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joebane
10-15-2008, 08:54 AM
Another eventful week is flying by here at the studio. As always the team has been working non-stop to bring you updates and make the game you love even better.

Tomorrow morning (10/15/085) at 6AM EDT all North American Servers will be coming down to begin the update to version 1.0.3.!

Oceanic servers will follow at 9AM EDT, we anticipate all servers to be back online by 2PM EDT.

While these notes are subject to change they'll give you a taste of what you have to look forward to as 1.0.3 approaches!

We're pleased to announce the addition of a new regional chat system. This item has been one of our most requested features, and you can find the details below.

We have made additional improvements to the functionality of the /ignore command. This command should now work more consistently.
A “new mail” icon has been added to the edge of the minimap to alert players when new mail messages have arrived.

We have made some additional improvements to the handling of NPC speech and action text in an effort to reduce the amount of chat players see from NPCs.

In order to provide a more challenging and rewarding experience, we have adjusted the overall speed at which players can gain control of zones and move the campaign.

Pet behavior has been improved and should act more naturally when changing between passive and defensive modes while the pet is fighting multiple enemies.

The war against the gold sellers continues! We have introduced a new "report gold seller" command that works as follows: when you type /rg, the game will automatically fill out a gold seller appeal using the name of the last player who sent you a tell. If you get an unwanted /tell from a pesky gold seller, type /rg to start an appeal and get them busted!
We have added a new option to the user settings that will allow players to enable or disable shader caching. This is a graphical performance option, and for a full explanation, players can hover their mouse over this option in the user settings window. This should help improve performance on many systems.
Regional Chat System:

Chapter-based chat channels have been replaced with a farther reaching chat system, referred to as Region Chat. A region is defined as the contiguous zones that make up a tier-based racial pairing area. For example, Blighted Isle and Chrace make up one region. Region Chat consists of two channels, Region and Region-RvR.

Region encompasses the entire region area.

Region-RvR encompasses the RvR-focused areas, such as the Plain of Bone.

How to use the Regional Chat System:

To type in the Region channel, use /1 [message]

To type in the Region-RvR channel, use /2 [message]
Note: You must be in the RvR-focused region to use the Region-RvR channel. Players on Open RvR servers will have access to Channel 2 at all times.

To disable these channels right click on the proper chat tab, go to "Tab Options" then "Filters." Scroll down to Region and Region-RvR and uncheck the channels you no longer wish to view.

If you have disabled either channel and wish to re-enable them simply return to the "Filters" menu and re-select the appropriate channels.

In order to ensure that the Apothecary skill remains a valuable crafting profession potions will no longer drop as frequently.

Seeds for Cultivation will no longer drop as frequently throughout the world.

Monsters should no longer disappear and then reappear when attacked at range by players.

In some rare cases, the game would leave "ghost images" of NPCs who had moved away or de-spawned. As a result, players would see NPCs that were not actually there. We have taken steps to correct this issue, and players should see far fewer of these phantom NPCs.

We fixed an issue that would sometimes cause monsters to break off in mid-combat and attempt to walk away.

We have made some additional improvements to the pathing and behavior of monsters. These fixes should reduce pathing issues sometimes seen when pulling monsters at range.

Nurglings will no longer continue to make aggressive sounds after they have been killed.

Fixed a crash-issue that sometimes occurred when entering city dungeons.

Fixed a crash that sometimes occurred when searching the Auction House.

We have made some adjustments to the Hydra boss in the Sacellum dungeon to bring this encounter more in line with the original design and difficulty.

Reduced the interaction time required to deploy a guild standard

Reduced the interaction time required for players to pick up standards that they own. Please Note: This does not include the capturing of enemy standards.

Capturing an enemy standard will now reward the capturing player and his nearby allies with renown.

Players can no longer be queued for a scenario while they already have an invite pending to a different scenario.

Attempting to join a scenario that has already ended will no longer send players to the character select screen.

Renown gained from healing players was granting more renown than intended over long periods of time. Players who heal other players will still earn renown for aiding their friends in combat, but large heals or repeated heal-over-time spells will result in lesser renown gains than before.

