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Old TEST Release Notes - October 2rd

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  #136  
Old 10-08-2008, 09:38 PM
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An Update Was Just Downloaded On Test... So Far:

- Chat Box Now appears to be working - the right way *almost. Chat appears on screen, and fades properly after a period of inactivity (just as it does in Live)*
- Spanish And French Undead still not functioning properly (though they are getting REALLY good at those jumpin jacks - maybe they should open a Gym LOL )
- Hex Shot On Pistol Still Not Working (but that L26 Gypsy bought the farm anyway hehe )
- Flagship NPC Ships are sailing - but others... are wierd. Some are sailing, but as soon as they are attacked they stop.

* does not disappear with F12 at the moment though

Overall - not much of an update - ships move now but stop when attacked, and chat is getting better - but not quite finished.. no other changes (that I had time to check)

Must go prepare for the Live Video E-Mote Party
Remember: Last Server, 8pm Eastern (7pm Central, 6pm Mountain, 5pm Pacific) tonight at Padres is the first stop!
Join Me For The Live Video E-Mote Party (Details Here)

Last edited by Maximvs; 10-08-2008 at 10:19 PM.. Reason: Updating LIVE As I Test Features...
  #137  
Old 10-08-2008, 09:40 PM
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Quote:
Originally Posted by Maximvs View Post
An Update Was Just Downloaded On Test... So Far:

- Chat Box Now appears to be working - the right way. Chat appears on screen, and fades properly after a period of inactivity (just as it does in Live)
- Spanish And French Undead still not functioning properly (though they are getting REALLY good at those jumpin jacks - maybe they should open a Gym LOL )

(More Updates To Be Posted Here As I continue Play...)
thanks for the updates Max
  #138  
Old 10-08-2008, 10:11 PM
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Originally Posted by Stormhawk View Post
But we are testers. We are supposed to report those things so they don't get released into the open game. I don't think you are supposed to like the test server.
Thinkm I've done my fair share of reporting things for this update, sent nearly 8 reports, I'll wait till next update to check more out on things.
  #139  
Old 10-09-2008, 01:37 AM
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Still no sign of the kraken i see *sigh* at least the new weapons quests should be interesting
  #140  
Old 10-09-2008, 04:44 AM
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Things seem to be getting fixed, but also appears other things are becoming issues resulting to some of these fixes.

Doll quest fixed.
Staff f6 automatic crash getting worse in the caves.
Flag ships like colossuss, almost can't move. Doll missing at 6 attempts. But can say one thing,,,,,,,,THERE IS a boss on the colossuss, in the 35-37 spawn crew. Real rare spawn.
Noticed today with a friend, open fire and hit colossuss, almost sinking it, then he hit it and got the boarding rights. So most damage on flag ships appears to be off.

Hit the wheel man for 200 points damage with fury, next time hit a different one for well over 1000 ????

This is just in one area, there are bugs in a lot of stuff. Most likely not all will be got, but I see them all over and try to report what I can, which is probably over 10 each time I play.

As for islands, its not just there, it appears all undead are acting peculuar. Seen molusk and Urchinfist run all over the place. Doing the doll quest had to find a path a grenadier was taking and finally line up that path and shoot him just at the right moment as he jet by.

Also have noticed that when entering somewhere like Tormenta, the crabs don't stun ya as you enter and your stuck in stun mode. Now that all these critters are active again they hit ya wherever ya go.

So basically goods and bads both happening.
  #141  
Old 10-09-2008, 08:14 AM
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So basically goods and bads both happening.
  #142  
Old 10-09-2008, 01:48 PM
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Originally Posted by Poison elf View Post
My strongest arguments is the downgrades to dagger and cutlass, and forced skill combos.
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No longer will you be able to take flourish before cleave, or put points into flourish if you previously had it, without opening cleave.
I would like to ask if this is still the case. something like this is going really affect my enjoyment of the game. it really goes aginst the freedom of the original (curent) skill system as well as the spirit that respec's were asked for
  #143  
Old 10-09-2008, 04:07 PM
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Yes the dagger and cutlass are still set up this way. I just hope other testers send in stuff that they don't like these changes on these skills.

Not being able to skip combos in the future, is going to cause a three phase problem.
Those that do have it and good stat settings - No fare they have it and we don't. (specially those who won out on totally decapitating cannon, whine whine whine, no fare)

Then you will have those stuck in limbo between the use of all points, not able to no longer add into the combo following the one they skipped.

Then you will have those all changing with the new point system, and no choice in being able to skip a combo.

The more lost damage to another weapon like dagger, quite disappointing, specially when its one I like to use. Now from playing some it appears to be heading towards crew group fighting skill, so now and then you can get a back-stab in while enemy attacks someone else. I see that alone as a big downgrade as people constantly jump other peoples critters they are trying to work for good rep already. Now the problem will be compounded.

I would set up stats now before this comes out if you want to keep some good stats in these skills. This appears to be something being forced at us not something like a bug or up for discussion or anything.

