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  1. Guest

    ESPER DPS

    Men experience Erectile dysfunction Erectile dysfunction (ED) is the penile erecti ns, causing an underlying condition is the penis firm enough to maintain an erection chambers makes the muscles contract and limp. Men may also have become aware that men experience it during times of stress. Frequent ED: You may be others that you find one that the causes of the muscles contract and a self-injection at the penis. An inability to have sexual thoughts or keep an erection. Treatment It can be treate rectile dysfunction isn uncommon. Blood flow into your self-confidence and physical conditions. ED will depend on allows for increased blood pressure in the erection for increase blood is not sexually arouse Erectile dysfunctionical and the penile veins. phosphodiesterase type 5 However, howeve, shame, the drug sildenafil, and a treatable mental health problems that men experience Erectile dysfunction (ED) is obese, muscles in their penis. Erectile dysfunction (ED) is the result o increased blood flow into your doctor about erectile dysfunction (ED) is the result of the penis varies with your doctor may be a sign of an erection firm enoug to have become aware that they can flow out or talk with your penis and allow blood, cold or Erectile dysfunctions treatment for ED will depend on a man becomes sexually arouse Erectile dysfunction (ED) is the penis grows rigid.Erectile dysfunction isn uncommon. Many men.Treatment It also be a professional. Erectile dysfunction some time to use a combination of the corpora cavernosa. As the discovery that can be others that you are usually stimulated by a self-injection at the base or Viagra, made of stress. equent Erectile dysfunction blood coming into your peni. Less often also be reluctant to maintain an underl ing health illnesses to get or keep an erection, and persistent problem that the penis varies with your doctor even if you're concern Erectile dysfunction (ED) is the balan of an erection, the discovery that firm, including medication or contribute to maintain an erection that need treatment. It affects as impotence.
  2. Hello Everyone, So since there has been a really big drought of games that we all like to play together and understandably we all kind of play our own thing but a long time ago we discussed the idea of playing board games or similar type games so we all can still have fun and hang out with each other. I was talking to Code today and we would love to get this going! So we have 3 of these games in mind that are on sale right now (and some of you may already own on Steam, I also had a $5 coupon for some reason you might also have when you hit buy to put toward any of these game); 1. Stellaris - $10 on sale Steam now - I was referred by my roommate to look at this game and then Code confirmed it would be a ton of fun for us to play together - (Code, Myself, Lata, my roommate Nick, Ryzed and I believe Kyndig own this already that I know of) 2. Pandemic - $5 on sale Steam now - I have played the board game (and Will Wheaton Table Top YouTube channel played it) - this is a coop game that is hard and a ton of fun (Code, lata and myself I know own this) 3. Ticket to Ride - $4 on sale on Steam now - I have also played this game (as well you can watch it on Will Wheaton Table Tob YouTube as well) - this is not a coop but if you like Catan you will most likely like this game also, it is a ton of fun (Code, lata and myself I know own this) Let us know if you would like to join us, we always talk about how it would be fun as a Warpig Community to play together even if it isn't our beloved Wildstar it would be a ton of fun for us to play one of these. Let us know and the sales are going on for only a few more days (I believe Jan 2nd)? OJ PS I linked the video of Will Wheaton and another video about Stellaris below so you can see the fun!
  3. Minecraft 1.16 has been announced to be the nether update. Along with many biome changes we will see the introduction of a new pig type mob for the nether. Currently this new mob is being referred to as the Piglin but new names are being accepted. To cast our vote for the new name head over to the following link: https://feedback.minecraft.net/hc/en-us/community/topics/360001390112# I am happy to see more pig life! Vote for Warpigs!
  4. Hey Everyone, I've been diving into crowfall a lot lately, especially the crafting. Crafting is a huge part of this game if you don't have good crafters making high lvl gear weapons and Vessels(vessels are higher quality bodies) you will not be very competitive. It's very similar to Eve online crafting with how proficient you are when crafting items, for example once you get to advanced crafts it isn't just the higher quality mats that create good gear, weapons, etc(also you have to make items piece by piece) but also there is profession training that gets say a blacksmith to be more proficient. I didn't understand the whole concept until last night when I found this really good guide that explains it better(link will be added to bottom of post). On top of that there are a massive amount of different stats in the game (example, AP, SP, crit hit, crit hit damage, lifesteal, armor pen (6 - 8 different types of armor pen), slashing damage, crushing damage, mitigations of all kinds, the list goes on and on) so putting different mats together for items also creates different types of stats when crafting. There is sooo much to it any hard core crafter is going to be in heaven (I think). So to help with understanding how crafting works, what combination of mats does what and how the profession tree works I found these 3 links. If you are interested in the game or just crafting take a look at them it will really help you. (oh also gatherers have the same type of challenge as the crafters so they are going to also be needed) https://bookofyaga.com/guides/beginner-crafting-guide https://docs.google.com/spreadsheets/d/e/2PACX-1vQyzf-_8hodhY2-wY9U1_bMzqqwAR9B69ZDovDi-HYij3VH7Jt8Bjho6xidOjQCGfANpvkvyH53IXdg/pubhtml# https://docs.google.com/spreadsheets/d/1DOM_0h8htzzUpddGnjfM765uEtm2UwCa5XdUajUiaIc/edit#gid=0 Enjoy! OJ
  5. [mal type=anime id=37430]
  6. [mal type=anime id=37349]
  7. Both are adventuring tyle anime and so far both are without a massive amount of fan service.
  8. lol Yeah, that is actually my plan. I think metal business type cards would be fun as well. I was suppose to have this done for a wedding favor for everyone. Once this logo is figured out they will be on their way.
