Ninja Camp Nerfs

Public communication platform for all Albion players.
BumblesZERG
Myrmidon
 
Posts: 102
Joined: May 17, 2016 03:53

Postby BumblesZERG » Apr 25, 2017 04:03

SO what's the deal with Devs nerfing Alb camps? First Pygmys and now Clerks house? Curious what patch lvl you are going to call this now given it is no longer 1.65. There are reasons why Uth 1 failed from what I hear...
Lone Enforcer

Uthgard 2.0
50 Cabby
50 Earth Wizard
50 Minstrel
50 Reaver

User avatar
Cirdan
Eagle Knight
 
Posts: 527
Joined: May 19, 2016 22:48

Postby Cirdan » Apr 25, 2017 04:32

BumblesZERG wrote:SO what's the deal with Devs nerfing Alb camps? First Pygmys and now Clerks house? Curious what patch lvl you are going to call this now given it is no longer 1.65. There are reasons why Uth 1 failed from what I hear...


Nothing was done to Clerks.

We have a bug that is hard to explain but the best way to describe is that mobs will go to a "abyss" and get stuck there until the server restarts or they die (which they won't do by themselves). This isn't an actual zone, so I can't just go in and kill the mobs to have them respawn properly. We should have at a fix soon. I expect this is what has happened at clerks.

User avatar
Budikah
Phoenix Knight
 
Posts: 1328
Joined: Mar 14, 2010 01:00

Postby Budikah » Apr 25, 2017 04:42

Cirdan wrote:
BumblesZERG wrote:SO what's the deal with Devs nerfing Alb camps? First Pygmys and now Clerks house? Curious what patch lvl you are going to call this now given it is no longer 1.65. There are reasons why Uth 1 failed from what I hear...


Nothing was done to Clerks.

We have a bug that is hard to explain but the best way to describe is that mobs will go to a "abyss" and get stuck there until the server restarts or they die (which they won't do by themselves). This isn't an actual zone, so I can't just go in and kill the mobs to have them respawn properly. We should have at a fix soon. I expect this is what has happened at clerks.


Good to know this was the other alternative. Being that it had to be prodded out that pygmys were changed, you'll have to forgive us for making assumptions.

Thanks for clarifying Cirdan.

User avatar
seanbud
Myrmidon
 
Posts: 166
Joined: Apr 12, 2009 00:00

Postby seanbud » Apr 25, 2017 10:58

Cirdan wrote:
BumblesZERG wrote:SO what's the deal with Devs nerfing Alb camps? First Pygmys and now Clerks house? Curious what patch lvl you are going to call this now given it is no longer 1.65. There are reasons why Uth 1 failed from what I hear...


Nothing was done to Clerks.

We have a bug that is hard to explain but the best way to describe is that mobs will go to a "abyss" and get stuck there until the server restarts or they die (which they won't do by themselves). This isn't an actual zone, so I can't just go in and kill the mobs to have them respawn properly. We should have at a fix soon. I expect this is what has happened at clerks.

was it just pygmies that were messed with? there's speculation about other camps as you can see. changes like this shouldn't be so hush hush or it'll destroy any trust and only make things harder for you guys.

also think of side effects of nerfs. I had a 43 servant necro I respeced to Sight once I learned of the nerf. back in the day changes came with a respec awarded to affected classes. I realize this is only tangentially related to servant necro spec on paper, but in reality most servant necros are pygmy necros.

anyways please just try to make the nerfs less painful for everyone if you're gonna nerf stuff.

User avatar
Cirdan
Eagle Knight
 
Posts: 527
Joined: May 19, 2016 22:48

Postby Cirdan » Apr 25, 2017 16:04

seanbud wrote:was it just pygmies that were messed with? there's speculation about other camps as you can see. changes like this shouldn't be so hush hush or it'll destroy any trust and only make things harder for you guys.


Yes, and I completely understand and agree the situation was not handled well. We are already in discussion about how to prevent something like that from happening again.

Yurd
Guardian
 
Posts: 4
Joined: Jan 05, 2017 16:35

Postby Yurd » Apr 26, 2017 00:17

Problem being addressed here is the necro's ability to over camp pygmies. A custom change was implemented to make it more difficult for a servant necro group to over camp pygmies. Unfortunately the problem is not with necros. The problem is and has always been over population. If necro's are less effective at pygmies they will just go sight, go back to soloing and further exacerbate the real issue. Attempting to "Balance" pve isn't going to work if there aren't enough camps to begin with. We already know from the last few months, custom respawn rates don't work. IDK if the ninja fix was to avoid admitting a non 1.65 customization, but we're getting to the point were something needs to give. There is literally nothing uncamped level 40-50. I know the first response to this will be some guy saying I went to this camp in the middle of nowhere and it was fine. As soon as you mention it, it will become over camped.

