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Jordan

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Everything posted by Jordan

  1. Jordan

    Patch v45

    Temple Knight Trial Today we release the Temple Knight Trial content! We have updated all the translations for the Bosses and the Gear! We hope you enjoy!
  2. Jordan

    Patch v101

    Information I'm currently working at a reduced capacity due to external circumstances. So I apologise for not tackling everything. As soon as I'm able I will be able to cover more of the bug fixes / adjustments that are planned. Changes The new World Bosses Trophy drop rate has been increased. The new Battle Map Bosses Trophy drop rate has been increased. The new Battle Map Monster Specific items drop rate has been increased. Updated the quest names for Enchanted Marsh. Path of Destiny With this update we have created some experimental changes to help improve the PvP preparation situation. We hope these changes are enough to improve the experience but we are evaluating each change and may do futher adjustments in the next couple of weeks. Increased the duration of the Class Blessing buffs from 1 hour to 4 hours. This change hopes to achieve less congestion around Path of Destiny farming areas before PvP events, it also helps people who may want to farm Path of Destiny the night before and have them not be stuck and unable to login till right before a TW/GVG event. Grants a Map Buff to Death Mountains, Tree Root Cavern, Desolate Forest, Grandiose Valley, Ice Crystal Palace and Burning Mountain to increase Destiny EXP +50%. After doing some testing between Fallmyst at level 120 and Death Mountains at level 130 I have found that with the Fate EXP Double Up Scroll item I have found that a 50% increase to the Destiny EXP will bring Death Mountains ahead of Fallmyst by around 20-25%. I think this is a very fair increase and I will be observing the results of this change to make sure it wasn't too much or too little. We also applied this change to the dungeons because why not. This change however, will be removed if new quest maps come out in the distant future as Destiny EXP is based on monster level and not on a per monster basis. So If we where to release a new map that had areas that are suitable for Path of Destiny farming, this change would no longer be necessary. However, this is not even in my plans at the moment so I wouldn't worry about this too much.
  3. The intention was that they'd be more of a stepping stone gear for newer characters. Since they're kinda easy to get. The rerolling was unintentional though but it probebly isn't the end of the world to just leave it as it is.
  4. With a fresh character aslong as you don't die a lot you should be able to get to 105 just from questing, there shouldn't be a gap anymore. The EXP was only modified on VGN content though so the Shaxia stuck will still likely be there.
  5. I'm not saying we're locked into it, if you read what I said about it. I said what is currently available is much better than what has been available in the past by official standards. I never said it should not be as good as Fallmyst, I wouldn't purposely opt into making it worse, I just know with the fact from logging captchas and seeing people get banned that we cannot do a single spot pod spot as people will bot it and it will contribute to damaging the game. As I mentioned in my first message on this thread. I have said in every post I will look into it further and you arguing about it and people keep on mentioning it isn't helping. Make suggestions, not complaints. Well you know how I feel about DRS as we discussed it in game on patch day. With this content I spent a lot of time with the balancing of the EXP across the whole of the content and I'm glad to see that my efforts payed of with multiple spots being run for different purposes. And a lot of people seem quite happy with the speed of leveling in this content which was a very big smile on my face since with the 120 cap people really hated it and at one point it almost killed the game. So I'm very happy you and others are enjoying the new battle map too. I'm sure you will be able to do normal class runs soon, will just take the right setup 😃 But you should know by now I haven't created FF or BDO inside EE. Like yes I've added some really good mechanics to some bosses but I break the content up. Dragonridge Sanctuary and the Zodiac contents where designed to be hard contents by choice as even though their gear is really good. It's not the only option. There is plenty of other gear you could use and still be ok to play every other content in the game. Elemental Battlefield is easy to be honest most of its mechanics rely on only a few players having a brain, the rest can just be damage and healers. Its only barrier to entry really is it kinda needs a party of 15-20 depending on the gear and skill of the party and how fast you wanna progress. Abyss and Haven are both pretty simple contents, they have quirky mechanics that may require you to think a little but they're not game breaking you shall not pass mechanics. They where designed in this way too, cause they are the source of gear for players and I wanted a peer party to be able to give them a good go. But what I'm saying is theres nothing wrong with giving the game something to think about, giving it content that people can enjoy and people can get better at. PvP is my next focus and will be my work for October. I will be doing some revamps to the game modes hopefully improve the quality. I'm still creating ideas at this moment but I'll probebly be posting some stuff about it when i've got some solid ideas. As I wanna provide a guild PvP that isn't just a capping circle and some territory war improvements too, so people are once again excited to login every night to join. I also have some small plans for the none guild based PvP also but the main focus is those core modes that usually kept people playing for years.
