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Author Topic: Quality of Life improvements and bug fixes.  (Read 366 times)

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Cory

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Quality of Life improvements and bug fixes.
« on: September 11, 2022, 05:35:39 pm »
I'll try and sort this list to things that affect people by zone, or global, by class etc.

Global:
1: Group invites - Inviting pretty much only works when in the same zone.
2: When you get disconnected and in a group, you lose the group. if you were group leader it bugs the group. In a raid, this doesn't happen.
3: Raid lockouts. They happen from the last boss killed or in CoM, per boss. If you start a raid at 5pm, and end at 7pm. The next time you'd need to start at 7pm. This makes it so your raid start times always get later. Eliminates the ability for guilds to schedule this day at this time is our raid time. Solution is to make the lockout 6 hours less.

Dreadlands:
1. Amelia only ports 1 person up for the dragon instead of 12.
2. Once you slay the dragon, no way to leave without gating. Run back times are 20 minutes if you wipe.
3. Some of Json's instruments don't have names in the xtended target window.
4. No way to leave dreadlands without gating, need a way to remove golems to leave, currently can only do it as you enter.

City of Mist:
1. Open world starting spot is too close to golems, if anyone taeks a step forward, it can cause a wipe while people are zoning in. Fix - have it be the same as the instanced version.
2. Mobs falling through the floor or ceiling, then summoning. Frequently happens in animationist room and reaver rooms. Once summoned, can't get healed and causes wipes.
3. The lost's island is flagged as pvp. If you go in there to loot an item, you have to log out to get rid of the pvp flag. Otherwise you can't be healed.
4. Soul shards from the lost get stuck in the water/wall. Have to try and get them to kite up on the sides to be able to see and hit them. Soul shards don't go away when you wipe, if you kill them, the dragon doesn't summon another set.
5. Potion bosses summon- 1 out of 5 kills we have, the tank will be summoned 1 second before the potions explode. Causing the tank to die, with no way a player could prevent it.
6. Xp mobs with old hps, a mighty golem, and a goo up on the second level each are blue/white cons with low hps.

Karnors
1. Grey mobs that hit hard and have same hps but no xp.
2. Traveling in kunark is long even with a bard. QoL improvement would be a low drop rate port items from karnors to port to karnors. CoM gets you the other side, melee have long runs from OT to dread/karnors. This hurts the chances of it becoming an xp zone.

Shaman:
Shamans CoM turn in spell is the same tnargs mending as a drop out of dreadlands.

Flagging:
A system to catch up a character I think would be appreciated. having done all the flagging 3 times already, flagging 5 more characters isn't fun. It's also hindering xp groups as my alts don't have the porter to OT, and aren't flagged yet. This is especially true as I can't use a char with the porter, to port 3 chars without the port items due to the Ip limit now. So the work to be done, basically 8-12 hours to be able to join an XP group per character just doesn't seem worth it in Kunark. Perhaps An item that drops in karnors rarely, that is tradable. low drop rate from named maybe. This gets given to alts or sold on the open market for donator tickets.

There's more class balance work to be done, but this is the stuff that isn't balancing, mostly QoL/bug fixes.

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Eldarian

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Re: Quality of Life improvements and bug fixes.
« Reply #1 on: September 11, 2022, 06:54:53 pm »
I'll try and sort this list to things that affect people by zone, or global, by class etc.

Global:
1: Group invites - Inviting pretty much only works when in the same zone. This cant be fixed at this time
2: When you get disconnected and in a group, you lose the group. if you were group leader it bugs the group. In a raid, this doesn't happen. Cant be fixed at this time
3: Raid lockouts. They happen from the last boss killed or in CoM, per boss. If you start a raid at 5pm, and end at 7pm. The next time you'd need to start at 7pm. This makes it so your raid start times always get later. Eliminates the ability for guilds to schedule this day at this time is our raid time. Solution is to make the lockout 6 hours less. I want to hear more feedback from other guilds before make this change since it will impact more than just one group

Dreadlands:
1. Amelia only ports 1 person up for the dragon instead of 12. This has been fixed read patch notes
2. Once you slay the dragon, no way to leave without gating. Run back times are 20 minutes if you wipe. This has been fixed read patch notes
3. Some of Json's instruments don't have names in the xtended target window. This is by Design
4. No way to leave dreadlands without gating, need a way to remove golems to leave, currently can only do it as you enter. This will be addressed in the coming days

City of Mist:
1. Open world starting spot is too close to golems, if anyone taeks a step forward, it can cause a wipe while people are zoning in. Fix - have it be the same as the instanced version. e
2. Mobs falling through the floor or ceiling, then summoning. Frequently happens in animationist room and reaver rooms. Once summoned, can't get healed and causes wipes. This is an older map, and cant be readily fixed, we just have to make due for the time being
3. The lost's island is flagged as pvp. If you go in there to loot an item, you have to log out to get rid of the pvp flag. Otherwise you can't be healed. i'll need  a little time on this one
4. Soul shards from the lost get stuck in the water/wall. Have to try and get them to kite up on the sides to be able to see and hit them. Soul shards don't go away when you wipe, if you kill them, the dragon doesn't summon another set.
5. Potion bosses summon- 1 out of 5 kills we have, the tank will be summoned 1 second before the potions explode. Causing the tank to die, with no way a player could prevent it. FIXED
6. Xp mobs with old hps, a mighty golem, and a goo up on the second level each are blue/white cons with low hps. FIXED

Karnors
1. Grey mobs that hit hard and have same hps but no xp.
2. Traveling in kunark is long even with a bard. QoL improvement would be a low drop rate port items from karnors to port to karnors. CoM gets you the other side, melee have long runs from OT to dread/karnors. This hurts the chances of it becoming an xp zone.

