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Author Topic: AoC Patch notes 12th of june (+ unannounced patch notes-UPDATED)  (Read 4692 times)
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Razgon
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« on: June 12, 2008, 08:49:11 AM »

Quote
Mounts
The Killer Rhino and War Mammoth have received a minor increase to their trot and gallop speeds. The trot (default movement speed) should now be slightly faster than a jogging player, while the gallop should only be slightly slower than a sprinting player.
The Standard Horse has received a moderate increase to it's canter and gallop speeds. The canter (default movement speed) should now be equal to a sprinting player, while the gallop should be slightly faster than twice the speed of a jogging player.
The Armored Horse has received a moderate increase to its canter and gallop speeds. The canter (default movement speed) should now be a slightly faster than a sprinting player, while the gallop should be moderately faster than twice the speed of a jogging player.
The Swift Horse has received a substantial increase to its canter and gallop speeds. The canter (default movement speed) should now be equal to twice the speed of a jogging player, while the gallop should be only slightly slower than three times the speed of a jogging player.

Player Character

18 new robe assets added to the game for the mage classes
Players can no longer be knocked back while in spellweaving state
A large number of abilities had a tendency to not trigger in some situations. This should be fixed now.
The following emotes are now available to both male and female characters: scratchhead, scratcharm, apprehensive, danglefeet, squirm_on_ground, relaxed_lean (new)

Assassin
Assassins in Unholy Stance will now generate a Soul Fragment from performing a Sneak Attack.
Barbarian
If a Barbarian performs a unarmed attack after executing their No Escape ability they should no longer slide around without animating their legs.
Unstoppable should stop functioning when the feat is untrained
Finishing Blow damage boost after charge should always cancel (even when missing the target) - Finishing blow should scale like this : 1 point = 2x damage, 2 points = 3x damage, 3 points = 4x damage.
Decapitation feat should scale better when more than one point is spent in the feat.
Conqueror
There is now a 5 minute cooldown on the resurrection effect gained through your Furious Inspiration ability. This cooldown is on the character offered the resurrection, not the conqueror, so you can still resurrect multiple people in the team, just each of those people cannot be brought back to life by you more than once every 5 minutes.
Demonologist
Fires of Gehenna (Rank 1) will now correctly inflict fire damage.
Inferno of Amher (Rank 4) now has the correct casting time.
Increased the movement speed of all your pets significantly.
Herald of Xotli
The effect of Demonic Fortitude has been increased to convert 10/15% mana to 10/20% stamina.
Necromancer
Significantly lowered the manacost of your nukes and dots.
Increased the movement speed of all your pets significantly.
Corruptors, Mutilators, Necrotic Bombs and Harvesters will now correctly trigger Bone Horde.
Pets no longer have the base monster miss chance. They no longer have an innate chance to miss their attacks.
Fixed Life Leech so that it will tick correctly on a monster that was not initially aggro to you.
Priest of Mitra
Armor of Faith is no longer cancelled by Holy Light triggering.
Tempest of Set
Tempest of Set spellweaving should now have all abilities enabled.

Mid Level (40) gameplay improvements
Field of the Dead: 100 additional mobs have found their way into the the playfield. In addition respawn times have been adjusted on both normal mobs and bosses to improve the playing experience. Also, a number of quests in the playfield have been improved upon.
Treasury of the Ancient Ones: This Dark dungeon in Khopshef plays like a new dungeon now! It has been revamped with a new event for both solo and group players. Special rewards await those who dare to take the challenge in Epic Mode. And you will no longer fall through the world when climbing up the statues.