  6. No we are not making another Palace of Dreams.
  7. 1. I was just talking off my own testing. I don't know how good/bad fallmyst was as I never had the need to test that maps pod exp gain. I'm just basing my opinion on what I've experience in the past and what I experienced now. The Piou area gave me almost 1 full map from not even half the monsters with the x2 POD exp item. Which yes maybe worse than something like mayland or fallmyst but is a far cry better than farming durango at level 90. 2. Again I don't see what the problem is. It's a single piece of gear that once you have you have it forever (unless you some how lose it). It's not an RNG boss and the trophies are niche as it is. It's something extra to do when you complete everything else if you care for trophy achievements. Like I couldn't understand why anyone would want a game that if you get every drop in 1 day and be done with the content. Ok if it took over a week to get the trophy capping it every day I'd agree maybe thats too much, but really after 1 days worth of runs you gave up? It took me over a day to make those trophies (design, create, test) not including the multiple days to make each dungeon. So if it takes you guys less time to obtain the items than it does for me to make them then what are we actually doing here. I mayaswell stick them on an NPC and call it a day. It's not a hard ask to request you put a couple days work in to collect them all. As I mentioned in my previous response you can either pair the run up with gold gains as the new dungeons aren't that far off Palace gold gains or you can just blitz it to the boss and nuke it and be done with 10 runs after like 10-15 mins. 3. I will look into it. 4. All I'm going to say on this is people didn't really kill Kimba at 75 cap, only the top guilds would. Same with Petra on this server, we where the only guild killing it for weeks. I don't see how having some harder bosses in a battle map is a bad change of pace. Soloing DD/BL bosses wasn't a thing until Awaken Weapons came out and although they where possible to solo, most people didn't solo BTS bosses until they'd already been out for a while. These bosses where designed with a 5 person party in mind. There HP and stats was balanced around the current 5 player party content for a reason. Like I don't know why you'd want a boss that lasts less than 60 seconds against a geared party. It's just boring, the boss doesn't get to use any of its skills or mechanics, mayaswell just play an AFK game on phone or something. The whole point of a game is to play it, not brainlessly button mash. I desgin content to give the game what it lost when Awaken classes came out. S-Trial bosses at 75 cap and even the 80 cap patch with durango (no mimic) would take 2-5 mins for a good party to kill. Similar story with DD bosses and VL bosses, like I don't see why people just want to one shot things and move on, its not entertaining otherwise Limestone Mountain would be full. It takes a lot of time and effort to make these bosses, every skill aside from quest map mobs was hand crafted by myself. I had to manually take my time to look for fx, for sounds, for icons, hand create the functionality to be exactly how I want it. Then test it before then bug fixing. Like whats the point in doing any of this when the boss fight lasts 20-30 seconds and the trophy drops first try. Like you told me you where amazed by the quality of the content. Whats the point in making quality content if people breeze through it in a day and never go back. It's a waste of time and it's completely forgettable. - As for the foot note about Palace, no we cannot make a new version of Palace as all things considered that was a huge mistake, it gives far too much gold in comparrison to other dungeons and if I wasn't thinking about free to play players I would have nerfed that dungeon. It should have never gotten through testing in the state its in. That being said some of the new dungeon's aren't that far off palace as we tested 10 runs in each dungeon multiple times and analyzing the gold. I'll let you guys do your own experimenting with it but I will say that they're a good 2nd or 3rd option after Palace for gold grinding. Achievements are bonus content, they don't have any requirement outside of the ones that give stats which none of the new achievements do. They're not suppose to be easy at all, some will be easy some will be hard, some will be quick some will take a while. There is no rush to obtain them, you can get them now or you can farm them next year, there is no expirey and you can do it at what ever pace you like. With the case of repeating myself as I found myself doing just read upwards. Unrelated to the OP but this is the only comment I will give: 25 Man dungeons have always had achievements. Maybe not requiring more than 1 run but if you can do 1 run you can do 10 runs. If you wanna collect them all its going to take effort and time. You cannot expect to rank 1 on achievement points if you cant do some of the content. - As a finishing note I will not really be responding to the points above any longer as I've made my stance very clear that the drop rate is fair (I will look into the battle map). If you want a game that you complete everything in a day you should already know I have no intention of providing that and have made that quite clear for the last few years. Also bosses are bosses not goombas, they take atleast a little bit of time and effort to kill and if your dying to the monsters then realistically you need