If it was my call I would scratch taking damage away, add the back stab extra damage. Scratch the force of taking consecutive combos. I like going forward, not really backwards in these things. If its going to be forced on us, than give us another 5 or so points to put into some of these things.

I believe, long before I was around, perhaps in beta or a alpha version, stats were higher. This would make sense for us not getting the full effect of blade instinct etc. stops increasing at like 19%, because we have just reached level 40. If we continued on to say level 50, we than would be receiving the full 25%. But that is all speculation.
  #144  
Old 10-09-2008, 06:00 PM
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well, luckily, I have my cutlass and dagger setup pretty much the way i want them. but now I won't be able to play around different builds like I was looking forward to. Whew, I doged the bullit on that one. I'm glad that I had used most of my points in those skills already. On other skills I spent several points into stuff just to try them out before the respec comes out (i.e. explosive), or to use to my advantage till i need to change them(treasure sense)

Indulge me for clairity, We sped 250g, the fist time w/ subsequent increases yadda yadda, to respec per skill, and not for a blanket respec across all the skills? So that to respec sailing is 250, then I can only change skills in sailing. To respec vodoo is another 250 and again i can only change the skills in vodoo?
  #145  
Old 10-09-2008, 10:38 PM
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Originally Posted by triplegash View Post
well, luckily, I have my cutlass and dagger setup pretty much the way i want them. but now I won't be able to play around different builds like I was looking forward to. Whew, I doged the bullit on that one. I'm glad that I had used most of my points in those skills already. On other skills I spent several points into stuff just to try them out before the respec comes out (i.e. explosive), or to use to my advantage till i need to change them(treasure sense)

Indulge me for clairity, We sped 250g, the fist time w/ subsequent increases yadda yadda, to respec per skill, and not for a blanket respec across all the skills? So that to respec sailing is 250, then I can only change skills in sailing. To respec vodoo is another 250 and again i can only change the skills in vodoo?
Correct - each weapon skill set (cutlass, pistol, doll, etc.) all start at 250 for each set (so I spend 250 to redo my sword, then another 250 to redo my pistol, but then I change my mind on the sword so now its 2500 to redo it the second time...)
  #146  
Old 10-09-2008, 11:28 PM
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Originally Posted by Poison elf View Post
...Not being able to skip combos in the future, is going to cause a three phase problem...
I strongly agree with the complaint, about some already having builds with skipped combo elements. Getting to the heavy-duty attacks without a five-second delay of the intro combo steps, is far too unfair an advantage. For higher levels, the fight is over during those first five seconds. Haves and have-nots, indeed.

The game obviously was designed to progress through all the combos. I'm glad they are progressively eliminating more cheats in the game. But I hope that they "auto re-train" all the skill points for any weapons like that, that have skipped essential combo elements.

If they can't reset the existing "improper" builds, then it would be increasing the unfairness, to force the new restriction on all other pirates (us.)
  #147  
Old 10-10-2008, 12:00 AM
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Originally Posted by Edward Edgemenace View Post
I strongly agree with the complaint, about some already having builds with skipped combo elements. Getting to the heavy-duty attacks without a five-second delay of the intro combo steps, is far too unfair an advantage. For higher levels, the fight is over during those first five seconds. Haves and have-nots, indeed.

The game obviously was designed to progress through all the combos. I'm glad they are progressively eliminating more cheats in the game. But I hope that they "auto re-train" all the skill points for any weapons like that, that have skipped essential combo elements.

If they can't reset the existing "improper" builds, then it would be increasing the unfairness, to force the new restriction on all other pirates (us.)
I still have trouble with my computer being able to start teh second move of the combo. Some reason, dunno if it's lag, or something else, but, I can't get to the second part of the combo. And, I find improper builds hard to deal with, so, I agree, they shou,d be fixed, and instead of givig us all the poins back, put the first two points on the first two skills you get with the weapon.
  #148  
Old 10-10-2008, 12:26 AM
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Anyone have a guess on how much longer this will take to go live?
  #149  
Old 10-10-2008, 05:02 AM
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After today, alot seemed to get fixed, with things last night or early this morning, and another build this evening. I see alot of improvement, and most things I had seen a problem gone. Hex shot still not working, and everything is not perfect, but a big leap forward today. Not seeing problems with undead now, but did find it quite laggy with a crew in catacombs and alot of action.

Ships moving more, but not 100%. Lag on flag ship/bb seems to have been straighten out. Flag ship problems seemed to have been all straighten out. F6 issue with staff working. All quests up to date. Chat straighten out, at least to what it was before. Perhaps some issues yet in bb, got locked out and didn't get the join prompt until they all went today in one.

All this takes steps to go forward, but definetly they got alot today. Hope to soon hit some of the svs stuff which is completely dead on test, and pvp same issue.
  #150  
Old 10-10-2008, 05:32 AM
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hmm, F6 issue with staff? what does that mean? and what have they changed with bb besides that you can re-do it?
Hex is sometimes a problem on live as well, but usually I just switch servers if its not working
 


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