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Old 06-09-2010, 10:06 AM   #21
Isemon
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+1 for the new mobs model, they are awesome,
as regard the event, there will be any way to drop the team shirt?

and i personally don't see the trails, i am on fixed pipeline, but also i heard of some friends not seeing it in shader 2
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Old 06-09-2010, 10:27 AM   #22
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Sorry for repeating, I pasted this in wrong thread. I think this one is correct.

First of all I tested new update on Amun and here are my comments.
  1. Smaller Tol-tars, +1 for that, now conjurers should be able to more easily (still not easy but easier) select the player to heal at door. Big tol-tars were causing chaos and it was hard to select other players.
  2. Separate hide/show armor parts, +1 nice job. Now we have even more customized look.
    Drawback is that old armor lacks details when compared to premium clothing from last event.
    Example when I show lion leggings and hide everything else, leggings lacks details and does not mix with much nicer event clothing.
    But very nice idea!! I appreciate it!! so +1 for NGD
  3. Launcher now adjust texture quality according to available video memory. again +1 !!!
  4. Altars of resurrection have a protecting guard near them. When clicking on one "[err][npc_instance_display_name][0]" and they're very hard, so not impossible. I would put one more guard like that and give them a proper range, so players with uber range still cannot the players spawning at altar. But its a nice idea +1 for NGD again.
  5. Reward after event. As I understood the winner is the team with most RP ?
    Is that true ? If You look at the top RP ranking 17 Syrtis, 9 Ignis, 4 Alsius. Why ?
    Because Syrtis attack in zergs and win most of fights, why in zergs ? Because they're overpopulated. Who will win the event ?
    Also is the reward for team or for one player ?
    Please make it clear... -1 if this is RP based event and reward for single player with highest score
  6. Trails: Warriors' regular attacks, although in the client mode that I am running it, I don't see them. Someone mentioned that enabling trails on normal attacks will make it as one out of 1324434..etc manga games. Probably new players will not see the difference, but I like effects only on special skills and not normals.

No offenses please, those are my personal feelings about new 1.6.2 patch

OMG. One more... football costumes really breaks atmosphere in this game imho. Please lower the price of costumes and make them temporary
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Old 06-09-2010, 10:33 AM   #23
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The -rp penalty at saves was enough.
So many times when I am out hunting and find noone, I find 2-3 people idling at save afk, which I don't even get -rp for when killing.
In that case, those idiots can mind themselves for getting killed, because IF you are gonna stand AFK at a save you can aswell log out.

These guards won't solve the real save camping, because those armies are big enough to easily kill those guards.
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Old 06-09-2010, 10:39 AM   #24
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Quote:
Originally Posted by Znurre View Post
The -rp penalty at saves was enough.
So many times when I am out hunting and find noone, I find 2-3 people idling at save afk, which I don't even get -rp for when killing.
In that case, those idiots can mind themselves for getting killed, because IF you are gonna stand AFK at a save you can aswell log out.

These guards won't solve the real save camping, because those armies are big enough to easily kill those guards.
Those guards 1 hit mages that arent buffed, im sure there defense is pro too
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Old 06-09-2010, 10:43 AM   #25
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Exclamation New weapon trails

Here's what I found so far:

Apparently it only works on Shaders 3 and 4.

It works for all weapons; but if they're not howing up, just re-equip them, they seem to stop working sometimes.

Non-gemmed, minor and major gemmed weapons will leave a neutral white trail; like this:



However if you have a Great Gem in your weapon, you'll get a specialised trail, according to the damage type; like the lightning gem in my hammer:



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Old 06-09-2010, 10:44 AM   #26
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Quote:
Originally Posted by Need_More_Invasions View Post
Those guards 1 hit mages that arent buffed, im sure there defense is pro too
They hit me with shield piercing for 2.6k when I am unbuffed.
They don't have that good defence, nowhere near a GC.
Me and a warlock almost managed to take one down ourselves at Eferias save just by nuking it.

It has no resistances to CC's, so with multiple BS it will be a pice of cake for 2 warriors to take it down.

The only thing it will hinder is people getting killed by lone people hunting near saves, which is bad imo.
People should be punished for afking at saves when they could aswell logout and save some server capacity.

Well... atleast you can still kill those idiots with aggro mobs, that's good.
(On a second thought, maybe those stupid guards will attack aggro mobs too... great...)
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Old 06-09-2010, 10:45 AM   #27
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Do these save guards have the same range as a fort wall guard? E.g. 10000000000000 metres?

I hope not, because if they're doing 2.6k damage... It's only fair if they protect the save, and not the surrounding mile. So I think their range should be ~20m.
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Old 06-09-2010, 10:51 AM   #28
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Quote:
Originally Posted by Znurre View Post
They hit me with shield piercing for 2.6k when I am unbuffed.
They don't have that good defence, nowhere near a GC.
Me and a warlock almost managed to take one down ourselves at Eferias save just by nuking it.

It has no resistances to CC's, so with multiple BS it will be a pice of cake for 2 warriors to take it down.

The only thing it will hinder is people getting killed by lone people hunting near saves, which is bad imo.
People should be punished for afking at saves when they could aswell logout and save some server capacity.

Well... atleast you can still kill those idiots with aggro mobs, that's good.
(On a second thought, maybe those stupid guards will attack aggro mobs too... great...)
im guessing that this will also prevent enemies using your realms teleporters?
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Old 06-09-2010, 11:07 AM   #29
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Quote:
Originally Posted by Mattdoesrock View Post
However if you have a Great Gem in your weapon, you'll get a specialised trail, according to the damage type; like the lightning gem in my hammer:
It seems to only work with gems in the wep, in built damage such as the fire in an ignean axe or the ice on my Eve hammer have no effect on the trail.
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Old 06-09-2010, 11:34 AM   #30
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Quote:
Originally Posted by Mattdoesrock View Post
Do these save guards have the same range as a fort wall guard? E.g. 10000000000000 metres?

I hope not, because if they're doing 2.6k damage... It's only fair if they protect the save, and not the surrounding mile. So I think their range should be ~20m.
This would only prevent that the ppl at the safe get killed by warriors, ranged classes would still take them down easy.
Id like to see the safes on a platform, maybe 10m around the safe, from whic you can jump down but not get on it again. You could not be killed after spawning there but players were unable to run back to the safe to escape a fight.
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