0.9.9 Patch Notes

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Tranx wrote:
Hi,

as a hardcore player i read the notes with 1 one eye smile and 1 eye full of tears. i hope we don´t need always a group to play. or skill 95% the passive to life and def und only 5% to dam. But i take every challenge :) patch plz .. i have time now..



dont worry, chris and the other devs are HC players they know what they are doing. this game was waaay too easy and i really think these AI changes may finally give us a real challenge!
~SotW HC Guild~

Puncture with chance to flee! Interesting combo!

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Alykk wrote:
no boss for the end of act 2 ?


I suspect not until there is an Act 3. =^[.]^=
=^[.]^= basic (happy/amused) cheetahmoticon: Whiskers/eye/tear-streak/nose/tear-streak/eye/
whiskers =@[.]@= boggled / =>[.]<= annoyed or angry / ='[.]'= concerned / =0[.]o= confuzzled /
=-[.]-= sad or sleepy / =*[.]*= dazzled / =^[.]~= wink / =~[.]^= naughty wink / =9[.]9= rolleyes #FourYearLie
"
zapsslp wrote:
ETA on that patch?

I'm dying of anticipation.


Should be within the next 8-10 houres?

"
scorpitron wrote:
"
Tranx wrote:
Hi,

as a hardcore player i read the notes with 1 one eye smile and 1 eye full of tears. i hope we don´t need always a group to play. or skill 95% the passive to life and def und only 5% to dam. But i take every challenge :) patch plz .. i have time now..



dont worry, chris and the other devs are HC players they know what they are doing. this game was waaay too easy and i really think these AI changes may finally give us a real challenge!


I fully agree. I can understand the fear though. If you reed the monster notes it gives you a long list of things to fear. But I expect the increase in difficultie is wellbalanced and won't trow off the game in such a way that it will get unplayable for the less experianced players.
Life is pleasant. Death is peaceful. It's the transition that's troublesome.

Hardcore to the bone.
Last edited by Hellskin#4393 on May 8, 2012, 3:57:51 PM
that sounds better every time
"
Chris wrote:
the Necromancer, which raises nearby slain undead
Does raised necromancer still raises?
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Chris wrote:
The Scavengers who live in camps on the Ledge now worship an angry god
WTF?
"
Chris wrote:
Merveil has two daughters, Ambrosia and Amarissa
How about: Ambrosia and Amnesia? :)
"
Chris wrote:
Archbishop Geofri the Abashed is a Skeleton Boss in the Church Dungeon who casts a variety of curses and is immune to curses himself.
Souds like a major RIP dealer..
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Chris wrote:
When you have active Mines, a Detonate skill is available which will cause all of your mines to detonate at once.
Awesome, imagine PVP :)
Can't wait..
ign: Ron
Hi,

i hope so. because i like to play fun chars, so as my current char dual wield claw templar. I dont like the "easy way". If the game allows me to explore its ok.I also know that with this chars i never farm chaos.

"
brufio11 wrote:
Puncture with chance to flee! Interesting combo!


Puncture as ae melee gem for dex chars and with a nice animation plz :)

Cucu..

Bee´s Funf Fun Builder .. Eifel
Last edited by Tranx#2250 on May 8, 2012, 4:14:07 PM
Bought bronze supporter instantly after seeing these notes.
I confirmed that I am still in HC league. Then I died.
"
Finnien wrote:
There was one thing I was hoping to see, more than anything, that isn't present - changes to the fusing/crafting system. My biggest concern is currently the orb system. I like some randomization in items and gameplay, but the current system can drive me to hate myself, the game, and anyone who happens to be within a hundred yards of me. I've gone 70 levels and not seen a single orb above Chaos, then when I *finally* get a Regal orb and apply it... it adds a single stat to an item that's absolutely useless. I get a six-socket saint robe, blow 100 fusings on it, and end up with no 5-6L result. I blow *another* hundred fusings, get a 5L... and sit there unsatisfied because it's not a 6L, but I'm worried that I could invest another 200 fusings and end up worse than I was before.

I think that's really my biggest problem - the ability to invest truly staggering amounts of time and resources, and end up worse off than when you started. The amount of bitter dissatisfaction and disappointment this generates cannot be overstressed.

The orb system seems like it should be a way to lessen randomness and allow people more control over their items. Instead, it seems like it's the opposite - a massive resource sink of dissatisfaction for all but the top few massive farmers rolling in orbs. Others mileage may vary.

Now, a final comment - I love the game. The skill system, the passive tree, the complexity of builds available, the gem leveling - I really enjoy the game design in every aspect EXCEPT the regal/exalted/fusing system. I'll still play the game come open beta/release, even if nothing changes. But the massive randomness that has me spend dozens or hundreds of orbs and leaves me with something worse than I started - that's what keeps the game as merely good, and not truly great, from a personal standpoint.


Other than that - great patch notes ! :)
"
dyneol wrote:
"
Finnien wrote:
There was one thing I was hoping to see, more than anything, that isn't present - changes to the fusing/crafting system. My biggest concern is currently the orb system. I like some randomization in items and gameplay, but the current system can drive me to hate myself, the game, and anyone who happens to be within a hundred yards of me. I've gone 70 levels and not seen a single orb above Chaos, then when I *finally* get a Regal orb and apply it... it adds a single stat to an item that's absolutely useless. I get a six-socket saint robe, blow 100 fusings on it, and end up with no 5-6L result. I blow *another* hundred fusings, get a 5L... and sit there unsatisfied because it's not a 6L, but I'm worried that I could invest another 200 fusings and end up worse than I was before.

I think that's really my biggest problem - the ability to invest truly staggering amounts of time and resources, and end up worse off than when you started. The amount of bitter dissatisfaction and disappointment this generates cannot be overstressed.

The orb system seems like it should be a way to lessen randomness and allow people more control over their items. Instead, it seems like it's the opposite - a massive resource sink of dissatisfaction for all but the top few massive farmers rolling in orbs. Others mileage may vary.

Now, a final comment - I love the game. The skill system, the passive tree, the complexity of builds available, the gem leveling - I really enjoy the game design in every aspect EXCEPT the regal/exalted/fusing system. I'll still play the game come open beta/release, even if nothing changes. But the massive randomness that has me spend dozens or hundreds of orbs and leaves me with something worse than I started - that's what keeps the game as merely good, and not truly great, from a personal standpoint.


Other than that - great patch notes ! :)


So you are upset that it is hard to win the lottery? Maybe adjust your expectations and you will not be so disappointed.

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