Discussion in   Shard Updates   started     8 years ago   July 01, 2016, 07:17:02 AM   by   Kane

Shard Update July 01, 2016

Kane
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Topic :   Shard Update July 01, 2016
8 years ago  July 01, 2016, 07:17:02 AM

I was going to update the next part of the Tombs but finally figured out how I want the haggle system to work so I pulled it back for 1 week and it will come out next week.  This is the last month of the Shame [Iron Forge] Event Cycle, so you will see a cross over this month into the next Event Cycle, Dragon Lords.   The idea is to instead of having a hard line from one to another, create a smooth transition of content that lets you play within the event cycle to the next one.


Version 137
Lost and Found Added: Going to move slow to see what I can do about players losing things. Starting with Keys and Shrunk Pets.  Only 2 things will be seen by the system at this point: Base keys that are insured or blessed for and only shrunk pets that are donation or above maxlevel/level 30/30.  I have to figure out a way to speed up lost item issues, players ALWAYS think the server did it and yet I find out the item decayed because of their own macros or not looking, they put the item in a different location then originally thought or another player has it.  My main focus is to speed up the time it takes me to find out what happened and if I can make things right.
Ghost Champions Updated: Vanish timer should work as intended now, breath weapon code updated.
Crown of Champions Updated: Needed to make sure points do not exceed the cap.
Crafter Champ Updated: Incorrect body value..(strange)
Breeding Updated: Now registers the breeder as an Owner
Taming System Updated: Correctly checks to see if the pet has ever had an owner before
Dungeon Lockdown: Time for all those illegal recall runes to become pointless.  I was trying to work out the small issues but because some players just use these old runes to abuse newer players.. It was time for the hammer to fall. 

Sturger
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#1 Re :   Shard Update July 01, 2016
8 years ago  July 02, 2016, 09:17:43 PM

  I understand the final outcome of the dungeon lock down; somebody or a group of somebodies-- who had or obtained previously marked dungeons runes-- abused the power of them.

  But as this full out lock out affects my game play-- I like monster contracts-- I politely ask why the ability to not mark runes in dungeons was installed in the first place. Maybe it was mentioned in another post; if so I missed it and would appreciate any information on the whys and what nots concerning the reason. Thanks in advance.

  If the idea is to put everyone on level ground, then I am only half as leary as I was before.

  I don't feel justified in saying anything else in this post; for any speculation on my part would just be wasted thought. I am truly at a loss for words, left with to many questions. But I have faith in the EVO shard and its guardians.


  Only time, and adjustment, will tell... I suppose.




     --Sturger--

 

Smilingdeath
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#2 Re :   Shard Update July 01, 2016
8 years ago  July 02, 2016, 10:02:56 PM

Some people had runes marked for things like the bosses, or all the stealables behind a puzzle that had to be figured out before you were allowed in.


So they finally removed them which I do like.


I hear you on the monster contracts though, it is handy to have runes to locations for some of the things that spawn in one place and only at the bottom of the dungeon.  Also the same goes for some creatures for taming, but as newer players did not have access to these runes, usually, it allowed for an unfair advantage for only a select few.

Sagemoon
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#3 Re :   Shard Update July 01, 2016
8 years ago  July 02, 2016, 10:49:20 PM

A gate has been made to get to Sanctuary for Arcane Circles from the SW side of the NEW Compound.


Im sad, because players can no longer recall in to rescue lost/dead players who are new to the server & dont have all the answers for their problem.


I am also concerned about AFK farmers running rampant because they cant be so easily discovered, & congested dungeons where players CAN recall into, but I too have faith in our server leaders.


Sage

Harper
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#4 Re :   Shard Update July 01, 2016
8 years ago  July 03, 2016, 03:11:00 AM

I politely ask why the ability to not mark runes in dungeons was installed in the first placee.


I'm not privy to the reason(s) why dungeon recalling was nerfed on Evo but I do know two very good reasons for doing it on most servers. One ties in to part of Sagemoon's comment:

I am also concerned about AFK farmers running rampant because they cant be so easily discovered


A farmer standing in one spot AFK waiting for respawn is not good but is vastly less of a problem than players AFK recalling from one dungeon hotspot to another, running an auto-attack/auto-claim script, leveling weapons and making a fortune.


Another reason is that it makes PKing and ruining people's days so easy it's a joke. Hit thirty farming spots in sixty seconds? No sweat. Then do it over, and over, and over, and over for hours, days, years, so that no one can even dream of PvMing anywhere worthwhile in relative peace.

Sturger
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#5 Re :   Shard Update July 01, 2016
8 years ago  July 08, 2016, 04:03:48 PM

  Thanks for the insight on all those things I didn't consider at the time of my original post.

  I guess Smilingdeaths answer covers the why portion of my question. I agree with the change at least-- 100%-- now.


  I do hope Kane fixes the Monster contracts when he has the will and time to do so... there could be so much potential there to add to any crafting system.

 

  An example:

   Most people scoff at 1,800gp (I don't), but a change, to the Contract reward system, to also get Elemental-- Earth Cores, any one-- resources for Kane's safe version of Imbuing/Enhancing/Fortifying armor and weapons, would certainly not be scoffed at.

  Just saying...



   --Sturger--


  P.S.  by safe I mean a system that wont break EVO UO... not even a little bit.   8)

Agni-WhiteFlame
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#6 Re :   Shard Update July 01, 2016
8 years ago  July 09, 2016, 09:56:09 PM

Eh, I personally feel that nerfing the recalling into and out of dungeons in trammel is ridiculous. EVERY player has the ability to mark a rune, so everyone has the same access to every resource in tram, naturally. there should be an area of denial for those spots that are behind puzzles, such as the lamp post room in doom. The stealables are clearly marked in domino's rune library, so its not like anyone had an unfair advantage over others...and as far as PKing is concerned, i thought fel was already no recall to begin with. Honestly I hate this change and think it will do more harm than good. that's my ten cents because my two cents is free.