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View Full Version : Tentative Downtime Notice: Friday August 3rd 9:30am-12:30pm Eastern (-4 GMT)



Cocomajobo
08-02-2018, 04:54 PM
UPDATE 2: Game worlds are now open!

UPDATE: This downtime has been confirmed and is no longer tentative. This patch will go ahead as described below.

The DDO game worlds will be unavailable from 9:30am-12:30pm Eastern (-4 GMT) on Friday, August 3rd to release Update 39 Patch 1 Hotfix 1. This hotfix is meant to fix an issue blocking completion of the quest "Wrath of Earth" as well as fix the type of augment slots that the new Crystal Cove Armor recipes have.

Cocomajobo
08-02-2018, 11:03 PM
As now reflected in the OP, this downtime has been confirmed.

Aztek
08-03-2018, 08:48 AM
As now reflected in the OP, this downtime has been confirmed.

Is it possible to copy these non-scheduled or abnormally scheduled downtimes (hotfixes and deviations from the normal weekly downtime day) on the Twitter account (DDOUnlimited)?

Would be great if it's possible. Thanks!

elvesunited
08-03-2018, 08:51 AM
Got the sinking feeling that the spellcaster boosting red augment duelist armors I was planning to get aren't going to happen.

notanotherbloodyname
08-03-2018, 08:55 AM
As now reflected in the OP, this downtime has been confirmed.

Sigh

Yet again another downtime post on the forums not put on the launcher.

Please remember most players don't use the forums and for some of us not on US time, this is our playing time.

Nothing like logging in to a 'the game is about to go down' to **** you right off.

Lohoydo
08-03-2018, 09:17 AM
to release Update 39 Patch 1 Hotfix 1

Its not a hotfix if you have to take the servers down to do it. Then its just a patch. Hotfix means doing it "live" with the servers still running

Lychias
08-03-2018, 09:19 AM
Swapped all my old duelist leathers for the new red augment ones (primarily b/c of red augment). Do you think they'll change those? I'm not sure if I'd have wanted to make the gear swap without those red augments. :p

cru121
08-03-2018, 09:23 AM
Its not a hotfix if you have to take the servers down to do it. Then its just a patch. Hotfix means doing it "live" with the servers still running

Yeah, in general you're right. But in DDO and elsewhere, it also applies to an unscheduled update.

Cocomajobo
08-03-2018, 09:45 AM
Game worlds are now open!

Bluenoser
08-03-2018, 09:49 AM
Any chance this fix will bring some of the Cove weapons' base damage into line with current loot? (Flotsam and Cutthroat's Blade, in particular?)

[ninja'd by coco! :D]

ilhares
08-03-2018, 09:52 AM
This hotfix is meant to fix an issue blocking completion of the quest "Wrath of Earth" as well as fix the type of augment slots that the new Crystal Cove Armor recipes have.
But not that you guys changed the cavalry plate from medium to heavy, even though it's mithral plate (and should be medium)? I thought "hey, I can replace my old plate that never got upgraded" when I discovered this change.

TinkTM
08-03-2018, 09:55 AM
...This hotfix is meant to ... fix the type of augment slots that the new Crystal Cove Armor recipes have.

Whilst items you can buy have this fixed. All my armors that I had already bought have red augments still.

HungarianRhapsody
08-03-2018, 09:58 AM
Whilst items you can buy have this fixed. All my armors that I had already bought have red augments still.

This is fixing the items you buy after the patch. It does not change the augments on armor that you've already bought. Red augments are hard to come by while green augments are common as dirt, so I'd count the red augment armor as a nice perk that you'll want to keep.

GoldyGopher
08-03-2018, 10:32 AM
This is fixing the items you buy after the patch. It does not change the augments on armor that you've already bought. Red augments are hard to come by while green augments are common as dirt, so I'd count the red augment armor as a nice perk that you'll want to keep.

Except the for the fact that Red Augments will not work on Armor (body slot) items. You can slot something there and it will not provide a benefit to anything that is applied on hit to an enemy item.