better gear and resistances. I say this to you all who feel the need to come here and complain. Remember I'm a single person working on this content. I have a few helpers both staff and none staff who help test and help with opinions and ideas but most of this patch was hand designed by me with some help from @MrDoudou . So even that in mind the content we have brought you guys is what a team would create for you over the course of 6months to 12months at XL. This took me a lot of days of just waking up getting straight to it and then only stopping to eat/sleep. We also worked 7 days a week most weeks to get this content done so that I can move on to the next content which required this to be done first. So I do apologize if I come across as rude in my responses as I've tried my best to make design choices that are best for the longevity of the content whether people agree if I'm right or wrong.
  8. 3. Didn't missunderstand my point is still valid. The price of capes overall was reduced and the pots where based off DSR still. But again I'll evaluate it when I can too see if changes should be made. 4. Sadly not, only prevents the dumbest of the dumb. I will look into ways to maybe improve the prep time situation but to be brutally honest its no worse off now than it has been for many years in the game especially pre-mayland release. Edit: I do want to add that the dumbest of the dumb is still a largely effective with the captcha as it does. It's just the significantly experienced botters have found ways to abuse it still. I find this greatly exaggerated when Demon Fire alone can kill the boss in 3 mins. The bosses HP are around the Zodiac HP (Higher than some, lower than others) mark but they have less base resistance, no true resistance and you can use Reality Pots and Pets. I see no reason to rebalance these. To be quite honest I'd be rather happy if they all took 3-5 mins as that would be the perfect amount of time for a boss fight. I'll look into the rates of the battle map but three days to collect all dungeon trophies? How is that bad in any shape or form, three days to get sixteen pieces of gear that you only ever have to collect once. Especially when you can clear the dungeon too and farm some gold while you're at it. Yeh its no Palace but all dungeons have been tested and all do give a decent and fair amount of gold. Like what, do you want everything to drop day one and be done with everything by day three? Like am I just missing something here? Doudou is hosting plenty of events for the anniversary and I worked myself to the bone to get this patch out in time for the Anniversary date. Maybe it doesn't appeal to you but so far any complaints I've had delivered to me where only about small bugs like Captcha in Alternate. The only complaint I've saw was yourself in peer chat so unless people aren't letting their feelings be known... As mentioned above I will look into this as soon as I can but in the mean time after doing my own testing. I can vouch as someone who had to do pod parties before TW's in places like Devastation Realm and Durango Kingdom (at level 90) the Piou area in Death Mountains is easy enough. Doing one straight path and killing them all gives almost a full mobility with the double pod exp item. So I'm sure it doesnt take that long with the short respawn timer to fill a map if u run back and fourth in the area.
  9. I mean I understand why this has been brought up as when I was a player I knew a few people who had my character as a friend on alt accounts. But honestly speaking a feature such as this is just too much of a hassle and doesn't really provide a whole lot of benefits. It's not something I wont consider in the future if I see an easier way to implement it but as of this current moment I have a lot of projects lined up, atleast 3 medium to big patches worth of content on my todo list. Same goes with Show Equipment.
  10. Thank your for your feedback. It's appreciated! I will look into this as soon as I can, might be a week or two. When pots/scrolls are new I don't really like over inflating them. So I'm not saying no, just not right now. Scrolls will be more coming when the new content that requires them will come. I will evaluate this when doing point 1. The capes where overall reduced due to the amount of them available and how feedback previously pointed towards the DSR ones being over priced. So it wouldn't be fair to compare the two maps. Sadly as much as I wanted to make a pod spot such as this it's not possible at the current moment. Unlike Classic the POD rewards have been increased. Also unlike Classic, Awaken has a much larger playerbase made much larger by the current patch, this is relevant due to the amount of bots and potential bots that Awaken has. So having a spot where a class can just stand on one spot spamming a single button just makes things far too easy. There is a couple places on some of the new maps that have a semi over inflated monster population but only time will tell how effective these spots are. If you have any ideas that could maybe get around this then I'm all ears.
  11. I don't really use Linux for much at all. But if it helps you need the C++ runtimes and the Direct x runtimes for the game to be played. The launcher doesn't require the same libraries as the game itself. I've saw other linux users on this forum have varying success with this so you could maybe have a browse and see if anyones posted any solutions.
  12. 1. Will look into it. 2. Should be next week but if its not next week it will be the week after. 3. I'll look into it, I think there was a reason I kept it the same but I'll have to look into it. 4. They where just missed, I will put them up in a few minutes as it does not require a patch.
  13. Jordan