Quests
Quests in the 20 - 40 level range have been checked that all are categorized under the proper locations in the quest journal.
Den of Wolves: The Plains Wolf population has increased.
The Curse of the Werewolves: Quest NPCs population has increased. Corinocht Slayers also update the quest now.
Wolf Hunt: The Yukagi Wolf population has increased.
Hunting the Vanir: Increased the number of Vanir in the SE camp, also increased their respawn rate.
Cure for Lycanthropy: Removed Skull of an Alpha Wolf pickup item, this skull can now only be gotten as a loot drop. Added mobs and reduced the respawn time of most mobs.
Toirdealbach's Tomb: Fixed the respawn rate, fixed the lighting and Toirdealbach's behaviour has been adjusted.
Water for the Soldiers in Thunder River: Updated the waypoint for Guard Captain Marcus.
Wagon Wreck: Added a missing waypoint for the quest The Wagon Wreck.
The Chieftain's Vengeance: Updated waypoints for the goals "Destroy Vanir Supply Crates" and "Kill Crazed Vanir" in the quest "The Chieftain's Vengeance".
Finding Safe Passage: The player now has to kill 7 Lupine Hunters. The waypoint has also been tweaked.
Cure for Lycanthropy: Added the missing waypoint to the "Collect Wolf Blood".
Wagon Wreck: Removed the level requirement for the handing in of the quest Wagon Wreck. The player will now see the ? above the NPCs head.
A Silver Bracelet: Fixed requirements on Bartholomo's dialogue, so he won't show destiny dialogue during daytime.
Phoenix of the South: Made sure the destiny quests are resolved and spawned in the right order, to prevent full quest journals to break the destiny quest.
The Awakening I: The quest reward has received a revamp based on feedback.
The Awakening I: An intermittent stall when watching the cutscene "Nadini's Vision" in the Destiny Quest has been resolved.
In Defense of Beauty: quest can be completed now.
Get Mantis Scales: The description was improved to better indicate where to get the scales.
Chaos in the Fortress: Burning the tents will now provide team credit.
Emerald Eyes: Quest classification has been corrected.
Family Matters: Quest description has been corrected.
Khopshef Province Quest: Updated the waypoint to Rami's Position
Kalutma: The dialogue has been tweaked to be more logical.
Lions and Lambs: The quest cannot be 'stolen' by other players now.
Lost Bottles: Wine bottles will correctly show as quest items in the world.
Seven Years: The text has been updated to be more accurate.
The Worshippers' Demise: Certain NPCs on white sands have been eating those worshippers with glee and will now have a much higher chance of dropping their gems.
Ante Up: Giants Approaching has had it's quest marker adjusted so that it appears in the proper location.
Path of the Raven: Rogan will now give the player 3 feathers for the quest.
Conall's Valley - Destroying the Ymir Totem has been updated to reward group credit.

Items
Champion of the Honorguard now correctly drops T1 shoulders for Priest of Mitra instead of T3 shoulder for Ranger.
Herald of Xotli raid gear has been fixed and should now offer proper bonuses
Widowdusk Fauld should appear correctly now in inventory and in game.
Crafted crossbows should now appear correctly in the character's hand.
Added bow/crossbow fighting idles as baseanimations to unarmed attacks
Updated item names to Gold Carcanet and Filigree Gold Carcanet
Fair Meat: will no longer end up in the quest inventory.
Drinking cape should no longer clip with chest item
Polearms are now all of the same length
Katars are now held and animated correctly

« Last Edit: June 12, 2008, 07:12:02 PM by Razgon » Logged

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Razgon
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« Reply #1 on: June 12, 2008, 08:49:35 AM »

Quote
NPC
Field of the Dead: The dusk wolf pack has developed an aversion for bridges, and has changed hunting grounds.
Waudreen has been resupplied with an ample amount of armor.
The Champion of the Honorguard now uses its correct abilities again.
Toirdealbach's reset behaviour has been fixed.
Wulfere has lost his overly large belly, and gotten a head that is the same color as his body
Sergeant Vargus and his troopers have gotten a visual overhaul
Obenathis got a visual update
Fixed so the Axeman play they're animation when they get back up.
City of Tortage: The Town crier has realised he is not Cimmerian. He is Stygian. So he can, in fact, cry... and he now will.
Conalls Valley: Hydallan has had a potential dialogue loop fixed.
Conall's Valley: Kinkaid's dialogue has been tweaked.
Pyramid of the Ancient: Pashi dialogue updated.
Captain Mycus's dialogue has been updated to reflect his new career as a wagoner.
Alyssa in the Thirsty Dog Inn has had a false level warning removed.
Stygian Soldiers in Khopshef now correctly attack the wolves when they are out hunting.