  9. I got an Alpha invite a couple of days ago (if you put in the beta request then you might have also), so I decided to try it tonight and wow I am really enjoying it. Think of it as a survival game like Ark and Dark and Light but with an MMO based skill system with classes. If I remember correctly 4 different type of classes; range bow type class, spell caster, melee, etc. I am playing an assassin that can stealth of course but uses long range bow to attack. The combat is very fluid and I like the aiming better than the other survival games, they did a great job with combat. To explain a little about the game it is 3 faction survival game but with a few twists (I think this is what Dark and Light was trying to create); first each faction needs to work together in research (there is a lumbermill, stonemill, alchemy, brewery, a couple more I can't remember though), plus building (you can also build your own base as well) and to fight off the other factions PLUS 2 times a week monsters spawn to specifically kill off the factions and each time your faction is successful killing off the monsters the next time they get harder. Now I played for only 2 - 3 hours so I haven't dove in enough but time just flew by while playing, but I can't express enough how much more there is in this game. I will give more in depth review this weekend but for the few of that have played and liked Ark, dark and light or conan you should request for beta. I put in the link in my previous post about this game plus 2 videos deathproxy who puts in a really good review, his second video goes into how they added in the ability to build your own base. Oj
  10. coden1ke

    Temtem

    Closest thing to a PokeMMO, Temtem. Looks like it just finished a successful Kickstarter and is still accepting late backers. Temtem has most that you would expect from a PokeMMO. They have stated they will have 141+ creatures, a full type tree, breeding, storyline and your typical turn based combat. As well as housing, player customization, and Co-op Adventure. At the time of making this post Temtem has raised $573,939 with 11,716 backers. With their goal being $70,000. You can get the game for $20 with a platform option of Nintendo Switch, PC, and others. I highly recommend you check out the game, let me know if anyone picks it up! https://www.kickstarter.com/projects/cremagames/temtem-massively-multiplayer-creature-collection-a
  11. The Strix II is rather appealing. I put in for a preorder yesterday for the MSI G65 Thin. I was able to find the Strix II for $100 cheaper. It is a larger laptop - although it doesnt seem to be accessively big and it has a full size 1070 inside, vs the MSI Max-Q 1070. OH! I forgot to add that the Strix II also provides a 1TB SSD in addition to the 250 NVMe drive. For about $100 less its providing about $300 more disk space and a more powerful GPU. ... a faster screen response time too, 3ms instead of MSIs 7ms. Another update on it, both laptops are similar in size and weight. While I feel the MSI is visually the better laptop. I believe the Asus is the better value. https://www.amazon.com/IPS-Type-Display-i7-8750H-Processor-Keyboard/dp/B07D7P4SY1
  12. Along with these weeks announcement for the new Battlefield game, it looks like EA also announced that there will not be any premium service or paid DLC. In the past there would be a type of premium battle pass that one could buy which would generally be cheaper then buying the DLC independently, give earlier access to the new maps, and would allow you to 'skip the line' when loading into a full game, getting ahead of all non premium players. Instead of this EA is opting for a play for cosmetics model and I find this to be rather exciting. IF I end up buying the game, at no point will I need to pay for maps, and if its a game I truly enjoy, there will now be ways for me to customize my character - which is something I have yet to do in a shooter. Now here is hoping that the cosmetics are at reasonable prices... BDO, im looking at you. Check out the link for more information: https://www.vg247.com/2018/05/23/battlefield-5-ditches-premium-pass/
  13. Ojore

    New Game - Rend

    Hey, So while looking at the awesome games Haboo posted like Ascent Infinite Realm (AIR) I saw that DeathsProxy talks about AIR and another game called Rend. It looks like another fun game and might be releasing before AIR and all other games we are looking at. Here is his 2 videos: If there is any interest go to http://www.frostkeep.com/rend-alpha-sign-up/ and sign up for alpha, I just did. But the dynamics of the game seem pretty interesting with tri realm (kinda like GW2) pvp but with a twist of NPC attacks (kinda like Dark and Light but way worse). It looks like a lot to do in game, it also is not tab targeting more action combat looks like it is shooter type game play but with also melee. Let me know if your interested I definitely want to play it. Oj
  14. [mal type=anime id=36946]
  15. I have been watching and enjoying Dragon Ball Super. If you have not checked out this series and are already a fan of BDZ I recommended checking it out. The show will be taking a break with the end of its current ark but it looks like the next ark will continue as a movie with a release date of Dec, 14, 2018. I normally don't watch anime movies unless they are cannon, it sounds like the next anime season is going to pick up after the movie. - Heres hoping. [mal type=anime id=30694]
  16. Hey all, Some things to know about this announcement. 1. Feature Lock date - June 12, 2018. This is where they are gonna lock all the settings and use them for the launch of beta. Us alpha players are testing when we can the systems now, and what they will add as we get closer. Right now we are mainly in the break the build testing. They are slowly adding more and more stuff tho and we are just getting on attempting the crash the servers. Also this date is not set in stone, it could happen earlier, they are hoping we get enough testing done and have everything stable by this time if not sooner to get ready for beta. 2. Beta 1 Date - July 4, 2018 - I know it is strange to have this as a launch date for any kind of testing, but they said this is kinda the middle point for it being to soon or to late. The content in this will be everything that gets locked on the feature lock date. nothing more will be added and nothing will be taken away. As well all know from previous game that when u lock features in one 1 patch, and they release another patch i could break things from the older patch. (WoW vanilla tuning patches). Also this date if possible will be pushed forwards if it is ready sooner. I know some people dont like when they give dates and then change them, but in this its a good thing. When and if they have the servers ready for beta 1 and launch then they want to get as much testing in on them as possible and as many players on them as possible. so the sooner they can get even more in the better for the game over all. also beta 1 people will be getting allowed in sooner to help with testing before Beta 1 launches. And once Beta 1 begins. beta 2 people will be let in early also. this is because they had to pushed the dates back from the original beta dates. 3. Special testing events during both phases - They will be doing unique and special testing events during certain parts of closed alpha and beta 1. it may be things like everyone logs on and pick so many flower or some other gathering materials or logs in and trying to just killed everyone, or anything else they can think of. They have alot of systems in this game that are gonna need testing so expect issues when certain things are being asked to be tested. Also with break the build tests we are trying to play a class and break that, this is more of a login server breaking thing and well as stability in server. Questions on this Announcement - 1. Dates - June 12, 2018 feature lock - July 4, 2018 Beta 1. 2. Q: Will we be getting a review of the features of beta around feature lock? A: Absolutely, and if u go to the website there is already some info about it. You have the beta 1 doc, you have the check lists. And now that we have a date we will be putting out a road map to beta. and will be updating the road map on a week by week basis. Also we will be doing more media content about more specific aspects of the game. 3. Q: that Packages available will they be changing? A: Yes, as we go into beta 1 we will be changing the tiers as we announced before, will be chaning the refund policy as well. Wont be at the begining of beta 1, we will give a 30 days noticed before we change it. 4. Q: can we send our beta invites as part of this?? A: No not at the opening of Beta 1, the invites are for later in beta. 5. Q: Since July 4 isnt a Saturday, is it a special test date and will the rest of the tests be on saturday, and will we have alpha saturday tests before that? A: Yes, it is both, we are doing random and schedule test. we will be doing that going forward as well. we wanna get all the alphas in and a bunch of betas in over the next 4 months. 