Is the real reason we still can't nondecay fullplate that you hate me? (#2387 from Tecton on 01/06/23:27. If you're dead-set on custom armour, we'll probably have artefact armour available in the future.)
How irritating was that abuse potential I found with artefact power transferring to fix?
When will my reflection show who I am inside?
1) Yes, it's all a ploy to spite you. Here's your tinfoil hat for discovering the conspiracy 2) Not massively, just required a small rework. 3) It does already, but the black on black just doesn't show on your client.
There was mention of a shrine rework a few years back. What happened to that, and is it still something that's in the cards sometime in the near future?
There was mention of a shrine rework a few years back. What happened to that, and is it still something that's in the cards sometime in the near future?
Something we've kicked around, but haven't come up with a really good solution, so it's on the back-burner for the moment until inspiration strikes.
@Tecton You said earlier that you would possibly be looking into PVE changes. Monks (the poor glass cannons that they are), getting higher damage than Runewardens (The tanks that they are). I have a few questions for this.
1) Does this mean that Runewardens are getting a damage nerf? 1b) Does this mean that monks are getting a PVE damage buff? 2) What is Inhibit's 'intended' purpose for Battlerage? I've yet to see it stop any denizen from actually healing itself with attacks.
If monks are getting PvE damage buffs, I'd be super happy, however if we're just nerfing Runewarden PvE damage across the board, I'm not so stellar about it. Generally because, from what I've seen... Tank > Damage in PVE simply due to the fact that they can take more enemies on at once than we can, and also generally have a larger health pool. Which means they can fight 2 enemies at once, where the glass cannons cry to themself at one.
Edit: Adding onto this I guess.
3) What are the odds that we can get the Historical Golden Window to show the events of how the Divine died during the War of the Worldreaver? Or even the description of those that have died?
@Tecton You said earlier that you would possibly be looking into PVE changes. Monks (the poor glass cannons that they are), getting higher damage than Runewardens (The tanks that they are). I have a few questions for this.
1) Does this mean that Runewardens are getting a damage nerf? 1b) Does this mean that monks are getting a PVE damage buff? 2) What is Inhibit's 'intended' purpose for Battlerage? I've yet to see it stop any denizen from actually healing itself with attacks.
If monks are getting PvE damage buffs, I'd be super happy, however if we're just nerfing Runewarden PvE damage across the board, I'm not so stellar about it. Generally because, from what I've seen... Tank > Damage in PVE simply due to the fact that they can take more enemies on at once than we can, and also generally have a larger health pool. Which means they can fight 2 enemies at once, where the glass cannons cry to themself at one.
Edit: Adding onto this I guess.
3) What are the odds that we can get the Historical Golden Window to show the events of how the Divine died during the War of the Worldreaver? Or even the description of those that have died?
Each class will get a modifier to their damage base on their survivability and utility, some will be higher (buffs), some lower (nerfs), based on their distance from the mean.
Inhibiting a denizens healing will prevent it from healing itself for a short time. Some denizens are active healers, (as in they'll recover health mid-fight), others heal when theirs no target in the room. The battlerage affliction will prevent both (and can be paired up with other battlerage abilities for additional effect)
There was mention of a shrine rework a few years back. What happened to that, and is it still something that's in the cards sometime in the near future?
Something we've kicked around, but haven't come up with a really good solution, so it's on the back-burner for the moment until inspiration strikes.
Does this mean you're open to ideas and suggestions in this area, then?
There was mention of a shrine rework a few years back. What happened to that, and is it still something that's in the cards sometime in the near future?
Something we've kicked around, but haven't come up with a really good solution, so it's on the back-burner for the moment until inspiration strikes.
Does this mean you're open to ideas and suggestions in this area, then?
Any chance of a yearly billing option for Elite? Would be nice to have a minor discount for a year's worth, or some other benefits, but even without discount/extra benefits I'd definitely enjoy a year subscription option.
Any chance of a yearly billing option for Elite? Would be nice to have a minor discount for a year's worth, or some other benefits, but even without discount/extra benefits I'd definitely enjoy a year subscription option.
