Dreadspire Bugs and Feedback

Problem with pathing,spawns etc - post here
Vaion
Posts: 3712

Re: Dreadspire Bugs and Feedback

Post#41 » Fri Jan 07, 2011 4:00 am

Lang wrote:guess we were all just a bit confused/frustrated that so many t2 events are getting changed months after they were beaten, when we were under the impression that atleast 2 of the events that got changed were working as intended.

especially xeru man =/ would have been nice if you had just said to us "turns out it isnt working how i want it to yet, ill be working on it, so dont waste your time". cause you sure made it seem like we werent doing something right during the fight ~ because of that we spent many hours trying to beat the old xeru encounter, including a few attempts where he depopped at 9% (atleast one of which where we had everyone up with full burn happening, there was just no way we wouldnt have had the dps to finish it)

having said all that, well have smiles back on our faces with a working xeru ;)

<3,
Lang


http://www.thehiddenforest.org/forum/viewtopic.php?f=2&t=5257 That is the post stating that he is down for awhile. I didn't find the error in the script until a few days before that and was trying to fix it without having to revamp the entire script but that didn't work out.

As far as the other events, I am not changing them. I am fixing things that weren't reported (Roley respawning 20 minutes after a successful win).
Granted I did add a couple things to Azail, but that was because it was being completed in a manner that was not intended. When PB killed her the first time, the guild used the correct strategy so i didnt think anything of it. However, when Shattered went to fight her, they were not doing the script as I originally intended so I had to change a few small things to make sure it was being done correctly.

Just trying to keep things working as I intended them. I knew there would be more changes/bug reports when more guilds got into the zone.

Xeru is just about ready to go.. I am putting the finishing touches as I type this <3
Oh the fun you all are going to have in DSK3...
Simon says.. touch the green one! Nooooo BLIQUE NOT THE RED ONE! zomg you just got me "Vaion Touched"!

Harney
Posts: 333

Re: Dreadspire Bugs and Feedback

Post#42 » Thu Jan 13, 2011 12:47 pm

I was actually upset to see that you changed the lure proc line on the wurliz blunt (dark cryptwood tonfa) and koritz 5% weapon (venium, the drachnid fang) to the fire XI and fire XII line because that line has a -10 resist and lure has a -300 resist. You increased the DD on it, but I have a feeling you actually lowered the overall DPS of the weapon because of the resist check, can you put the resist check on this line of DD's to -300 like the kiss of life line and lure line?

If not, I beg you to change it back, I'd much rather have the lure guarantee me damage than a big dd get resisted.

Thanks,
H
Harney

Vaion
Posts: 3712

Re: Dreadspire Bugs and Feedback

Post#43 » Fri Jan 14, 2011 5:49 pm

The following changes are live immediately, No reboot required:

o Call of the Hero is now blocked permanently in Tier 2 of Dreadspire. Some players were exploiting a known bug to get around having the flag to enter the castle. Call of the Hero is still usable in Tier 1 Dreadspire.
o All summon Corpse spells are now permanently blocked Zone Wide in Dreadspire.

There will be no changes to this. Do not ask, do not complain. This change is final.
Oh the fun you all are going to have in DSK3...
Simon says.. touch the green one! Nooooo BLIQUE NOT THE RED ONE! zomg you just got me "Vaion Touched"!

User avatar
Lang
Posts: 40

Re: Dreadspire Bugs and Feedback

Post#44 » Fri Jan 14, 2011 10:22 pm

been rotting t1 heads for i dont even know how long(unless someone brought a new alt). i wanted to say alot here about why i think this change became necessary, but instead i decided to offer a suggestion that will add some incentive to killing all that t2 trash:

maybe we could get the rarer type 18 augs on the t2 trash tables? im thinking with a very low drop rate like 1-3%. as it is theres not really anything dropping from the trash that a guild wouldnt be done farming in a clear or 2. obviously the rare key pieces you need are from bosses, and you get atleast a few mirrors out of a clear. even if you dont like that idea, id love to see something added to the t2 trash tables! the main reason i think an addition to their tables is warranted is because killing all that trash is adding an hour+ to a ds raid and you get nothing out of it =x

