Page 30 of 112 FirstFirst ... 202627282930313233344080 ... LastLast
Results 581 to 600 of 2226
  1. #581
    Ultimate Completionist
    2014 DDO Players Council
    Open Guild for All Founder - Hardcore

    Join Date
    Nov 2009
    Posts
    0

    Default Could you please go inside the Sharn Expansion and add the ravenloft teleporters now

    I love the design of teleportation to each quest in Ravenloft.

    However, the Devs have hinted that Sharn will return to the awful design of Mence of the Underdark which has the worst wildernessness in the entire game.

    Whoever silly person that thinks that players will do anything but view running thru wilderness annoying is truly a thing that make SSG look bad.

    Wilderness that one can run thru are terrible for slayers, wilderness that are good for slayer are terrible to run thru.

    Please put teleporters into the Sharn expansion just like Ravenloft!!!!





    Insert pictures of torches and pitchforks here.

    Go back and make everything all Caps here.

    Tell the Devs that no free first time teleporters in Sharn will be the worst idea of 2019!

  2. #582
    Ultimate Completionist
    2014 DDO Players Council
    Open Guild for All Founder - Hardcore

    Join Date
    Nov 2009
    Posts
    0

    Default

    Please fix the Sharn expansion before it is ruined!

  3. #583
    Community Member btolson's Avatar
    Join Date
    Aug 2009
    Posts
    1,291

    Default

    Quote Originally Posted by btolson View Post
    In the EA destiny, at least the 2 following abilities are interrupted by movement during their animation:

    Leap of Faith (if you hit 'w' partway through the leap, you will halt. Other wings abilities such as Misty Escape and Wind Dance don't suffer this)
    Reborn in Light (moving will trigger the 10 minute cooldown without granting the buff)


    Numerous other abilities have had this corrected over the years, so I assume it's an easy fix. Possibly just a flag to set/unset.

    Shadows Upon You
    is also interrupted by movement.

  4. #584
    Systems Designer
    Lynnabel's Avatar
    Join Date
    Jul 2016
    Posts
    0

    Default

    Quote Originally Posted by Xgya View Post
    I got an easy one for you Lyn!

    The Tower of Frost quest.

    The quest bestowed message needs to have the word "frost" capitalized. (Tower of Frost, not Tower of frost)
    Tracked this down, fixed internally.
    100% radical, enthusiasm enthusiast.

    "Have you tried preproccing feat directory?"

  5. #585
    Community Member
    Join Date
    Mar 2006
    Posts
    662

    Default

    Quote Originally Posted by Silverleafeon View Post
    Any chance transferable leftover raid loot could transfer to the final player left in the raid, avoiding various "oh someone left the sunsword in the chest!@!?" type of drama?
    You must spread reputation around.

    I doubt this will ever come to fruition, but I think this is a pretty clever idea. Unfortunately, it may well become an AFK game if more than 1 person sees an item was left behind and want to wait it out.

  6. #586
    Community Member
    Join Date
    Mar 2012
    Posts
    147

    Default

    Quote Originally Posted by Lynnabel View Post
    Tracked this down, fixed internally.
    Since you are fixing typos. Over the holidays I was knocking out some heroic lives and the Druid Maul innate attack. It intimidates the target based on the attackers intimidate score. I moused over this in game and it says "intimates the target based on the intimidate score". I should have gotten a screen shot.

    Either this is a typo or druid's are getting some sweet sweet loving Bill Cosby style.

  7. #587
    Community Member
    Join Date
    Mar 2006
    Posts
    662

    Default

    Not sure if this has been mentioned, thread is too long to sift through.

    Is there a reason Antique Bronze Tokens from the Desert drop in Litany of the Dead purple collectables bags dropped by mobs?

  8. #588
    Community Member Gywiden's Avatar
    Join Date
    May 2013
    Posts
    472

    Default

    The Wondrous Craftsmanship loot in Wheloon and Storm Horns rewarded by the chain givers are on the old loot system. They probably should be updated to have extra hit dice and such. I got a Great Crossbow with nice stats but was useless because it was level 26 that had no extra dice .

