Discussion in   Shard Updates   started     10 years ago   June 06, 2014, 06:29:37 PM   by   Kane

Shard Update 6-06-2014

Kane
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Topic :   Shard Update 6-06-2014
10 years ago  June 06, 2014, 06:29:37 PM

We are doing several updates all at once, hopefully we will get ahead of the curve on a few things and can start working on some kind of schedule so for the time being I would like to apologize in advance for any problems this may cause. 

Update 1 (Exploit fixes)
Token Bag:  We are going to attempt to leave this in game but the exploits are being cleaned up. 
Level Deeds:  Removed the 10l token reward.  When I get a chance I will revisit this and perhaps adding a reward back in that cannot be exploited.
Evo Dragon: Should no longer be able to breed these.
Taming Bods:  Require the bod to be completed when turning in.
Enchanted Grove: Low karma casters no longer hurt people.
Bank Crystal: Required to be in backpack to be used.
Trade Channel:  Just as before, use [trade or [tr.  Please keep the spam down, no more then one ad per 30 minutes should work.

Update 2 (Quest Improvements)
Red Tunic: Completely recoded, no longer will require to be unequipened and then equiped again after restarts.  The tunic now has a chance of being +5, +10, +15 and +20.  It also will randomly select a skill from 2 spell casting related lists and between 2 different stats as well.
Green Tunic: Completely recoded, no longer will require to be unequipened and then equiped again after restarts.  The tunic now has a chance of being +5, +10, +15 and +20.  It also will randomly select a skill from 2 combat related lists and between 2 different stats as well.
Tunic Notes:  The old tunics were not touched and will still exist in game, based on feedback I may offer a method to replace old green and red tunics for a random new one of the same color.   
Zelda (NPC):  Will now reward the new red and green tunics.
Worm Jar (Empty): Added some more descriptive text to help explain things.

Update 3 (Spell Cleanup)
Cleric Spells:  All of the cleric spells now have a casting delay, these delays are currently based on the circle.  If welcome everyone's opinion and advice on if certain spells should be changed.
Blend with trees Spell: Squelching was set to true but never returned to false.

Update 4 (Way to much gold)
Naruto Quest: Mobs were dropping some hefty gold.

Update 5
Coming soon (Not finished)

Update 6
Crafting:  Wrong, Wrong.. Wrong.  Everything resource related has been changed so it has steady growth, no longer will a lesser runic provide greater results then a superior runic.
Runic Hammers: Now have a skill requirement to use, the better the runic the higher the skill needed.
Ore Elementals:  A few changes to the loot system in an attempt to balance it out.  Stage One.


I would like to add something, if you see some anything wrong or even you feel could be changed to improve the shard feel free to get in touch with me or start a forum post so we can see about making it a reality.

Thanks,
Kane






Domino
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#1 Re :   Shard Update 6-06-2014
10 years ago  June 06, 2014, 06:34:07 PM

wtg Kane :)

Escobar
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#2 Re :   Shard Update 6-06-2014
10 years ago  June 06, 2014, 06:38:36 PM

Impressed at all of the changes, Happy to see them so soon..
All look goods.


One important note- The Druid spell "Enchanted Grove" was nerfed for people trying to damage with it (Which was very necessary) But it was the only counter to using the same Druid spell "Enchanted Grove" to heal and stay invulnerable in Fel with positive Karma. Prior to the revert, they had been nerfed on both ends. The damage and healing was nerfed substantially to a point where they were at an equilibrium. They were still very useful for the mana regeneration, so the spell was viable - Just not used to "break" certain pvp scenarios.


Look forward to seeing the upcoming fixes. +1

Minos
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#3 Re :   Shard Update 6-06-2014
10 years ago  June 06, 2014, 06:42:50 PM

Please take a look at this Kane. Thank you.

http://uoevolution.com/forum/index.php?topic=6332.0

Evolution
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#4 Re :   Shard Update 6-06-2014
10 years ago  June 06, 2014, 06:44:06 PM

Please help me welcome Kane as our new developer/scripter.  He has worked with me for 2 weeks now and has done 5 updates and bug fixes!  We will be working on all the issue and developing exciting new content as well as adding some of the old favorites monthly

Also welcome all the new staff members

Zeus is back, he has been here for 3 years and came back to help again!

Expo is back with all of his fun events

Alexandria is working with Expo on events and roleplay

Hades is a friend and is helping with customer service and in training

Hope everyone enjoys the new updates


Admin Dante - Owner - UO Evolution Custom Ultima Online Shard

Website - http://www.uoevolution.com

Forum - http://www.uoevo.com/forum

Wiki - http://www.uoevo.com/wiki

Discord - http://www.discord.gg/JwEBhPH

Meta
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#5 Re :   Shard Update 6-06-2014
10 years ago  June 06, 2014, 06:44:48 PM

Coming out with the a bang on the first update. way to go. looks great.