<3 ,
Lang

Brontu
Posts: 757

Re: Dreadspire Bugs and Feedback

Post#45 » Sat Jan 15, 2011 12:09 am

Lang wrote:been rotting t1 heads for i dont even know how long(unless someone brought a new alt). i wanted to say alot here about why i think this change became necessary, but instead i decided to offer a suggestion that will add some incentive to killing all that t2 trash:

maybe we could get the rarer type 18 augs on the t2 trash tables? im thinking with a very low drop rate like 1-3%. as it is theres not really anything dropping from the trash that a guild wouldnt be done farming in a clear or 2. obviously the rare key pieces you need are from bosses, and you get atleast a few mirrors out of a clear. even if you dont like that idea, id love to see something added to the t2 trash tables! the main reason i think an addition to their tables is warranted is because killing all that trash is adding an hour+ to a ds raid and you get nothing out of it =x

<3 ,
Lang


would love to see a bit more incentive to farming the trash, or at least clearing it beyond trying to get those darn mini's to spawn ><.

i will miss CoHs in t2, and kind of curious at this point as to who was exploiting this issue simply because i know i told my guild not to do it lol. Dont need or want fingers pointed tho, but i agree with lang here and Harney above regarding the proc changes on the weapons.
Bront The Rage Plower <Shattered> 70 Warrior
Havik - Havikz - Betwo - Sello - Brawnt - Havokz
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Wiping in DSK since 2010

Windstriker
Posts: 70

Re: Dreadspire Bugs and Feedback

Post#46 » Sat Jan 15, 2011 9:35 am

I'm mad, Xeru is too hard and probably not working.

Vaion
Posts: 3712

Re: Dreadspire Bugs and Feedback

Post#47 » Sat Jan 15, 2011 2:16 pm

Windstriker wrote:I'm mad, Xeru is too hard and probably not working.



He is working.. and as for the "hard" part, ya'll just aren't doing things right.
Oh the fun you all are going to have in DSK3...
Simon says.. touch the green one! Nooooo BLIQUE NOT THE RED ONE! zomg you just got me "Vaion Touched"!

User avatar
Lang
Posts: 40

Re: Dreadspire Bugs and Feedback

Post#48 » Sat Jan 15, 2011 9:23 pm

well, we are stuck at the form changing, he regens 10% each form change, impossible to beat that with dps- maybe theres a trick to it we havent figured out i guess. is mirroring supposed to work? cause it isnt atm.

our real issue with the encounter is that you might as well leave your non donator tanks at home. obviously you wouldnt be able to zerg him with ds geared tanks cause of the adds, so it requires tanks that can succesfully tank both xeru and caretaker (as in, not getting one rounded), and even with the best gear in game i just cant imagine that being possible without donator gear- and thats only in the early stages of the fight. at the bare minimum it requires 2 tanks of this caliber, and even then you might need to hope di procs for various reasons.

on an even stranger note: we had a koritz issue the other night. when we engaged the final 2 mobs of the encounter, the people ontop of aggro list were being ported to a different dreadspire instance. as in, they werent dying, they would just get zoned into a new(seperate) instance. we were completely boggled, never seen that happen before anywhere. tried leaving zone/comming back to try again with the same results.

<3 ,
Lang

Vaion
Posts: 3712

Re: Dreadspire Bugs and Feedback

Post#49 » Sun Jan 16, 2011 12:59 pm

Lang wrote:on an even stranger note: we had a koritz issue the other night. when we engaged the final 2 mobs of the encounter, the people ontop of aggro list were being ported to a different dreadspire instance. as in, they werent dying, they would just get zoned into a new(seperate) instance. we were completely boggled, never seen that happen before anywhere. tried leaving zone/comming back to try again with the same results.

<3 ,
Lang


I'll look into this Lang, Shouldn't be happening at all in any shape or form. Anyone else confirm they have seen this lately?
Oh the fun you all are going to have in DSK3...
Simon says.. touch the green one! Nooooo BLIQUE NOT THE RED ONE! zomg you just got me "Vaion Touched"!

Windstriker
Posts: 70

Re: Dreadspire Bugs and Feedback

Post#50 » Sun Jan 16, 2011 5:16 pm

I was there w Lang and Harney on kortiz - happened 2x in a row.
Before, you said that CoTH would be enabled in DS - the fix makes Xeru attempts frustrating, I hope your right about Xeru!

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