It's something we've discussed, yes. Not sure about discounts, but just the convenience to pay for a year at a time is something we'll likely offer in the future.
@Tecton You said earlier that you would possibly be looking into PVE changes. Monks (the poor glass cannons that they are), getting higher damage than Runewardens (The tanks that they are). I have a few questions for this.
1) Does this mean that Runewardens are getting a damage nerf? 1b) Does this mean that monks are getting a PVE damage buff? 2) What is Inhibit's 'intended' purpose for Battlerage? I've yet to see it stop any denizen from actually healing itself with attacks.
If monks are getting PvE damage buffs, I'd be super happy, however if we're just nerfing Runewarden PvE damage across the board, I'm not so stellar about it. Generally because, from what I've seen... Tank > Damage in PVE simply due to the fact that they can take more enemies on at once than we can, and also generally have a larger health pool. Which means they can fight 2 enemies at once, where the glass cannons cry to themself at one.
Edit: Adding onto this I guess.
3) What are the odds that we can get the Historical Golden Window to show the events of how the Divine died during the War of the Worldreaver? Or even the description of those that have died?
Each class will get a modifier to their damage base on their survivability and utility, some will be higher (buffs), some lower (nerfs), based on their distance from the mean.
Inhibiting a denizens healing will prevent it from healing itself for a short time. Some denizens are active healers, (as in they'll recover health mid-fight), others heal when theirs no target in the room. The battlerage affliction will prevent both (and can be paired up with other battlerage abilities for additional effect)
This doesn't seem to be the case then. Inhibit just uh.. sort of lets Denizens still heal mid-fight. The Vertani Priestess, Will-o-wisps in UW, Red scorpions. Even if they're smacked with Inhibit, they'll still smack you and heal ridiculously fast. Unless, of course, this only disables the 'healing' when it isn't in the form of an attack. Which makes this affliction much.. much less useful and borderline useless to most monks until end-game (wherein you'll probably be fighting honour mobs as dragons, anyways).
@Tecton You said earlier that you would possibly be looking into PVE changes. Monks (the poor glass cannons that they are), getting higher damage than Runewardens (The tanks that they are). I have a few questions for this.
1) Does this mean that Runewardens are getting a damage nerf? 1b) Does this mean that monks are getting a PVE damage buff? 2) What is Inhibit's 'intended' purpose for Battlerage? I've yet to see it stop any denizen from actually healing itself with attacks.
If monks are getting PvE damage buffs, I'd be super happy, however if we're just nerfing Runewarden PvE damage across the board, I'm not so stellar about it. Generally because, from what I've seen... Tank > Damage in PVE simply due to the fact that they can take more enemies on at once than we can, and also generally have a larger health pool. Which means they can fight 2 enemies at once, where the glass cannons cry to themself at one.
Edit: Adding onto this I guess.
3) What are the odds that we can get the Historical Golden Window to show the events of how the Divine died during the War of the Worldreaver? Or even the description of those that have died?
Each class will get a modifier to their damage base on their survivability and utility, some will be higher (buffs), some lower (nerfs), based on their distance from the mean.
Inhibiting a denizens healing will prevent it from healing itself for a short time. Some denizens are active healers, (as in they'll recover health mid-fight), others heal when theirs no target in the room. The battlerage affliction will prevent both (and can be paired up with other battlerage abilities for additional effect)
This doesn't seem to be the case then. Inhibit just uh.. sort of lets Denizens still heal mid-fight. The Vertani Priestess, Will-o-wisps in UW, Red scorpions. Even if they're smacked with Inhibit, they'll still smack you and heal ridiculously fast. Unless, of course, this only disables the 'healing' when it isn't in the form of an attack. Which makes this affliction much.. much less useful and borderline useless to most monks until end-game (wherein you'll probably be fighting honour mobs as dragons, anyways).
Hrrm, something might not be working 100% there, if you'd like to file a bug, we'll take a look and see if it's buggy.