    I mention this because not only does this need fixing, but it has the potential to help fill in gaps where weapons aren't available (Great Crossbows being an example that has very few named weapons). But if the weapons don't have extra hit dice they are only good for sentient food (strangely, they can't be Cannith Crafted but can be fed, but I assume this is WAI).

    On the other hand, Wheloon's pseudo-named loot (I say pseudo since they can be Cannith Crafted but not fed to sentient weapons) mostly have the Guard stats such as the ML 26 Guardian's Girdle with Lightning Guard VII on it. I am assuming these are broken like most guard stats which means Epic Wheloon is in some desperate updating with the quest reward loot.

    Edit: Not sure Wondrous Craftsmanship is the right term. It's the gear with the light blue borders in epic Wheloon/Storm Horns.
    Last edited by Gywiden; 01-10-2019 at 01:45 PM.

  9. #589
    Community Member Calonderial's Avatar
    Join Date
    Aug 2009
    Posts
    273

    Default

    Quote Originally Posted by Ahwaric View Post
    Not sure if I should post it here (sorry if not), but just in case. While testing dwarf druid on lammania I noticed that I lost dwarven waraxe proficiency in elemental form.

    Details:
    I got 3 levels of bard & martial weapon proficiency from warchanter second core, so as a dwarf I am getting exotic weapon proficiency: dwarven waraxe. Everything works fine until I use elemental form (water to be precise) - then the proficency is gone. All other dwarven racial feats stay as they should. When I deactivate elemental form I am getting the proficiency back.
    I guess it is a bug - humans do not loose extra feats & skill points when going elemental. I could understand if dwarves were losing poison resistance bonus (not that it matters anyway) when going elemental. I am not saying they should (as elemental form in general only targets specific properties). But proficiency comes form dwarven training (culture), so should definetly stay even if changing form of the body.
    I guess simillar bug might happen with other forms, like exalted angel or palemaster.

    As mentioned above, I found it on lammania (current build), and I do not have means to test in on live. But I guess it is not specific to Lammania, as I do not think anything was changed in that area.
    This happens on dwarven wizard with Eldritch knight and palemaster, as soon as I acivate palemaster shroud I lose dwarven axe proficiency, but casting masters touch brings it back, or deactivating shroud

  10. #590
    Community Member Gemini-Dragon357's Avatar
    Join Date
    Jun 2008
    Posts
    111

    Default Visions of Precision

    I think the Dazing X effect on Visions of Precision is bugged. I tried 8 different types of weapons and the on hit effect never proc'd. Unarmed, hand wraps, bows, swords, ect... nothing made it proc. It correctly gives the bonus to stun DCs, I think.

    It says "On Hit: Target suffers a -1 penalty to Will Save for 6 seconds. This effect stacks up to 5 times. This effect may only occur on-hit once every 3 seconds."

    Not sure if the older version of the item worked. I upgraded my old Visions to the newer one and noticed Dazing isn't working. I've been lugging the old Visions goggles around for a couple of years, can't remember the last time I used them.

  11. #591
    Community Member
    Join Date
    Sep 2009
    Posts
    215

    Default

    Lynnabel,

    Can you please get rid of the lava and acid pools giving out DOT damage? These effects are so bugged while playing when they persist out of the pools.

    I am tired of having myself and party members suffering from this and having to relog to fix it. The lag is bad enough in this game without having to go through the log-in process again, plus the whole reaper lock effect.

    Look, it's a nice idea, but it is completely unworkable given the creaky state of the servers in this game.

    (Or, at least tone the damage way down so if someone falls in they still die -always good for a laugh- but we need to stop dying from this bug in quests; because you know, when playing the game the damage scales up in Reaper mode.)

    Thank you.