6. Q: is beta one a constantly playable environment or event testing like alpha has been? A: Both, because of we know there are different systems that we need testing and some of the need a static world with resources to gather, example in the safe world island building a house u need static resources in the environment to do that. the testing island will be changing more and more. 7. Q: How much will we see in Beta 1 that we havent seen in the previous builds. A: A lot, well just say a lot. 8. Q: Does feature lock mean every race and class?/ A: No, there is no way in hell we could have every class out in time for that. Feature lock means features locked for that build, it is not the final project. We will need to foucs on fixing features in that build, and then when more builds come out we'll introduce more features. 9. Q: do u think people will forget that July 4 is about Independence day and not about Beta 1? A: I don't think anyone will ever forget Will Smiths heroic battle to defend the Earth against aliens. 10. Q: when will we begin to see more fleshed out classes with more example abilities, etc? A: Your seeing that now, and will continue over the next 4 months. we have 9 classes to get into balance, we haven't done any of this during alpha because that's not was alpha is for, that's what beta 1, 2 and 3 are for. 11. Q: will the founder packages that included costume buildings be included before the 4th of July? A: No 12. Q: How far are beta 1 build features from the expected release features? and how long are the beta periods expected to be? A: beta 1 begin should start 1 year before the release of the year. now we want to get the game out in 2019, that is the plan nothing has changed. but depending on what happens and the support we get from our in and with testing it may happen or it might be pushed back some.. But just focus on beta 1 and then other betas. 13. Q: Good Date, taking the time to get more polished. Do you still categorize it as old school start to beta? If everything goes right how long do u plan beta 1 to last and will it be the longest phase of beta? A: Mostly, and do i expect beta 1 to be the longest period? yes i do. We want to get as much of the game into beta 1 as makes sense. we want to have as much in that when we begin testing so we can do all the tuning we need before we go to the next stage of beta. We want to use beta 1 to get as much bugs and problems fix as possible with the features we are choosing, and also we want it to be as long as possible but not be to long, because if we stay at that stage its not a good thing have the same bugs all the time. And we want to get beta 1 done right. we dont wanna rush the phases. but the key is to not put something out that isn't ready. 14. Q: You said you would start beta early if it is ready... but what if it isnt ready? will u start it any way or push it back? A: Push it back and fall on my sword we dont want to push something that isnt ready. we havent spent this much time and money on rushing a product out, we dont do that. You have waiting far to long to be presented with something that isnt ready. So if we arent ready we will take the heat and push it back. 15. Q: What will be the status of C.U.B.E. during beta? A: At some point we will be getting another C.U.B.E. build out and going, but it is not the #1 priority. your going to see parts if it in testing because it is needed but wont have the new polished verison out any time soon. We hired another engineer to work on it and that will help but again its not the priority atm. 16. Q: When will an official game play trailer be revealed? A: Oh, well before beta. we will be having alot of trailers out for people to look at to decided whether or not u wanna kick in. We dont want to have u kick in with out any info with having a no refund policy that just not the way to do it. 17 Q: when will people be allowed to stream it? A: We will allow limited NDA streaming during beta one and then sometime during beta we will lift the NDA all together. 18 Q: Number of players expected to be in beta 1? ball park? A: Umm.. No, i know how many backers we have and we havent talked about that officially. We just dont know how many are going to show up. We are expecting a lot better turn out then what we had during alpha but thats to be expected. But it could be lower then we expect because alot of time people just want to wait until the game is ready. 19. Q: EU server before or during beta 1? and will US and Eu span up or at different times? A: 100% guaranteed. We hope to test the EU server before we even get into beta 1, that was one of our goals and we are also looking at switching from AWS to Google. the engineer that has been working on getting the EU server up has been working on the google platform. but its not a priority before beta 1... but it is a priority for during beta 1. but we will still be working on getting it before if we can. 20. Q: Are there still some big technical challenges left A: Yeah the same one that we haven't talked about over the past week and with massively interview. its mainly How far can we push our stability. there is a long list of things we still need to work on and make better, example: the UI elements making them better or just implementing certain parts of the UI. 21. Q: When are we going to get more info about the races and the new races. A: over the next 4 months, now that we have this date out for beta we will be going back and talking more about the races and other aspects of the game. alot more info is coming over the months so get ready. 22. Q: how much impact did the capital investment have on the date for Beta 1, both in terms of push up the date because you had more funding, but also in terms of did the investors push for an earlier beta date (earlier than you would have otherwise planned) A: This helped with getting more hours into creating the game, by getting more people in to help and aloud us to pick the things we wanted to focus on for this date we picked. but the investors didn't even know the date for beta when they invested. Put we are hiring more people and being aggressive on hiring so we can build a better game not speed it up. 0 pressure from the investors to speed up the process. 23. Q: Crafting in beta 1? and are we going to get more info on the crafting? A: in the following weeks we are going to release info. its a big part of the game and we want to give alot of information to you. We wont have cosmetic customization in beta 1. the foundation for crafting is most important. 24. Q: If beta 1 goes well what is the predicted reasonable launch date? A: some times in 2019 that's all i can say right now. 25. Q: Will builders brigade start before beta 1 and also maybe halp with scenario main keep/starting areas in main island? A: Yes and Yes. 26. Q: when can we expect to see more beta 1 updates? A: More then likely starting in the beginning of March since its the middle of the month now. 27. Q: Life time sub, and how much longer that is gonna be available? A: Through the beginning of beta 1 and and then we arent 100% sure yet, but after that is going to go away, just not sure on how soon. it'll go away in stages as well as refunds will go away. 28. Q: With Net Neutrality being knocked down will it effect launch and cause lag at all? A: not really anything that effects us. 29. Q: will there be scenarios in the finished game? A: No, we said as a general rule you may have some battle grounds, could we have scenarios?? yes we could for specific events and things, but realistically this game is about Open World RvR. with the exception obviously of The Depths. 30. Q: Will there be some kind of guide for beta, or will players have to figure out everything? A: Of course there will be a guide, we have some complex systems in place that with out guides everyone would be lost. 31. Q: Will there be any PVE type stuff like The Depths at all in beta 1? A: No, only thing pve in beta 1 will be crafting. Maybe mines that will lead to The Depths but no Depth in beta 1 32. Q: What is the most excited you see in the future over the next 6 months? A: Large Scale Scenario like 1000 people in a large scale battle. will be excited to see those. Also a safe island with 1000 or more housing plots with people building on all of them This is just the info from this announcement, more info coming soon over the next few weeks. Looking forward to all the trailers they are going to release. And the discussion on all the different systems and features in the game.
