-RvR Ruleset Servers.

o In tier 2, the buff will apply from rank 8 to rank 17, and will raise players to Battle Rank 18.

o In tier 3, the buff will apply from rank 18 to rank 27, and will raise players to Battle Rank 28.

o In tier 4, the buff will apply from rank 28 to rank 35, and will raise players to Battle Rank 36.

* In response to player feedback, we’ve added RvR and NPC chat tabs for new players. These tabs filter scenario chat and NPC chat respectively. In order to minimize frustration to users who have already customized their chat window, we will not be overwriting any current settings, so this change will affect only new players. Players who wish to add these tabs may do so through the normal chat configuration options. While in scenarios, players will no longer be able to select "Need" in their loot windows unless their character can use the item being offered.

* We have fixed an issue that was causing claimed keeps to forget that they had been claimed after a server restart. Improvements have been made to how pets follow and they should now return to their owners more quickly.

* We continue to work on the issues with the pet window. We have identified and corrected another bug which was causing this window to disappear.
Improvements have been made regarding an issue that was causing pets to teleport back to their owners after combat.

* Fixed a bug that prevented players from creating an alliance with more than two guilds. Now that this issue is resolved, alliances can grow to great numbers to crush their enemies!

* Fixed an issue that was causing the chat window to reset to its default position at logout.

General Changes and Bug Fixes

* Ongoing improvements have been made to client and server stability.

* In order to deter players from spam-mailing, WAR continues to enforce a 5-second delay between sending mail messages. However, we have reduced this delay to 1 second for mails being sent to alts or guildmates.

* We have fixed an issue that was causing monsters to lose their aggression toward players in some rare cases.

* We have identified a small percentage of monsters in the game that were slightly less challenging than originally designed. We have adjusted the abilities of these monsters to bring them in line with their intended level of difficulty.

* Fixed an issue that was allowing players to change their tactics configuration during combat.

Content

* We have made several fixes and improvements to the behavior of monsters and encounters in the Lost Vale dungeon. Access to this dungeon has been granted once more, and it should now provide an appropriately challenging experience for high-level players.

Items

* Warlord Set Trinkets were missing their career requirements. Career requirements have been added to these items.

User Interface

* In response to player feedback, we have made several improvements to the behavior and responsiveness of the siege weapon interface.

* The words in the chat tab labels will no longer disappear when players change the game's graphical resolution.

* The chat window will no longer slide upward when being resized.

* Fixed some issues with the creation of chat tabs. Newly-created chat tabs should no longer continue beyond the border of the chat window.

* Players who interact with guild vaults while their inventory is full will no longer see items in the guild vault disappear.

* We have fixed an issue that was causing the game not to remember the chat prefix (/tell, /g, /wb), forcing players to retype it each time. The game should now correctly remember the chat prefix.

* Chat font settings will now save properly.

* Fixed an issue which was causing healers to lose targeting on a player who they just resurrected.

* A number of game actions and NPC and monster communications were being sent to players through the wrong chat channel. We have made several fixes relating to these issues.

Realm vs. Realm

* The pre-scenario countdown timer should now work properly once again.

* We have fixed an issue that was causing claimed keeps to forget that they had been claimed after a server restart.

* Players' use of siege weapons will be no longer be interrupted when those players take damage.

* We have fixed an issue that was preventing players from opening the main door of a captured keep which belonged to their realm.

Edited, Oct 8th 2008 4:14pm by Berek
#2 Oct 08 2008 at 3:37 PM Rating: Good
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good to see updates keep coming, also good to see they listen to feedback.
#4 Oct 08 2008 at 4:07 PM Rating: Good
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It's good, can't complain. Fix the windowed mode... but, it'll happen one day.
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#5 Oct 08 2008 at 4:09 PM Rating: Good
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Heh, I just love the phrase "* In response to player feedback,"

How many other MMO's do you see that in the patch notes :P

Edited, Oct 8th 2008 6:03pm by baelnic
#6 Oct 08 2008 at 4:54 PM Rating: Excellent
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My major beef is still line of sight issues. Eng turrets shooting through walls, aoe damage spells going through walls (the worst of which is several AoEers are able to kill a ram pad from safely behind the keep doors constantly) and pets who are able to somehow get through keep doors to attack me. I'm pretty limited as to what I can do as a zealot when defending a keep before they break down the doors as it is. The last thing I need is 3 white lion pets on me when I'm on the 3rd floor manning a repeater.
#7 Oct 08 2008 at 5:00 PM Rating: Good
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I've been pretty satisfied at their rate of updating bug fixes. A few patches a week, albeit small patches, but I'd rather see a lot of small patches than one big one every few months.
#8 Oct 08 2008 at 5:17 PM Rating: Good
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Webjunky wrote:
I've been pretty satisfied at their rate of updating bug fixes. A few patches a week, albeit small patches, but I'd rather see a lot of small patches than one big one every few months.