  12. #592
    Yamabushi leesun's Avatar
    Join Date
    Oct 2014
    Posts
    417

    Default

    Hey Lynnabel

    May you give /dance and /dance2 hotkeys, please?
    my healbot can tank elemental damage very well. a raven at the door hags r1? no problem. the lost at sea gnoll endboss r5? easy peasy. i like to dance in between casts, and having a hotkey would make it easier.

    also you can see the reflextion of the vampire in the mabar havardasher quest. mods pls remove the vampire reflection

  13. #593
    Systems Designer
    Lynnabel's Avatar
    Join Date
    Jul 2016
    Posts
    0

    Default

    Quote Originally Posted by Sho-sa View Post
    Lynnabel,

    Can you please get rid of the lava and acid pools giving out DOT damage? These effects are so bugged while playing when they persist out of the pools.

    I am tired of having myself and party members suffering from this and having to relog to fix it. The lag is bad enough in this game without having to go through the log-in process again, plus the whole reaper lock effect.

    Look, it's a nice idea, but it is completely unworkable given the creaky state of the servers in this game.

    (Or, at least tone the damage way down so if someone falls in they still die -always good for a laugh- but we need to stop dying from this bug in quests; because you know, when playing the game the damage scales up in Reaper mode.)

    Thank you.
    This is a symptom of a more serious issue, and it's one we intend to address. In the meantime, hopping back in the same lava that's stuck on you (or acid, or fire wall) will cleanly remove the lingering effect.
    100% radical, enthusiasm enthusiast.

    "Have you tried preproccing feat directory?"

  14. #594
    Guardian
    Hero
    Crown Clown
    Death Dodger
    Gabrael's Avatar
    Join Date
    Sep 2010
    Posts
    714

    Default

    Quote Originally Posted by Lynnabel View Post
    This is a symptom of a more serious issue, and it's one we intend to address. In the meantime, hopping back in the same lava that's stuck on you (or acid, or fire wall) will cleanly remove the lingering effect.
    not exactly possible when the environmental effect I got "stuck" with was anti-gravity field... literally floating away into the sunset in "Riding the Storm out"... and then subsequently in the marketplace when I used my teleport dice... and then on the airship when i /death myself. floating forever baby ooooooo.
    I come from the west. Through countries, peoples, and cities - to this place: STORMREACH.
    My duty: Guardian. To mend and defend. To defend my newfound friends, their hopes, and dreams. To defend them from their enemies.

  15. #595
    Community Member
    Join Date
    Apr 2013
    Posts
    2,032

    Default

    Quote Originally Posted by Gabrael View Post
    not exactly possible when the environmental effect I got "stuck" with was anti-gravity field... literally floating away into the sunset in "Riding the Storm out"... and then subsequently in the marketplace when I used my teleport dice... and then on the airship when i /death myself. floating forever baby ooooooo.
    To be fair, this should have been one hell of a way to get unique screenshots.

  16. #596
    Community Member FuzzyDuck81's Avatar
    Join Date
    Nov 2009
    Posts
    2,786

    Default

    Quote Originally Posted by Lynnabel View Post
    This is a symptom of a more serious issue, and it's one we intend to address. In the meantime, hopping back in the same lava that's stuck on you (or acid, or fire wall) will cleanly remove the lingering effect.
    Maybe change it to a time-limited effect that gets renewed every few seconds if you're still immersed? That'd eliminate the issue with it persisting when it's not meant to & provide an extra incentive to avoid taking a dip, since you'd still be taking damage for a little while after you got out - not too much of an issue in some places, but you really don't want to spend time in Fernian lava if you can possibly avoid it.
    I used to be with it, but then they changed what it was, now what's it is weird and scary to me.

  17. #597
    Developer Fants's Avatar
    Join Date
    Jun 2018
    Posts
    36

    Default

    Quote Originally Posted by Silverleafeon View Post
    I love the design of teleportation to each quest in Ravenloft.