Tradeskills
Gemmed items should now work (giving bonuses) and viewing them should no longer crash the client.


Playfields
You should no longer get stuck in Renton's House.
There should no rain and lightning in Toirdelbach's Tomb now


General
Combat-dodge animations updated for both Male and Female characters. Females now seem faster when dodging.
Victim of "I eat your heart" will not fall into the attacker's mesh anymore.
Picts will no longer raise their eyebrows at people after having been killed by a fatality
Players should now use proper animations when interacting with items while swimming.
Players should now have a correct landing animation when jumping.
Character Creation: Avatars can no longer be rotated after selecting enter game.
Doing a fatality will no longer cause your character to increase in size.
Polearm fatalities now collide with the victim properly and show more blood
More client and server crashes resolved.
 
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Razgon
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« Reply #2 on: June 12, 2008, 08:51:41 AM »

A lot of improvements , as I see it, but still a helluva lot more to come, before the game works.

Anyways - I'll see about stealth nerfs soon I guess, even though they claim they wont do them anymore...Funcom just doenst have much credibility with me anymore
(Especially after they charged my card for a full month 2 weeks ago, and then gave me back the money just yesterday since they realized it was a mistake...interest spawning?)

edit: hehe, just noticed this one: Picts will no longer raise their eyebrows at people after having been killed by a fatality !!  eek icon_biggrin
« Last Edit: June 12, 2008, 09:13:42 AM by Razgon » Logged

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godhugh
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« Reply #3 on: June 12, 2008, 09:38:20 AM »

Aw, I liked that I increased in size after a fatality. I thought that was intentional frown.

Oh well, outside of that, I think this is another good patch. Yeah, there are definitely some issues that need to be fixed but when you combine the two patches from this week that's a hell of a lot for one week and it should only get better next week.
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Razgon
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« Reply #4 on: June 12, 2008, 11:12:40 AM »

Developer update about the "useless fixes"
Quote
We're fixing "useless" things before critical problems because of how we work. To elaborate a little on that it's important to point out that one developer isn't exactly the same as another developer. What I mean is that, based on our fields of expertise, we're divided into several "sub-teams". One such sub-team would be content design for the higher levels, another would be audio, another would be system design/balance and so forth and so on.

Basically, the "useless" updates you see are the updates coming from the teams that aren't directly involved in creating new content/fixing current content (with content in this scenario being playfields/quests/dungeons). Sure, you could assign me to help out creating a new playfield, but it would probably take longer for me to learn how to use those tools and actually get something that's somewhat bugfree up and running than it takes for the guys that are currently working on it to complete their tasks. In addition, one or more of the current content designers would loose valuable time bringing me up to speed.

So, I guess what I'm saying is that, due to how we're structured and how we work, you may at times see "less critical" fixes come out before "more critical" fixes because they are being addressed by different sub-teams and furthermore because not everything takes the same amount of time.

as I figured...but nice to see them take action on the comments from users
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Harkonis
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« Reply #5 on: June 12, 2008, 12:01:09 PM »

First time I've seen assassins in patch notes, too bad it's not something I thought was a problem.  Hopefully if they ever fix stats working my ~300 dex will mean something. (of course by then other people's strength will be working so I'll be dead quicker slywink )
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« Reply #6 on: June 12, 2008, 12:13:42 PM »

Quote
Conqueror
There is now a 5 minute cooldown on the resurrection effect gained through your Furious Inspiration ability. This cooldown is on the character offered the resurrection, not the conqueror, so you can still resurrect multiple people in the team, just each of those people cannot be brought back to life by you more than once every 5 minutes.

NERF! NERF!  icon_biggrin

Seriously though, I can understand that one. That's a crazy powerful ability - in our group with two conqs the other night in one of the epic zones people hardly ever had to actually run back from a resurrection point.

Glad to see so many Field of the Dead fixes. Sad to see they were all put in the day after I basically finished up Field of the Dead. DOH!