Chunurai
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#6 Re :   Shard Update 6-06-2014
10 years ago  June 06, 2014, 06:53:46 PM

Good stuff! Thanks for getting busy and welcome Kane!

Genesis
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#7 Re :   Shard Update 6-06-2014
10 years ago  June 06, 2014, 06:59:30 PM

Excellent!!  You do good work.  :)

**When I cast Purge from the Cleric Book is tells me that I'm already casting a spell, but then it works perfectly fine (with the delay).  Just thought I'd offer that observation.  :)

Great work Kane... you're awesome.  :)

Dreadwolf
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#8 Re :   Shard Update 6-06-2014
10 years ago  June 06, 2014, 07:06:46 PM

Sacred boon cast time is like 3.0 sec now. Seems kinda long. Just my opinion of course.

thallos
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#9 Re :   Shard Update 6-06-2014
10 years ago  June 06, 2014, 07:14:42 PM

welcome kane and ty all the staff. looks great. 8)

Minos
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#10 Re :   Shard Update 6-06-2014
10 years ago  June 06, 2014, 07:15:32 PM

A suggestions thread about the cleric patch. Feel free to chime in too.

http://uoevolution.com/forum/index.php?topic=6397.0

Escobar
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#11 Re :   Shard Update 6-06-2014
10 years ago  June 06, 2014, 07:36:00 PM

A few Cleric Book Spells received huge delays, that I believe could use some further tweaking.


(Have tested these numbers with a stop watch multiple times with the new patch. Additionally when testing I had 6 Faster Casting and 8 Faster Cast Recovery.)


Restoration : Current Cast time: 7.0 seconds (0.5 Seconds before patch.) Magery Resurrection takes about 2.0 seconds to cast. I believe it should take a bit longer than Magery Resurrection since it is much more powerful, a happy medium in my opinion would be alter Restoration cast time to: 3.0 seconds. (Before the fix it was nearly instant, -  0.5 seconds for Restoration.)Banish Evil : Current Cast time: 5.0 seconds (0.5 Seconds before patch.) This spell was mainly just a convenience for PvM play. Before this patch it had a nearly instant cast time, (.5 seconds or so) and now it is 5.0 seconds. I believe anywhere around tweaking Banish Evil cast time to around 1.0 seconds would be best since any longer may result in the spell becoming obsolete. Dampen Spirit : Current Cast time: 3.0 seconds (0.5 Seconds before patch.) This was a spell with not many uses, but helped counter certain situations and was one of the only counters to animal form. Divine Fury would completely heal your stamina, and Divine Fury can be spammed and costs little mana, making even the old 0.5 second cast time easily countered and rarely used. With 3.0 seconds the spell is nearly obsolete. Additionally this spell does not interrupt casting, making its previous fast casting not an issue. I believe changing Dampen Spirit back to 0.5 second cast time would be best, any longer would make the spell not useful since you are required to cast many of them on a target before it actually makes a difference and even then, Divine Fury will fully heal the stamina continuously at that point as well.

Other spells such as Sacred Boon, and Smite currently have pretty long cast times (Smite will not actually target a creature or player.) These cast times could be reduced as well, but may work with the current system with a little more experience and testing.

Purge has also received a delay, it is now 2.0 second cast time. (I will get hate for this statement but) - I think this is a great change, since Purge cures a LARGE Variety of spells that have a much longer cast time. 2.0 seconds makes the spell still very viable just not spammable.

thallos
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#12 Re :   Shard Update 6-06-2014
10 years ago  June 06, 2014, 08:34:30 PM

all good points escobar. 8)

Chunurai
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#13 Re :   Shard Update 6-06-2014
10 years ago  June 06, 2014, 08:37:47 PM

Agree. Some delays seem to long. But you guys got your hands full and still going good job with what's implemented. Maybe look into the runic crafting system. Not sure why it takes 160 Blacksmithy to use a Valorite Runic Hammer.

Soaryn
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#14 Re :   Shard Update 6-06-2014
10 years ago  June 06, 2014, 08:52:56 PM

please put purge back how it was. as a tamer I rely on that spell and the timer on it isn't conducive with regular spell cast time same with sacred boone


Lady Soaryn, Sparkliest of all

TOP4EVO

Expo
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#15 Re :   Shard Update 6-06-2014
10 years ago  June 06, 2014, 08:54:54 PM

Great job to Kane! The Evo staff will continue to do what we do best.... make this the best shard around for our players. Glad everyone is enjoy the updates and there will be plenty more coming as well as some great new events.

Cryptic
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#16 Re :   Shard Update 6-06-2014
10 years ago  June 07, 2014, 02:09:37 PM

the red tunic is absolute overkill lmao.. why are you giving mages even MORE eval... how about some dex oriented items.. yes i realize there is one for warriors too but it certainly doesnt equal out in the end... pvp is fucked unless you want to mage.

