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 Post subject: Testing the SHard
PostPosted: Fri May 01, 2009 10:47 am 
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Joined: Mon Jun 11, 2007 8:48 pm
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I have been testing the shard for two days and have found out some interesting things that need to be fixed if they havent been mentioned.
One being scrolls from my understanding that will be dealth with from craft patch. Two being certain towns have server lines that need to be adjusted<<, by server lines i mean certain points that create a dead link drop<< meaning losing connection.. ONe would be the teleport doorway in wind from bank to tailor store. the second would be the hallways steps to the mage shop in wind in western part of wind. Three The Golems on the shard are invisible hats... now i dont know if this is how its suppose to be but a some golems are golems some are invised hats..<<< if it can be clarified of thats what we want im sure everyone wants to know. Four<< it has come to my attention that protection pots work yet i think it needs some tweaking considering that it took me 2 hours literally of waiting to get my horse back.. i dont know if this was bad luck on my part but definatly something needing to just be looked at one last time. Five, NPC Spawn in town<< i know it never use to be as cluttered with NPCS before and i think that causes a lot of server lag to have so many NPCS on the shard ... Not to mention they light torches or move somethign<< or perform some sort of action<< if we are tweak the server to keep from possible crashing i think. Six< Monster Shrines<< the sa shrine is working like it should dropping sa with the death of some monsters<< unfortunatly in Mandrake shrine it does not nor does it in the wind shrine<< are these shrines gong to stay?? <<< if so can we get that fixed??
Most Important<<< thier must be a lock on gains and im sure everyones aware of it.... << gaines pss ya right i tested the gains on meditation for 3 hours literally and didnt get a single one<< its a must fix
Seven<< Fishing... this whole 3 second wait on fishing is ridiculous honestly its sort of unfair to the playerbase to eve attempt fishing let alone train it with its ability of a three splash pull... many gms will disagree with me on that... but gm's dont play this game... so they wont understand the burden of fishing. Fishing is bad enough everyone hates doing it... so make it harder?? lets think about that .. um how about no scotty. Im not knockig a gm.. but if you would sit by a ocean and fish for 5 minutes just 5 minutes you will even see how incredibly horrible the experiance is.
The fishing was the last point i wanted to bring up because it included the gm's in it << thats highly important that will bring my closing information to play.. Gm's here are great.. they do thier part and do it strong. The problem here is that Gm'S are nooooooot players they are nooooot players ill say it one more time are nooooooootttt players... so they dont know nor will understand the problematic situations that certain crafting, pvming, and pvping strains can put on a new beginner or even at this point a old vet. So to better understand a players side. I would beg to have a gm appointed be a player tester.... one that actually plays and answers to a gm and gets his gm's capabilites taken away... sort of a appointed gm sidekick... i know htis sounds gay but trust me it will open the eyes of the problems at hand a whole lot more.


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 Post subject: Re: Testing the SHard
PostPosted: Sat May 02, 2009 9:08 am 
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bob said that there are like 13 bugs to see if people can find out he put in some are obvious and others are really hard to find out lol and i know thats one of the lil buggies

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 Post subject: Re: Testing the SHard
PostPosted: Sat May 02, 2009 9:21 am 
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Joined: Mon Jun 11, 2007 8:48 pm
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Location: Top Secret
I believe a pvp hardcore scripts should be implemented in an update as mandatory. it will save fro most people crashing when running. Its highly used in this version of Beta. Its a script that keeps a player from frame skipping towards n, s , e , w or wherever they are running and does a single step run.. making the frame skip run much smoother. Also it keeps from crashing during high pvm or pvp moments.


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 Post subject: Re: Testing the SHard
PostPosted: Mon May 04, 2009 8:35 pm 
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1) Yup scrolls will be fixed eventually.

2) Not sure if these are things affecting everyone, personally I've never had the problem, but others might have. If you know of other people experiencing the same problem in almost the exact same location, let me know.

3) Yes golems are hats currently - we'll try and sort that in an upcoming patch, we just keep sidelining it because it's a cosmetic fix.

4) Pet Pots: I don't see any issue with them at all. I tried 6 different senarios and all resulted in immediate return of the ride to the original pet pot location.

5) As for the NPCs in town - currently they are twice the number as there normally should be. A server reboot will fix that, and we'll do one of those when it's needed.

6) As far as I'm aware everything is working ok with the shrines. I just checked out Earth Shrine and I don't see the issue? The only thing I could come up with was that Earth Elementals aren't dropping mandrake root like they did in the past. Monster loot is still being tweaked so don't be suprised if drops are different to how they were in the past in the meantime.

7) Fishing does take a little longer now yes, but really it's not that bad. I've tested the fishing out and I think it's just as boring as before.


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 Post subject: Re: Testing the SHard
PostPosted: Mon May 04, 2009 10:13 pm 
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chips LL wrote:bob said that there are like 13 bugs to see if people can find out he put in some are obvious and others are really hard to find out lol and i know thats one of the lil buggies
I bet i know atleast half of em :P

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 Post subject: Re: Testing the SHard
PostPosted: Tue May 05, 2009 1:17 pm 
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you would lol.............
but echo i was thinking maybesomeone can do the reboot in the early morning when no one logs in, making it go unoticed, might as well........

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 Post subject: Re: Testing the SHard
PostPosted: Wed May 06, 2009 7:09 am 
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the double npcs are actually somewhat intentional for now. they're part of some tests i'm running. Reboot won't fix them, but i'll clear em out in a bit, till then just enjoy.


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