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  1. #1
    The Mad Multiclasser Failedlegend's Avatar
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    Default My Repeater Rogue Weeps every time you ignore him devs :(

    Hey guys, dev types of all sorts any news/progress on the various crippling repeater bugs and possible on the rumoured/hinted at ranged combat pass.

    Note: Just curious...even a nope those bugs are here to stay move on response would be better than nothing (although i'd prefer good news :P)
    Quote Originally Posted by Cordovan
    There is little value in getting into an edition debate; as with anything, we create what we believe works best for DDO.

  2. #2
    Founder Creadance's Avatar
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    Default Tell That to the Monks

    We are still waiting for the Trowing stars to be added to Classs Items for rewards turn in.
    Life is just a candle and a dream
    Must give it flame :Rush

  3. #3
    Community Member Chai's Avatar
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    They actually had that repeater bug fixed once, then they found out that the fix broke something else even worse so they rolled it back, which broke repeaters again.

    I would love to see a ranged combat pass where the damage potential moves closer to melee. Ranged currently rewquires MORE feats than melee does to be viable and even then, the character can still equip a two hander with NO FEATS and do MORE DAMAGE.
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    We are no more d000m'd then we were a week ago. Note - This was posted in 10/2013 (when concurrency was ~4x what it is today)

  4. #4

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    Quote Originally Posted by Chai View Post
    I would love to see a ranged combat pass where the damage potential moves closer to melee. Ranged currently rewquires MORE feats than melee does to be viable and even then, the character can still equip a two hander with NO FEATS and do MORE DAMAGE.
    To slightly play devils advocate, anyone can pick up a knife and cut something sucessfully.
    But not everyone can pick up a bow or crossbow and use it without hurting themself.

    This, however, only covers proficiency.

  5. #5
    Developer Eladrin's Avatar
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    Quote Originally Posted by Failedlegend View Post
    ...any news/progress on the various crippling repeater bugs...
    I can talk a little about that...

    I've completely rescripted crossbows and repeating crossbows for Update 11. The desynchronization issues that have plagued repeaters should be a thing of the past.

    We've changed their use behavior a bit though - crossbow use will been broken apart into two actions: Fire, and Reload. This lets you load a crossbow, run around with it, fire off a quick opening shot when you see a monster, and then immediately start casting spells (if applicable) or switch to a different weapon, instead of having to wait for the reload animation to complete. The "attack" button handles both of these. (Click to attack, then click to reload. If you hold the mouse button down or use autoattack, it should smoothly go from one to the other.)

    Repeating Crossbows will always fire their three round burst with a single "attack" action. Click! Thunk-thunk-thunk. Click! Reload. As before, repeating crossbows function as regular crossbows in the hands of a non-proficient user.

    Rapid Reload is now also significantly more noticeable.

    Great Crossbows (in the hands of a proficient user) now knock most opponents over on a confirmed natural 20, no save.

  6. #6

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    Quote Originally Posted by Eladrin View Post
    I can talk a little about that...

    I've completely rescripted crossbows and repeating crossbows for Update 11. The desynchronization issues that have plagued repeaters should be a thing of the past.

    We've changed their use behavior a bit though - crossbow use will been broken apart into two actions: Fire, and Reload. This lets you load a crossbow, run around with it, fire off a quick opening shot when you see a monster, and then immediately start casting spells (if applicable) or switch to a different weapon, instead of having to wait for the reload animation to complete. The "attack" button handles both of these. (Click to attack, then click to reload. If you hold the mouse button down or use autoattack, it should smoothly go from one to the other.)

    Repeating Crossbows will always fire their three round burst with a single "attack" action. Click! Thunk-thunk-thunk. Click! Reload. As before, repeating crossbows function as regular crossbows in the hands of a non-proficient user.

    Rapid Reload is now also significantly more noticeable.

    Great Crossbows (in the hands of a proficient user) now knock most opponents over on a confirmed natural 20, no save.
    Did you rescript bows also for that same effect? I get sick and tired of having to spam the "switch weapon" or "spell" to get the desired new effect.

    And thank you for the update.

  7. #7
    The Mad Multiclasser Failedlegend's Avatar
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    Quote Originally Posted by Eladrin View Post
    I can talk a little about that...

    I've completely rescripted crossbows and repeating crossbows for Update 11. The desynchronization issues that have plagued repeaters should be a thing of the past.