While going over the data collected for renown gained by healing, we discovered a few incorrect values that led to players earning far more renown than designed. To ensure equal renown gains for players regardless of their chosen career and whether they group or not inside scenarios, we have made several adjustments to the way renown is granted from healing other players:

Earning renown from healing players was erroneously granting renown while outside of RvR. This has been adjusted so getting renown for healing players outside of RvR or from a player that is not RvR flagged will occur less frequently.

Healing players will grant renown correctly if the healed player has earned renown from killing other players recently.

Dant
10-15-2008, 09:33 AM
cheers, they answered my prayers giving more graphic options so i can disable them all =D

Shadzor
10-15-2008, 01:58 PM
Players can no longer be queued for a scenario while they already have an invite pending to a different scenario.

Didn't quite get what they meant with this...

Narvise
10-15-2008, 03:00 PM
Players can no longer be queued for a scenario while they already have an invite pending to a different scenario.

Didn't quite get what they meant with this...

I've done this before. you que up and get an invite for a BG then you que up again. you can opt to take the new invite if the first BG is going downhill fast.

htead_ouyot
10-15-2008, 09:47 PM
:mad:game still crashes....

Iriquois
12-26-2011, 12:35 AM
Good conversation here, just need to add....

Here's where my true fear is rooted.....and I see the potential for this already in some of our recruits.

We accept a circle of players in guild, they clique themselves off by using their own voice chat, we barely hear from them ever, even if we do solicit participation in guild chat they don't respond unless directly spoken to. This situation repeats itself because our recruitment goals are too high and get met too fast, then all of sudden we have a guild where only a fraction of us are tight knit and/or most of us just hang out/play with a particular few people and no one else; guild cohesion is gone with the wind and we can't count on anyone to do anything when asked of them because their tunnel vision of the guild is specific to those of whom they mainly play with on the regular instead of the guild as a whole.

I think we have all decided that we all need to be proactive in guild chat to be inclusive on every effort we as leaders set out to do. That is a step in the right direction.

Also, I believe that after this conversation it will be good for all of us to take into account the various experiences each one of us have had on this subject and be vigilant and put forth a best effort to bring everyone on mumble as often as possible.

Yes, this game brings its own challenges to the table concerning voice comms considering story, etc. These can be overcome in various different ways, but the moral of this story is......

....We need to build personal relationships with our members in order to retain them as members if we're going to be as big as we want to be, this cannot be done through guild chat alone(if at all), and without frequent voice comms with said members this task will be extremely difficult to manage.

After all, we did put the mumble question in the app for a reason.....

Thank you for contributing to this converstation thus far, the various perspectives on this have been helpful.

Paribus
12-26-2011, 08:18 AM
Good conversation here, just need to add....

Here's where my true fear is rooted.....and I see the potential for this already in some of our recruits.

We accept a circle of players in guild, they clique themselves off by using their own voice chat, we barely hear from them ever, even if we do solicit participation in guild chat they don't respond unless directly spoken to. This situation repeats itself because our recruitment goals are too high and get met too fast, then all of sudden we have a guild where only a fraction of us are tight knit and/or most of us just hang out/play with a particular few people and no one else; guild cohesion is gone with the wind and we can't count on anyone to do anything when asked of them because their tunnel vision of the guild is specific to those of whom they mainly play with on the regular instead of the guild as a whole.

I think we have all decided that we all need to be proactive in guild chat to be inclusive on every effort we as leaders set out to do. That is a step in the right direction.

Also, I believe that after this conversation it will be good for all of us to take into account the various experiences each one of us have had on this subject and be vigilant and put forth a best effort to bring everyone on mumble as often as possible.

Yes, this game brings its own challenges to the table concerning voice comms considering story, etc. These can be overcome in various different ways, but the moral of this story is......

....We need to build personal relationships with our members in order to retain them as members if we're going to be as big as we want to be, this cannot be done through guild chat alone(if at all), and without frequent voice comms with said members this task will be extremely difficult to manage.

After all, we did put the mumble question in the app for a reason.....

Thank you for contributing to this converstation thus far, the various perspectives on this have been helpful.

I might be missing something here, but this appears to be a response to a warhammer thread from 2008 and it also appears to involve a discussion about your guild, not ours. Am I missing something here?

Krig
12-26-2011, 09:47 AM
Bringing back the dead are we not. Or did I also miss something here.