View Full Version : 6.1.1 Patch Discussion
Shade
04-23-2008, 10:27 AM
Discuss patch here.
Rekker
04-23-2008, 12:27 PM
Patch resulted in the Crystal in Part 2 of the Shroud being unbreakable...Dev's are looking into it.
Jaywade
04-23-2008, 12:34 PM
tell you what this is a good game design, w/ great people that play in the worlds, ...however great the game design is though it is very poorly run and overseen...lots of unacceptable things go on here...a lack of content, or the slow release of new content, content that is unplayable, poor "DM'ing" (I don't want you to win nerf's. and I'm not talking about exploits), fixes that are needed that dodn't come or come late, the personal bias that has been on these forums .... Turbine what are you doing...the cheese n the shroud needs to stop but test a change before you fix it so you don't break it for the players that don't use cheese
The_Ick
04-23-2008, 01:25 PM
So i have a question about the portals that show up after the Pit Fiend is dead. Will they be 2 way.
Bascially what i am asking is we will be able to fly though and beat the whole raid without stopping to craft and then go back to part 1 to add our first level, then port over to part 3 so we can add out 2nd level. Then head back to the part 5 to finish adding the 3rd level on?
Or will it just be a one way portal..
Also, great solution to the problem. Keeps the alters in the raid which i think is cool, but doesn't make everyone wait around. Nice idea.
Twerpp
04-23-2008, 01:44 PM
Patch resulted in the Crystal in Part 2 of the Shroud being unbreakable...Dev's are looking into it.
Is that why there were ZERO and not 3-6 lfms for Shroud last night? Or are they afraid of a tougher A-bomb fight? I need larges dudes lets roll!
Angelus_dead
04-23-2008, 02:02 PM
Bascially what i am asking is we will be able to fly though and beat the whole raid without stopping to craft and then go back to part 1 to add our first level, then port over to part 3 so we can add out 2nd level. Then head back to the part 5 to finish adding the 3rd level on?
Or will it just be a one way portal..
The regular portals you use to move forward through the raid never disappear (except for the very first one on the launching ramp). Since nothing was said about changing them, we should assume they'll still be up.
That means you could use portals to run laps of the Shroud.
Cambo
04-23-2008, 05:34 PM
Why would the items mentioned in patch 6.1 notes be so important that they had to be done:
a) wihtout decent notice
b) outside of normal maintenance schedules that people are used to
b) without proper testing
Strype.McClaine
04-23-2008, 11:07 PM
Let's echo back the words of our comrads...
1) Realy? On a weekday night? On Peak play time? That just seems odd.
2) Portals added to the shroud for acess to the alters....OK...no problem here, good stuff I guess.
3) Create Undead "Fixed." Ok heres my beef, isnt the chance to de-charm the ballence in the spell aposed to the "pets" who never d-charm and turn. Second of all, the only real use I've heard, or even seen, is in abbot, a raid that is HARD to get groups for, and is, ehh, at this time, near unbeatable, even with the "use" of them as a "flesh wall" to keep you from falling....is that worth saying "no you cant use no more cuz dis not good?" [Let me enjoy my delusion of thinking devs talk like lolcats]
4) "Improved Charm AI" OK, no problem with the idea of a AI fix, sure...Ok.
5)Auto Attack fix? Sure. Breakable fix? OK, no problem. AOE lag reduction. OK NO PROBLEM HERE.
........Im at a loss for words beyond this..
Pellegro
04-23-2008, 11:11 PM
Let's echo back the words of our comrads...
1) Realy? On a weekday night? On Peak play time? That just seems odd. Lots of the game was unplayable. The more people "wasted" their time, the angrier they'd get. Hotfix was the right move.
2) Portals added to the shroud for acess to the alters....OK...no problem here, good stuff I guess.
3) Create Undead "Fixed." Ok heres my beef, isnt the chance to de-charm the ballence in the spell aposed to the "pets" who never d-charm and turn. Second of all, the only real use I've heard, or even seen, is in abbot, a raid that is HARD to get groups for, and is, ehh, at this time, near unbeatable, even with the "use" of them as a "flesh wall" to keep you from falling....is that worth saying "no you cant use no more cuz dis not good?" [Let me enjoy my delusion of thinking devs talk like lolcats] This fix I suspect was aimed more at the Shroud than the Abbott. I can't say more lest I get points.
4) "Improved Charm AI" OK, no problem with the idea of a AI fix, sure...Ok.
5)Auto Attack fix? Sure. Breakable fix? OK, no problem. AOE lag reduction. OK NO PROBLEM HERE.
........Im at a loss for words beyond this..
Placeholder so my message isn't too short.
Strype.McClaine
04-23-2008, 11:17 PM
Truth be told, the only time I had ever seen create undead in the shroud was by a certain robotic wizard who enjoys messing with the fleshlings....
And I know...my robotic wizard, found it funny to watch them squrm a little too.
That and it was just comming home to see the game down.
MrCow
04-23-2008, 11:29 PM
The changes to summons/charms are interesting if you play around with them in certain ways. Now, pets will attract a HUGE aggro radius compared to before (or at least, the charmed kobolds and summoned celestial dog were being detected through walls and doors approximately a radius just beyond the max monster-spot-player aggro radius). Also, summoning a critter into a door that can be opened by other monsters (coalescence chamber gates, offering of blood locked doors, etc.) will cause the door to open. This means I was able to open certain locked doors or switch-based doors by casting a pet at it...
Nevthial
04-23-2008, 11:46 PM
The changes to summons/charms are interesting if you play around with them in certain ways. Now, pets will attract a HUGE aggro radius compared to before (or at least, the charmed kobolds and summoned celestial dog were being detected through walls and doors approximately a radius just beyond the max monster-spot-player aggro radius). Also, summoning a critter into a door that can be opened by other monsters (coalescence chamber gates, offering of blood locked doors, etc.) will cause the door to open. This means I was able to open certain locked doors or switch-based doors by casting a pet at it...
Interesting.....may prove to be highly useful.
orcbanian
04-24-2008, 03:55 AM
The Air Elementals in the Reaver are still bugged, even after the fix. There is also a possibility that the puzzle is bugged. I was part of a group that failed because the guy that did the puzzle and has done the puzzle several times couldn't understand what it was doing.
Accelerando
04-24-2008, 05:53 AM
The Air Elementals in the Reaver are still bugged, even after the fix. There is also a possibility that the puzzle is bugged. I was part of a group that failed because the guy that did the puzzle and has done the puzzle several times couldn't understand what it was doing.
The puzzle works fine. Maybe he was trying to use a solver which in my experience don't work nearly as well as well... just solving the puzzle.
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