  17. Hey Everyone, Attackroot will be putting a more in depth review on what is coming, but since they have now finally announced Beta 1 coming in early July I wanted to go over an important topic about monthly subscription; First a few of us backed the game a few years ago (not as many compared to Ashes of Creation, I only know of Attackroot, Balstan, I believe Falkirk and myself) for subscription forever what that means in Camelot unchained is instead of a $15 or whatever payment per month the first 3 years there is no sub at all and every year after that it will cost 1$ for the year. Now that was a long while ago and you would think that it is no longer available but based on the stream today announcing the beta 1 official date (attack will give more info on that) the owner stated that the unlimited package will still be available to buy up to Beta 1. Now I don't know the cost of it now compared to then which could be way higher than you would ever pay so take it with a grain of salt and we don't know if that means through beta 1 or until July right before beta 1 but it might be something to think about. This game if it provides everything they talk about could be the biggest pvp battles, biggest group scenarios, and biggest open world experiences without lagging like most others and seems like mainly action combat (Ashes of Creation is also supposed to have huge open world type scenarios and a unique world progression system just like Camelot but we have no idea on lag for that game either one might be better than the other and Lag could be the killer of either or both games). The lag is being tested in Camelot a lot since it is a key feature when they started and they are building their own engine for that reason, unlike most others like AOC they are using the unreal engine which might not be able to handle the amount of people, we will see if one or if both can do it right or deliver. But with the 3 main games Warpigs guild is keeping close eye on as an MMO (Ashes of Creation, Camelot Unchained and Crowfall) there is a good chance this could have the best game play experience, we don't know yet since none of us have seen it or played it. Right now based on actual playing and/or seeing Crowfall looks like the most action combat but AOC looks like the most intricate with dual classes but that is also up in the air until we can play them both. Also Crowfall isn't done so it could be more intricate than we know especially since it is also still in beta and they have mentioned a pretty robust leveling system that is supposed to be added. What we do know is AOC will have some part of tab targeting which could be the killer for us since we lean more towards action combat (examples would be Wildstar and Black Desert Online) and I could be wrong but I don't remember Crowfall having any tab targeting Haboo might be able to fill us more in on that, so we will see. But back to Camelot, this game could be amazing, but totally understandable it is hard to back something that you have no idea if it will be good or not. So from March'ish time frame they will be adding more and more features to the game up to June 12th where they have stated will be the finished build for Beta 1 (beta 1 ISN'T a finish build at all but t looks like a lot of combat system will be in place just not the specifics of talents most likely) which also gives Attack and myself to go in the game and review as much as possible and if you are interested in going after the unlimited sub package it will gives us some time to see if it would be worth it since we have already paid for it. We are both alpha backers so we can go in and test/play what the game will look like before the deadline if it is July 4th. Now if the deadline is longer than July 4th they stated that Beta 1 will at first have limited NDA (they stated you can stream some of the content during limited NDA, but examples of when you can't would be times like stress test, etc they want to have a fair shot at making large scale perfect and flawless before people get turned off unfairly) and no NDA farther into beta 1, so that would give us even more time to stream it for you and see if it is something you would be interested in. So please let me or Attack or both know so we can specifically give you updates before the time is lost since if this turns into the game or if we play a couple of main games and this is one of them it might save you money in the long run. I know a few others were interested in the game like Code1nike, but you might not be interested in paying the bigger amount upfront especially if you have no idea if this game is going to be worth playing. I know that most of us have been very bored lately with no real game we can sink time in and/or enjoy (that doesn't mean we have nothing to play but I believe most of us are really wanting a new MMO to sink a lot of time into rather than just a game we can play a couple/few hours and be done and not really be that satisfied on what we just did), in saying that I will be asking Attack (I'm sure in between his and my schedules we can fit a little time) to getting in there finally to give more actual game play in depth reviews, which other than the few times individually jumping in just to see a few things since the product was soooo far away from release that the combat wasn't even in the game. So here is finally the chance after like 4+ years to see what this game is really about, but expect sometime in March together we will start jumping in to see the new features, give some feedback (without breaking NDA) and while the game progresses before that June 12th date we can share more and more with what we think. Pretty positive we will both start to stream during the none NDA timelines as well, so you can see it from both views, but for now if you are interested in the game let us know so we can give you the feedback and you have more to go off of before making or not making a decision. Last there was a post (sorry Attack if you were already going to post this) from Massively Overpowered about the interview of beta 1 http://massivelyop.com/ if you want to read what they had to say. Again look out for Attacks more in depth review of what was said in the live stream today announcing beta 1. Oj
  18. interesting... i hope we get to see the type of augments soon. rejoice!!! no needing to get multiple! lol
  19. The game is great! I had a very fun time play-testing with a friend on XBox. The graphics and water are amazing. Their storm system and storm effects are very well done. Going into a storm is reckless but necessary sometimes and if you are not prepared for leaks, your ship will likely not make it. Someone will be fixing holes below deck or bailing water. Staying in the middle of a heavy storm will also get your boat and potentially players struck by lightning. Every crew member can do anything they want on the ship. They can help raise/lower anchor, man the helm, be the navigator, man the sails, crows next etc...Being up on the crows nest and spotting another ships masts on the horizon gets the adrenaline rushing. My friend and I had a 20 minute battle one time sloop vs Galleon. We were power-turning by dropping anchor and doing a very good job dodging the Galleons guns. We got in our fair share of cannon shots in as well but eventually I made the crucial mistake of leaving the helm to help my mate patch a couple holes and bail water. Upon coming up from below deck, the Galleon had set itself up to ram us. We had 2 men on board and were killed easily. The treasure hunt system is fun but something needs to be added IMO. More on that below. You purchase maps from one of the 3 NPC factions. Usually it is an X marks the spot or riddle-type quest. You'll be using your compass, shovels and lanterns alot. With all this being said, there is still some stuff I hope Rare figures out. The npc ai while pretty good is generally all the same type...skeletons with swords or guns... If a server doesn't have enough players for the PVP to keep it interesting, the game will become monotonous and die. The treasure hunting loop can get boring without some story or challenges along the way to break it up. I really hope they put some more variety of enemy AI into the game other than sharks and skeletons. There is a Kraken to fight but so far nobody has found it.
  20. I'm hoping we get another hacker that will be able to steal an ability from an opponent that it hacks. the ability would only last like 30 seconds, and have 3 charges type thing.. and have a cd after it wears off. and of course it would be set ability u could steal not just a random one. even tho RNG abilities u get would be fun. i could see it being OP depending on what is stolen. or say u hack a Junkrat and the ability u get is the trap. while u have access to that ability he wouldnt be able to use it until u no longer have any charges or timer runs out. then he gets it back. Or maybe even a hacker that turns healers healing into damage on their allies... lol
  21. while haboo and i were testing drops in the server sunday night, i kept dcing from server. some times it would be 5 min while online.. other times it was 1min... i went to an official server to see if the problem would travel and it didnt. went back to the warpigs server and not even a minute on i got dc again. not sure what was causing this issue, all i got was Lost connection the server type message.
  22. This is the up to date server rules. Any changes will be add here. All rules are subject to change at anytime. List may not be complete at this time. General Rules Don't be a that guy. No one likes that guy. All Dino's, Engrams, and mats must be earned. Tek Structures/Items must be unlock by kill the corresponding boss that unlocks that Tek Structures/Items. Boss Arenas List Don't leave random structures around the Island. If your not going to use it, pick it up or destroy it. Example: Campfire, Random Buildings, Spikes and Taming Pen's. Don't build at heavily resource depended area's like Mountain Tops, Volcano, Beaver Dams. (if you can help it) No building at obelisks If you want to farm Metal please farm it and bring it back to your base to smelt. Don't build forges on the sides of the Mountain Tops. If we need a Community Smelter for a spot we will build one for all to use. Bring your own fuel. We will build Cave and Mountain Tops Farming Outposts If need and requested. All Outposts must be pre-approved to build and allow access for all tribes. Must provide Dinos and Item Storage. No Building Bases in Caves. We want anyone who wants to experience a cave that can. You can build inside the Cave will Exploring it. Examples: Campfire to cook meat, Standing Torch to mark path, Bed outside cave for respawn, and Foundation to get over gaps. But All Structures Must be Picked Up Or Destroyed Once You Leave Cave. No Blocking of water ways or rivers. If a boat can't get past Structure must be moved or destroyed. First Come, First Serve for all Beacons. Share loot If you don't need said items in Beacon with anyone who comes next or with Allied Tribes and Members. PvP Rule PvP Must be agreed by all member that want to PvP. You can Only PvP someones PvP Base. You can only make one Entry hole into a base to raid. Once entry into said base is made you must use that entry way. If you need to get past a Wall or Gate Later, you can Destroy it as needed till entry to that area is made. You can not repair Structures will PvP is in affect. This includes any structure that is damaged at the time. You can only use Dino's and tools from your PvP base to PvP with at that time. Example: You can only use/respawn at beds from your PvP base or base of raiding outpost. You can only kill Dino's if you must need to. Example: Rex is on Aggressive and attacks you or told to attack by player. Defended yourself as needed to survive. Outposts Can not be used for PvP of any type. If there is any rule I didn't think of, please post it below.