Can't wait to see the "undocumented" patch notes. Those tend to be more fun.
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Razgon
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« Reply #7 on: June 12, 2008, 12:20:46 PM »

And here are the unannouced patch notes - I'll update again later today

Quote
Unannounced Changes:

NPCS

- Grey Elite mobs seem to have lost their innate miss chance and damage reduction on significantly higher level characters.
- Unconfirmed reports of increased damage to all mobs. (More information Needed)
- Unconfirmed reports of improved loottable for outdoor boss types. (More information needed)
- Confirmed information regarding increased drop rate of blue items throughout the world.

Classes:

Assassin:

- The cooldown on the Assassin ability "Snap Kick" has been reduced to 45 seconds.

Bear Shaman:

- The stamina, mana and health regeneration on the ability "Untamed Regeneration" has been reduced by approximately 40%. Additional damaged recieved has been increased from 10% to 15%.

Herald of Xotli:

- The ability "Undying Glory of Xotli" now gives the caster the "Shield of the Risen" buff after completion.

Bugs:

- Gems still do not appear on the Trader after being searched for.
- Major problems with gemmed items still being reported. (Further details here: http://forums-eu.ageofconan.com/showthread.php?t=41649)
- No type of silk will show on auction house.
- Major reports of FPS drops in multiple areas. See the Technical Support forums for more information.
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StriderGG
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« Reply #8 on: June 12, 2008, 02:21:54 PM »

Looks like another solid bug-fixing patch. Nice to see a bunch of quests and NPCs fixed (finally I can finish that killing quest in ND), as well as FoD fixes. Hopefully they fixed whatever caused crashes after the last patch.

Barb's finishing blow is fixed! Awesome news.

I am a bit worried about their struggle with gemmed items. They report them as fixed for two weeks every patch now and yet they still remain broken. They need to kick the reponsible developer's butt. Or hire another intern to help him biggrin

I am disappointed to see no fixes to Necros and Assasins, as well as no fixes to stats. The selfish part of me, though, is glad that this doesn't affect me much at the moment.

Still no fixes to crafting/cities/sieges/pvp. While it doesn't affect me either (yet), it makes me wonder if they are working on it or not. Same for new content/quests for higher levels.

I got to admit though, it's amazing how much staff gets done/ready to be released between Monday and Thursday, especially considering that the MOnday patch was a big one as well. I wouldn't want to work at Funcom right now, I hate overtime. smile
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Roguetad
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« Reply #9 on: June 12, 2008, 02:39:41 PM »

Wow, was Untamed Regeneration really that strong?  I thought that was kind of hallmark spell of that class?
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« Reply #10 on: June 12, 2008, 03:02:35 PM »

Quote from: Razgon on June 12, 2008, 12:20:46 PM

And here are the unannouced patch notes - I'll update again later today

Quote
Unannounced Changes:
- Major reports of FPS drops in multiple areas. See the Technical Support forums for more information.

great.  just what we needed.
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« Reply #11 on: June 12, 2008, 05:21:42 PM »

Quote from: StriderGG on June 12, 2008, 02:21:54 PM

I am a bit worried about their struggle with gemmed items. They report them as fixed for two weeks every patch now and yet they still remain broken. They need to kick the reponsible developer's butt. Or hire another intern to help him biggrin

Still no fixes to crafting/cities/sieges/pvp. While it doesn't affect me either (yet), it makes me wonder if they are working on it or not. Same for new content/quests for higher levels.

I still can't get past the initial gemcutting quest where you cut three beginner gems or whatever...i can't seem to get the quest to count the gems i cut so i havn't advanced beyond spending 7 silver on buying the quest....three times.
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« Reply #12 on: June 12, 2008, 06:12:20 PM »

Quote from: YellowKing on June 12, 2008, 12:13:42 PM

Quote
Conqueror
There is now a 5 minute cooldown on the resurrection effect gained through your Furious Inspiration ability. This cooldown is on the character offered the resurrection, not the conqueror, so you can still resurrect multiple people in the team, just each of those people cannot be brought back to life by you more than once every 5 minutes.

NERF! NERF!  icon_biggrin

Seriously though, I can understand that one. That's a crazy powerful ability - in our group with two conqs the other night in one of the epic zones people hardly ever had to actually run back from a resurrection point.

