Better, but even still I REALLY hope there is a way to disable it. I have both my fel and tram houses linked... and I travel between the two often. The last thing I want is another annoying pop-up that I have to deal with because others are either too lazy or too stupid to pay attention to where they are going. I really don't mind this feature being added as long as its not forced, and I have a way to disable it.
This patch also gave us a new facet which holds the new Faction strongholds. Major spoiler screenie below for those who don't want to wait! Spoiler (Move your mouse to the spoiler area to reveal the content) Show Spoiler Hide Spoiler
Good thats definetely tolarable.Wait no it's not. Can you get rid of trammel to malas this is still going to be 300times clicking and has nothing to do with pvp.
... Based on the spoiler picture, I'm going to say that... Spoiler (Move your mouse to the spoiler area to reveal the content) Show Spoiler Hide Spoiler Shadowlords are toast. Council of Mages being the one near the Yew Orc Fort, True Brits near Wind and Minax in Destard mountain
Wow very observant. These map files are for a future test of the new faction bases. We don't have a date for the start of this test yet. Stay tuned.
What about Fel to Tram? Seems like it wouldn't be needed there. Your last sentence seemed to miss that case compared with the first sentence. -Lorax
There are some nice things included in this publish. I am very curious about the gypsy camps and can't wait to see them. As far as the mysticism changes go, it looks like sleep/mass sleep will now be completely worthless.
Supreem - If Minax base is going to remain the same, I have a request. Turn on circ of trans and walk around the right side of the base.. There is a hole that needs to be fixed. Players can currently [and have for a long time] exploit their way into that base via that hole. Please grab a trowel and slap some brick and mortar over that!
Wasn't there meant to be huge faction changes in this publish? From memory we were told that they would be on TC in the march publish(I vaguely remember reading this in the log of the latest HoC, but do you I can find said log?) Also yay for the sleep changes! it sux spawning on a sampire and having some gimped ass mystic come down and sleep you to death while u get ganked by about 5 or 6 others.
Yes, it's 30. They often write without decimals the way it is on Test Center ... so 300 is of course 30.0 skill, and 200 is 20.0 skill.
Does this mean "good" or "order" aligned faction bases will be outside of towns? I like the idea of chaotic aligned factions being shunned and forced to have their bases outside of towns, it seems to add to the lore of the game. I'd rather see guard zones fixed where they take on a certain portion of the towns rather than the bases getting pushed out of town, but I suppose a fix is a fix and most faction pvp'ers don't care to follow the good vs evil lore tied to the factions and only care about killing things that move. This sounds more of a handicap than a fix. I like that extra step or two stretch so I can have more containers open. Comes in handy when you decorate your house and have containers that aren't on top of each other. What about thieving does this mean the bags will close quicker now? Its nice how a player bag can be opened and you can get your targeting set while being out of stealing range. (I'd love to test it but I'm trolling while I download the patch) Other than that sounds like a good mix of work has been put in thank you!
Cursor Target Queuing (Default: Off) – Allows you to queue a cursor targeting action via macro, mouse wheel, or keyboard before the targeting cursor appears. Sweet! When a hotbar is locked, you will not be able to move the hotbar, move items from the hotbar, or resize the hotbar. Items may still be placed onto the hotbar. Nice! Camera zoom settings now save across play sessions. Nice! Shard and character selections can now be double-clicked on during the login process. Sweet!
Sounds like they fixed what some players were complaining about pots following you, even around corners and such.
I have no idea what this means. Can someone please provide an example, including how this differs from current functionality?
Okay, that tells me what it is - a function that is available through UOA. But I've never used UOA, so that doesn't tell me what it *does*.
Believe it or not, I have never really messed around much on Test Center. Where do we go to report issues, problems, bugs or quirks we find? For example, when you alter a Crimson Cincture for a gargoyle, the artwork in your pack and on your paperdoll stays the same color regardless of what color you dye it. On your ingame character it appears the color displays correctly.
