no free orb in inventory again after genesis this week. 2 weeks in a row
Hey AGS, I’m absolutely in love with you quick response to the Hatchet “Exploits”. They have been out for a week and are already Fixed. But not only that, you even fixed two mayor Gamebreaking Bugs for War (Movement+DoubleListing). Thank you so much for that. <3
I really hope you will keep on doing this “Hand’s On, ASAP” Problemsolving when Mayor Bugs or Exploits arise. It’s way more damaging to the Community and Game if Exploits are available to be abused, they most often tend to cause longterm Unbalances, therefor, if you guys don’t see a way to make a “Quickfix” for any upcoming Bug/Exploit (which can allways happen, Nobody is Perfect), disable the feature and take your time.
So far I can only say, AGS, you are taking mayor steps in the right direction. Thank you.
Myself and others in forums are reporting consistent crash errors every few minutes after the most recent patch. Here’s my post Getting crash error a few minutes in every time I log in
Got my first movement bug in a dungeon ever after the patch.
It’s a minor update; you saw how it went from 1.3.1 to 1.3.2?
It’s a hotfix, not a full update. Which is why…
Thank you AGS for bringing back the bug where crafting stations don’t recognize materials in storage. I really really missed having to carry around all my materials when crafting! /end sarcasm
UPDATE: It only happens in certain circumstances and goes away and comes back at will.
Got my normal three juniper bags (or whatever they are called), opened them.
No diamond orb things inside.
Looks like the internal timer screwed up again and back to counting 24 hours from last opening rather than daily.
Please fix all these hidden timers to reset ALL at 3am. It’s annoying as hell never knowing what timer or cooldown is when every day. It also means if my log in pattern changes (like it does most days) I am excluded from most of the things I want to get done that day because of the timers. Chests ? nope sorry, you did those later yesterday so nope. Diamond? oops, we broke those again.
I’ve noticed that if you have 3 diamonds in your inventory or stash the bags won’t always give diamonds. If I hit the kiln once a day after getting 3 I don’t get robbed (or haven’t yet).
Would appreciate if the full comprehensive list of updates could be included in the patch notes.
Was dynasty nerfed at all? I hope it was not tuned. My team and I grinded hard to get to M10 and it would be a shame to have a perfectly good challenge made trivially easy just because people complained.
This game needs to go to 2.0 asap, minor patches dont cut it. And with this minor patch, they actually introduced a new bug where PPL use up their mutation orbs when they try and open a Regular Gen run (its M1), so it was probably for the best not to add patch and add more bugs
I have no clue what purpose the rapier is supposed to fulfill. In it’s pre 1.3.2 state, it has a decent amount of mobility that at best attempts to cover up for an amazing lack of damage and grit.
Post 1.3.2, the mobility is nerfed in an attempt to combat people who swap, burn CDs to run away, and then go back to a main weapon. Unfortunately longer CDs won’t affect this. The functionality is the same, you just cant spam it. It still has terrible damage, little to no grit, and no cc utility.
So the rapier isn’t meant to be a main melee weapon, you just removed all chances of countering cc. You don’t want it to be an escape weapon, yet you hardly touched that aspect of it. It’s not a cc tool, and it’s got no buffs or debuffs. Poor base scaling because of dual stats. Worst melee tracking in the game.
Why would I pick a rapier as a weapon post 1.3.2? It already is a secondary at best due to poor balancing, this just hurts it. The weapon has no identity. I’ve put 800 hours into trying to play it, only to realize that you (the devs) don’t seem to have an idea of what it’s supposed to do. Any feedback on the place or purpose of the rapier in the game would be great.
Why updates comming on Gaming time and not in the Night?
this was pretty obvious to me the items would be legendary.
Fact 1 - It is an end game version of the Dynasty.
Fact 2 - It has been known by EVERYONE that read previous Dev’s info that the MUTATIONS would be and well… ARE end game type content and for that reason provided END GAME LOOT…
cheers & why?
Pretty obvious? It could have been any number of scenarios:
A) items are fixed, 600 becomes legendary.
B) items are deleted because they shouldn’t exist at 600 without legendary
C) items stay at purple 600, but now you need to do dungeon again for legendary version
D) items downscaled to 599 because they should be 600 without being legendary
E) not named items, but dungeon specific items (with two perks guaranteed) could be any option in addition to or separate to the above
Etc etc
We had no idea how it was going to be fixed, there has not been a situation where new named items were added and were not correctly applying third perk to compare a bugfix to my knowledge.
All I wanted was communication or even acknowledgement of the issue prior to the patch, which is apparently an insurmountable task
Servers suffering a lot more hiccups/rubberbanding, started occuring after the merges & ‘server stability’ patch. Most noticable in OPR, reported by multiple people in my group
These two downtimes specifically:
Luxendra patch post #1
They need way more staff to do that.
Please fix this bug, it’s already 2 weeks old. Items that are in stock are not displayed, neither when trying to sell them at auction, nor when crafting. Sometimes restarting the game helps, but I want to play normally without these problems. Thank you!
once again you have failed with your server merges. we had a med pop server you brought 5 other servers into with enough notice that when they merged in they worked together and we went from a balanced server to 2 factions combined not equaling the 3rd faction numbers and the 3rd fatcion fired war after war after war constantly until they claimed the money territories, geared up with tax money, and proceeded to hold all but 3 territories on the map(given another two weeks would probably have owned them all). our med pop server proceeded to drop in population steadily from 1k players post merge down to under 500 players at max peak. then you proceed to merge us into another server once our numbers were low, but guess what, the same pvpers that drove all those players off our server have come with the merge and now are proceeding to do it again, merge i 3 days old and people are already transferring off the server and quitting your game. we are down 100 logins a night since the second merge already. what you are doing isnt working. its just making people quit, if you continue this train of though you are on, dead game in under a year. sad because it had so much potential.
Please fix before Feb Update:
Current Tool 19% Quantity / 9.1% Rare find / 38% Durability
Big nodes 7 strikes
Small Medium nodes 6 Strikes
New Tool : 19% Quantity / 9.1% Rare find / 23% Mining Efficiency
Big nodes 7 strikes
Small Medium nodes 6 Strikes
clearly the 23% isnt applying otherwise the Big nodes would be 5 Strikes and the Small/medium nodes 4 Strikes