This will henceforth be referred to as the Anti-Sehu Nerf  icon_wink
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YellowKing
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« Reply #13 on: June 12, 2008, 06:28:15 PM »

Quote
I still can't get past the initial gemcutting quest where you cut three beginner gems or whatever...i can't seem to get the quest to count the gems i cut so i havn't advanced beyond spending 7 silver on buying the quest....three times.

There is a workaround. Just zone out of the zone you're in, make a gem, it should count. Zone back in. Zone back out again. Rinse, repeat until you have them all.

Thankfullky I stumbled across this workaround in a forum before I wasted a ton of money.
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Razgon
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« Reply #14 on: June 12, 2008, 07:10:54 PM »

here are the updated copy/paste stealth patching notes :-)

Quote
Right, I hate the term "Stealth Nerfs", so let's get a thread going with the unannounced changes from the latest patch. Feel free to post below on things you've found, and I'll keep the thread updated throughout the day.

Unannounced Changes:

NPCS

- Unconfirmed reports of increased damage to all mobs. (More information Needed)
- Unconfirmed reports of improved loottable for outdoor boss types. (More information needed)
- Confirmed information regarding increased drop rate of blue items throughout the world.

Classes:

Assassin:

- The cooldown on the Assassin ability "Snap Kick" has been reduced to 45 seconds.

Bear Shaman:

- The stamina, mana and health regeneration on the ability "Untamed Regeneration" has been reduced by approximately 40%. Additional damaged recieved has been increased from 10% to 15%.

Herald of Xotli:

- The ability "Undying Glory of Xotli" now gives the caster the "Shield of the Risen" buff after completion.
- Unconfirmed reports of HoX Combos dealing 0 damage. (More information needed)

Mage:

- Crimson Shield feat for mages now seems to 'work'. However, it does the wrong thing. Whilst the feat states that it increases the strength of the Protection of Set, Runed Flesh or Contract of Protection, which if correctly working would result in a stronger damage absorbtion shield, it is instead giving the caster increased hit points.

Necromancer:

- The Necromancer Spell: Death's Terror - A Pet is no longer needed to cast the spell. However, If you have a pet out it will sacrifice it as usual. Possible Bug.

Dark Templar:

- The Dark Templar ability "Unhallowed Blight" now gives 5% unholy debuff, 25 second duration, and 20 second cool down. It was 2% unholy debuff, 12 second duration, with a 30 second cool down previously.

Crafting:

- Drawing ink is now 25s
- Parchment is now 50s
- Crafting bug introduced in Monday's Update, which would leave players unable to harvest certain nodes, seems to have been fixed.

Bugs:

- Gems still do not appear on the Trader after being searched for.
- Major problems with gemmed items still being reported. (Further details here: http://forums-eu.ageofconan.com/showthread.php?t=41649)
- No type of silk will show on auction house.
- Major reports of FPS drops in multiple areas. See the Technical Support forums for more information.

Dev Posts from Official Discussion Thread:


Quote:
We're fixing "useless" things before critical problems because of how we work. To elaborate a little on that it's important to point out that one developer isn't exactly the same as another developer. What I mean is that, based on our fields of expertise, we're divided into several "sub-teams". One such sub-team would be content design for the higher levels, another would be audio, another would be system design/balance and so forth and so on.

Basically, the "useless" updates you see are the updates coming from the teams that aren't directly involved in creating new content/fixing current content (with content in this scenario being playfields/quests/dungeons). Sure, you could assign me to help out creating a new playfield, but it would probably take longer for me to learn how to use those tools and actually get something that's somewhat bugfree up and running than it takes for the guys that are currently working on it to complete their tasks. In addition, one or more of the current content designers would loose valuable time bringing me up to speed.

So, I guess what I'm saying is that, due to how we're structured and how we work, you may at times see "less critical" fixes come out before "more critical" fixes because they are being addressed by different sub-teams and furthermore because not everything takes the same amount of time. 

Major Update:

In response to the clamouring regarding the grey mob problem that was originally described thus:

- Grey Elite mobs seem to have lost their innate miss chance and damage reduction on significantly higher level characters."