    However, the Devs have hinted that Sharn will return to the awful design of Mence of the Underdark which has the worst wildernessness in the entire game.
    Hey! As the designer responsible for the layout of the cogs I can empathize with your frustration of traversal in previous wilderness areas. I am taking some steps to avoid making the wilderness a chore to navigate:

    1. Multiple levels, with shortcuts devoid of aggressive monsters to traverse the different biomes
    2. Multiple entrances and exits to the area
    3. Small public space for raid entrance


    Attaching a mock up of what we are intending. The yellow would be the first level, green would be level two, and the teal is level three. Monsters would only be on level 1-2. Level 3 is reserved for shortcuts, traversal, and easy access to encounter locations. We still want players to have to explore and experience the landscape, but we don't want it to be a hassle.

  18. #598
    Dual-Wielder of Halflings DevHead's Avatar
    Join Date
    Sep 2009
    Posts
    47

    Default

    Quote Originally Posted by Fants View Post
    Hey! As the designer responsible for the layout of the cogs I can empathize with your frustration of traversal in previous wilderness areas. I am taking some steps to avoid making the wilderness a chore to navigate:

    1. Multiple levels, with shortcuts devoid of aggressive monsters to traverse the different biomes
    2. Multiple entrances and exits to the area
    3. Small public space for raid entrance


    Attaching a mock up of what we are intending. The yellow would be the first level, green would be level two, and the teal is level three. Monsters would only be on level 1-2. Level 3 is reserved for shortcuts, traversal, and easy access to encounter locations. We still want players to have to explore and experience the landscape, but we don't want it to be a hassle.
    That pic is just cool to see.
    Officer and Webmaster for Fallen Immortals, a guild of Thelanis.

    Join us on the Officially Unofficial DDO Discord! https://discord.gg/ewEncxRNjn

  19. #599
    Community Member Yamani's Avatar
    Join Date
    Sep 2010
    Posts
    1,491

    Default

    Quote Originally Posted by Fants View Post
    Hey! As the designer responsible for the layout of the cogs I can empathize with your frustration of traversal in previous wilderness areas. I am taking some steps to avoid making the wilderness a chore to navigate:

    1. Multiple levels, with shortcuts devoid of aggressive monsters to traverse the different biomes
    2. Multiple entrances and exits to the area
    3. Small public space for raid entrance


    Attaching a mock up of what we are intending. The yellow would be the first level, green would be level two, and the teal is level three. Monsters would only be on level 1-2. Level 3 is reserved for shortcuts, traversal, and easy access to encounter locations. We still want players to have to explore and experience the landscape, but we don't want it to be a hassle.
    If you somehow put a waterfall in the cog's make sure there is a secret room behind the waterfall!
    Quote Originally Posted by Cordovan View Post
    Added even later: Ignore this add, I am the dumb.

  20. #600
    Community Member Kza's Avatar
    Join Date
    Dec 2008
    Posts
    929

    Default

    Quote Originally Posted by Fants View Post
    Hey! As the designer responsible for the layout of the cogs I can empathize with your frustration of traversal in previous wilderness areas. I am taking some steps to avoid making the wilderness a chore to navigate:

    1. Multiple levels, with shortcuts devoid of aggressive monsters to traverse the different biomes
    2. Multiple entrances and exits to the area
    3. Small public space for raid entrance


    Attaching a mock up of what we are intending. The yellow would be the first level, green would be level two, and the teal is level three. Monsters would only be on level 1-2. Level 3 is reserved for shortcuts, traversal, and easy access to encounter locations. We still want players to have to explore and experience the landscape, but we don't want it to be a hassle.
    So after i have explored the area i cant do the quest for the 349:th time wo running there?

    As in desert?


    Ughh, stormhorns was ok, ravenloft is gold. Desert is not good at all, vale is hmm.


    Plz reconsider, the fast furious way to get to the quests as in Ravenloft is one of the things that did Ravenloft so superb. I can always do "one" more quest before sleep. DDO is fast, its nice to explore and see wildernes etc but imho just once or twice or ten times. The 357:th time i just want to get to the quest as fast as possible. Plz let me

Page 30 of 112 FirstFirst ... 202627282930313233344080 ... LastLast

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •  

This form's session has expired. You need to reload the page.

Reload