Author Topic: AVWW Post-Release 1.013-1.015 "Nightmare Octopi" Released!  (Read 6196 times)

Offline Tallgeese

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Re: AVWW Post-Release 1.013 "Nightmare Octopi" Released!
« Reply #15 on: May 10, 2012, 12:39:49 am »
Keith: Bah to me, I should have written that a different way.

What I meant was that you're essentially instituting the cap anyway after a point, since for most people it really will not be worth it after... I would say about 100 raw CDR (50% real)? If you have to sink 50 more CDR into that to get an extra 10% of real reduction, you may as well have put in a CDR enchant cap and lowered the numbers since I cannot imagine most people caring about higher CDR numbers at that point. Just make the guardian scroll effects ignore the cap.

That's just me though.

Quaix: I like your Haste Rating idea, why not. Though I'd make the enchants just show the Haste Rating, and have your status screen show you what your total translates into.

Though for the record, you are highly incorrect about D2. Diablo 2's damage reduction is linear with a cap. There's just multiple kinds. You're thinking of defense, which influences if you get hit at all and uses a more complex equation than what you have stated.
« Last Edit: May 10, 2012, 12:41:37 am by Tallgeese »

Offline Quaix

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Re: AVWW Post-Release 1.013 "Nightmare Octopi" Released!
« Reply #16 on: May 10, 2012, 12:46:44 am »
Quote
Though for the record, you are highly incorrect. Diablo 2's damage reduction is linear with a cap. There's just multiple kinds. You're thinking of defense, which influences if you get hit at all and uses a much more complex equation than what you have advertised.

You're right, I was thinking of defense, which uses the n/(n+x) formula at its core.

Offline Tallgeese

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Re: AVWW Post-Release 1.013 "Nightmare Octopi" Released!
« Reply #17 on: May 10, 2012, 12:53:29 am »
Ehhh... true enough, I suppose. It actually makes N attack rating and X defense, and then tosses in level calculations, which makes it quite silly. Doubling your defense is actually borderline useless (well, unless it was high to begin with. At that point you just used skills that tripled it for you at the high end)!

Sorry for the pedantry, I just like mechanics chat.
« Last Edit: May 10, 2012, 12:56:35 am by Tallgeese »

Offline nanostrike

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Re: AVWW Post-Release 1.013 "Nightmare Octopi" Released!
« Reply #18 on: May 10, 2012, 01:24:47 am »
So....with Meteor Defense missions and Nightmare Octupii....

I currently can't beat an Ocean Shallows Meteor Defense mission because the Octopus' all flew to the top of the screen and won't come down.  This needs looked at.  LOL.

In general, I think they might need looked at.  My computer can handle it, but my brother's machine was lagging like crazy because the Octopii were literally filling the screen with their bullets while hovering up outside of our range.  Not fun at all.





EDIT: Also Warp Gates in the Ocean Shallows and Ocean aren't working properly.  They either freeze at a screen that says "Creating Chunk" before dumping you back to where you were...or crash the game.

What's worse is that those "Passage to Deeper Dungeon" passages will often let you go down, but not come back up.  And since Warpgates don't work...you're boned.

I've lost 3 characters that way.  I'm not exploring the ocean caves until this is fixed up.
« Last Edit: May 10, 2012, 01:42:13 am by nanostrike »

Offline Penumbra

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Re: AVWW Post-Release 1.013 "Nightmare Octopi" Released!
« Reply #19 on: May 10, 2012, 01:56:18 am »
And since Warpgates don't work...you're boned.

While you can't enter them, you can still use them. Just stand over them and pause. Then, teleport away!

Offline nanostrike

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Re: AVWW Post-Release 1.013 "Nightmare Octopi" Released!
« Reply #20 on: May 10, 2012, 02:08:05 am »
And since Warpgates don't work...you're boned.

While you can't enter them, you can still use them. Just stand over them and pause. Then, teleport away!

I didn't remember that.  Thanks for the workaround solution.  It was too late for my characters, though!  Three poor ghosts, stuck somewhere in the glitchy undersea caverns for all eternity.

Offline Misery

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Re: AVWW Post-Release 1.013 "Nightmare Octopi" Released!
« Reply #21 on: May 10, 2012, 02:14:19 am »
So, pretty good patch for the most part, but......

.....is it just me, or did Overload enchants just become completely worthless?

I had one that was..... what, 70%, as it's only effect.   It was rather useful.

Now though..... 70% has next to no effect (.......and is listed as 70% *and* 40 %?  What?).  Removing it and testing the same spells.... the difference is barely noticable.   This isnt THAT big of a deal..... but it's going to make some fights (sea worms!) muuuuuuuuuuuuuch more tedious due to things taking 8 bazillion years to die, since on this continent I'm using Energy Orb instead of Plasma Bolt (which seemed like the only thing to produce real damage WITHOUT that enchant).

