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View Full Version : Patch Notes, November 15th, 2009


Rogean
11-15-2009, 03:41 AM
Coming soon to a server near you.



All Zone Experience Modifiers have been adjusted.
Hermit in South Karana is now on a 2 minute spawn timer. (Nilbog)
Noble Hunter's quest mobs in Innothule condensed into a single spawn and path grid. (Nilbog)
Removed faction hits from Cynthia in Rathe Mountains. (Nilbog)
Fixed click effect on Shiny Brass Idol. (Nilbog)
Purchin Oddsbot, Trantor Everhot, and Jogl Doobraugh will now drop their heads for Deep Six Cutlass quest. (Nilbog)
Several fixes to Faction and Spawn Issues with Gargoyles in Ocean of Tears. (Nilbog)
Changed spawn time of the Dwarves on Sister Island in Ocean of Tears. (Nilbog)
Neapha Vesturo and Gero Yopetu now have individual spawns. (Nilbog)
Added Faction for completing Fleskr's Supplies Quest. (Nilbog)
Removed duplicate spawns for Grynnaf Einoom. (Nilbog)
Corrected loot on Ascania Halvbin and Larisa Gelrith. (Nilbog)
Assistant Kiolna will accept Key 106 on behalf of Bank Clerk Jaylin. (Nilbog)
Removed Heretics Faction hit from Paineel Guards. (Wenai)
Astaed Wemor should no longer give out incorrect rewards. (Aeolwind)
Increased mana cost on Superior Healing. (Xzerion)
Increased spawn time and lowered drop percentange on Hadden. (Wenai)
Sisters of Erollisi will now drop Wood Elf Parts. (Wenai)
Captain Ashlan will now accept Orc Scalps, One at a time. (Wenai)
Blixkin Enropop should now respond for the Bug Collection quest. (Wenai)
Captain Hazran will accept Deathfist Slashed Belts, Two at a time. (Wenai)
Merona Castekin wil now have a chance to award Band of Tunare and Ring of Pine. (Wenai)
Indaria in South Qeynos will now reward those who return her doll. (Wenai)
Armorer Dellin will now award the Reserve Militia Tunic correctly. (Wenai)
Nultal Malfoot will now take your stinky skunk glands. (Wenai)
Increased XP Reward for Putrid Hide Quest from Priestess Caulria. (Wenai)
Decreased drop rate on Blackened Iron Crown. (Wenai)
Axe of the Slayers will now proc at level 30. (Nilbog)
Travis Two Tone is now responding correctly and no longer having an Identity Crisis with Deputy Budo. (Nilbog)
Fixed loot changes for Petrifin. (Xzerion)
Adjusted height on a huge water elemental. (Xzerion)
Brother Qwinn in SK was.. Tinkered with. Codename for lack of changelog info :D. (Aeolwind)
Fixed Aegis of Life. What exactly changed I'm not sure =o. (Aeolwind)
Jboots are now 1% slower.

Reiker
11-15-2009, 03:52 AM
Any additional information on: All Zone Experience Modifiers have been adjusted.

?

Noser
11-15-2009, 04:09 AM
Gnice.

Reiker
11-15-2009, 05:57 AM
Also, Hill Giant loot was nerfed.

stormlord
11-15-2009, 12:13 PM
WTG on the hard work and thankless effort ya'll put into it. It's a lot harder than it looks.

(Does this update have anything to do with the server going down this morning?)

Roku
11-15-2009, 02:34 PM
"Increased mana cost on Superior Healing. (Xzerion)"

Xzerion, please explain the logic behind this decision.

From my point of view, as a cleric, it is obvious that mob melee dmg on this server is significantly higher than it was in classic and than it should be. This is a commonly known issue now and has been for a while. Thusfar, devs have shown an inability to fix this issue.

Sooooooo ..

Making the healing of those taking this extra damage less efficient doesn't make much sense at all, imo. It only amplifies the problem with mob melee damage. Perhaps superior healing was "suppose" to be 250 mana, but alot of things on this server are not as they are "suppose" to be, specifically the afore mentionned mob melee damage issue.

Some clarification on why this change was made on this server at this time would be nice.

As a side note, the spell's mana cost still says 185 in game but it is actually costing 250 to cast.

Jify
11-15-2009, 03:27 PM
"Increased mana cost on Superior Healing. (Xzerion)"

Xzerion, please explain the logic behind this decision.