You should NEVER see the gump if you are in a house that you own or are co-owned to. They are your teleporters. It is only when in someone elses house should you see the gump.
lol with sleep, its cast basically second.. wont work. AND i refuse to use an item that IMHO should be deemed an exploit.
The containers closing thing isn't working quite right.. it's affecting almost all containers and gumps. This means crafting menus, various notifications and such, and even your own backpack will autoclose after you move a while away from the point where you opened them. It doesn't always happen, though... but maybe that change should be put on hold until it can be made to work properly.
It allows you to queue a target before the target cursor appears. UOA only allowed you to queue up last target or target self. I haven't tested it yet but I imagine the EC's enhanced targeting options will mean it's even more useful than the UOA functionality.
seem rather close to each other dont they? maybe im just use to running a long ways while moving sigs. and i thought the bases where gonna be identical to make the 'even playing field' ?? and arnt the COM and TB bases pretty much the exact same distance from the old TB base? while neither is really close to com? not that it matters. are the bases relitavlly equal distances from each other. like a triangle?
Sorry if I sound a bit obtuse, but all you did was restate the description the devs made, and I'm still lost. I've tried it on and off and I don't notice any difference in my targeting behavior from regular gameplay. Can anyone please clarify using an example?
Playing with a throwing char on test... i ALWAYS miss my first throw, guaranteed, even if its a pig outside moonglow. then always hitting these lower level creatures with second shot. But i have missed every single time on first throw.... Anyone else confirm this?
... queing last target... anything that requires a target targets the last thing you clicked. It's very self-explanitory.
*Grumble* If it were self-explanatory, I wouldn't have to ask. This is the most vague, undefined language I've ever seen in this game. How is this any different than setting 'Target: Current' from a hotbar?
The keyword is before. Queuing the target allows you to tell the client what to target even before the target cursor appears. If you are casting a spell, you can cast the spell, queue the target before the cursor appears and when the target cursor does appear the spell goes off immediately.
You can do it BEFORE casting the spell, using the bandage. the literal translation from coder: queing from a button for something that requires a target such as last target. Last target = targets last thing you targeted. queing, putting it in a list. English language says that queing last target, in this example, would cause your next spell to hit what you qued. Please don't take this as offensive, just pointing out that it is kind of self-explanitory, just being a little sarcastic about it. Though it is a little hard to understand, but this was all said in the first answer from Zeak that you didn't like. I wasn't sure what it meant until his first answer either.
If you refuse to use a trap box then I feel bad for you. All the better pvpers use a trap box even if they run 120 resist for good reason. Call it what you want.
Is it not functional yet? Because nothing happens when I cast WoD and target before it's finished casting. Still just gives me a cursor.
just because all the "better" pvper's use it, doesn't mean it's not cheap. Some people still have morals.
Agreed after playing tonight for a few hours I found it very annoying to constantly find my backpack closed again.
I'm not liking the backpack fix for the 2d client. Personal bag randomly closing when running. Snooping must stay within two tiles. With my house set up I can't walk that extra space to grab something in another container and walk that extra space back. And creature corpses seem harder to loot, I normally use a last object after clicking the corpse name run up to it open it circle around opening corpses, with the open new container offset turned off so they stack in the corner, while I kill things and looting between heals casting etc and the corpse containers keep closing. Also a little more difficult crate thieving trying to move around grabbing things. Any chance this wasn't used for an exploit and we can have the option for longer container range enabled?
Wow, very nice set of changes! Esp the garg un-nerfing. One of the gripes I had with SA was that for an expansion that introduced gargs as a player race, it was nerfed to the point that most would not use it. Esp after they decided to pull out the 4 jewel slot availability for gargs (which I was willing to trade for their lack of other advantages AND clothing slots), they didn't rebalance the garg race again. Question, is the garg scaling DI bonus (from being damaged) capped like normal DI? Max is 100. Or is it considered like damage increase from tactics/anat? Does it also allow the SDI cap to be broken in pvp?
Very nice, but I still miss a fix for the extremely annoying memory loss/lag/crash issue when many particle effects are on the screen (Enhanced Client). Are you guys still working on that?