WAR: Parche 1.03

Makula_Jones

HIGHGLIGHTS

  • We're pleased to announce the addition of a new regional chat system. This item has been one of our most requested features, and you can find the details below.

  • We have made additional improvements to the functionality of the /ignore command. This command should now work more consistently.

  • A “new mail” icon has been added to the edge of the minimap to alert players when new mail messages have arrived.

  • We have made some additional improvements to the handling of NPC speech and action text in an effort to reduce the amount of chat players see from NPCs.

  • In order to provide a more challenging and rewarding experience, we have adjusted the overall speed at which players can gain control of zones and move the campaign.

  • Pet behavior has been improved and should act more naturally when changing between passive and defensive modes while the pet is fighting multiple enemies.

  • The war against the gold sellers continues! We have introduced a new "report gold seller" command that works as follows: when you type /rg, the game will automatically fill out a gold seller appeal using the name of the last player who sent you a tell. If you get an unwanted /tell from a pesky gold seller, type /rg to start an appeal and get them busted!

  • We have added a new option to the user settings that will allow players to enable or disable shader caching. This is a graphical performance option, and for a full explanation, players can hover their mouse over this option in the user settings window. This should help improve performance on many systems.

Regional Chat System:

  • Chapter-based chat channels have been replaced with a farther reaching chat system, referred to as Region Chat. A region is defined as the contiguous zones that make up a tier-based racial pairing area. For example, Blighted Isle and Chrace make up one region. Region Chat consists of two channels, Region and Region-RvR.

o Region encompasses the entire region area.
o Region-RvR encompasses the RvR-focused areas, such as the Plain of Bone.

  • How to use the Regional Chat System:

o To type in the Region channel, use /1 [message]
o To type in the Region-RvR channel, use /2 [message]
Note: You must be in the RvR-focused region to use the Region-RvR channel. Players on Open RvR servers will have access to Channel 2 at all times.
o To disable these channels right click on the proper chat tab, go to "Tab Options" then "Filters." Scroll down to Region and Region-RvR and uncheck the channels you no longer wish to view.
o If you have disabled either channel and wish to re-enable them simply return to the "Filters" menu and re-select the appropriate channels.

GENERAL CHANGES AND BUG FIXES

  • In order to ensure that the Apothecary skill remains a valuable crafting profession potions will no longer drop as frequently.

  • Seeds for Cultivation will no longer drop as frequently throughout the world.

  • Monsters should no longer disappear and then reappear when attacked at range by players.

  • In some rare cases, the game would leave "ghost images" of NPCs who had moved away or de-spawned. As a result, players would see NPCs that were not actually there. We have taken steps to correct this issue, and players should see far fewer of these phantom NPCs.

  • We fixed an issue that would sometimes cause monsters to break off in mid-combat and attempt to walk away.

  • We have made some additional improvements to the pathing and behavior of monsters. These fixes should reduce pathing issues sometimes seen when pulling monsters at range.

  • Nurglings will no longer continue to make aggressive sounds after they have been killed.

  • Fixed a crash-issue that sometimes occurred when entering city dungeons.

  • Fixed a crash that sometimes occurred when searching the Auction House.

CONTENT

We have made some adjustments to the Hydra boss in the Sacellum dungeon to bring this encounter more in line with the original design and difficulty.

REALM VS REALM

  • Reduced the interaction time required to deploy a guild standard

  • Reduced the interaction time required for players to pick up standards that they own. Please Note: This does not include the capturing of enemy standards.

  • Capturing an enemy standard will now reward the capturing player and his nearby allies with renown.

  • Players can no longer be queued for a scenario while they already have an invite pending to a different scenario.

  • Attempting to join a scenario that has already ended will no longer send players to the character select screen.

  • Renown gained from healing players was granting more renown than intended over long periods of time. Players who heal other players will still earn renown for aiding their friends in combat, but large heals or repeated heal-over-time spells will result in lesser renown gains than before.

  • While going over the data collected for renown gained by healing, we discovered a few incorrect values that led to players earning far more renown than designed. To ensure equal renown gains for players regardless of their chosen career and whether they group or not inside scenarios, we have made several adjustments to the way renown is granted from healing other players:

o Earning renown from healing players was erroneously granting renown while outside of RvR. This has been adjusted so getting renown for healing players outside of RvR or from a player that is not RvR flagged will occur less frequently.

o Healing players will grant renown correctly if the healed player has earned renown from killing other players recently.