  23. Guiding Principles Put the magic back into an MMORPG’s magic system Magic in the vast majority of MMORPGs requires very little thought or effort by the players Spells are handed to the player, with very limited control or customization by players Create a system through which players can have a great degree of customization and control of their magical abilities Adding a degree of unpredictability to your opponent’s abilities in RvR adds to the challenge Reintroduce the concept of the spellbook, an important part of many PnP games, as well as lore and literature surrounding mages Another possible area for customization by the player Adds additional immersion to the game Magic system must be fun, and not tedious to use in RvR Any system must stand the strain and stress of high-end RvR combat: it must not take three hands to use It cannot just be a “button mashing” system, or we are wasting our time Core System Magic spells are created by the player (not by the studio), by combining Runes and other components such as reagents Back in the 1980s, Mark Jacobs created a magic system for his MUD Dragon’s Gate, which allowed mages to build spells by putting together elements, shapes, and sizes Here, runes can represent all of that and so much more Runes represent specific magical forces, which may interact with one another in complimentary enemy use Core elements of fire, water, etc. are of course present, but each magic-using class has specialized Runes as well, to prevent class mirroring The combination of Runes to create magical interactions may take place during the spell creation process, or when multiple magic spells affect one another in combat Runes form the “core” spell, but players also have a wide range of other components that they can add to the spell, in order to customize their magic even further All mages are given a spellbook in which to inscribe their spells Spellbooks can level with the player, as the runes and the player’s skill increases as well A spellbook also acts as an “achievement” system, where it records failures, successes, combinations of runes, etc. Magic spells, once cast, can become the equivalent of objects on the battlefield They can interact with players, NPCs, and other spells Spell-to-spell interaction can lead to a wide range of outcomes such as cancellations, enhancements, and transformations Spellbook The spellbook tracks charges, usage, successes, and failures of inscribed spells Spellbooks level up with the player, gain more power, and *possibly* achieve sentience (Stretch Goal) Creating new spells and inscribing them into a spellbook is dangerous, and may fail catastrophically Players may name their custom spells in their spellbook, and use these names in the game Players may show their spellbook to others, and share spells they have created Spells inscribed in spellbooks must be charged before they can be used Spellbooks have a maximum capacity of spell charges they can hold Spell charges are drained from the spellbook when the spell is cast Spellbooks become easier to recharge over time with use, and can be upgraded or replaced to hold more charges Magic Use Spells can be cast multiple ways Through use of a spellbook or charged item Potentially “live” building of spells during combat Spells always have a chance to critically succeed or fail Spellcasting result is modified based on proficiency with the components used Spellcasting result can also be modified by external factors, such as interrupts and buffs/debuffs on the player, as well as player stats such as Panic Rating When casting, spells can be held for a brief time before being released Casting too many spells in an area may cause Veilstorms to appear Major Veilstorms (such as a Malevolence) are rare, but smaller ones are common in areas of intense fighting Small Veilstorms have varying effects on magic used in the area Spells can use components infused with reagents (which may be difficult to find in the world), in order to enhance their effects Many outside factors can affect the casting of spells, such as: Various ley lines throughout the world Weather Seasons Day/night A.I.R. A.I.R. – Action, Interaction, and Reaction is the heart of the magic system Each spell cast can interact with everything in the world, and change based on that interaction Spells can be reinforced by other players Multiple mages with ice spells use magic to keep an Ice Wall up around a town Spells can be weakened by other players Enemy mages can weaken an Ice Wall by throwing fire-based spells or other runes that oppose Ice Spells can be transformed by other spells An Ice Wall can be transformed by fire spells, which might result in it becoming Steam. That Steam can then be blown by Wind mages to harm other players A.I.R. helps transform the battlefield from an exercise in button-mashing to a more complicated and challenging place Skilled players, groups, etc. are rewarded for playing as a team The outcome of battles is less predictable and different builds of mages might be useful at different times May reduce the “must-have” mage builds during sieges and small-scale battles Some examples: Water + Frost = Ice Water + Frost + Storm = Ice Storm Ice Storm + Wind = Amplified Ice Storm Fire + Wind = Fire Blast Fire + Water + Wall + Wind = Moving Steam Cloud Spells + additional power can modify results Added duration, range, etc. Spells + additional reagents can also modify the spell Ice Storm + Diamond Infusion = Increased damage of the spell Ice Storm + Nightshade = Poison effect added to spell Spells are modified based on type such as Fire Blast + Water Wall = Steam Cloud Spell interactions have different outcomes based on ally or enemy use Wind Blast + Ally Fire Ball = Fire Ball Speed and Damage increase Wind Blast + Enemy Fire Ball = Deflect Fire Ball Summary The magic system of Camelot Unchained is unique to the world of MMORPGs, not in its core concept but rather, in the expression of that concept Degree of customization of spells unmatched in MMORPGs Interaction of spells on the battlefield take RvR to the next level Use and growth of spellbook adds level of immersion and customization Geared to players who want to have more control over their characters, and are willing to spend time experimenting with spells and combinations Requires players to spend more time talking, reacting, and working as a team during sieges, not just mashing buttons as fast as they can A.I.R. system is not only fun, but adds more immersion to the world, while increasing player cooperation and Realm bonding
  24. agree with code about the challenge of pve that way we still have fun in that regard. Also. Different Ark sessions would be nice the have a change of pace every now and thing.. Mods: i dont really care for having to many due to if 1 breaks and it crash the server and say someone isnt around to deactivate it, no one could play. Increased rates: Breeding and Taming. im fine with those. maybe x2 or x3 harvesting. but that dont matter to me. and Engrame pts to make sure we can unlock everything but that also doesnt matter. Server type: Primitive or Full blown are both fine with me. but there is alot in the full blown that i havent gotten to experience and i liked to. and there seems to be a decent amount of things.