I don't know the answer. I'm glad the staff is looking into the way this was handled. I just hope the real issue is being addressed.

User avatar
Blue
Developer
Developer
 
Posts: 15821
Joined: Apr 22, 2005 00:00

Postby Blue » Apr 26, 2017 11:20

BumblesZERG wrote:it is no longer 1.65

You assume that our current setup is in 1.65 state which in many many cases is not the case. Getting it accurate is a huge effort on the worldbuild side.
It's done when it's done. Thanks for your patience.
Every bug gets fixed. Sooner or later.

"It is an inescapable law of nature that the amount of satisfaction one gains from achieving something
is related to how hard it is and easy things can only elicit a fleeting superficial sort of pleasure."


Blue says, "you used macro tools or macro keyboard"
Pala says, "i am disabled. and i have a mechanic left hand that can be programed. its hard to play woith one hand"

[Appeal] Bxxxxxxxx: "why is RA first aid cann man i stealth use and not unstealth cann man ra if man use unstealth ?????????"
BannedUser: "i was not using automate game action my hand was fall on keyboard during i was sleep .... i was completly fall on keyboard ..."

User avatar
pweet
Lion Knight
 
Posts: 4243
Joined: Dec 22, 2010 14:07

Postby pweet » Apr 26, 2017 11:31

Blue wrote:
BumblesZERG wrote:it is no longer 1.65

You assume that our current setup is in 1.65 state which in many many cases is not the case. Getting it accurate is a huge effort on the worldbuild side.

Pygmyn gobbos were the best researched spot on Uthgard with a lot of pendragon tests involved ;)

User avatar
Blue
Developer
Developer
 
Posts: 15821
Joined: Apr 22, 2005 00:00

Postby Blue » Apr 26, 2017 12:51

pweet wrote:Pygmyn gobbos were the best researched spot on Uthgard with a lot of pendragon tests involved ;)

So why are pygmy bombardier missing then? Where are the pygmy scouts? Respawn method is incorrect. There are alot of unfinished things in many spots on Uthgard. As I said its a huge effort to bring it into correct state.
It's done when it's done. Thanks for your patience.
Every bug gets fixed. Sooner or later.

"It is an inescapable law of nature that the amount of satisfaction one gains from achieving something
is related to how hard it is and easy things can only elicit a fleeting superficial sort of pleasure."


Blue says, "you used macro tools or macro keyboard"
Pala says, "i am disabled. and i have a mechanic left hand that can be programed. its hard to play woith one hand"

[Appeal] Bxxxxxxxx: "why is RA first aid cann man i stealth use and not unstealth cann man ra if man use unstealth ?????????"
BannedUser: "i was not using automate game action my hand was fall on keyboard during i was sleep .... i was completly fall on keyboard ..."

Nerthos
Warder
 
Posts: 58
Joined: Jan 09, 2017 18:11

Postby Nerthos » Apr 26, 2017 13:25

For me, it doesnt feel like a nerf a all. I could solo lvl 49-50 on my wiz at island in under 4 hours, just because camps were free more often.

Thanks for GMs continous efforts. And in my opinion, fast GM reply in forum and admitting things which need to be improved (communication with players) makes everything up.
Kabalix/Sunna

clandestino2a
Warder
 
Posts: 41
Joined: Feb 06, 2017 12:03

Postby clandestino2a » Apr 26, 2017 21:48

you are overpopulated ? then fight for DF or SH, if they are here its for peoples to fight for them so they can improve your Xp.

Ruckuz1983
Myrmidon
 
Posts: 62
Joined: Mar 13, 2017 23:54

Postby Ruckuz1983 » Apr 27, 2017 07:57

Thanks for answering a question that many people would have hidden behind, and frankly given an honest assessement that you guys could have done better.

Frankly, its free, you guys put in a ton of work/effort.

Thank you for your efforts.
Infection 50 Shaman
Alliant 50 Runemaster

User avatar
Budikah
Phoenix Knight
 
Posts: 1328
Joined: Mar 14, 2010 01:00

Postby Budikah » Apr 28, 2017 03:09

Cirdan wrote:
BumblesZERG wrote:SO what's the deal with Devs nerfing Alb camps? First Pygmys and now Clerks house? Curious what patch lvl you are going to call this now given it is no longer 1.65. There are reasons why Uth 1 failed from what I hear...