No. A player never hits anything with their armor. Spell Power does work, anything on-hit won't.

lronEnema
08-03-2018, 10:35 AM
Except the for the fact that Red Augments will not work on Armor (body slot) items. You can slot something there and it will not provide a benefit to anything that is applied on hit to an enemy item.

Spell power augments

Bluenoser
08-03-2018, 10:42 AM
I don't see why a red slot on armor was a problem to be fixed. It's a great option on anyone who needs some casting power while red slots on their weapons are otherwise occupied with something useful for combat (warpriests, archers, TWF/THF/SWFs, etc, etc.). And in reaper, who *wouldn't* like more healing spellpower for cocoon and so forth? Would love to see more armors with this.

And how is leaving existing red-slotted Cove armors in place fair? If the devs think it's OP, it's unfair to leave them in place only for those who grabbed them on the first day of the event. If they think they are junk, why not make the fix retroactive (or create a trade-in option) so people didn't waste their mats?

Steelstar
08-03-2018, 10:45 AM
Whilst items you can buy have this fixed. All my armors that I had already bought have red augments still.

This is true, as we could not fix existing copies and properly test the change in the timeframe allotted for the hotfix.

I would not expect these copies to retain Red Slots forever.

hit_fido
08-03-2018, 10:50 AM
I would not expect these copies to retain Red Slots forever.

Lame. Just chalk this up as a bonus niche item for people who wanted to get a piece of armor with a red slot and move on. Is it really worth developer time?

IconicHero
08-03-2018, 11:01 AM
spot and search is what made it a spyglass not sure why it changed but i guess some will like it as long as the old still work will not switch mine out

SirValentine
08-03-2018, 11:02 AM
And how is leaving existing red-slotted Cove armors in place fair?


There are lots of legacy items in the game that you can no longer get. For example, I like my Large Guild Slot items, but they can't be pulled anymore. And my ML 6 Silver Longbow, which is only available as ML 8 now.

Are you proposing to nerf/remove all such things in the name of fairness? How is that fair to the people who have them?

Leaving the existing red-slotted armors alone is far fairer than taking them away from people who spent time and ingredients to get them.

HungarianRhapsody
08-03-2018, 11:06 AM
I don't see why a red slot on armor was a problem to be fixed. It's a great option on anyone who needs some casting power while red slots on their weapons are otherwise occupied with something useful for combat (warpriests, archers, TWF/THF/SWFs, etc, etc.). And in reaper, who *wouldn't* like more healing spellpower for cocoon and so forth? Would love to see more armors with this.

And how is leaving existing red-slotted Cove armors in place fair? If the devs think it's OP, it's unfair to leave them in place only for those who grabbed them on the first day of the event. If they think they are junk, why not make the fix retroactive (or create a trade-in option) so people didn't waste their mats?

Making the fix retroactive was not something they were able to do. Is that fair? Honestly, it doesn't matter whether it is fair. It isn't "fair" that some people have ML 8 Shroud items while mine are all ML 11 or ML 12. But it doesn't matter that someone else has something that I don't have as long as I can have the stuff that I need to actually run quests.

TL;DR - it isn't going to be "fixed" for old items and that's okay.

Bluenoser
08-03-2018, 11:41 AM
There are lots of legacy items in the game that you can no longer get.

Certainly, I even benefit from some of them myself (silver longbow in particular, old lowbie paralyzers, etc.). But I also know there's a game balance problem when there is a significant power gap between players based simply on the loot tables in place when they joined. In this case, as I already stated, I think they should have left the red-slotted armors alone. Moreover, one day--yesterday--hardly makes something a "legacy" item equivalent to a ML 8 shroud item. (And there are easier ways to compensate people who spent the mats yesterday). In any case, not something they intend to do anything about.

So, how about those Cove weapons that don't have proper base damage modifiers for their level? Is there a hotfix coming for those?

GoldyGopher
08-03-2018, 12:13 PM
Spell power augments

According to the Devs those only apply on hit and still would not work, not that I tested it, so YMMV.