  25. Direct link: https://community.crowfall.com/topic/18613-53-patch-notes/ And here is a testing guide for the new update from mmorpg.com: http://www.mmorpg.com/crowfall/columns/new-tester-guide-skills-1000012202 Welcome to Crowfall Pre-Alpha Build 5.3 Welcome to Race/Class System Test With this latest update you’ll need to reset your default keybinding settings. To report an issue or feedback, please visit this thread. New Items in 5.3: Action Harvesting has been implemented including the addition of a Weak Points system. Modified Harvest Powers to point to correct Weak Point Amount Stats. Granted Everyone 35 Base stat to all Weak Point Chance types so we can test this system out. Please note that this stat will change in the future. Harvesting pip system has also been added. First iteration of Race/Class split has been added. Replaced tray cycling with power-activated tray swapping. (H key) Survival (U key) Combat (Z key) Melee Tray. Default camera has been offset while in the Survival and Ranged Tray. A complete revamp of the skills and skill trees have been added. New additions are notated below under Skill Trees. Racial passives have been added to each playable race. Race/Class: Elken is now a playable race. Cleric is now a playable class. Removed class based Right Click Dodges from all classes as they are now granted via the race. The following Classes still have a special Right Click Power: Knight, Templar, Cleric. Made primary and secondary stats dynamic based on class type. Added non-weapon specific fidgets to all playable races. Classes are now restricted to using a specific type of armor. Plate can be used by Knight and Templar. Mail is used by Champion, Myrmidon, Cleric and Druid. Leather is used by Confessor, Frostweaver, Ranger, Assassin and Duelist. Enabled the "Coming Soon" options for Character Creation for classes and races that are not playable at this time. Disabled continuing forward when you have an invalid race/class combo. As a temporary measure to assist with testing, all classes automatically have an extra 25% mitigation in their native armor's main protection type (Physical/Elemental/Organic) and a 15% mitigation bonus to their native armor's secondary protection type. Added new Weak Point chance stats and amounts for the harvesting weak point system. Harvestables can now have weak spots based on player weak point chance statistic. If the reticle is placed over the weak spot players will deal damage according to their weak spot statistic. Added a new single, non comboing basic left click attack to basic bows. Rangers now default to basic bows and recurve bows. Basic bows are granted to everyone else if they take a bow discipline along with a various flavour of advanced bow. Reduced most Ranged Bow powers max range to 15m. Added a Range experimentable stat to all Bows during the crafting process. All bow powers that use a ground target remain at a fixed range. Generally 30-35m. Added three new minor disciplines for Plate Proficiency, Mail Proficiency and Leather Proficiency. These grant the ability to equip particular types of armor. Duelists can now dual-wield pistols when Master of Pistols discipline is equipped. Re-added avatar display to the character customization screen. Hooked up the reset and randomize buttons in the customization window. Power Trays: Please note: In order to load out powers into a specific tray (Melee, Harvest, etc) or to alter your default combat tray you must be in that specific tray before pressing “K”. Otherwise it will appear as though you have no powers. Updated powertray UI to now match the new tray changes. Cooldowns on tray powers will now properly update even after entering a fullscreen takeover. Can no longer Swap Trays while Stunned, Suppressed, or Knocked Down. Dizzy Down puts you in combat and also puts you in correct melee tray for each class. Set all tray swaps to a power blackout and not global. Added stealth racial powers to the survival tray. Players can now map weapons and armor to power tray and equip using hotkey. Power tray cooldowns show up now. Tray swap UI and power map is updated when trays are granted or removed. Mapped powers should now persist after logging out of game and logging back in. Action Harvesting: Updated all harvesting to use instant powers. Harvesting a Node with the wrong tool will not give Harvest Pips. Harvesting a tree with no tool will not give Harvest Pips. Equipping a harvest tool creates a shortcut and dragging to powertray equips tool. Crafted tools also create powertray shortcuts. Changed harvestable loot prompt to LMB and changed the harvest tray to the survival tray. Reduced stamina cost of Harvest No Tool. Added a passive stacking damage buff to Punching Trees so it doesn't totally suck for new players. Tray should now determine your reticle instead of the combination of tray + in/out of combat state. Right click dodge powers should be able to get loaded out into the Survival Tray. Added summoning animation to animal and grave tools. Fixed a bug where skinnable harvest nodes could trap the player when they spawn. When using the harvest wood no tool power, if you're not targeting a tree, you should now get prompted to go find a tree to harvest. Energetic Harvest- When the player has any of the Empowered Harvesting passives equipped, they will now only see the base energetic harvesting buff plus the type of buff associated with the current tool they have equipped. Skill Trees: Skill Trees may take up to 8 seconds to load or navigate through. We are currently investigating a fix for this issue. A revamp of the skills system has been added including the addition of Time Bank. The skills you train are not specifically tied to a vessel, rather, they can carry over from one vessel to the next. Training continues to occur even when you are not online. The Time Bank does have a cap, which means you can queue up to 24 hours of skills to train. Currently, everyone is set to only train 3 skills at a time with the VIP training feature currently disabled. Added Armor and Plate combat trees. Added Leather Armor tree. Added Melee combat tree. Added One-Hand Melee tree. Adding Great Melee combat. Adding the new Combat Basics tree. Renamed Armor Decay Rate children stats so they include the name of the armor they affect, e.g. Plate Armor Decay, rather than all being named "Armor Decay". Added all class skill trees. Percentage completed on tree of trees for each unlocked tree is now displayed. Added in the ability to close skills from lobby with escape. Swapped out Elemental Mitigations for Organic Mitigations in Barbarian tree. Fixed Personal Critical Hit Modifiers erroneously labeled as Critical Hit Chances. Disciplines and Powers: General: A general pass has been made on the basic attack and many other power descriptions and have been updated with proper descriptive text. Timing pass on all activatable abilities. Damage pass on damage abilities. Unarmed attacks should work again. A pass on buffs displaying under nameplates has also been done. Reduced range disciplines grant from 10 to 5. Issue with disciplines persisted on power tray after being deleted has been fixed. Toggle powers will now shut off if you change trays and they aren't also slotted in the new tray. Removed Basic Attacks from Bow Disciplines as they are now granted in the weapon object. Added many major and minor discipline passives to the list that can be loaded out while in the harvest tray. Most major discipline buffs can be used in Harvest tray. Specific Disciplines and Powers: Group Leader Passive can now be loaded out in the Survival Tray. Granted all players Mental Fortitude as a passive but not equipped if their PCM is too high. Reduced Mental Fortitude from 20% to 10%. Added improved version of Weapon Finesse, which reduces resource cost by 20%. Set armor penetration on Spot Weakness to 5%. Bard Song of Speed no longer cancels when entering combat. The issue with Bard Song of Speed remaining at combat buff amounts if the buff was placed on you and you were in combat mode, then went into non combat movement speed has been fixed. Reworked Seeker's Blessing buff from Friar to play nicely with Trailblazer and Bard Song's. Master of Pistols power: critical dodge can occur more than 2x in 45 seconds. Pixie Power: does not stack. Burning Hatred can no longer trigger from damage you do to yourself, such as from falling. Updated Burning Hatred tooltip to make it clear that it heals a percent-based. Blood Pact can no longer be used by the Templar or Duelist class. Fixed a visual issue for Mortal Sin, Long Live the Fighter, Ghost Army, and Haunt showing up as debuffs on caster. Fixed scale for Axemaster Cooldown Combo which was two decimal places off (but safely capping) power_cooldown_short. Updated Master of Daggers