Nothing was done to Clerks.

We have a bug that is hard to explain but the best way to describe is that mobs will go to a "abyss" and get stuck there until the server restarts or they die (which they won't do by themselves). This isn't an actual zone, so I can't just go in and kill the mobs to have them respawn properly. We should have at a fix soon. I expect this is what has happened at clerks.

Just a heads up @Cirdan, as of last night the spawn is still messed up.

I believe the server was restarted recently as well, unless more just went back into the abyss.

The reason I suspect the change is not only that they are missing, but the locations that they reside have seemingly been altered as well. They are now spawning more spread out around the house and in places near the house where they didnt before, unless it's pathing issues?
Satanic Panic - Cleric
Budikah - Cabalist
Leader of Primordial Guild / Alliance
Primordial Discord ---> https://discord.gg/Fa85ptj

User avatar
Cirdan
Eagle Knight
 
Posts: 527
Joined: May 19, 2016 22:48

Postby Cirdan » Apr 28, 2017 04:00

Budikah wrote:The reason I suspect the change is not only that they are missing, but the locations that they reside have seemingly been altered as well. They are now spawning more spread out around the house and in places near the house where they didnt before, unless it's pathing issues?


Mobs can spawn in basically 2 ways in 99% of cases:
- each mob has a fixed spawn point and is independent of anything else around them
- a group of mobs (they don't have to be the same, see starter areas) are controlled by a spawner that has a maximum count it will spawn, a rate, various %s per type of mob, and an area they can spawn in, etc.

Clerks at the house use one of these spawners, so unless the count was lowered and the radius increased I'm not sure what to tell you. I haven't heard anything about a change to this and frankly if it was changed it seems kind of random. I'll look into it but I'm not sure what else to tell you.

User avatar
Budikah
Phoenix Knight
 
Posts: 1328
Joined: Mar 14, 2010 01:00

Postby Budikah » Apr 28, 2017 04:24

Cirdan wrote:
Budikah wrote:The reason I suspect the change is not only that they are missing, but the locations that they reside have seemingly been altered as well. They are now spawning more spread out around the house and in places near the house where they didnt before, unless it's pathing issues?


Mobs can spawn in basically 2 ways in 99% of cases:
- each mob has a fixed spawn point and is independent of anything else around them
- a group of mobs (they don't have to be the same, see starter areas) are controlled by a spawner that has a maximum count it will spawn, a rate, various %s per type of mob, and an area they can spawn in, etc.

Clerks at the house use one of these spawners, so unless the count was lowered and the radius increased I'm not sure what to tell you. I haven't heard anything about a change to this and frankly if it was changed it seems kind of random. I'll look into it but I'm not sure what else to tell you.


Just my observations. I've asked others who have used that spot for ages and the responses were the same - something is either bugged or another undisclosed intentional change.

It doesn't seem random if so from my perspective - it's an excellent leveling spot and people contend over it. The change to pygmy's was made and not announced until I pestered somebody to answer the question, which they did. Based on this previous action, it isn't far fetched to think that the same person who altered the pygmy's might have also altered this intentionally. Hell, Gnome even made a post saying something like "better to just do it than was through this filth"...

If I seem a bit untrusting of your answers, it's not that I think you changed it and are holding out on it, but that somebody else might have and they don't want to own up to it... or it's just bugged again. I've got no idea. The way it's changed does indeed seem like the radius was increased and the numbers dialed down.
Satanic Panic - Cleric
Budikah - Cabalist
Leader of Primordial Guild / Alliance
Primordial Discord ---> https://discord.gg/Fa85ptj

Next

Return to Albion

Who is online

Users browsing this forum: No registered users and 21 guests

Saturday, 19. April 2025

Artwork and screen shots Copyright © 2001-2004 Mythic Entertainment, Inc. All rights reserved. Used with permission of Mythic Entertainment. Mythic Entertainment, the Mythic Entertainment logo, "Dark Age of Camelot," "Shrouded Isles," "Foundations," "New Frontiers," "Trials of Atlantis," "Catacombs," "Darkness Rising," the Dark Age of Camelot and subsequent logos, and the stylized Celtic knot are trademarks of Mythic Entertainment, Inc.

Valid XHTML & CSS | Original Design by: LernVid.com | Modified by Uthgard Staff