Kane
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#17 Re :   Shard Update 6-06-2014
10 years ago  June 07, 2014, 06:26:48 PM

@Cryptic:  Shoot me a pm or can make a post of what you think some of the dex items should look like.  Doesn't have to be in code form can be just the attributes, we can go from there.  That goes for anyone for that matter.

Soaryn
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#18 Re :   Shard Update 6-06-2014
10 years ago  June 07, 2014, 07:06:13 PM

PLEASE PUT ALL CLERIC SPELLS EXCEPT SMITE BACK AS THEY WERE.  The timers make it IMPOSSIBLE to rez party members or even cure one's self during a champ. even with protection on it's near impossible to cast restoration to rez a party member because a creature hitting you causes a fizzle


Lady Soaryn, Sparkliest of all

TOP4EVO

Kane
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#19 Re :   Shard Update 6-06-2014
10 years ago  June 07, 2014, 07:18:20 PM

I already made the changes Pumpkin suggested and just waiting the next update and restart

Kyn
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#20 Re :   Shard Update 6-06-2014
10 years ago  June 07, 2014, 07:23:07 PM

I already made the changes Pumpkin suggested and just waiting the next update and restart


Be careful about jumping the gun on changes so quickly. I'd recommend you group together an in-game test group to give feedback and debate about changes. I have always found that to be the most valid way to post changes. Who knows how things should work and would wouldn't be broken?


The people playing of course!

Leviathan
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#21 Re :   Shard Update 6-06-2014
10 years ago  June 08, 2014, 04:16:26 PM

Agreed.

It is good to see such responses to the loss of data on the shard but creating these items is going to create things we have to change later because they throw things off balance. 

Cryptic is absolutely right about his post, and I am a mage so the fact that I am saying it should hold some value.  The person who implemented the idea obviously had the best in mind, but any magery or eval added to the tunic slot should not exist.  Let's make sure we don't rush.

We have an opportunity to make things even better than they were before here on evo.  We should make sure we take our time and do it right.

Leviathan
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#22 Re :   Shard Update 6-06-2014
10 years ago  June 08, 2014, 04:32:17 PM

If any of the staff need, I have a spreadsheet that I made for making my perfect pvp suit that includes a table of all the good items for pvp that we previously had.  While we may not implement all of them again, I will say that they represent a very good path to follow.  And most importantly, it is what our player base is comfortable with.

I have all the stats recorded for:

flame talisman
moon talisman
black belt
grandmaster black belt
laos masks
doom armors
magi armor
mirror shields
pre nerf mirror shields
genesis necklaces
some mythril dragon armor
grizzled clasp
Hayabusa's earrings
and more.

Talk to me if you want to talk about rebuilding the pvp, I will be glad to help.  I think people will agree that I have a very thorough understanding of how it was built, why it worked, and what it's weaknesses were.  We could get things up and running so people could start farming again relatively soon, AND we would still have it more balanced than before. 

I fixed the hue system for you guys, I would be glad to help again.

Sturger
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#23 Re :   Shard Update 6-06-2014
10 years ago  June 09, 2014, 05:11:36 PM

  Doing it right, probably means doing it differently this time around. I am sure some of those items are awesome, and most are in need of consideration. What makes them needed, do any of them seem over powering...

  Sure add this, or that back like before; but what item is being put in to counter it.

  There needs to be a field of good items, enjoyable by all player types, not just for Mages, or Swordsmen, or Fencers, and so on.

Just my two cents.

 --Sturger--

Cryptic
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#24 Re :   Shard Update 6-06-2014
10 years ago  June 09, 2014, 05:29:57 PM

i apologize i did not notice the latest update. Assuming its perm i am happy with what was done

Minos
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#25 Re :   Shard Update 6-06-2014
10 years ago  June 09, 2014, 05:55:34 PM

Which overpowered mages have you been testing with?

Chunurai
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#26 Re :   Shard Update 6-06-2014
10 years ago  June 09, 2014, 06:10:00 PM

Here is my only complaint.. They nerfed the token party systems so now everyone who is complaining is going to have an even harder time earning the skill cloth needed. Also the red tunics are insane now.

The token system was not nerfed, it was adjusted to stop exploiting!  The magic cloth will be added to tailoring and is in felucca dungeon chests, along with token stone.  The tunic is being reviewed

Chunurai
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#27 Re :   Shard Update 6-06-2014
10 years ago  June 09, 2014, 06:13:18 PM

It's not too overpowered.. Dexxers can still stack a suit that is worthy to fight any mage. You just need to utilize all the resources available to you and learn how to effectively use your skills/suit/gear.

Chunurai
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#28 Re :   Shard Update 6-06-2014
10 years ago  June 09, 2014, 06:18:56 PM

Maybe to give dexxers a better chance look at the parry/bushido evasion dexxers (even mages) can evade these high damage eval spells. With no skill cap there will always be imbalances in PvP, but is attainable by everyone. Someone will always be able to afford more and spend more time gathering the items than the other guy.