FUENTE: http://herald.warhammeronline.com/warherald/NewsArticle.war?id=380

Sobre cuando será implementado un miembro de GOA en war-esp dice lo siguiente:

Hola a todos,

Aprovecho el hilo para comentar que los cambios serán implementados en los servidores europeos en el menor tiempo posible. Nuestro equipo ya esta preparando las adaptaciones necesarias para la próxima actualización.

Para mí destaca:

  • Añaden el icono de del correo.
  • Hablar por los chat generales con /1, /2.
  • Cambios en la velocidad con la que se conquistan las zonas.
  • Capturar estandartes enemigos da renown.
  • Algo dicen del renown y los healers/healing, pero no me atrevo a decir exáctamente a que se refieren.
  • Solucionados unos cuantos bugs/crash
  • Menos drop de mats para Apothecary y Cultivation.
EJ_Bullseye

#1 lo que dicen acerca de renow y healing, se puede resumir en que curar ahora da menos renow que antes

parece que van a mejorar el comportamiento de los npcs en combate, falta les hacia. y lo del icono de correo tambien era necesario

Spiritu

#2 no exactamente, yo diría que curar mal da menos renow que antes.

Porque antes te ponias a lanzar curas de area como un desconsido y te inflabas a renow, aunque tus camaradas fueran cayendo uno a uno, porque las curas no eran efectivas, así que quieren incentivar el "efective healing". Como veis, ganaran mas renow si curais a uno que acaba de matar un enemigo y en general si manteneis al grupo con vida, no solo se dedican a spamear curas sin sentido.

Si os fijais es algo que tya tienen implementado los dps, el daño no efectivo (area! area! area!) no hincha artificialmente nuestro renow, es el daño efectivo el que realmente cuenta.

Aunque supongo que esto traerá cola y lloros por doquier xD

Por lo demás, como siempre ni una queja xD buenos cambios

n40k1

Me parece muy bien que hagan mejoras, ¡pero que no se olviden de la traduccion que en ocasiones da miedo! xD

CHiCoMaRTiNi

que malo tienen las areas de los dps yo veo que ayuda mas al grupo que meter areas que meter solo a 1 tio pq ayuda a matar en comun

Makula_Jones

#3 Pues yo me alegro un montón de ese cambio, lo notaré bastante con mi fanático ^^

#4 La traducción ha mejorado mucho desde que salio el juego, hay muchas cosas traducidas (y bien) que estaban en inglés, para ponerte un ejemplo el nombre de los escenarios RvR o los diálogos de más de un npc entre otros.

Spiritu

#5 a ver, las areas son DIOS en según que casos, pero yo me refiero a otra cosa, al hacer daño por hacer, sin sentido... es decir:

Cojo a mi mago y me voy directo a por un barullo de 12 tíos, les tiro el detonar y me meto entre el mogolllón a hacer areas como un loco, seguramente antes de que alguien logre targetearme ya habré hecho unos 15 o 20k de daño y en los 3 segundos que tarde en morir (xd) me dará tiempo a hacer algunos "kas" más.... en tan poco tiempo es una burrada de daño, pero se me debe premiar con una cantidad equivalente en reputación? en realidad mi acción ha sido inútil, no he matado a nadie, ni siquiera he supuesto amenaza alguna....

Pues con el healing pasaba algo parecido, que no era curar bien, si no simplemente spamear curas a diestro y sinestro sin tener en cuenta quien las necesitaba más, no puede dar mas rep curar a 4 tíos que están al 90% de vida, que salvar al que está a punto de morir, es injusto, y penaliza el buen healing (por eso lo de que quieren incentivar el "efective healing", como molan estos ingleses xD)

Otra cosa es que yo, con mi mago, coja y reviente a areas a un grupo que viene a por nosotros, desborde a su healer, o haga que se dispersen y alejen del mío y toda esa tactica sirva para vencer, y tambien que un healer lance un heal de area que nos den esos segundos vitales a todos para ganar la pelea (en cuyo caso ganara mucha rep porque habrá curado a muchos que estaban siendo atacados y han matado a su adversario....

Por mi parte cuanto más complejas sean están formulas y cuantas más variables se tengan en cuenta, mejor. Espero haberme explicado, un saludo.

Hellbrass

desde mi punto de vista, los cambios son positivos. ha destacar tambien mas estabilidad en el cliente, a ver si deja de hacernos tiradas esporadicas, sobretodo en medio de los asedios

T

la opcion esa nueva que hace? O_o

PiTaGoRaS

A mi todavía me tira al escritorio en Aldorf...

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