1. What is your coding background? ( where u worked before Achaea, language, project, etc) 2. How many people code for Achaea on a daily basis 3. whats your average daily routine? In terms of both your lifestyle and how you prioritize your coding for Achaea ( new projects, bugs, dealing with emails/msgs, daily meetings with the other developers)? Basically describe your day to me so I know whether I should be jealous of you or grateful or both 4. What tools do you and the other developers use? ( IDEs, source control, collaboration tools) 5. Who wrote the Achaea client and is he/she doing it all by himself as a full time hire or contract or what. 6. When did they start writing the client? And are you happy with the structure in which it was developed? Happy with Jquery approach over other JavaScript frameworks?
1. If you could do anything to completely shake up the achaean landscape for your own enjoyment, what would it be?
2. Has there been anything you've implemented/changed that you haven't been happy with after the fact?
3. If you had a day/week/month to implement a change or set of changes that you'd love to see, but just don't have the time to, what would be on the top of your list?
4. Are you happy with how Mayan crowns are currently earned, and would you be open to suggestions for them being obtainable in different ways on top of how they are currently distributed?
1. What is your coding background? ( where u worked before Achaea, language, project, etc) 2. How many people code for Achaea on a daily basis 3. whats your average daily routine? In terms of both your lifestyle and how you prioritize your coding for Achaea ( new projects, bugs, dealing with emails/msgs, daily meetings with the other developers)? Basically describe your day to me so I know whether I should be jealous of you or grateful or both 4. What tools do you and the other developers use? ( IDEs, source control, collaboration tools) 5. Who wrote the Achaea client and is he/she doing it all by himself as a full time hire or contract or what. 6. When did they start writing the client? And are you happy with the structure in which it was developed? Happy with Jquery approach over other JavaScript frameworks?
1) Degree in Information Technology, Worked for about 10 years as a sysadmin for a couple of big companies. Previous coding was mainly perl, but dabbled in many languages as needed (c/java/python etc.) 2) 2, Makarios and I, but my time is spread of a slew of other areas, so I don't get as much coding time as I would like. 3) Varies from day to day, but usually something along the lines of: Wake up, coffee, sit down and do emails/messages/forums, check IRE servers, check in/meet with various teams across Achaea and IRE, meetings some days, Look through bugs/issues and handle anything pressing that's come up overnight, Work on various projects, go to bed. 4) Besides Achaea itself, we use git for source control, slack and skype for communication. Personally I do all my coding in vim. 5) Was started by @Cromm as a general project, and then we hired him to expand and customise it to our needs. A couple of years ago, we took development in-house, and it's mainly worked on by Garryn and myself. 6) Cromm started it in around 2010. As we've brought development in-house, we've not had to change a great deal of the core code, beyond what we've needed to do for functionality and performance reasons.
1. If you could do anything to completely shake up the achaean landscape for your own enjoyment, what would it be?
2. Has there been anything you've implemented/changed that you haven't been happy with after the fact?
3. If you had a day/week/month to implement a change or set of changes that you'd love to see, but just don't have the time to, what would be on the top of your list?
4. Are you happy with how Mayan crowns are currently earned, and would you be open to suggestions for them being obtainable in different ways on top of how they are currently distributed?
1) Global warming, raising the sea level 50'. Cyrene is now the last bastion of civilisation and all of the former cities have to try and claim the city as their own. 2) Many things, nothing is ever "finished" in Achaea, so we'll iterate over it until we're happy with it. Thinking back to a specific example, the herb and mineral split was probably a mistake, despite how well it fit roleplay-wise. It added an unneeded level of complexity and confusion to the game. 3) Would take much longer that a month, but rework large swaths of the game so that most/all skills could/would work on denizens and players. 4) Pretty much, yes. At the end of the day, they're a promo item designed to drive sales when we have them as the monthly promo. If they were easy to obtain in other ways, they wouldn't serve that purpose any longer.
Comments
2) Not massively, just required a small rework.
3) It does already, but the black on black just doesn't show on your client.
Results of disembowel testing | Knight limb counter | GMCP AB files
Results of disembowel testing | Knight limb counter | GMCP AB files
1) Does this mean that Runewardens are getting a damage nerf?