From my point of view, as a cleric, it is obvious that mob melee dmg on this server is significantly higher than it was in classic and than it should be. This is a commonly known issue now and has been for a while. Thusfar, devs have shown an inability to fix this issue.

Sooooooo ..

Making the healing of those taking this extra damage less efficient doesn't make much sense at all, imo. It only amplifies the problem with mob melee damage. Perhaps superior healing was "suppose" to be 250 mana, but alot of things on this server are not as they are "suppose" to be, specifically the afore mentionned mob melee damage issue.

Some clarification on why this change was made on this server at this time would be nice.

As a side note, the spell's mana cost still says 185 in game but it is actually costing 250 to cast.

Two wrongs don't make a right. They are fixing what they can, when they can. They shouldn't have to justify every change they make it if aligns with the initial scope of this project.

Bahleted
11-15-2009, 04:07 PM
They are making changes for a reason one patch at a time.

Perhaps they changed the mana cost back to what its supposed to be to effectively find a fix for the known melee issue and see the true impact of the issue.

Chill out for a while before u jump to conclusions bro



Peace peace

Roku
11-15-2009, 04:21 PM
I appreciate your conjectures, however I asked for an explanation from the source. I still would like it.

Salty
11-15-2009, 05:07 PM
Since you changed Brother Qwinn, how is he different?

Aeolwind
11-15-2009, 05:29 PM
I appreciate your conjectures, however I asked for an explanation from the source. I still would like it.

The mana cost was off by 65 mana. It has now been fixed. When we find someone that is willing to dig through 3000 lines of code and "fix" melee, we'll be happy to implement the change. Are you that person Roku? We can send you a copy of the source toot sweet. :)

Haynar
11-15-2009, 06:02 PM
I have already looked at the code and see where some changes could be made. That is the easy part. The hard part is figuring out how to make said changes be correct. Without having some old parses, the best way I can think of is to reactivate my live account and start doing some parses at lower levels, doing comparisons with different gear, player stats (i.e. different agi), mobs at different levels, focusing on a few different classic zones. Comparing the effects of avoidance and mitigation. Its only a matter of breaking it down to the right equations.

If all goes smoothly, bet I could have it all figured out and corrected, say by .... Christmas. Ha.

Haynar

Haynar
11-15-2009, 06:19 PM
Another idea would be to do parses on the mac server, that is about as close to classic as I could think of really. I think a buddy at work has an old mac laptop. Maybe I will see what I can figure out playing on there if that server is still up.

Haynar

Aeolwind
11-15-2009, 06:41 PM
The hard part is figuring out how to make said changes be correct.
Haynar

Ding ding ding! You win the prize! And it also goes a bit deeper as well: it has to be balanced vs passive combat defensive like dodge and parry as well as take into consideration AC and not only how it affects min/max hits but also how it affects straight misses, something other than min or max hit also gets affected by AC.

Insidious
11-15-2009, 07:31 PM
Hmm Is pet dual wield being looked at?
And I'm also assuming Pyzjn isn't going to be modified at all?

Roku
11-15-2009, 09:31 PM
The mana cost was off by 65 mana. It has now been fixed. When we find someone that is willing to dig through 3000 lines of code and "fix" melee, we'll be happy to implement the change. Are you that person Roku? We can send you a copy of the source toot sweet. :)

While I assumed that the mana was off on the spell, that was not the thesis of my argument. I am calling into question the overall attitude of the devs toward the quality of the server when a quick fix is made that only exasperates another significant problem.

I am not interested in further sarcastic, unprofessional responses. Is there a mod/developer that would be willing to give a more thoughful response? It would be appreciated.

Wenai
11-15-2009, 10:02 PM
While I assumed that the mana was off on the spell, that was not the thesis of my argument. I am calling into question the overall attitude of the devs toward the quality of the server when a quick fix is made that only exasperates another significant problem.

I am not interested in further sarcastic, unprofessional responses. Is there a mod/developer that would be willing to give a more thoughful response? It would be appreciated.
It was the wrong mana cost and has been corrected to the proper mana cost. What more do you want to hear? We are not a custom server. Things aren't going to be changed in one field to compensate for something else. Melee issues are source based, we have limited (ie. one person) who can do source changes. That person is busy with other things and doesn't have time to dedicate to our server development right now and so we are a little bit in limbo right now.

sever
11-15-2009, 10:07 PM
Surprise surprise, whirl's still 12 seconds.