We have had a response from Jayde:


Quote:
Some have noted the fact that group NPCs are no longer quite so easy after today's patch. However, I've noticed there is some confusion about "scaling" or the reason for this so I figured I would clarify it.

Basically, at this point, group NPCs have a certain amount of "heroic defense rating" and "heroic attack rating" that players can also get. The functionality of this stat is to "counter" opposing attack and defensive ratings which are higher than what the player or NPC may currently have.

What this means in the case of group NPCs is that higher-level players will no longer deal double damage and take half damage from group NPCs due to the base attack/defense rating difference. Basically, group NPCs will continue to do their normal damage and take normal damage for a longer period of time than non-group NPCs.

There is, however, no "scaling" happening and they are not adjusting dynamically to deal higher damage to higher level players. They will simply continue to perform as they normally would for equal-level players.

I hope that clarifies the adjustment! 

Link to American Post:

http://forums.ageofconan.com/showthread.php?t=80048
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« Reply #15 on: June 12, 2008, 08:24:34 PM »

whoa, can anyone confirm the ink and parchment pricing?  That's like half price isn't it?
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« Reply #16 on: June 12, 2008, 09:02:42 PM »

It seems particle effects won't slow down the FPS anymore. It used to be a heavy hitter now it's like 2-3 drop at most.
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« Reply #17 on: June 12, 2008, 09:07:32 PM »

Quote from: rittchard on June 12, 2008, 08:24:34 PM

whoa, can anyone confirm the ink and parchment pricing?  That's like half price isn't it?

OMG.  If that is true we have some building to do!!!!  I'll be ok after 9pm est tonight.
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« Reply #18 on: June 13, 2008, 01:05:45 PM »

>>>Mid Level (40) gameplay improvements
Field of the Dead: 100 additional mobs have found their way into the the playfield. In addition respawn times have been adjusted on both normal mobs and bosses to improve the playing experience. Also, a number of quests in the playfield have been improved upon.

I was playing there the day before the update, and then last night post-update so I can sort of speak to it.

There are definitely a lot more mobs, and they spawn faster. Almost too fast - I regularly had things respawning on top of my characters shortly after I had dispatched them. Try not to linger there.  saywhat I still feel like the area is glutted with hunt quests (I thought I'd returned to Dungeon Runners or something), but mostly of the 10-15-20 variety at least. There are some pretty solid quest rewards in the area, esp. in terms of armor.

I'm never really sure what "improved quest" means. I had fun duoing with a same-level guildmate last night (a healer type with a lot of AOE knockdown ability it seemed) and we tore through a lot of quests in a speedy fashion (got from 41 to 43 in maybe an hour or so).
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« Reply #19 on: June 13, 2008, 02:35:34 PM »

This patch is pretty bad overall.  Old bugs are back particularly memory leaks which seems to be quickened if you zone multiple times.  I haven't had performance issues but I have heard many others complaining.

One change I like which is a side effect of the "Grey mob to-hit change" is that it seems camping is greatly reduced.  No more easy soloing of grey elite bosses.  This was a major problem in Main System where people continuously camp for money/loot disrupting others who are trying to finish quests.
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« Reply #20 on: June 13, 2008, 03:15:24 PM »

yeah, I had to play around with my video settings again as when I logged into Tarantia I was getting a big stutter ever few seconds.  I also started having a bug where, during conbat, sometimes my character would start 'gliding' away on it's own without any debuffs or anything showing up.  I wouldn't be able to do anything for several seconds but get beat on by the mob I was fighting.

On the plus side, Acrhitect materials ar now more reasonably price  thumbsup
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« Reply #21 on: June 13, 2008, 07:54:34 PM »

How to place a very large bandaid on the memory leak problem if you're running Vista (where you most tend to have these memory problems). NOTE: This only works if you have 3 to 4GB of RAM installed. If you have 3, you'll need to play with the 3072 number - I thought I saw a 'recommended' of 2500 or so.

Quote
Enabling the /3GB mode in Windows Vista.
Windows Vista no longer uses the BOOT.INI file, so there is a different method for setting the "3GB" switch which enables to use 3GB of RAM for applications in 32-bit Windows.