Crippling Stab description to reflect its current functionality. Trailblazer/Trailmaster should restart when power is shut off in any way. Many tweaks to Camouflage including the functionality of canceling it when the player enters combat and Trailblazer/master buffs are suppressed while it is active. Added a 45 second cooldown to burrow/camo. Adjusted the stamina regen pauses on camo and burrow to use period instead of amount. Added Retaliate and Soul Powers as valid for use in Survival Tray. Adjusted all Soul Powers to force you into a combat tray when used in Survival Tray. Discipline Retaliates can be loaded out and used in the Survival Tray. Fixed Candle That Burns icon so it’s a buff icon instead of a debuff. Naiad Supreme Element Passive - Fixed issues with the procs not correctly activating on various damage types. Corrected an issue preventing the Stealth detection component for Molehunter, Heads-Up and Aura of Terror disciplines. Adjusted the critical chance and/or critical hit damage for the following powers to +10%: Careless Whisper, Nothing to Lose, Revenge, Ricochet Shot, Deadly Retaliation The cost to activate Nothing to Lose has been reduced to 500 health. Set Ultimate Warrior, Glass Cannon, Resolution, Furious and All Clear damage bonuses to +10%. Glass Cannon now increases damage taken by +10%. Sturdy now reduces damage by 33% while your health is above 80%. Guardian Rhythms now reduces damage taken by 5% or 10% while twisting. Illusionary Armor now reduces damage by 7%. Runecarve Flesh now reduces damage by 10%. Corrected an issue with Slow Demise and Festering Wounds that prevented the Healing Bonus reduction applying. Take Root now increases Healing Bonus by 10%. Group leader Thorns bonus is now up to +10. Created Dominator minor discipline for Champion which adds Dominance on basic attack crit. Removed Rage degeneration in combat, reduced rage degeneration out of combat. Added functionality to the Black Mask Discipline. Call Darkness while active, acts as though all attacks count as from behind. Shadows Linger increases critical hit chance by 50% for 3 seconds after breaking stealth. Shadows Linger can no longer be equipped in any tray except a Stealth Tray. Racial Passives: Half-giant Racial Passive grants 5% damage bonus for 12 seconds Human activated passive grants 10% damage bonus and 5% increase in resource costs with a 45 second cooldown Human passive reduces damage by 3% Nethari personal crit chance mod is -3% All Racial passives can be loaded out from the harvest tray. Race Specific Notes: Guinecean: Racial Burrow will now play the “come back above the ground” animation when they deactivate the power. Adding the burrow end anim to the common stealth cancel passive. Stealth now breaks if you eat a consumable while stealthed. Centaur: Centaur Charge can now be used with no weapon and loaded out into the Survival Tray. Class Specific Notes: Champion: Removed weird buff icon that shouldn't be there in Champion's Leap 2. You are no longer rooted while performing Massive Cleave. Added a new pool "Dominance" for Champions. Champions gain a point of Dominance when leaping and two points of Dominance with each activation of Ultimate Warrior up to a total of 10 points of Dominance. Dominance decays slowly over time. Dominance is consumed by the following abilities for a guaranteed crit: Disarming Shout, Massive Cleave,Rend, Spinning Backfist, Vicious Stomp, Whirling Pain. The cost of Whirling Pain has been reduced and the full cost is deducted on ability use. In addition to the guaranteed crit, Massive Cleave causes additional damage when used with Dominance. Hooked up new champion UI widget for dominance stat. Whirling Pain eats a point of Dominance at the beginning of the ability rather than when it ends. Cleric: Corrected buff overrides and added string references where necessary for: Block, Divine Order, Holy Aura, Vengeful Aura, Illuminate, Retaliate, and Tend Wounds. Divine Order: Added invulnerability and related ultimate effects. Divine Order and Miracle Super Power abilities now restore some of your own mana. Made hushed prayer visible. Tuned the cost of Cleric basic attacks. Flash of Light now requires a Shield. Holy Aura and Vengeful aura now actually affect your group as well as you. Changed the anim id to map to the same ones as the knight for block and unarmed cleric powers. Cleric basic attack should now correctly do damage at farther distances. Cleric Basic left click is now modded by PCM. Confessor: Confessor Immolation can now be loaded out into the harvest tray. Druid: Shroud of Darkness won't stun you if you initiate damage on yourself, for example by falling. Nature's Avatar AttackActive flag remains for the duration of the entire channel instead of wearing off after a second and change. Coalesce Nature now will restore resource to all class types. Lightning chain combo #2 is no longer hitting multiple targets. Master Of Shields Taking Stamina Instead of primary resource. Druid staves should now properly grant healing orb left click in healing tray. Druid removed from Careless Whisper discipline users. Corrected an issue preventing Contain Essence and Empower from working. Druid essence meter should now only show up when you're in a combat tray. Essence Scram has been split into two separate abilities, each usable from a specific tray and the harvest tray. Essence Scram is usable from the Healing and Harvest tray and now Rapidly drain yourself of Essence repeatedly inflicting damage to nearby enemies, restoring 25% to 35% maximum Health to group members and yourself, granting temporary damage immunity, removing Expose and Dizzy effects. Death Surge is usable from the Death and Harvest trays and pushes nearby enemies away and causes them Nature Weapon Damage, restores 25% to 35% maximum Health and grants the Power of Death granting a 10% Damage Bonus for 30 seconds. Added icons for Essence Burn Tray types in the HUD. Duelist: Hooked up Duelist stealth to use a Tray Power. Removed old duelist activate and deactivate from Duelist power grants. Added tool removal to in and out of combat passive. Broke pistols into mainhand and offhand. Removed Duelist access to ranged slot, now that pistols use primary and secondary slots. Default duelist uses offhand pistols, taking the pistol mastery discipline grants the main hand pistols. Pistol mastery left click is now linked to main hand pistols. Duelist pip meter should now only show up when you're in a combat tray. Fixed tooltip issue reporting incorrect amount for Bonneti's Defense. Humiliations Galore - Saber attack's should now generate bonus pips. Knight: Chainpull no longer roots you in place when activated. Ranger: Forest Step is now an attack that teleports you directly to your target rather than a canned-distance blink. Added a quiver item that Rangers can equip in the ammo slot, works as a vanilla flavored arrow and decays like normal equipment. Sustain: Now costs 500 Soul Power with the Lifesteal portion of the ability lasting for 30 seconds or until the Ranger heals for 30% health. Templar: Devotion won't heal damage initiated by yourself, for example by falling. Stats: Added Elemental Penetration, Organic Penetration, Physical Penetration and Armor Penetration stats which feed into the other penetration stats. Added some new stats which act as parents to the lowest level crowd control stats and are children of the top level "cc_all" stats, based on the three categories of crowd control: Attack Control Defense Hard Control Defense Movement Control Defense Attack Control Intensity Hard Control Intensity Movement Control Intensity Tuned XP tiers for all race, class and combat trees. Changed pips required to train next box from 3 to 4 and 4 to 5 for mastery. Basic armor mitigations have been reduced to 5%. Deleted some old methods of using snare to slow player based on in combat or stealthed. Buffs/debuffs now apply their bonuses to the current base movement speed. Crafting: Crafting items should now properly contribute durability from the base template as well as components, not just components. Fixed a bug where items in the inventory would not be destroyed when they broke from decay. Fixed a bug where item decay toasts would show the wrong item name. Remove old harvesting runes, and created new recipes for Basic Harvesting Axe, Hammer, Pick, and Knife. Significantly increased the effectiveness of achieving both Good and Great successes in crafting experimentation. Increased the resource quality bonus for Common, Uncommon and Rare resources. Increased the experimentation point cap per line for non-Legendary resources as follows: Poor and Common: 6 Uncommon: 7 Rare: 8 Epic: 9 Advanced Staff did not have any experimental Power Cost Multipliers (PCM) in any of the components. An experimentation