    We've changed their use behavior a bit though - crossbow use will been broken apart into two actions: Fire, and Reload. This lets you load a crossbow, run around with it, fire off a quick opening shot when you see a monster, and then immediately start casting spells (if applicable) or switch to a different weapon, instead of having to wait for the reload animation to complete. The "attack" button handles both of these. (Click to attack, then click to reload. If you hold the mouse button down or use autoattack, it should smoothly go from one to the other.)

    Repeating Crossbows will always fire their three round burst with a single "attack" action. Click! Thunk-thunk-thunk. Click! Reload. As before, repeating crossbows function as regular crossbows in the hands of a non-proficient user.

    Rapid Reload is now also significantly more noticeable.

    Great Crossbows (in the hands of a proficient user) now knock most opponents over on a confirmed natural 20, no save.
    Wahoo thanks eladrin my little halfling rogue will be sitting waiting for U11 to roll around.

    Also cool addition to Great Xbows...to bad theirs no great repeater xbow lol. *cough* Unique addition to Mech 3*cough*

    The 3 round burst fix is pretty cool..also boost to Rapid reload...woot
    Last edited by Failedlegend; 05-13-2011 at 01:34 PM.
    Quote Originally Posted by Cordovan
    There is little value in getting into an edition debate; as with anything, we create what we believe works best for DDO.

  8. #8

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    Quote Originally Posted by Eladrin View Post
    Great Crossbows (in the hands of a proficient user) now knock most opponents over on a confirmed natural 20, no save.
    Boom, headshot.

    Could you make it have a save for knock over on any crit? I am just guessing that the rate of fire is low enough to where that wouldn't be over powered.

  9. #9

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    Quote Originally Posted by Failedlegend View Post
    The 3 round burst fix is pretty cool..also boost to Rapid reload...woot
    Which would mean, the current incarnation of deepwood sniper, you could trigger a crit range 16-20 (assuming you have improved crit), x3 crit mulitiplyer volly of 3 bolts, each with +4 to hit, whenever that timer is up.

  10. #10
    Community Member Asketes's Avatar
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    Quote Originally Posted by Missing_Minds View Post
    Boom, headshot.

    Could you make it have a save for knock over on any crit? I am just guessing that the rate of fire is low enough to where that wouldn't be over powered.
    wish granted

    it's a DC 13 fort save

    problem is, the DC would have to scale with character level with a very pronounced jump once you hit level 19/20
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  11. #11
    Hatchery Founder
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    Quote Originally Posted by Eladrin View Post
    I can talk a little about that...

    I've completely rescripted crossbows and repeating crossbows for Update 11. The desynchronization issues that have plagued repeaters should be a thing of the past.

    We've changed their use behavior a bit though - crossbow use will been broken apart into two actions: Fire, and Reload. This lets you load a crossbow, run around with it, fire off a quick opening shot when you see a monster, and then immediately start casting spells (if applicable) or switch to a different weapon, instead of having to wait for the reload animation to complete. The "attack" button handles both of these. (Click to attack, then click to reload. If you hold the mouse button down or use autoattack, it should smoothly go from one to the other.)

    Repeating Crossbows will always fire their three round burst with a single "attack" action. Click! Thunk-thunk-thunk. Click! Reload. As before, repeating crossbows function as regular crossbows in the hands of a non-proficient user.

    Rapid Reload is now also significantly more noticeable.

    Great Crossbows (in the hands of a proficient user) now knock most opponents over on a confirmed natural 20, no save.
    That sounds much nicer. Hopefully it will get rid of all those lost shots. It is probably a small detriment that we won't be able to fire individual shots, but that's a pretty minor in most situations.

    *crosses fingers that the changes work out*

    Any chance Bows got looked into as well for improvements?
    RedShirt / Roleplayer of Giant Slayers, Inc. on Thelanis, formerly Tharashk.
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  12. #12
    Community Member Ookami007's Avatar
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    Daddy drinks because you cry.
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  13. #13
    The Mad Multiclasser Failedlegend's Avatar
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    About the 3 round burst in a single shot....how does that function with the Deep wood sniper clicky "sniper shot"

    Performs a ranged attack with a +4 bonus to hit, +1 to critical threat range, and +1 to critical threat multiplier.

    Would it effect all three "hits" since its only one "attack"

    Also while im at it if i have a repeater that has an effect that does...say 1d6 flaming damage or say disruption will that proc on all 3 "hits"
    Last edited by Failedlegend; 05-13-2011 at 02:11 PM.
    Quote Originally Posted by Cordovan
    There is little value in getting into an edition debate; as with anything, we create what we believe works best for DDO.

  14. #14
    Community Member Geonis's Avatar
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    Quote Originally Posted by Eladrin View Post
    I can talk a little about that...

