News    Guild    Options    More
Forums:   Guild,    Games,    Hardware,    Misc
Home 0 0 0 0 0 0 0 0 0 0 0 0 0 0
0 Sigil Developer Tracker



The dev tracker is no longer actively scanning, however you may continue to browse the archives collected over the past several years here. Please remember that these developer posts are taken out of context, so beware of any silky venom being spewed forth.

Color Key:

Green - Sigil Games Online Employee
Pink - Sony Online Entertainment
Gray - Microsoft Game Studios Employee
Orange - Community Member

Thread List Dev List Site List Search


0 4-5 hours = broke again for tanks. V A N G U A R D    S E R V E R S
Apr 06, 2007 - 06:40 PM - by Tagad Sigil
Quote:
Originally Posted by Garmr View Post
My 2c. Bottom line however is that I'd like to see the item decay system, the system that never should have been in VG to start, removed. Thanks.
Actually, its in the original 2002 design document.

To respond to the other poster, the purpose is a money sink.

~Tagad
reply to this post Find all posts by Tagad Sigil.
Find all posts in "4-5 hours = broke again for tanks.".


0 4-5 hours = broke again for tanks. V A N G U A R D    S E R V E R S
Apr 06, 2007 - 01:40 PM - by Tagad Sigil
The target repair times are between 4 and 6 hours currently, so it sounds like things are actually working as intended.

If that intent needs to move, as many of you suggest, then we will further evaluate things. Making the times longer than this presents its own set of issues.

That said, we probably need to make repair stones more accessable or some other solution to stop people from having stop what they are doing and return to for those players that play extended sessions.

~Tagad
reply to this post Find all posts by Tagad Sigil.
Find all posts in "4-5 hours = broke again for tanks.".


0 New quest in Afrit V A N G U A R D    S E R V E R S
Apr 06, 2007 - 01:40 PM - by Tagad Sigil
Quote:
Originally Posted by Eadric View Post
Rhaz Inkur as a whole is a very beautiful and fun zone. My only concerns echo those posted earlier in this thread, regarding the mass usage of immunities to every ability in the game. I'm of the opinion that an area can be made challenging in more inspiring ways. Overall still a great zone.
In regards to the immunities used here: I chose to use immunities to create a different experience than the rest of Vanguard in this particular area. This is not the "standard" of all high level zones :)

If I did not use these immunities the only real "choice" I would have as a designer at this moment in time is to further buff the mobs - making the classes that were "nerfed in this area" shine even more and be 100% required.

I agree, there are more interesting ways to make things challenging and interesting - however, given that at the time Rahz was implimented I did not have infinite time to work on it, I'm fairly happy with how it turned out.

~Tagad
reply to this post Find all posts by Tagad Sigil.
Find all posts in "New quest in Afrit".


0 Infinite Experience Rewards on newly implemented quests V A N G U A R D    S E R V E R S
Mar 07, 2007 - 05:40 PM - by Tagad Sigil
The issue has been / is in the process of being addressed all around.
The Game Marshal will likely be giving those people that knowing exploited this a visit.

~Tagad
reply to this post Find all posts by Tagad Sigil.
Find all posts in "Infinite Experience Rewards on newly implemented quests".


0 Deep Swamp causing continual client-side crashes V A N G U A R D    S E R V E R S
Mar 07, 2007 - 05:40 PM - by Tagad Sigil
An issue was found with the intigration of a portion of the art files. People are working to get this issue addressed ASAP. We are not exactly thrilled about this either.

~Tagad
reply to this post Find all posts by Tagad Sigil.
Find all posts in "Deep Swamp causing continual client-side crashes".


0 Celestine Wardship ultra rare quest reward? V A N G U A R D    S E R V E R S
Mar 02, 2007 - 10:40 AM - by Tagad Sigil
Quote:
Originally Posted by Gorno View Post
The patch note shouldn't really say "max faction" with celestine ward - as it shouldnt require 20,000+ for a standard race.

But yet it will take a "non standard race" 20,000+ faction to obtain the quest. Meanwhile you have put in no such equivalant quests for a "non standard race".

Does anyone else see anything wrong with this or is it just me because I happen to play a "non standard race"?

Meanwhile, yes, there is /currently/ not an equivilent. However, on the horizon you get to look forward to starting with better faction for the outpost in Stiirhad, Afrit, and several other areas.

