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Old 7th August 2007, 06:17 AM   #1
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TC1 Has Been Updated (Monday 8/6/07)

Quote:



TC1 Has Been Updated

Jeremy Dalberg
06 Aug 2007 19:45:54 EST

TC1 has been updated with the following:

- Changes to support new crafting menu

- Changes to support new “Target by Resource Type” macro - this macro will mine/chop the selected resource type from any node within range.

- Added TC4 PvP changes with the following tweaks:
o Enchanted Apples and Grapes of Wrath no longer affect hunger

o Grapes of Wrath now last 20 seconds and have a 2 minute cooldown

o Fractional values of meditation will now count towards mana regen

o Nervestrike para chance now scales with bushido skill from a 50% chance at 50 skill to a 90% chance at 120 skill. Damage is also randomized from the current damage amount down to damage - 10.
- Added “eating” animation

- Snow leopards should be properly white

- Jewelry vendors will now buy silver bracelets from players

- The Dark Knight Challenge is now active! Cast "recall" on the rune the
Dark Knight gave you to be teleported to his lair, where he will challenge all comers one at a time. You will be teleported into the arena within 30 seconds or when your turn arrives, whichever is soonest. Be sure to prepare, because you can only answer his challenge once every three days!

- Wood and ore nodes now have a chance to randomly respawn with different resource types.

- Players can no longer remain hidden while mining or lumberjacking

- The “Follow” macro will now bring up a targeting cursor

- Community Collection gumps should no longer be blank

- Fixed issue with movement being choppy/laggy
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Old 7th August 2007, 11:13 AM   #2
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Re: TC1 Has Been Updated (Monday 8/6/07)

"- Players can no longer remain hidden while mining or lumberjacking"

I'm not a miner or a lumberjack so I'm not sure how that would be beneficial for miners/lumberjacks, especially if they do their craft in Fel.

Anyone have an idea as to why they would want to make a change with hiding for miners and lumberjacks?

I know it will help in stopping some scripting (boo hiss .. bad players) but that doesn't make logical sense in the overall scheme of things for most players (who are not scripters).
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Old 7th August 2007, 11:22 AM   #3
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Re: TC1 Has Been Updated (Monday 8/6/07)

Think it is just for the scripters. As often happens, we all suffer for what a minority do

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Old 7th August 2007, 11:32 AM   #4
 
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Re: TC1 Has Been Updated (Monday 8/6/07)

Yeah but people have always snickered, when a miner swinging a pickaxe away, remains hidden but whispering/casting/etc, will unvis you.

I recall mine and RUN if I need to so it would not be to big of a hardship for me, any other miners wanna weigh in?
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Old 7th August 2007, 07:02 PM   #5
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Re: TC1 Has Been Updated (Monday 8/6/07)

It dun do crud to stop scripters. Instead of stand and chop, or mine and chop, they will just use a script with auto bank and recall, that detects players entering screen area. This will then recall them to safety. Meanwhile the REAL mineer and jacker are up the creek.

As always, another poorly thought out answer. How about a time limit on hiding, like 4 minutes, then you have to re-hide?. This helps because
1) Not big enough to mobilize the REAL scripters to write new code
2) most "scripters" are users, not writers.
3) It ALSO adresses key loopers
4) fell miners/ jackers who are attended are afforded some safety.
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Old 7th August 2007, 10:53 PM   #6
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Re: TC1 Has Been Updated (Monday 8/6/07)

I still DO not like this:

Nervestrike para chance now scales with bushido skill from a 50% chance at 50 skill to a 90% chance at 120 skill. Damage is also randomized from the current damage amount down to damage - 10.

Someone with access to the suggestion area at stratics or somewhere should ask the team to SERIOUSLY reconsider this. It is a HORRIBLE idea.
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Old 8th August 2007, 02:12 AM   #7
 
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Re: TC1 Has Been Updated (Monday 8/6/07)

sounds scary..
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Old 8th August 2007, 06:04 AM   #8
 
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Re: TC1 Has Been Updated (Monday 8/6/07)

personally i think anything that paralyzes you should be removed
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Old 8th August 2007, 08:26 AM   #9
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Re: TC1 Has Been Updated (Monday 8/6/07)

Quote:
Originally Posted by Bo View Post
I still DO not like this:

Nervestrike para chance now scales with bushido skill from a 50% chance at 50 skill to a 90% chance at 120 skill. Damage is also randomized from the current damage amount down to damage - 10.

Someone with access to the suggestion area at stratics or somewhere should ask the team to SERIOUSLY reconsider this. It is a HORRIBLE idea.
What makes it horrible Bo? I dun use BOK, so fill me in, and I will send it up. Got an alternate idea?
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Old 8th August 2007, 11:35 PM   #10
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Re: TC1 Has Been Updated (Monday 8/6/07)

Me and Dip kinda worked a solution out in the initial "pvp changes" thread, but it went something along these lines.

A nerve strike is a WEAPON skill, although you do need bushido to cast it, at 90 weapon skill, and minimum bush skill (50? I think) you should not have ANY chance to fail. You earned the points in your weapon skill to be able to pull these specials off. Now maybe the duration could be affected by your bush skill, but not the chance. It is total BS! They should not be tying weapon specials into % chance to the skill associated with them.
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Old 17th August 2007, 06:31 AM   #11
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Re: TC1 Has Been Updated (Monday 8/6/07)

Quote:
Originally Posted by Bo View Post
Me and Dip kinda worked a solution out in the initial "pvp changes" thread, but it went something along these lines.

A nerve strike is a WEAPON skill, although you do need bushido to cast it, at 90 weapon skill, and minimum bush skill (50? I think) you should not have ANY chance to fail. You earned the points in your weapon skill to be able to pull these specials off. Now maybe the duration could be affected by your bush skill, but not the chance. It is total BS! They should not be tying weapon specials into % chance to the skill associated with them.
Exactly, the equivalant would be something similar to a Mage becoming Legendary to never fizzle, who casts Flamestrike on someone/something with the Flamestrike having a 10% chance to not cause any damage (not counting Evasion).
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