1b) Does this mean that monks are getting a PVE damage buff?
2) What is Inhibit's 'intended' purpose for Battlerage? I've yet to see it stop any denizen from actually healing itself with attacks.
If monks are getting PvE damage buffs, I'd be super happy, however if we're just nerfing Runewarden PvE damage across the board, I'm not so stellar about it. Generally because, from what I've seen... Tank > Damage in PVE simply due to the fact that they can take more enemies on at once than we can, and also generally have a larger health pool. Which means they can fight 2 enemies at once, where the glass cannons cry to themself at one.
Edit: Adding onto this I guess.
3) What are the odds that we can get the Historical Golden Window to show the events of how the Divine died during the War of the Worldreaver? Or even the description of those that have died?
Each class will get a modifier to their damage base on their survivability and utility, some will be higher (buffs), some lower (nerfs), based on their distance from the mean.
Inhibiting a denizens healing will prevent it from healing itself for a short time. Some denizens are active healers, (as in they'll recover health mid-fight), others heal when theirs no target in the room. The battlerage affliction will prevent both (and can be paired up with other battlerage abilities for additional effect)
Think again boss man.
Penwize has cowardly forfeited the challenge to mortal combat issued by Atalkez.
This doesn't seem to be the case then. Inhibit just uh.. sort of lets Denizens still heal mid-fight. The Vertani Priestess, Will-o-wisps in UW, Red scorpions. Even if they're smacked with Inhibit, they'll still smack you and heal ridiculously fast. Unless, of course, this only disables the 'healing' when it isn't in the form of an attack. Which makes this affliction much.. much less useful and borderline useless to most monks until end-game (wherein you'll probably be fighting honour mobs as dragons, anyways).
2. How many people code for Achaea on a daily basis
3. whats your average daily routine? In terms of both your lifestyle and how you prioritize your coding for Achaea ( new projects, bugs, dealing with emails/msgs, daily meetings with the other developers)? Basically describe your day to me so I know whether I should be jealous of you or grateful or both
4. What tools do you and the other developers use? ( IDEs, source control, collaboration tools)
5. Who wrote the Achaea client and is he/she doing it all by himself as a full time hire or contract or what.
6. When did they start writing the client? And are you happy with the structure in which it was developed? Happy with Jquery approach over other JavaScript frameworks?
2. Has there been anything you've implemented/changed that you haven't been happy with after the fact?
3. If you had a day/week/month to implement a change or set of changes that you'd love to see, but just don't have the time to, what would be on the top of your list?
4. Are you happy with how Mayan crowns are currently earned, and would you be open to suggestions for them being obtainable in different ways on top of how they are currently distributed?
2) 2, Makarios and I, but my time is spread of a slew of other areas, so I don't get as much coding time as I would like.
3) Varies from day to day, but usually something along the lines of: Wake up, coffee, sit down and do emails/messages/forums, check IRE servers, check in/meet with various teams across Achaea and IRE, meetings some days, Look through bugs/issues and handle anything pressing that's come up overnight, Work on various projects, go to bed.
4) Besides Achaea itself, we use git for source control, slack and skype for communication. Personally I do all my coding in vim.
5) Was started by @Cromm as a general project, and then we hired him to expand and customise it to our needs. A couple of years ago, we took development in-house, and it's mainly worked on by Garryn and myself.
6) Cromm started it in around 2010. As we've brought development in-house, we've not had to change a great deal of the core code, beyond what we've needed to do for functionality and performance reasons.
2) Many things, nothing is ever "finished" in Achaea, so we'll iterate over it until we're happy with it. Thinking back to a specific example, the herb and mineral split was probably a mistake, despite how well it fit roleplay-wise. It added an unneeded level of complexity and confusion to the game.
3) Would take much longer that a month, but rework large swaths of the game so that most/all skills could/would work on denizens and players.
4) Pretty much, yes. At the end of the day, they're a promo item designed to drive sales when we have them as the monthly promo. If they were easy to obtain in other ways, they wouldn't serve that purpose any longer.