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-   -   Release Notes - November 18, 2008 (https://www.piratesonlineforums.com/forums/showthread.php?t=9111)

Dr. Zeppers 11-18-2008 06:32 PM

Release Notes - November 18, 2008
 
Release Notes - November 18, 2008
  • Added various holiday events
  • Enemies are no longer appearing tiny
  • Voodoo meter added to enemies' health display when engaged in battle with a Voodoo Doll using foe
  • The Break Attunement effect caused by Dagger Asp and Throw Dirt now prevents enemy NPCs from casting voodoo hexes for 15 seconds
  • Draining an enemy NPC's voodoo power to 0 with Hex Eater will now prevent it from casting spells for 10 seconds
  • Various bug fixes for crashes and other show issues

anndreeuhh 11-18-2008 06:35 PM

Wish they'd make the hex eater work for 20 seconds. If breaking attunement works for 15 seconds they should make hex shot work for longer.

AdmiralSavvy 11-18-2008 06:38 PM

I agree with Anndreeuhh. Like it was said 100 times before, why take Hex Eater away and go to all these complications? It'll just cause more unnecessary lag. So far, I rate this minor update a 5/10, at least some bugs and glitches are fixed.
One small step at a time Disney.....

Dr. Zeppers 11-18-2008 06:39 PM

Quote:

Originally Posted by anndreeuhh (Post 93677)
Wish they'd make the hex eater work for 20 seconds. If breaking attunement works for 15 seconds they should make hex shot work for longer.

Hmmm not sure how the two are actually related. Since both are referring to effects on the NPCs and not on us.. the pirates/players.

But I would like it longer also.. hehe used to never be able to cast again before.. I guess its more realistic now.

anndreeuhh 11-18-2008 06:42 PM

Or how about depending on how many skill points you have in hex shot = the amount of time the NPC is disabled. Its just a pain now.

Bartholomew Foulsteel 11-18-2008 06:53 PM

There's still no reason to use Hex Eater. Just use Asp and Throw dirt--works longer. Plus Throw dirt is free....

anndreeuhh 11-18-2008 06:56 PM

Before Disney went and ruined hex shot, a lot of us used to use it to level pistol. It was how I mastered it the first time around. Now I'm stuck at level 20 on my second pirate. It was just easier to use hex shot on molusks and gypsies.

League 11-18-2008 10:49 PM

Hex-shot still has a use for levelin Pistol. It still vies as one of the best shots in PvP. A good update, should it be packed with little bugs.

If Hex-eater was used for its use, you can use the Dagger instead.

anndreeuhh 11-18-2008 10:52 PM

True but I'm still peeved they fiddled with it anyway lol

Dr. Zeppers 11-18-2008 11:35 PM

Quote:

Originally Posted by League (Post 93794)
A good update, should it be packed with little bugs.

Already noticing torchs hovering about Port Royal since the update.

mesmex110 11-19-2008 12:01 AM

Quote:

Originally Posted by OFxZeppers (Post 93812)
Already noticing torchs hovering about Port Royal since the update.

apparently this game is being run by a bunch of pyros, lol

Deadpool 11-19-2008 12:04 AM

Is it just my graphics or something because I haven't seen any torches.

Crazypirate 11-19-2008 12:22 AM

What are the various holiday events? just floating torches?

anndreeuhh 11-19-2008 01:05 AM

I think the torches are just glitches Crazy.

Harukantos 11-19-2008 01:44 AM

Lucky people can actually log on, always updating problems on my comp:Pirate4:

The Skirata Clan 11-19-2008 03:36 AM

did they add stuff? the game did an update when i logged in today?

Harukantos 11-19-2008 12:33 PM

More like stole time for people to level, it begins to annoy.

Rackat 11-19-2008 01:29 PM

I had a big update on logging in as well. But, Nothing noticeable when playing.

I have tried the following with no results:
/carve
/serve
/thanksgiving

Aliese 11-19-2008 03:43 PM

Being able to see the voodoo is probably my favorite improvement in a long while.

I'm still "feedbacking" daily on hex shot though...it really doesn't last long enough.

Andrew 11-19-2008 05:00 PM

Quote:

Originally Posted by OFxZeppers (Post 93676)
Release Notes - November 18, 2008
  • Added various holiday events
  • Enemies are no longer appearing tiny
  • Voodoo meter added to enemies' health display when engaged in battle with a Voodoo Doll using foe
  • The Break Attunement effect caused by Dagger Asp and Throw Dirt now prevents enemy NPCs from casting voodoo hexes for 15 seconds
  • Draining an enemy NPC's voodoo power to 0 with Hex Eater will now prevent it from casting spells for 10 seconds
  • Various bug fixes for crashes and other show issues

The voodoo meter should be pretty cool...ok..so 15 seconds to break an enemys attunnment instead of like 3 seconds, With that voodoo meter, it will be easier to know how much hex eather you need to use..instead of just wasting it :)

anndreeuhh 11-19-2008 05:04 PM

You're right about the hex eater thing Andrew, but Aliese is right, it does need to last a bit longer than 10 seconds. I still like my skill point idea, where depending on how many skill points you have in hex shot, that would equal the amount of time the enemy is disabled.