just imagine what 1.1 will be like, if these ones have been 1.01 and 1.02
#9 Oct 08 2008 at 5:19 PM Rating: Decent
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edit

Edited, Oct 8th 2008 9:14pm by Webjunky
#10 Oct 08 2008 at 7:20 PM Rating: Good
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I, for one, am not all that concerned about patches that fix balance issues and little gameplay bugs (edited: at this point, obviously they need to fix that stuff one day, but for now I'm really happy with how they've prioritized the updates). I'm very happy with the patches so far, each patch has included at least two or three things I've said outloud "Man, I hope they fix/add X" so I'm happy.

QUEUE ALL BUTTON IS BRILLIANT!
ONLY BEING ABLE TO ROLL NEED ON STUFF YOU CAN WEAR IS TOO!

Edited, Oct 8th 2008 11:14pm by holygopher
#11 Oct 09 2008 at 5:14 AM Rating: Decent
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baelnic wrote:
Heh, I just love the phrase "* In response to player feedback,"

How many other MMO's do you see that in the patch notes :P

Edited, Oct 8th 2008 6:03pm by baelnic


Um pretty much every patch release for EVE online and Pirates of the Burning Sea ;)
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#12 Oct 09 2008 at 5:52 AM Rating: Decent
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Erm, maybe he should've added the "good" modifier to the term "other MMO's".



Hehe.

Edited, Oct 9th 2008 8:46am by KannonAshley
#14 Oct 09 2008 at 8:21 AM Rating: Excellent
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Glad to see the change regarding need.
#15 Oct 09 2008 at 9:59 AM Rating: Decent
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KannonAshley wrote:
Erm, maybe he should've added the "good" modifier to the term "other MMO's".



Hehe.


Are you saying that EVE Online isn't good?

I'm going to run my frigate up your rear and then go to warp.

Edited, Oct 9th 2008 7:52pm by Mazra
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#17 Oct 09 2008 at 10:16 AM Rating: Decent
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Do you have a bad lisp, Mav?
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#19 Oct 09 2008 at 10:27 AM Rating: Decent
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True. Instant gratification is not a known phrase in the EVE universe, but the game was still fun - at least to me. And with the new expansion (the expansions are all free, by the way) they did a major overhaul of the game graphics, increasing the scale on some structures and ships, adding more cool special effects and implementing DirectX 10, I think.

The stuff in that game looks absolutely amazing. Only thing that irks me is how you can fly through planets, stars and solid objects the moment you go into warp.
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#20 Oct 09 2008 at 10:40 AM Rating: Good
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Mazra wrote:
Instant gratification is not a known phrase in the EVE universe, but the game was still fun - at least to me.

How can you stand travel in that game? I used to doze off at the keyboard waiting to get from one place to another. I couldn't keep track of all the stupid star systems either. I know some people who swear by that game so I gave it a try. I loved the sci-fi aspects of it (do get a little tired of elves and swords) but generally bored me to tears.

Mazra wrote:
Only thing that irks me is how you can fly through planets, stars and solid objects the moment you go into warp.

Well that's because it creates a bubble around you that shifts you out of phase with normal space and time. It allows you to travel at speeds that are impossible to achieve in normal space.

I don't actually have a clue but that seems to be the case with every other sci-fi related, faster than light travel, type of thing.
#21 Oct 09 2008 at 11:08 AM Rating: Default
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EVE was fun log in click new skill to learn log out for x ammount of days rince n repeat :)
#22 Oct 09 2008 at 11:52 AM Rating: Decent
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EVE in it's own right is the perfect pick up and put down MMO. However it does have an in depth exploration and crafting system. WAR to me feels the same as EVE except that I feel more like I'm playing Call of Duty 4 than an MMO.... which is a good thing in the long run assuming Mythic keeps adding pertanent things.
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EVE Online:ScraperX; Retired
WAR:IronClaw- Peryn SW;SkullThrone- Grymloc BO; Retired


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