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Old 05-25-2011, 02:20 PM   #31
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Originally Posted by v0rt3x View Post
OMG. Break the WZ Door from inside. Nice! But why we should breaking the WZ Door, if we can go inside the enemy Realm with those boats? This is an easy way to make the daily Quest and earn easily RP´s. Put a realm in Danger, go inside the Realm with the boats an kill the low Enemies inside the Realm.
Yes , this is what will happen a lot of the times. However, the noble quest is once per week. It will allow players to terrorise low levels though. level 25 and lower players do not count to daily adventures?

The transport boat becomes available when the realm is vulnerable, not when the gate breaks. Btw, the gates are back up to old strength it seems.

There are reports of the level 4 Algaros fort not giving gold reward. Please check if it is a bug or advise it this is intended.

If a mob kills you it looks like the timer is always 10 (8?) seconds for resurrection. If an opponent kills you it is 20 seconds. I have not been able to test the timer when I have no saves available.

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Last edited by bois; 05-25-2011 at 02:33 PM.
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Old 05-25-2011, 02:22 PM   #32
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I just got teleported to skolheim while trying to enter trelleborg... This is going to be nice. :P

/edit: reproducible... 100% -.-

Gate in danger + horse

Nope, horse isn't necessary, lol
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Last edited by Seher; 05-25-2011 at 02:38 PM.
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Old 05-25-2011, 02:31 PM   #33
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Originally Posted by Seher View Post
I just got teleported to skolheim while trying to enter trelleborg... This is going to be nice. :P
Yes that one is a constant and serious bug. It has been reported by Kyro and Anyriand as well. Very serious one. I hope they switch vulnerability to Ignis so I can test whether it is a problem with Trelleborg or a problem with the system getting confused over where to port you when you have no save altars in WZ and vulnerable.

On another note, it seems that they have resolved that bug (warriors) where you are in attack mode but your weapon remains holstered. Please test to see if they actually fixed this. I have not seen that bug triggered at all. Maybe they fixed this before :P.
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Old 05-25-2011, 03:11 PM   #34
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Congratulations Staff NGD
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Old 05-25-2011, 03:47 PM   #35
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Good job with this update looks nice...but even more WM coins for powerful realms??!!!!?5k W coins more bonus?
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Old 05-25-2011, 04:53 PM   #36
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Originally Posted by HidraA View Post
Good job with this update looks nice...but even more WM coins for powerful realms??!!!!?5k W coins more bonus?
I am sure the gems will be locked during usual Ignis invade times and it will be really hard for us to open the portal. Let's wait and test this before complaining.
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Old 05-25-2011, 05:06 PM   #37
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I think that this update is full of great news.

-New forts are cool

-I am a bit afraid of the ship allowing a second entrance, but well we will see in practice how it works.

-As regard the save near forts, im not afraid like almost everyone looks like, in the future with more warmasters around won't be that long run from realm gate.

-The 20 sec respawn time, well is a bit high, especially for defenders.

-Old invasion mechanisms means that gate will close only after timer of 30min goes down? Also another question, if syrtis owning samal and shaanarid and alsius is owning menirha, will be the timer shortened to 15min? or is like it was before that only 1 realm owing all fort will gain that timer?

-Gem lock, we will see how it works. But i am fine with it.
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Old 05-25-2011, 05:08 PM   #38
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Quote:
Originally Posted by Seher View Post
I just got teleported to skolheim while trying to enter trelleborg...
Fixed on AMUN server.

Regards!
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Old 05-25-2011, 05:20 PM   #39
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Quote:
New: System that deactivate the realm Gems during times of low population in the game world. The system doesn’t allow capturing the gems in predefined time schedules. During this time, the gems will be blocked by a visual effect.
You are setting these schedules based on what exactly? How often will this be looked at and adjusted? Will there just be no point to play during some hours of this predefined schedule? I would not have these concerns if it were an automatic system such as the gate guards (which you need to looked at as well because we run right by them)
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Old 05-25-2011, 06:36 PM   #40
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Just did some tests. Most issues i detected in first version seems to be fixed. Good Job NGD.

One left:

Last step of tower stairs is blocking character's movement near stairs's axis, one has to move to right when climbing to be able to attain the roof.

About overall changes, i like forts and the return to old invasion system, i'm not sure about saves and boats changes... we'll see.
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