Aeolwind
11-15-2009, 10:24 PM
While I assumed that the mana was off on the spell, that was not the thesis of my argument. I am calling into question the overall attitude of the devs toward the quality of the server when a quick fix is made that only exasperates another significant problem.

I am not interested in further sarcastic, unprofessional responses. Is there a mod/developer that would be willing to give a more thoughful response? It would be appreciated.

The problem is well known. As I stated before, if you are willing to work on the fix, feel free to pull the source code down and go to work. Most of the dev team does not have the time nor skillset to completely teach ourselves C++ from start to finish to be able to modify things of this magnitude.

The thesis of your argument is invalid. You are arguing a point that no one is arguing with you. If you want the melee issues that are present Emu wide to be resolved, please work with those that have the appropriate skill sets to fix them. Complaining in the patch thread is not useful nor conducive to an effective use of dev time spent responding to you.

And lastly, I'm not a professional developer, I do this in my spare time. If you don't want my sarcastic comments, I suggest you work towards finding a fix instead of acting entitled to anything when it comes to anything in the way of an answer. The thesis of your argument is pointless and a waste of time. When we say we are unable to provide a fix at this time, that is the best answer you're going to get. I'm done with this discussion.

Aeolwind
11-15-2009, 10:25 PM
Surprise surprise, whirl's still 12 seconds.

I'm having some spells created for a couple encounters, this will prob make it in sooner rather than later. The duration will most likely be dropped to 4 seconds since the emulator is incapable of delivering a variable duration to a stun without a source code change.

Aeolwind
11-15-2009, 10:29 PM
Hmm Is pet dual wield being looked at?
And I'm also assuming Pyzjn isn't going to be modified at all?

Pyzjn is my jangling automaton. It works about half the time and I've no fucking clue why.

Pet dual wield again falls back on a source change. Yep, it needs fixed. This fix should be a bit easier than the overall melee as a whole. Consequently, pets are benefiting from the erroneous combat values that affect NPC's atm. So, this is a two-fold fix. Fixing pet dual wield now would pretty much make them better than any other PC hands down. You most likely won't see the fix for pet dual wield till melee is fixed.

Haynar
11-15-2009, 11:25 PM
I will start playing with the base EQEmu Source code as I get time, to see what I can do to help with issues. But being that I have 2 papers to write, a wife who is 8 mos pregnant, and finals coming up, my time is limited. Grad school keeps you busy when you are working 40 hrs a week.

Haynar

Insidious
11-16-2009, 12:06 AM
Pyzjn is my jangling automaton. It works about half the time and I've no fucking clue why.


Hmmm perhaps a new spawn scheme would be appropriate? Less complex script, if a script at all? I'd love to see some GBS's out in the economy :)

sever
11-16-2009, 01:38 AM
I think if you two-way the system, you'll get better results regardless. So if you simplified the script, but just made her a very rare spawn, we'd atleast see her.

The same goes for Quillmane, since no one's even seen him yet, either.

Morfnblorsh
11-16-2009, 10:57 AM
Jboots now 1% slower?!?!

RAGE! ANGER! DEATH THREATS! I'LL SUE!!

RAWR RAWR!!!! GRRR!!! BAAAAAARRRKKK BARK WOOOF!!

:D jk

Bahleted
11-16-2009, 11:08 AM
Hey guys just plugging this in here.

I posted on the server forum trying to compile and organize anyone who is willing to help take a loot at or help fix the melee issue please post there if interested.

Let's be productive!

bopice
11-16-2009, 03:06 PM
It's odd cause i saw pyzjn 3 times in 1 night in beta.

I have now camped her for maybe 7 nights atleast now. Killing everything in the ruins and even tovax and varsoon. With no sign of pyzjn. Seems kinda odd.

Aeolwind
11-16-2009, 03:29 PM
It's odd cause i saw pyzjn 3 times in 1 night in beta.

I have now camped her for maybe 7 nights atleast now. Killing everything in the ruins and even tovax and varsoon. With no sign of pyzjn. Seems kinda odd.

Yeah, playing with it on test now, for some reason it isn't working like it did. Good to know at least SOMEONE knows it worked in beta :eek:

doraf
11-16-2009, 07:58 PM
I'm having some spells created for a couple encounters, this will prob make it in sooner rather than later. The duration will most likely be dropped to 4 seconds since the emulator is incapable of delivering a variable duration to a stun without a source code change.

How come there is no push from the stuns? :)