HungarianRhapsody
08-03-2018, 12:15 PM
So, how about those Cove weapons that don't have proper base damage modifiers for their level? Is there a hotfix coming for those?

Even without an additional hotfix, you can use the workaround of "run Cove again since it's really not hard" if you want new weapons.

edrein
08-03-2018, 12:34 PM
According to the Devs those only apply on hit and still would not work, not that I tested it, so YMMV.

I actually tested all of the red augments last night for those who may have wanted to use them. The spellpower augments work. Passive augments that add DR breaking elements don't work sadly. No do on hit/proc effects.

edrein
08-03-2018, 12:36 PM
This is true, as we could not fix existing copies and properly test the change in the timeframe allotted for the hotfix.

I would not expect these copies to retain Red Slots forever.

I'd actually prefer if you don't remove these copies or change them to blue slots.

I grabbed a couple in case they remain as is. But I can definitely state that they have use for clerics, druids, or bards due to the ability to slot spellpower augments in them.

Rog
08-03-2018, 12:38 PM
I don't see why a red slot on armor was a problem to be fixed. It's a great option on anyone who needs some casting power while red slots on their weapons are otherwise occupied with something useful for combat (warpriests, archers, TWF/THF/SWFs, etc, etc.). And in reaper, who *wouldn't* like more healing spellpower for cocoon and so forth? Would love to see more armors with this.

And how is leaving existing red-slotted Cove armors in place fair? If the devs think it's OP, it's unfair to leave them in place only for those who grabbed them on the first day of the event. If they think they are junk, why not make the fix retroactive (or create a trade-in option) so people didn't waste their mats?

people were grinding the cove for red slots. that reason alone the red slots should have stayed.
what do i care i play a monk, but i love to see players flip into grind mode
mojo

K_9
08-03-2018, 12:40 PM
I'd actually prefer if you don't remove these copies or change them to blue slots.

I grabbed a couple in case they remain as is. But I can definitely state that they have use for clerics, druids, or bards due to the ability to slot spellpower augments in them.

I didn't initially think regarding spell power opportunity from augments, but this could be a very useful addition for the reasons that you have stated. Hopefully they may consider adding multiple versions of these items.

Bluenoser
08-03-2018, 12:48 PM
Even without an additional hotfix, you can use the workaround of "run Cove again since it's really not hard" if you want new weapons.

Don't think you know what I'm referring to. Some of the new weapons like Flotsam and the revamped Cutthroat blade don't appear to have the usual progression of base damage multipliers with item level. For example, lvl 8 versions should be 1.25[W], lvl 24 version should have at least 3[W], lvl 28 4[W]. Running the Cove again won't help address that.

HungarianRhapsody
08-03-2018, 12:52 PM
Don't think you know what I'm referring to. Some of the new weapons like Flotsam and the revamped Cutthroat blade don't appear to have the usual progression of base damage multipliers with item level. For example, lvl 8 versions should be 1.25[W], lvl 24 version should have at least 3[W], lvl 28 4[W]. Running the Cove again won't help address that.

I knew about that issue, but I mistakenly thought that the issue was fixed with this hotfix and that you were asking for a hotfix to fix weapons that people had previously gotten.

Gremmlynn
08-03-2018, 01:00 PM
I actually tested all of the red augments last night for those who may have wanted to use them. The spellpower augments work. Passive augments that add DR breaking elements don't work sadly. No do on hit/proc effects.Which is exactly why they are being changed and possibly going through the trouble of fixing those that got out. Also why there are no other non weapon/shields in the game with red/purple/orange slots. Many red augments simply do nothing in them.

Bluenoser
08-03-2018, 01:01 PM
I knew about that issue, but I mistakenly thought that the issue was fixed with this hotfix and that you were asking for a hotfix to fix weapons that people had previously gotten.

