Which bugs should fixed at the highest priority?

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Cratemesy
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Postby Cratemesy » Jul 19, 2008 23:47

- Checking Taunt/Detaunt System and Protect Values
-valewalker absorb Fixed

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Flamingfury
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Postby Flamingfury » Jul 20, 2008 00:12

Anger of the Gods RA isn't working on offhand weapons. Serious nerf to damage compared to 2h classes.

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massivmampfer
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Postby massivmampfer » Jul 20, 2008 01:05

mfassben wrote:There are some AF buffs that should apply this way if the caster has a spec lvl that equals or goes aboth the spell lvl,but thats for Clerics Spec AF only afaik ;)


Those Af buffs you mean are surely Spec afs like paladin self af, cleric af(?), hunter, ranger. The Afs of casters are all baseline and therefor should not increase. but i still wonder wether this information is correct: that some afs really increase by spec lvl. Like absorb buffs i think its a fixed value. But hopefully blues livetest will bring some more detailed information :)

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cindai
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Postby cindai » Jul 20, 2008 20:01

i would like to see thane style proccs that would be really nice

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DanGer666
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Postby DanGer666 » Jul 20, 2008 20:17

cindai,this thread is about bugs, not about stuff,that was implemented after patch 1.80 on live. that will never be implemented on uth.
Realm versus Realm means:
Everybody of some Realm, against everyone of the other Realms..
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Zippity
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Postby Zippity » Jul 20, 2008 22:23

Here is my list -

Checking Taunt/Detaunt System and Protect Values

I'll admit this has bugged me for a while as well. I would also agree that on the surface this appears to be extremely difficult to examine.



Archery / General Melee Damage


Naturally biased here being an archer myself. I will say this still needs some more investigation, although I believe my revised formula is more in line with how damage should actually be calculated for it.

As far as melee damage goes, I am still uncertain but I am currently working on doing tests on live (courtesy of nixian's help) so hopefully I will have some log data to share within a few weeks if the testing goes as planned.




Pet Systems


Continue the work on implementation of pet classes for the pre SI game and then focus on the SI pet classes. I think this would liven the server up quite a bit.



Crafting

Finish debugging crafting systems and implementing missing crafting features such as self-recharging (alchemy) and so forth.






Mob AI Behavior , Spawns, factions:

I think there are quite a bit of missing mobs and AI behavior to make encounters interesting, not to mention making pets (charmed variety) useful. Probably needs some more investigation into how certain groups of mob abilities work and work on emulating this across the types of creatures that need them. Another issue is there being a significant amount of spawns missing and linked mob behavior from the general game world. Fctions would be nice to see in as well. For example killing curms to raise siabra faction which results in siabra helping you out if curm is attackng you etc etc (or however it behaves on live when you are friendly ). I suppose this issue is a fulll server project in itself though.Fa




Missing Z-Coordinates for Volley


This has been a rather long standing issue for 2 years now. It would be nice to see this fixed so that all archers can have their innate abilities and provide more utility during sieges and such.




About Buff Delves....


On a side note and for the record:

This is from Pete Waterman himself.

http://web.archive.org/web/200308031144 ... .net/daoc/

For text log of his data:

http://web.archive.org/web/200308031610 ... ebuffs.txt



Baseline Buffs and Spec Variance (6/14/03) - Did a little bit of math to see how the baseline buffs varied with spec. The results are kinda strange. Basically, 1 spec in the buff line (Enhance/Aug/Nurture) gives you 75% of the delve value of the baseline buff. At delve/2 spec, you will be getting 100% of the value. At level+1 of the buff, you will be getting 125% of the value. So it's a non-linear curve... kinda odd.
Last edited by Zippity on Jul 21, 2008 16:09, edited 1 time in total.

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salbei
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Postby salbei » Jul 21, 2008 05:39

af/absorb value on the primary targets of archers are part of the problem .

atm casters who wear cloth have a better defense from their armor/absorb than somebody who wears leather armor :roll:
Fixed
<a href="http://salbei.spacequadrat.de/"><img src="http://salbei.spacequadrat.de/pics/eo.png" border=0></a>

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Cespx
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Postby Cespx » Jul 21, 2008 10:44

It's already fixed Salbei:)

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Zippity
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Postby Zippity » Jul 21, 2008 16:10

Added Volley to the list of bugged/missing features.

Denasti
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Postby Denasti » Jul 21, 2008 21:48

Drops on rare alchemy items are suppose to drop in quantities of 5?

There is no way to actually level Alchemy up with the current drop ratio :oops:

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Ronian
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Postby Ronian » Jul 21, 2008 22:24

Aragorn wrote:Archery damage >.<


Yep, here too :!:

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Draft
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Postby Draft » Jul 21, 2008 22:41

Hm, the bug that prevents people from rvring in Agra please :!: :) .

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Erchamion
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Postby Erchamion » Jul 22, 2008 12:14

As an alchemist, I would like to see the correct recipes for all potions when I right-click them.

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Blue
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Postby Blue » Jul 22, 2008 12:29

Recipes are client side. Difficult to fix. Craft fix doesnt help here?
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Erchamion
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Postby Erchamion » Jul 22, 2008 12:36

No, the craft fix does not correct ALL potion-recipes. You need it, to get started, but at least the special potions don't show the correct recipes with a right-click. Only a dummy-test without ingredients at the table shows the needed components. Very annoying to get the recipe in this way.

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Thursday, 23. May 2013

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