Also I dont understand these "active total" things whatsoever.   Even if I only have exactly ONE enchant producing an effect, the two numbers are still always different.   .....which one is the actual number?   It's very...... confusing.

.....ugh.  Yeah, I could stare at these numbers all day, and I'm not gonna have a clue as to what they mean.


EDIT:  .......or, the Sea Worms..... take slightly less time to die now?   What?   But the recharge rate..... mana.... damage level......

ARGH MATH *splode*


.....AKA, I'm finding the stats a little confusing here.    :P

Also HOLY CRAP that's what the octopi look like?!?  Just ran into one.   Freakiest looking monster indeed.  I see where it gets the "nightmare" part of it's name.
« Last Edit: May 10, 2012, 02:23:07 am by Misery »

Offline MouldyK

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Re: AVWW Post-Release 1.013 "Nightmare Octopi" Released!
« Reply #22 on: May 10, 2012, 06:41:15 am »
Overall, I find the whole entire system weird now and although I might get used to it eventually, it seems like it is a puzzle piece in a huge jigsaw about the stats which we have yet to see yet and might work better when other things are implemented. But of course, that is the risk of checking out betas I guess.

Another risk of betas is the fact that because of the Lower Dungeon Glitch and Sea Warp Gates Glitch and other factors, this release will not see me play it, i'm afraid. Maybe the fact it's the 13th release has to do with the problems? :p


But let us hope all this gets fixed soonish and the game feels more playable.



Might have to take a week away from the betas and just read about them...or just take these 2 days off to play other games, then return on the weekend.

Offline keith.lamothe

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Re: AVWW Post-Release 1.013 "Nightmare Octopi" Released!
« Reply #23 on: May 10, 2012, 09:25:58 am »
The "ratings" idea had occurred to me (straight out of WoW, yea) but I was trying to avoid having them appear to be a new stats.  I probably went through a dozen different formats for displaying both the "this is the absolute magnitude contributed by this item" and "this is how much effective benefit you're getting from everything active".

I'll probably call the damage-reduction one "Deflection" or something like that.  May just use "Haste" for the cooldowns one.  I don't think it needs to say "Rating", the name difference and the lack of the % on the first number is probably enough distinction.
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Offline x4000

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Re: AVWW Post-Release 1.013-1.014 "Nightmare Octopi" Released!
« Reply #24 on: May 10, 2012, 10:07:48 am »
UPDATE: 1.014 has some various fixes related to the prior version.  Sigh -- sorry about this, it isn't our norm to be in this pattern.  But that's part of why we do betas of even post-release content!
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Offline x4000

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Re: AVWW Post-Release 1.013-1.015 "Nightmare Octopi" Released!
« Reply #25 on: May 10, 2012, 10:48:00 am »
UPDATE: 1.015 has a fix for a fairly uncommon unhandled exception in the prior version that we nonetheless didn't want out there in the wild (there are enough players now that even an uncommon exception gets hit pretty fast).  This one also fixes a longer-standing issue with having too many robots to choose from compared to other time periods.
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Offline Penumbra

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Re: AVWW Post-Release 1.013-1.015 "Nightmare Octopi" Released!
« Reply #26 on: May 10, 2012, 11:22:01 am »
This one also fixes a longer-standing issue with having too many robots to choose from compared to other time periods.

YAY!!!!  :D

Offline x4000

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Re: AVWW Post-Release 1.013-1.015 "Nightmare Octopi" Released!
« Reply #27 on: May 10, 2012, 11:28:30 am »
We thought that one would be popular. :)
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Offline nanostrike

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Re: AVWW Post-Release 1.013-1.015 "Nightmare Octopi" Released!
« Reply #28 on: May 10, 2012, 12:32:24 pm »
I'm still having Nightmare Octupus enemies sticking at the very top of the map during Meteor Swarm missions, making them impossible to complete (Outside of Crate Jumping...).

Any chance of having that looked at?  Normal flying enemies on those missions seek you out, but the Octopi seem more than content to just hover back and forth up there.

Offline Calli

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Re: AVWW Post-Release 1.013-1.015 "Nightmare Octopi" Released!
« Reply #29 on: May 10, 2012, 03:11:44 pm »
Quote
Fixed an issue in the surface tunnels of some ocean shallows regions where it was possible for an all-underwater cavern to not be connected to the surface. This won't fix already-generated chunks, but it will prevent the issue from happening again even in existing worlds.

Does this also solve the problem of continental shelf (and shallows) regions not having side passages at all, despite indications on the dungeon map to the contrary?