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-   Test/Open Updates (https://www.piratesonlineforums.com/forums/forumdisplay.php?f=45)
-   -   Test Release Notes - April 18 2008 (https://www.piratesonlineforums.com/forums/showthread.php?t=4539)

Greywolf1063 04-20-2008 12:00 PM

Fixed a bug that was allowing strangers on your ship. Only friends and crewmates of the ship's captain should now be able to board.
THAT IS AWESOME! I'm tired of the little noob stow-aways!:pirate6:

Maximvs 04-20-2008 01:10 PM

Quote:

Added "Welcome Worlds" for players coming out of Rambleshack. These worlds are separate instances and only contain Port Royal. Once a player gets on a ship for the first time, he/she will be placed in one of the main servers.
Just for a change in direction. :) This is actually a cool concept... doesn't 'overwhelm' the player when they enter the first world seeing L37 Pirates running past them - I think this is cool idea... and another good thing about the update.

jg007 04-20-2008 06:19 PM

anybody else had problems with guns since the update? both my test server pirates cannot use guns now as when I switch to gun I cant shoot and cant even change weapons so end up having to run away to a doorway or something so that the gun is put awayand I can then switch back to sword or something

Stormrunner 04-20-2008 07:04 PM

Quote:

Originally Posted by jg007 (Post 35722)
anybody else had problems with guns since the update? both my test server pirates cannot use guns now as when I switch to gun I cant shoot and cant even change weapons so end up having to run away to a doorway or something so that the gun is put awayand I can then switch back to sword or something

Same thing has happened to me a couple times since the update. My pistol will be fine for awhile, then suddenly stop working for me. However, I am able to put it away and switch weapons, although it doesn't always respond right away. The only way I can return it to working order is to relog. Yes, a Bug Report has been sent.

While on the subject, I also sent in reports on the following bugs that I encountered this morning:

1. Crew Rep Bonus was not working. Despite showing up on the screen, it was not being added to either Notoriety or the weapon.

2. Cannonballs stopped having any effect in the midst of sinking a Phantom. Everything was fine until I got it down to about 25% of hull strength, then it suddenly stopped taking any damage. Tried Round Shot, Fire Brand and Thunderbolt to no avail. Finally had to retake the helm and broadside it.

3. I received my Voodoo Staff this morning (nice animation, btw, of Tia presenting it to me) to find that only Blast was unlocked. I got it up to Level 2 and Pestilence unlocked, skipping Soul Flay altogether. Same thing happened to a friend of mine yesterday, so this looks like it might be a real issue.

Maximvs 04-20-2008 07:39 PM

Quote:

Originally Posted by jg007 (Post 35722)
anybody else had problems with guns since the update? both my test server pirates cannot use guns now as when I switch to gun I cant shoot and cant even change weapons so end up having to run away to a doorway or something so that the gun is put awayand I can then switch back to sword or something

Actually - same here - I thought at first I dodn't 'pull' it out properly... and this is on live...

It always works, once I reload it and only about 4 times since the updates :)

dizzymommy 04-21-2008 12:44 AM

Love the updates on test so far. I've managed to work through 2 jewelery quests, and on tatoo quest. Not easy to whip through but most of us on live are done the main quests so nice to have something to work on.

What they didn't mention on this update is that they've decreased the healing of tonics. I don't like this and think they went to far. The top tonic now only does 500 healing!!!! yes 500 instead of the old 2000 and it still costs 100 gold. The now do 100, 200, 300 (old 1000), 400 (instead of 1500), and 500.

Also not sure if this is a new thing to make it harder but my hex shot was not working on the gypsies. I think I may know what is happening now but not sure if this is a glitch or new difficulty. Seems to me that I hit them about 3 times once hexed and they wake up. Also it takes me about 3 times as many shots to get them hexed. Many of my shots where not showing any voodoo coming off the enemy. I'm going to test this again right now.