Shaman:
Shamans CoM turn in spell is the same tnargs mending as a drop out of dreadlands. is on the list!

Flagging:
A system to catch up a character I think would be appreciated. having done all the flagging 3 times already, flagging 5 more characters isn't fun. It's also hindering xp groups as my alts don't have the porter to OT, and aren't flagged yet. This is especially true as I can't use a char with the porter, to port 3 chars without the port items due to the Ip limit now. So the work to be done, basically 8-12 hours to be able to join an XP group per character just doesn't seem worth it in Kunark. Perhaps An item that drops in karnors rarely, that is tradable. low drop rate from named maybe. This gets given to alts or sold on the open market for donator tickets. I will think on this one some more

There's more class balance work to be done, but this is the stuff that isn't balancing, mostly QoL/bug fixes.

jimboslice

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Re: Quality of Life improvements and bug fixes.
« Reply #2 on: September 12, 2022, 11:25:19 am »
3: Raid lockouts. They happen from the last boss killed or in CoM, per boss. If you start a raid at 5pm, and end at 7pm. The next time you'd need to start at 7pm. This makes it so your raid start times always get later. Eliminates the ability for guilds to schedule this day at this time is our raid time. Solution is to make the lockout 6 hours less. I want to hear more feedback from other guilds before make this change since it will impact more than just one group

I would also agree with the proposed 6 hour less change.  Right now I am finding that we do a raid one night and due to the lock out, it is pushing it to reset too late to feasibly do it on the day it technically resets, and we are having to push it to the next day.  This would allow for a smoother transition from lock out to lock out.

2. Traveling in kunark is long even with a bard. QoL improvement would be a low drop rate port items from karnors to port to karnors. CoM gets you the other side, melee have long runs from OT to dread/karnors. This hurts the chances of it becoming an xp zone.

I also agree that the travel time is rather long for the Kunark zones.  If you do not want to add porters somewhere, I think items dropping similarly to the Corathus Cruiser for atleast Karnors would be a good idea.  Maybe another for porter for COM/EJ, but I also think a FOB port from Nexus wouldn't be awful as there is currently no way for say a lvl 10 Iksar who ported up to Nexus and got bound there to get back to Cabalis until they are able to enter OT and the other zones are still locked behind flag. Also would give Kurn's tower as an option to level in for non-iksar

Flagging:
A system to catch up a character I think would be appreciated. having done all the flagging 3 times already, flagging 5 more characters isn't fun. It's also hindering xp groups as my alts don't have the porter to OT, and aren't flagged yet. This is especially true as I can't use a char with the porter, to port 3 chars without the port items due to the Ip limit now. So the work to be done, basically 8-12 hours to be able to join an XP group per character just doesn't seem worth it in Kunark. Perhaps An item that drops in karnors rarely, that is tradable. low drop rate from named maybe. This gets given to alts or sold on the open market for donator tickets. I will think on this one some more


Flagging is always a double-edged sword imo.  It is generally nice content the first time and then awful to continue to do over and over for alts.

Some type of back-flagging system would be ideal, whether it is a drop you can hand to an alt or some other system.  Just adding an additional voice to this concern.

Monolas / Mystic / Kyomi

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Re: Quality of Life improvements and bug fixes.
« Reply #3 on: September 12, 2022, 08:19:43 pm »
3: Raid lockouts. They happen from the last boss killed or in CoM, per boss. If you start a raid at 5pm, and end at 7pm. The next time you'd need to start at 7pm. This makes it so your raid start times always get later. Eliminates the ability for guilds to schedule this day at this time is our raid time. Solution is to make the lockout 6 hours less. I want to hear more feedback from other guilds before make this change since it will impact more than just one group

I definitely agree with this

2. Traveling in kunark is long even with a bard. QoL improvement would be a low drop rate port items from karnors to port to karnors. CoM gets you the other side, melee have long runs from OT to dread/karnors. This hurts the chances of it becoming an xp zone.

I agree with this also. I would not be opposed to have a Kunark NPC in the nexus, plus NPC's on each continent to be able to get you back UP to the nexus. JUST in case you're bound somewhere.. It would be more of a convenicence thing.

Eldarian

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Re: Quality of Life improvements and bug fixes.
« Reply #4 on: September 12, 2022, 09:09:06 pm »
3: Raid lockouts. They happen from the last boss killed or in CoM, per boss. If you start a raid at 5pm, and end at 7pm. The next time you'd need to start at 7pm. This makes it so your raid start times always get later. Eliminates the ability for guilds to schedule this day at this time is our raid time. Solution is to make the lockout 6 hours less. I want to hear more feedback from other guilds before make this change since it will impact more than just one group

I definitely agree with this

2. Traveling in kunark is long even with a bard. QoL improvement would be a low drop rate port items from karnors to port to karnors. CoM gets you the other side, melee have long runs from OT to dread/karnors. This hurts the chances of it becoming an xp zone.

I agree with this also. I would not be opposed to have a Kunark NPC in the nexus, plus NPC's on each continent to be able to get you back UP to the nexus. JUST in case you're bound somewhere.. It would be more of a convenicence thing.
  I think I can work on this tomorrow ^.^. Will take a raid lockout to clear it all up but it will be done

Belvino

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Re: Quality of Life improvements and bug fixes.
« Reply #5 on: September 14, 2022, 02:57:19 pm »
Just an Idea you can require the kunark porter to only port wen you hand in the Dreadlands piece so you still have to flag to use it!
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