Nautical Nattie 11-19-2008 05:06 PM

I like the update in that it shows us the voodoo meter now, and also let's face it hex works better now than it did before with that huge update. However when leveling my pistol now i find its 3 shots, so i have to use 1)lead 2)lead) 3)hex eater, to be able to keep their voodoo low enough to only use poke every now and then when im not fast enough at reloading (So it needs to last a LOT longer, or like other moves change depending on skill points). It's a lot of work but it's better than what we had before (nothing) lol but i wish they would have left it like it was in the first place (even though they said it was bugged, it worked well enough for me). I just wish they would have added a fix on the KH fence :(

anndreeuhh 11-19-2008 05:14 PM

Quote:

Originally Posted by Nautical Nattie (Post 93982)
I just wish they would have added a fix on the KH fence :(

The fence still works. Its just not the same part that it used to be. But it works

Dr. Zeppers 11-19-2008 05:20 PM

Honestly the only issue I see with Hex shot?

Its not the way it was before and what people had become accustomed to. Since thats been changed it gives the impression to everyone its not working right, when in reality it was not working as it was designed before and they are fine tuning it as time permits. Since it was not designed to totally disable an enemy to begin with, its closer to what it should be now. Albeit it would be an easier transition on us if they did slow it down just a tad more.

One thing I noticed, but dont know that its new. I used the scroll wheel on my mouse to change weapons, and it now shows a weapons level/rep status bar below each weapon as I scroll through.. very cool!

Basil Dreadflint 11-19-2008 06:47 PM

Used HEX for the first time since the newest update.
I know it doesn't do what it used to, but I think it does do what was originally intended. The timing is still wrong. Breaking attunement with dagger skills still lasts longer than removing all voodoo with hex does.

After 3 hex, the gypsy had no voodoo left, but by the time I ran up close, changed weapons, and got in postition to attack with cutlass, he was already recovered enough to start casting spells.

If I used throw dirt to break attunement, I had time to change to cutlass and go throught the entire sequence of cutlass strokes before he was able to reattune.

NOTE: I used Throw dirt to break attunement, once attunement was back, I couldn't break attunement again with either throw dirt or asp. Then I tried breaking attunement with asp, and when attunement was reestablished, I WAS able to break it again with throw dirt. Can anyone explain?

anndreeuhh 11-19-2008 07:13 PM

Quote:

Originally Posted by Basil Dreadflint (Post 94017)
NOTE: I used Throw dirt to break attunement, once attunement was back, I couldn't break attunement again with either throw dirt or asp. Then I tried breaking attunement with asp, and when attunement was reestablished, I WAS able to break it again with throw dirt. Can anyone explain?

Its just what happens now. I had that problem with my second character. Apparently Disney decided to not let you break attunement so frequently when you're fighting these guys. I think its on a timer type of thing, where once you break attunement, it takes a little bit of time to break it again. I don't think it has anything to do with asp or throw dirt.

League 11-19-2008 10:59 PM

Quote:

Originally Posted by anndreeuhh (Post 93988)
The fence still works. Its just not the same part that it used to be. But it works

Thanks for saying that--was worryin bout the grenades of my lower pirates.

anndreeuhh 11-19-2008 11:31 PM

For those that wish to know about the fence PM me. I won't post it on here so they won't go and mess that up too.

Nautical Nattie 11-20-2008 10:40 AM

Quote:

Originally Posted by OFxZeppers (Post 93991)
Honestly the only issue I see with Hex shot?

Its not the way it was before and what people had become accustomed to. Since thats been changed it gives the impression to everyone its not working right, when in reality it was not working as it was designed before and they are fine tuning it as time permits. Since it was not designed to totally disable an enemy to begin with, its closer to what it should be now. Albeit it would be an easier transition on us if they did slow it down just a tad more.

One thing I noticed, but dont know that its new. I used the scroll wheel on my mouse to change weapons, and it now shows a weapons level/rep status bar below each weapon as I scroll through.. very cool!

Yeah that's true, at least it works more like it was originally designed to be like even if they have a timing issue with it. I haven't noticed the scroll rep bar yet but i was leveling lastnight i'm surprised i never noticed. I'll have to check that out :) Also, i'm dying to test out this Kingshead fence (if it's a slightly new location where they can't get through?) but maintenance at the moment so i have to wait.


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