    Patch v100

    Today's patch is a start of brand new content and level caps coming to Vendetta! We hope you all enjoy it and have a wonderful anniversary! We have increased the level cap for both characters and classes to level 130! With this level cap increase, we have rebalanced the EXP, Class EXP and Pet EXP (as well as stats from skills when leveled) tables for levels 100+. Class Expertise has also been recreated and fixed to solve any errors or inconsistencies that may have occured. This applies to all levels. While these changes will not necessarily make leveling easier as we have adjusted all EXP gains too, it will make the values more accurate to how EXP values have been done in earlier levels, rather then the blanket multiplier we have given to new content ourselves. If you are over the EXP requirement for your level after this change, you will automatically level up upon login. EXP gained from 95 to 115 maps has been rebalanced to allow players to quest to level up. Adventures in the South Eastern Continent Today we bring you new adventures in Eden Eternal Vendetta! Starting at level 115 you can begin the story quests for the new content! Between the three story quest maps there is five new dungeons and a new battle map! Enchanted Marsh Water Falls Death Mountains Demonic Valley Demon Stone Exchange Weapons New basic weapons have been added via the Demon Stone Exchange! To obtain Demon Stones you must complete the 0/2 and 0/10 dungeons! They can also be dropped from various bosses within the new content! New Racial Crafts We have added new racial crafting for Human's, Halfkins, Anurans and Zumis! Note: Bears will come at a later date! Humans now have access to Level 9 Enchanted Gems and Advanced Level 9 Enchanted Gems. Zumis now have access to three new Monster Stones (Basic Slash Stone, Basic Strike Stone and Basic Pierce Stone). Anurans now have access to Tank Potion Lv3, War Potion Lv3, Magician Lv3 and Healer Potion Lv3. Halfkins now have access to Basic Trophy Enchants Level 16 and Advanced Trophy Enchants Level 3. Vendetta Training Equipment We have decided to streamline the leveling process more with some improvements to the equipment players get while leveling. You will now recieve the Vendetta Training Armor at level 30 and the Vendetta Training Weapons at level 40. The Vendetta Training equipment will level with your character every 5 levels until level 115. The weapons have the P-ATK & M-ATK stat of a +10 weapon and cannot be fortified. We decided with the above change it was time to remove the Temple Knight gear quests as these where a bit too difficult for an inexperienced player having to complete hard dungeons such as Rose Temple 0/10 at level 70. Archive Updates Once again we have done some improvements to the Archive! Special Stone Section We have moved Star Stones and Luna Rocks to their own section. This section also includes the stat meteors. Arena Armor Section We have moved the Arena Armor's to their own section to remove clutter from the Heavy Armor, Light Armor and Cloth Armor sections. Other Items In similar regards to the Arena Armor's section we have moved Temple Knight Armor into this section. We have also reorganised this section so the items are organised by what they do. Other Changes Removed Old Event Quests from the Unaquired Quest List. You can now set your Visibily Range setting to 10. New level 110 gathering tools and materials have been added.
  14. Whether they need more reduction is up for debate but this has nothing to do with the content changes as they where reduced roughly the same amount as the monsters where so they are not much different to their original format. As ive explained to you in the past many times it's not that I wont make changes, its just not really possible to do changes while working on other patches. As it gets incredebly messy, things end up not being able to be tested properly, things end up getting reverted accidently when the patch comes out. Once a patch is in full swing unless there is a complete emergency there is no room to make adjustments. The last two patches have been using files that simply where not in the next patch yet but now they are and all the files in which to adjust the bosses are in the next patch. So if you read what I said...