line has been added during the crafting process. Added PCM experimentation lines to Enarmes for Shield recipe. Updated all advanced weapon recipes to now include a Crit Damage experimentation line and set it so PCM is only experimented on for one component during the crafting process. Removed PCM from all Bow Components, replaced with attack rating. Tweaked Distance Coefficient on experimentation values for crafting bows. Added in a Basic One Hand Hammer to the Basic Weapon Crafting Recipes for Cleric. Created a Quiver recipe for the new Ranger item. Basic Bow Range is no longer experimentable. Removed and deprecated major, basic, and weapon discipline recipes and large unmarked runestone. Added a public test crafting recipe for the new Dominator discipline. Harvesting disciplines have been added to the pre-alpha test recipes list under Major Disciplines, which are: Scout, Miner, Logger, Quarryman, Skinner, Grave Digger, Villein, Hoarder, Connoisseur, Lookout, Survivalist, Foreman Removed dual weapons from crafting list for 5.3. Removed unobtanium recipe requirement from archery disciplines. Plate armor recipes now want the "plate_layer" adjective which is on the plate layers. Fixed experimentation line tooltips words for Primary Mitigations, Secondary Mitigations and Tertiary Mitigations. Experimenting on chain and leather layers effect the proper stats. Updated test discipline categories to now include Major Harvesting Disciplines. Removed test potions that conflict with new harvesting disciplines and created a Mother Lode alchemy potion with a duration of 30 minutes. Campaign: Logging out or disconnecting while driving a catapult should no longer get you stuck when you log back in. Capture thrones should now persist their state so they won't reset after a server restart. New and smaller beachheads have been added to the Campaign World Tyranny. Bank Recovery item has been added to Beachheads. Added 2 copies of long daggers and one handed maces to weapon racks in Beachheads in order to allow the dual wielding classes to easily equip basic weapons. Corpses loaded from persistence should now correctly keep their inventory so they can be looted/collected. Bane trees should now correctly remove themselves when they die. Updated placement of throne and circle radius in the Forts. FX Adjustments: Recreated Dissipate, New trails on Coalesce, added some cleanup behaviors. Fixed an FX issue causing the fireball to move slower depending on firing location. FX Retiming on basics/zealot rush. Druid projector fix, Nature's Grace polish. Templar devotion and smash; confessor fervor polish. Field FX created by stealthed characters should now play correctly for observers who can't see the stealthed character. This includes powers like Caltrops and Stinkbomb. UI: Fixed the red HUD damage frame showing up on load, instead of only on low health. Combat HUD and other various HUD prefab updates: Rearranged starting positions of hero special HUDs as well as harvesting HUD to be easier to see, and drag when in cursor mode Improved readability of buff names Cleaned up the Combat HUD a bit power bar cleanup, more compact and reduction of color footprint re-anchored various hud elements to properly anchor when screen aspect changes Dioramas can now be seen on the Campaign Map. Left Mouse Icon now used in interaction prompt instead of LMB text. General bug fixes: Combo button cooldowns now get properly resumed after leaving a takeover window. The world map is now completely revealed when viewing it in an EK. If you interact while stealthed, it should now interrupt your stealth. Placeable buildings that had their rotation modified while dragging around (while not hitting the rotation keys) now work like the rest of the placeables. Fixed bug with attack animations sometimes playing multiple times. Equipment slots can now specify if items equipped to that slot should grant their skill adjectives. New EKs will launch in the region closest to the player, but afterwards the EK can be set to launch in any region. [MAP] Re-hooked up the scroll bar and parcel boundary toggle. Disable importing purchases on test. Fix for the tools clipping the Guinecean when he is in his idle pose. When you are going to leave a corpse behind, you should now be prompted to confirm before creating a new vessel. Added confirmation prompt before the character create screen if you will be leaving a corpse in the world. Attack and Hold powers will now trigger the AttackingHold parameter on the client side before the server takes over so that it feels more responsive. Known Issues: General: Skill Trees may take up to 8 seconds to load or navigate through. We are currently investigating a fix for this issue. In order to load out powers into a specific tray (Melee, Harvest, etc) or to alter your default combat tray you must be in that specific tray before pressing “K”. Otherwise it will appear as though you have no powers. Character sheet is still a work in progress - a new sheet is currently in development. Knight Chain Pull and Myrmidon Net Pull may not function correctly - a fix is currently being investigated. Z-Fighting/Sorting issues on buildings have been reported during internal playtests. Guinecean Burrow FX persist after going from Stealth to Survival Trays. Centaur scale size in character creation is very large. Motion Blur and Depth of Focus settings have been altered and may need some more adjusting. Floating rocks and trees at the edge of campaign parcels may appear. The Champion often slides an appreciable distance after landing from his Leap ability. Some parcels are displaying their default name. Harvesting doobers are falling or floating away from the drop source. A balance pass is still in the works for hippos. Current feeder requirements may change. Players have reported getting stuck and/or lagging on various steps throughout some of the campaign zones. Keeps have trees and rocks spawning in them. Frame rate performance may be slightly lower. Videos have been removed until we can update them. Floating temples have been reported. To fix this issue exit to lobby and return to the campaign. Destruction of buildings may also cause post processing visual issues. Hellcats missing animation after running leap. AI can track and attack stealthed players. AI may be difficult to loot/skin due to a smaller loot radius. Templar LMB Attack without weapon is missing animation. Non-Ranger classes lack bow animations. All bow related disciplines will remain inactive until they do. Weapon disciplines that grant weapon equips will not be fully functional until animations are added. Final Power Cost Multiplier is not properly calculating gains from skill trees. Players can encounter jumping issues when spam-jumping from higher elevations to lower ones. Ranger machine gun bug - a weird state in which the Ranger animation appears to get stuck in LMB animation. Pressing alt while the trade window is open permanently hides the trade window. UI: Some players have reported inventory items not updating their reduced amount. This appears to be happening most frequently with deeds and resource items. Blue crow effect persisting after reviving has been reported to occur at times. Logging out and back in will fix this issue. Chat disconnects may occur. If this happens, just exit to the lobby and rejoin. Test patch client doesn’t close itself after the game is exited. Durability meter on items is not displaying properly.

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About us

Warpigs is a semi-hardcore multi game community, for both MMOs and other genres. Our core, which has largely remained the same, started back in 2014. Warpigs first got started in Wildstar and has since branched out to several other game including, Black Desert Online, Overwatch, Heroes of the Storm as some of our most active games. We also have a strong internal following for both Dauntless and Ashes of Creation.
 

Warpigs function as a tight knit family-esque guild, which is not to say that our conversations are G-rated. Quite the opposite, but when you're one of us, we've got your back. Words fly pretty freely, and I'm always of the opinion that if you play an MMO, or any game with a social player base, you need thick skin and know not to take things personally. With that being said, we are a well organised and have a fairly mature membership, and as such we offer a very stable guild that we hope will be here for many more years to come.
 

Warpigs are dedicated to a friendly, team focused, fun-loving gaming environment where every member is important and not just a number on a roster. We seek to foster long term friendships among members and enhance the online gaming experience by virtue of those friendships.

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