OK. I checked after the update, and they weren't changed. Funny oversight by the devs, given that they explicitly mentioned updating the weapons to match the regular loot progression as one of the justifications for overhauling the rewards.

sudzz
08-03-2018, 01:08 PM
This is true, as we could not fix existing copies and properly test the change in the timeframe allotted for the hotfix.

I would not expect these copies to retain Red Slots forever.

Depends on how much a power creep or revenue loss you guys count it i suppose, but plenty of ancient bugs in the game like Arty dog freezes and is broken if it uses a ladder, that one is 6 or so years old now, since the pets were created.

Vagabon_Ghost
08-03-2018, 01:28 PM
'I would not expect these copies to retain Red Slots forever.' -Steelstar.If a Player bought it with any currency, Has it in their character's Inventory, Bank or Shared Bank, (& I don't). It Should -NOT- be altered. Be it a beneficial or hindrance.What Players -BUY- really needs to be Theirs.

Opensezame
08-03-2018, 02:04 PM
'I would not expect these copies to retain Red Slots forever.' -Steelstar.If a Player bought it with any currency, Has it in their character's Inventory, Bank or Shared Bank, (& I don't). It Should -NOT- be altered. Be it a beneficial or hindrance.What Players -BUY- really needs to be Theirs.


Don't be silly, you don't own anything in this game including your account. You pay for a licence to access it and that's it.

Fedora1
08-03-2018, 02:15 PM
Its not a hotfix if you have to take the servers down to do it. Then its just a patch. Hotfix means doing it "live" with the servers still running

If I had a nickel for every time someone complains about this...

Psiandron
08-03-2018, 02:29 PM
But not that you guys changed the cavalry plate from medium to heavy, even though it's mithral plate (and should be medium)? I thought "hey, I can replace my old plate that never got upgraded" when I discovered this change.

Actually, the Cavalry Plate was originally mithral heavy armor which means that it had the protection of heavy with the weight and penalties of medium. It got changed when they nerfed mithral. That was probably like 5 or 6 years ago. It still isn't the way it used to be, but at least it's not medium armor any more.

C-Dog
08-03-2018, 02:30 PM
If a Player bought it with any currency, Has it in their character's Inventory, Bank or Shared Bank, (& I don't). It Should -NOT- be altered. Be it a beneficial or hindrance.What Players -BUY- really needs to be Theirs.
No, if the currency is in the character's inventory, it needs to be the character's. And it is.

If the character wants to complain... well, they can't, b/c that's not coded in to /emotes. Oops. :rolleyes:

Splunge
08-03-2018, 03:48 PM
Its not a hotfix if you have to take the servers down to do it. Then its just a patch. Hotfix means doing it "live" with the servers still running

Don't reboot it; just patch.

https://www.youtube.com/watch?v=SYRlTISvjww

Scrapco
08-03-2018, 05:42 PM
If I had a nickel for every time someone complains about this...

...you'd be able to buy a server with hot-swappable RAM and CPUs?

Words mean things.

Fedora1
08-03-2018, 06:55 PM
...you'd be able to buy a server with hot-swappable RAM and CPUs?

Words mean things.

And whining is just whining.

vms4ever
08-03-2018, 07:22 PM
Its not a hotfix if you have to take the servers down to do it. Then its just a patch. Hotfix means doing it "live" with the servers still running

No, that's not what "hotfix" means. (That is more along the lines of a "rolling upgrade", from back in the days when Mission Critical meant something.)

From Wikipedia (Hotfix entry)

A hotfix or quick-fix engineering update (QFE update) is a single, cumulative package that includes information (often in the form of one or more files) that is used to address a problem in a software (https://en.wikipedia.org/wiki/Computer_software) product (i.e., a software bug (https://en.wikipedia.org/wiki/Software_bug)).[1] (https://en.wikipedia.org/wiki/Hotfix#cite_note-1) Typically, hotfixes are made to address a specific customer situation.
The term "hotfix" originally referred to software patches (https://en.wikipedia.org/wiki/Software_patch) that were applied to "hot" systems; that is, systems which are live, currently running, and in production status rather than development status. For the developer, a hotfix implies that the change may have been made quickly and outside normal development and testing processes. This could increase the cost of the fix by requiring rapid development, overtime or other urgent measures. For the user, the hotfix could be considered riskier or less likely to resolve the problem. This could cause an immediate loss of services, so depending on the severity of the bug, it may be desirable to delay a hotfix. The risk of applying the hotfix must be weighed against the risk of not applying it, because the problem to be fixed might be so critical that it could be considered more important than a potential loss of service (e.g., a major security breach).