  15. Elemental Battlefield I don't disagree with this but I do think with future upcoming patches this dungeon will only get easier in future and since I'm hard at work on the next big update already I cannot apply any changes until that patch is already done. So I don't know if it will continue to be worth applying changes like this until seeing the result of the next patches since over time the content will get easier as stats go up. You cannot compare Awaken player base to Classic's even remotely. The numbers aren't even close these days so there is no need for a smaller party version of the dungeon. The bosses mechanics where designed for around 10-15 players being the party average. This content was to be different, most other content is centered around solo or 5 player dungeons. Having one content every 5 to 6 years that requires players to group up in a large scale raid is a good change of pace. It takes 20 players a week from a guild to get a 100% chance to get the statue you want. I think this is more than fair all things considered since there is 0 RNG at play and its all selection. Generally speaking I was quite happy with the result of this content and especially in the first few weeks knowing people where running it several times a day on other geared characters and seeing multiple parties running it a day was a breath of fresh air for me personally. It is something different, something the other 25 man raids never really achieved so I don't really see any need to change it. It will nerf itself over time whether it be new gear or new levels that come out. So although I don't disagree with the whole maybe the HP is a little high after the hype has died down, this will correct itself over the next few months and if it doesn't then I will look to adjust it. Whispering Woods Content This was explained in the patch notes that released with it. That was from the patch notes directly but to sum it up. These maps where mostly fine but specifically the NPC's did not really follow a consistent design, there was some monsters too that didn't quite fit but for the most part the monsters are like 70-80% the same. As with the NPC changes the quest where also completely redone. Which means the amount of monsters required for these quests was also lowered. I'm not guna list every quest 1 by 1 but (Mainlines): Whispering Woods where reduced from 10 per monster to 5 per monster. The singles which where 20 have been reduced to 15. Singing Valley was 15 per monster to 7 per monster. The singles where reduced from 30 to 20. Roaming Hills and Crystal Utopia was reduced from 20 per monster to 15. The singles where reduced from 35 to 20. Book quests and Rep quests where also adjusted by similar amounts (between 50% reduced and 25% reduced). Which by the standard of how much I reduced the monsters in the map this mostly lines up as accurate. Obviously I cannot say on a per quest basis as the areas of monsters where evaluated separately based on size and varity of monsters. This was all to increase the visual experience for players joining the game to bring up the quality of our older content to be much more in line with the content of our current and upcoming content. Fallmyst Content This isn't really a possible change unless I'm missing something or not quite understanding the question correctly.
  16. STATUS: ONLINE The server is back online. You may now log into the game again! Thank you for your patience! ~~~~ The server will be undergoing weekly maintenance at this time. During this period, you will be unable to log onto the servers. During this downtime, the Crystal Altar will be changed. Thank you for your patience while we complete our weekly fixes
  17. STATUS: ONLINE The server is now coming back online. You may now log into the game again! Altars have been updated as well as the in-game mystery boxes. These mystery boxes are located in the Item Mall on the "Limited" tab. Thank you for your patience! ~~~~ The server will be undergoing weekly maintenance at this time. During this period, you will be unable to log onto the servers. During this downtime, the Crystal Altar, Gem Altar and Item Mall Mystery Boxes will be changed. Thank you for your patience while we complete our weekly fixes.
  18. Jordan

    Patch v99

    New Cosmetics We have added 15 new hair costumes from Twin Saga! Changes Updated the Skill and Buff text for all Race Specific Skills! Darkness Blade skills Enchantment Circle, Shadow Magic and Magic Sword Stance no longer have a weapon requirement. Holy Blade skills Disillusionment, Holy Night Dance and Destructive Leap no longer have a weapon requirement. Bug Fixes Fixed an issue where if you had more than 32767 materials the Pay System, Racial Craft System, Quest System and Crystal/Gem/Diamond Altar would go negative. Note: Your materials will now show as 32767 if you have over that amount. Fixed an issue where any ACC/EVA/Block values that went higher than 128 on growth equipment would not be applied. Note: This issue was particularly noticable on the Temple Knights - Sky Lion Elite Shield. Fixed an issue where Block and Parry stats where not increasing when leveling skills past level 100. Fixed Devil Hunter skills Frenzy Stance and Sniper Stance to be correctly removed when changing map. Fixed the description of Dragon Knight skill Drake Tail Slash. Reality Potions are now disabled on Elysian Island.
  19. Jordan