    I've completely rescripted crossbows and repeating crossbows for Update 11. The desynchronization issues that have plagued repeaters should be a thing of the past.

    We've changed their use behavior a bit though - crossbow use will been broken apart into two actions: Fire, and Reload. This lets you load a crossbow, run around with it, fire off a quick opening shot when you see a monster, and then immediately start casting spells (if applicable) or switch to a different weapon, instead of having to wait for the reload animation to complete. The "attack" button handles both of these. (Click to attack, then click to reload. If you hold the mouse button down or use autoattack, it should smoothly go from one to the other.)

    Repeating Crossbows will always fire their three round burst with a single "attack" action. Click! Thunk-thunk-thunk. Click! Reload. As before, repeating crossbows function as regular crossbows in the hands of a non-proficient user.

    Rapid Reload is now also significantly more noticeable.

    Great Crossbows (in the hands of a proficient user) now knock most opponents over on a confirmed natural 20, no save.
    Sounds great..... except for the whole "Update 11" part

    I still play my level 19 repeater character, and rarely see the bug pop up.... 13 Rgr/6 Rog, so a BAB of 17.

    I still think it may be BAB related, where a higher BAB procs the bug less, which was semi proven through use of a Divine POwer clicky and seeing the bug less often (though I did not do it enough to be concrete proof).
    Last edited by Geonis; 05-13-2011 at 02:13 PM.
    Hi, I play Generic Fantasy RPG Online, formerly known as DDO.

  15. #15
    Hero Aashrym's Avatar
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    Quote Originally Posted by Eladrin View Post
    Great Crossbows (in the hands of a proficient user) now knock most opponents over on a confirmed natural 20, no save.
    Any deepwood sniper enhancements coming to synch up with that ability by any chance? A take 20 ability from stealth with range might be fun if it's possible. Just a thought and maybe some fishing going on there.
    Quote Originally Posted by Turbine
    a powerful ally able to play in any role that the group needs
    http://www.youtube.com/watch?v=zonbLF-NMZg

  16. #16
    Hero Aashrym's Avatar
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    Quote Originally Posted by Missing_Minds View Post
    Boom, headshot.

    Could you make it have a save for knock over on any crit? I am just guessing that the rate of fire is low enough to where that wouldn't be over powered.
    I was wondering that too. DC check based on DEX maybe to go with the crit.
    Quote Originally Posted by Turbine
    a powerful ally able to play in any role that the group needs
    http://www.youtube.com/watch?v=zonbLF-NMZg

  17. #17
    Community Member donfilibuster's Avatar
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    Quote Originally Posted by Failedlegend View Post
    Also cool addition to Great Xbows...to bad theirs no great repeater xbow lol. *cough* Unique addition to Mech 3*cough*
    That'd be one size short of a ballista, but that's a cool weapon to have

  18. #18
    Founder binnsr's Avatar
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    Quote Originally Posted by Missing_Minds View Post
    Boom, headshot.
    Only if we get a echoing voice broadcasting 'HEADSHOT' across the instance!
    -=]ArchAngels[=-

  19. #19
    The Mad Multiclasser Failedlegend's Avatar
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    Quote Originally Posted by binnsr View Post
    Only if we get a echoing voice broadcasting 'HEADSHOT' across the instance!
    http://www.youtube.com/watch?v=obqJtc2wuXg
    Quote Originally Posted by Cordovan
    There is little value in getting into an edition debate; as with anything, we create what we believe works best for DDO.

  20. #20
    Community Member BananaHat's Avatar
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    Could update 11 be the fabled range pass? I'm glad something is being done for great crossbows. I had actually envisioned a named great crossbow named Ballista that did something similar (knocking down on crits with a save) with the 5d6 base damage of ballistas from the DMG.

    Speaking of which, are any named great crossbows with unique abilities being put in the game to support this sad exotic weapon? Maybe someone in the office should compile a list of all named loot by specific weapon type and see where deficiencies can be shored up. Adding new and unique abilities is why people seek named stuff over randomly generated items. In fact, I swear I saw a post a while ago that broke down named weapons by type. Wouldn't be hard to redo from the named loot thread.

    I have a greatsword user and I appreciate all the named loot love, but there is a reason I've shelved my Great Crossbow DWS at level 11 despite twinking him with sweet great crossbows.
    Last edited by BananaHat; 05-13-2011 at 04:29 PM. Reason: typos
    Quote Originally Posted by Eladrin
    I've never seen someone at a tabletop game say "I jump up on the wall until I get stuck in a spot where I can hit the giant but he can't hit me back for no apparent reason."

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