Elizabeth O'hara -beta level 28
Elizabeth O'hara - live level 35

Stormrunner 04-21-2008 07:43 AM

Quote:

Originally Posted by dizzymommy (Post 35769)
Love the updates on test so far. I've managed to work through 2 jewelery quests, and on tatoo quest.

I've finished one of the tattoo quests from Mercedes on Padres and am part way through the second. But it's going to take me awhile to sink 10 Skellies. (This had better be an awesome tattoo!)

Quote:

Originally Posted by dizzymommy (Post 35769)
What they didn't mention on this update is that they've decreased the healing of tonics.... The now do 100, 200, 300 (old 1000), 400 (instead of 1500), and 500.

Good catch! I wondered why I only got 300 when I gulped some down, but didn't give it any more thought.

Quote:

Originally Posted by dizzymommy (Post 35769)
Also not sure if this is a new thing to make it harder but my hex shot was not working on the gypsies. I think I may know what is happening now but not sure if this is a glitch or new difficulty. Seems to me that I hit them about 3 times once hexed and they wake up.

I killed my fair share of Gypsies in the past two days and my hex shot only acted wonky a couple times, so I'm thinking it's a glitch. (In fact, since my new staff is "broken" and doesn't have Soul Flay, I've had to tediously Blast hex-shot Gypsies in order to level it.) There was one stubborn Level 23 Gypsy in the Catacombs, however, who simply refused to stop poking me, regardless of how much hex shot I pumped into him. I finally switched to regular lead shot and ended the encounter.
:Pirate4:

Bilgepump 04-21-2008 12:28 PM

This update is made of pure awesome.

Angel 04-21-2008 05:52 PM

/impatient

Just waiting for you guys to work the bugs out of it so we can play too :)

Diego Birmingham 04-21-2008 07:44 PM

Sounds like they may be trying to slow down the game. I still haven't gotten to the Boss Battle yet; but most people on here seem to be way beyond me and maxing everything out. These changes may be designed to make it harder to do that. I think it would be better if the game were more open ended.

Thrawn33 04-21-2008 09:01 PM

Quote:

Originally Posted by dizzymommy (Post 35769)
Also not sure if this is a new thing to make it harder but my hex shot was not working on the gypsies. I think I may know what is happening now but not sure if this is a glitch or new difficulty. Seems to me that I hit them about 3 times once hexed and they wake up. Also it takes me about 3 times as many shots to get them hexed. Many of my shots where not showing any voodoo coming off the enemy. I'm going to test this again right now.

Elizabeth O'hara -beta level 28
Elizabeth O'hara - live level 35

I noticed the same thing on Open. Only the gypsies seem to be regenerating their voodoo though, the mollusks and brinescum still stand there after getting hexed. Seemed to happen after the Double Rep weekend.

Tokrok 04-21-2008 10:18 PM

Quote:

Originally Posted by Stormrunner (Post 35726)

3. I received my Voodoo Staff this morning (nice animation, btw, of Tia presenting it to me) to find that only Blast was unlocked. I got it up to Level 2 and Pestilence unlocked, skipping Soul Flay altogether. Same thing happened to a friend of mine yesterday, so this looks like it might be a real issue.

Same thing happened to me a while back. Once I got a few skill points I tried clicking on where soul flay should be and then it turned the lightish color that skills are once you unlock them. Then I added another skill point and then it worked

goldlover 04-22-2008 10:53 AM

I cannot wait for these new updates, but I hope they come out this month because they said they were.

Greywolf1063 04-22-2008 02:52 PM

Quote:

Originally Posted by Diego Birmingham (Post 35835)
Sounds like they may be trying to slow down the game. I still haven't gotten to the Boss Battle yet; but most people on here seem to be way beyond me and maxing everything out. These changes may be designed to make it harder to do that. I think it would be better if the game were more open ended.

I agree, I think they should remove the gold cap,at least, and add more levels to the weapons, too:piratetongueor4:

Chris 04-23-2008 12:58 AM

i think they will raise noto cap to 50 and weap cap to 30 in the summer when the "big expansion" comes

as for it coming to open it looks like mid june from all the bug reports im reading about here


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