    Patch v44

    Diamond Altar As per request we have brought the Diamond Altar back for this week only! There will be 2 rotations both rotations having new costumes and returning costumes! Changes Updated the Skill and Buff text for all Race Specific Skills! Bug Fixes Fixed an issue where if you had more than 32767 materials the Pay System, Racial Craft System, Quest System and Crystal/Gem/Diamond Altar would go negative. Note: Your materials will now show as 32767 if you have over that amount. Fixed an issue where any ACC/EVA/Block values that went higher than 128 on growth equipment would not be applied. Note: This issue was particularly noticable on the Vendetta Training Shield. Fixed the description of Dragon Knight skill Drake Tail Slash. Fixed an issue with the Burger Bear texture.
  20. I don't remember the exact level but somewhere between 80 and 100 you will get a level up reward box that gives all the older trophies for the battle map bosses (Things like Corken's Whisper). Those trophies are really good for getting some resistance as well as putting some trophy enchants on them. There is some other gear thats worth grabbing too to increase your resistances and failing all that you can buy some chisels from the market and use the basic resistance gems from Aven (I don't remember the NPC's name but I think his title is something along the lines of Basic Gem Merchant, he's not far from the warp portal). There is a lot of information for new players to digest and its hard to convey it all the time. I am looking into ways to maybe make the information more easier to see for new players who may not want to read all patch notes from the last 6 years.
  21. Will look into it. I thought they where already but I guess I must have forgotten or something. Sorry.
  22. The 90 TK set is still fine for you as it levels up with you. You might be missing some other defensive aspects which is causing you issues such as resistances and equipment. Make sure you have equipped all your certificates and try asking around from some trophy enchants for your trophies as they will give some decent health. It's also worth making sure you level up all your classes to level 80 using the Basic Class Level Stone from Temple Ranger Yukari in Aven. This will give you more Health. Other things that you can do is do some of the legendary achievements, specifically the armors and world bosses as again more health and resistances. Without seeing your full setup however this is probebly some of the best advice I can give. If you're dead set on improving your gear though, you might want to try get some in game help to get the level 95 Awaken Armor. The quests have been simplified a lot now so you should be able to do most of it solo but you might need a little help getting the pre-awaken pieces and one or two of the bosses might need help.
  23. After testing it, its M-ATK although reducing INT also reduces M-ATK.
  24. I will look into doing a diamond altar soon. As for Crystal Altar we're trying our best to bring unreleased or not released for a while costumes but theres only so many summer related costumes and the your guys are not using the suggestion thread much if at all. Altar Data I have a backup of ever single altar since released so for context we're currently on Altar Rotation Week 123. I know this is more in response to Crash22 rather than the OP. Rotation 1 (Thursday & Friday) Mount: Last altar was week 118 (Summer themed has been repeated a few times). Single Prime: Last altar was in week 1. Duo Prime: Last altar was in week 113 (Again Summer themed has been repeated a few times). Rotation 2 (Saturday & Sunday) Mount: Last altar was in week 115. Single Prime: Last altar was in week 68. Duo Prime: Last altar was in week 52. Rotation 3 (Monday, Tuesday & Wednesday) Mount: Last altar was week 32. Single Prime: Last altar was in week 103. Duo Prime: Last altar was never. So as you can see. 2 of the mounts yes have been on quite recently but aside from the duo costume from this first rotation and the single on the third rotation the other 6 haven't even been on altar in the last year. Last week's data and the week before's data. I mean take the information above as you will as I check most costumes to try and avoid having to many recent copys but at the end of the day we have a suggestion thread for a reason. So you cannot blame us for putting the odd duplicate when we're only picking out what we think is popular or what suits the other costumes on the altar. If you want more variety or specific costumes post them here:
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