I play an "evil race", as I've posted multiple times, and honestly its not /that/ bad. Its painful, dont get me wrong, but its not nearly as bad as everyone likes to make it out to be.

~Tagad
reply to this post Find all posts by Tagad Sigil.
Find all posts in "Celestine Wardship ultra rare quest reward?".


0 Celestine Wardship ultra rare quest reward? V A N G U A R D    S E R V E R S
Mar 02, 2007 - 07:40 AM - by Tagad Sigil
The final component of the new quest results in legendary gear, which is higher than heroic in stats. We are looking into adding in one to two more reward choices as well - if we do this, we'll make it such that the classes that would have "missed out" can trade in their item to get the new ones.

The patch note shouldn't really say "max faction" with celestine ward - as it shouldnt require 20,000+ for a standard race.

~Tagad
reply to this post Find all posts by Tagad Sigil.
Find all posts in "Celestine Wardship ultra rare quest reward?".


0 Vol tuniel armor V A N G U A R D    S E R V E R S
Mar 01, 2007 - 04:52 PM - by Tagad Sigil
Quote:
Originally Posted by Ferrien View Post
Oh and we have a bard in group who logs in dead every time and releases leaving no tombstone, and rezes with all his gear, losing 10% or so exp every time he dies.
Can you PM me a character name, I'll see if we can get the character copied onto a coders account on the dev server and try to repro it.

~Tagad
reply to this post Find all posts by Tagad Sigil.
Find all posts in "Vol tuniel armor".


0 Vol tuniel armor V A N G U A R D    S E R V E R S
Mar 01, 2007 - 04:52 PM - by Tagad Sigil
Quote:
Originally Posted by Ferrien View Post
well considering we just wasted 2 hours and lost 4 corpses messing with the new tanvu content, is there anything at the bottom of vol tun for 42+ that isnt green ? or is it back to farming unitemized content. Oh and we have a bard in group who logs in dead every time and releases leaving no tombstone, and rezes with all his gear, losing 10% or so exp every time he dies.
What "new tanvu" content are you talking about out of curiosity? No one in design has done any work there. There is some content that was added towards the end of beta by one of our coders that exists, but that has been there for over a month.

In regards to Vol Tuniel, the bottom section has level 38, 39, and 40 NPCs. The 38's are green to a 42, and the 39's and 40's are light blue. The deepest section has truckloads of level 40, six dot Vi'Rak, two untuned boss mobs that drop standard boss loot, and orbs that will some day spawn a tuned raid mob.

~Tagad
reply to this post Find all posts by Tagad Sigil.
Find all posts in "Vol tuniel armor".


0 Vol tuniel armor V A N G U A R D    S E R V E R S
Mar 01, 2007 - 04:52 PM - by Tagad Sigil
Quote:
Originally Posted by Nendain View Post
Well well what do you know..
did you read todays patch.. seems not was all well wit this quest as I have ben saying now for weeks...

So much for minefish whatever tripple quad checking on the dev server...

This so suxs... well off to kill greys now...
Oh, you mean the /bonus/ he put in of making the quests /easier/ by making them drop 100%? Thats not a fix, its a buff. The runes /do/ and /did/ drop. I have multiple from earlier in the week myself.

"If a named in the Thelaseen or Vol Tuniel regions can drop an armor quest rune, it will now drop a rune 100% of the time." <-- This was increased from 60%, because many people simply don't see enough named NPCs in an evening.

"Lesser named in the Thelaseen and Vol Tuniel dungeons now have a chance to drop a higher quality armor rune." <-- We felt that there were simply not enough sub bosses and bosses to drop these runes so we did increase their entry into the world by putting them on the lieutenant NPCS at a 40% and 15% chance. Pretty much, due to your feedback.

Considering your level 41, according to station players - assuming thats you :) I know for a fact that there are plenty of non grey mobs for you to kill in both of those dungeons.

Either way, thanks for the feedback, its nicer when the attitude isnt there with it, but I'll live I guess :)

~Tagad
reply to this post Find all posts by Tagad Sigil.
Find all posts in "Vol tuniel armor".




All times are GMT -4. The time now is 10:07 PM.



©2005-2011 Silky Venom
Hosted by...
Uberguilds Network