There is nothing about applying to a running system without incurring downtime. The reference is to systems (software) which are live, i.e. in production. A hotfix is higher risk than a normal patch, typically lacking the regression testing that is included in the normal development cycle.

lronEnema
08-03-2018, 08:36 PM
According to the Devs those only apply on hit and still would not work, not that I tested it, so YMMV.

I can only think we are not talking about the same thing. I was referring to the spell power augments that, for example, add 90 devotion straight to your positive spell power. Not sure how they would apply only on hit. I'm guessing you were thinking I was talking about the meteoric star rubies etc - those do indeed only function on hit.

TinkTM
08-04-2018, 04:27 AM
This is fixing the items you buy after the patch. It does not change the augments on armor that you've already bought. Red augments are hard to come by while green augments are common as dirt, so I'd count the red augment armor as a nice perk that you'll want to keep.

Not for my melee/ranged builds. Which are far more prominent than my caster builds. I'll be honest in saying that I'm upset by this (whilst having each level of each armor in my bags with red slots). BtA items require a mule to keep, which means inventory space. And now I would have to grind CC ALOT to replace these items with the real thing, and likely would not be able to get them all back in this "seasonal" event. Last time I played CC I went through significant effort to get one of each level armor for future use, and was happy to see the turn-in option this time around, was really confused by the red augment slot, but figured hey... maybe the devs intend to release red augments that work in armor for melee/range builds. Please please please provide an option to turn these broken armors in (as per the turn in for the old items) to fix this issue. Then users have the choice if they want to keep the red slotted armors or fix them. PLEASE.

ld2950
08-04-2018, 01:43 PM
If I had a nickel for every time someone complains about this...

Ditto too many whiners

Yvonne_Blacksword
08-04-2018, 06:43 PM
Its not a hotfix if you have to take the servers down to do it. Then its just a patch. Hotfix means doing it "live" with the servers still runningI think the "hot" part of the "fix" means they are going to do it with the lights low, Barry White playing in the back ground and bedroom casual attire... And they will be "live" when they do it...because otherwise... eeeew grosss!

Dreppo
08-05-2018, 03:47 PM
Actually, the Cavalry Plate was originally mithral heavy armor which means that it had the protection of heavy with the weight and penalties of medium. It got changed when they nerfed mithral. That was probably like 5 or 6 years ago. It still isn't the way it used to be, but at least it's not medium armor any more.

No, the level 16+ Cavalry Plate was always medium armor. And there's been no nerf to mithral. Look at the history of any mithral armor on DDO wiki, e.g. Kundarak Delving Suit whose history goes all the way back to 2006.

People starting complaining about Cavalry Plate and other mithral armors when the Armor Up! changes were introduced (U23), since you could get more PRR/MRR the heavier your armor. Prior to that no one ever complained since there was no downside to armor being one category lighter.

Niminae
08-06-2018, 05:04 AM
Leaving the existing red-slotted armors alone is far fairer than taking them away from people who spent time and ingredients to get them.

Agreed. The people who bought them or traded in old items for them knew what they were getting because the mouse-over view showed the item properties clearly. Changing them after the fact, after the purchase, would be completely unfair to those people.

And for complete disclosure, I didn't run or buy any Cove items before Friday. I do have a shiny new set of L4-20 Cavalry plate however, because I like the fact that it is heavy armor and I like the affects on the armor. I never bought the medium armor cavalry plate from the old barter box because it dodn't appeal to me as medium armor with the affects it had (has, I guess, since it is still available from the hidden old barter box).