If you want to make accessible 3GB RAM for your CAD applications in Windows Vista, use the BCDedit.exe tool (Boot Configuration Data Editor). The 3GB RAM mode can be enabled by the command:

bcdedit /set IncreaseUserVa 3072

and disabled by the command:

bcdedit /deletevalue IncreaseUserVa

Run this command from a command window with Administrator privilege - i.e. (in the Start menu) type CMD and press Ctrl+Shift+Enter, or select "Command Prompt" (Accessories), right-click on it and choose "Run as Administrator". Or, if you already have admin access, just punch in Start - Run - command. This will get you into the DOS prompt and then you can make the modifications above.

Restart your PC after this change.

Note - while you can easily turn off this change, keep in mind that Vista simply wasn't designed to run with this extra RAM available. Why it's an option buried deep within the system. Odds are you won't run into any problems, but if you do, you know how to fix it.

For me, this fixed my OOM crashing issue. Or at least delayed it enough that zoning didn't insta-crash me 15 seconds after loading. It allowed me to play without issue last night.
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StriderGG
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« Reply #22 on: June 15, 2008, 03:44:05 PM »

Quote from: Destructor on June 13, 2008, 07:54:34 PM

How to place a very large bandaid on the memory leak problem if you're running Vista (where you most tend to have these memory problems). NOTE: This only works if you have 3 to 4GB of RAM installed. If you have 3, you'll need to play with the 3072 number - I thought I saw a 'recommended' of 2500 or so.

Quote
Enabling the /3GB mode in Windows Vista.
Windows Vista no longer uses the BOOT.INI file, so there is a different method for setting the "3GB" switch which enables to use 3GB of RAM for applications in 32-bit Windows.

If you want to make accessible 3GB RAM for your CAD applications in Windows Vista, use the BCDedit.exe tool (Boot Configuration Data Editor). The 3GB RAM mode can be enabled by the command:

bcdedit /set IncreaseUserVa 3072

and disabled by the command:

bcdedit /deletevalue IncreaseUserVa

Run this command from a command window with Administrator privilege - i.e. (in the Start menu) type CMD and press Ctrl+Shift+Enter, or select "Command Prompt" (Accessories), right-click on it and choose "Run as Administrator". Or, if you already have admin access, just punch in Start - Run - command. This will get you into the DOS prompt and then you can make the modifications above.

Restart your PC after this change.

Note - while you can easily turn off this change, keep in mind that Vista simply wasn't designed to run with this extra RAM available. Why it's an option buried deep within the system. Odds are you won't run into any problems, but if you do, you know how to fix it.

For me, this fixed my OOM crashing issue. Or at least delayed it enough that zoning didn't insta-crash me 15 seconds after loading. It allowed me to play without issue last night.

It's worth noting that this is a pretty dangerous tweak and can make your PC very unstable. And I am not really convinced that it's even going to work in AoC, as stated in this wiki page (http://www.prophotowiki.com/w/index.php/IncreaseUserVa):
Quote
It is important to note that software must be specially written to take advantage of this feature. Software which is not explicitly marked for this mode will still be limited to the conventional 2GB boundary and will not see any benefits from it being enabled. As such, users should be aware that the benefits of this switch are limited.

and

Quote
As noted above, the ability for a system to function in this mode is critically dependent on the drivers and hardware in use. As all it takes to cause problems is a single device driver or piece of hardware, there is no way to be 100% certain that the switch will work. As such, the user must either find an identical configuration that has been explicitly tested with it or set things up and test it out first hand.

Due to these issues, it is generally recommended that users buying new computers focus their energy on seeking compatibility with 64-bit OSes. While this switch will work on many systems, there is no absolute guarantee that it will function.

and

Quote
Note that even if the machine is able to boot with this switch enabled, it can still potentially cause stability issues with the machine. After making this change, users should carefully monitor the stability of the machine to ensure that it has not been adversely effected. While this setting typically causes very obvious symptoms when there is an issue, it does periodically trigger more subtle signs.

Use it at your own risk.
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