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Gaining in the new "Close Combat" melee weapon skill

Posted: Wed Nov 03, 2004 7:02 pm
by varelse
Since I am at work and can't test this, is the issue with not being able to gain in this skill (by crafting magic amps) fixed in the live version of the patch?

I noticed a few days ago that skill gain in this new branch did not seem to be possible, and one of my guildmates mentioned it to a GM, who looked into the matter and confirmed that crafting xp (of any kind!) was not being raised by crafting magic amps on the ATS.

Re: Gaining in the new "Close Combat" melee weapon skill

Posted: Wed Nov 03, 2004 7:14 pm
by shrike
Sadly, NO. You cannot advance in the close combat crafting tree currently.

Which is extremly annoying. No idea how it's on the other servers, but we have in addition to this very heavy lag on euro-english, too.

Those two things seem to be the main bugs with the patch so far.

Re: Gaining in the new "Close Combat" melee weapon skill

Posted: Wed Nov 03, 2004 8:49 pm
by varelse
Thank you, Shrike, for the quick response, even if the answer is not what I was hoping to hear =(

I believe this issue could have been caught in time to fix it before the patch went live - if we had all had our developed characters on the ATS from the outset.

Sure, there are skill gain issues in the lower levels that we might catch as newbies, but no one was going to find this problem, or any other bug, by leveling up to 50+ in crafting on the ATS. Too many of us are barely able to find time to play on the live servers, let alone level up on the ATS.

I hope in the future that testers will have access to at least a copy of one of their higher level characters on the test server, since we simply will not catch most of these problems without having that.

I would also like to see access to the test server opened up to more players. I understand that the whole player base cannot be allowed access to the ATS and I even get why that must be so, but I am concerned that there just aren't enough of us ATS players using our access to test the new patches and content.

Opening up the ATS to a set of say, 100 or so applicants in a manner similar to that of the beta application might help Nevrax by creating a larger population of volunteer testers on the ATS. Reviewing ATS access status periodically to see who's actually logging on and who's still got an active account would also help keep a useful population level on the ATS.

Remember, Nevrax, if we can catch stuff like this quickly enough, we can save everyone a whole lot of grief when the patches and content go live!

Re: Gaining in the new "Close Combat" melee weapon skill

Posted: Wed Nov 03, 2004 10:03 pm
by usinuk
varelse wrote:Thank you, Shrike, for the quick response, even if the answer is not what I was hoping to hear =(

I believe this issue could have been caught in time to fix it before the patch went live - if we had all had our developed characters on the ATS from the outset.

Sure, there are skill gain issues in the lower levels that we might catch as newbies, but no one was going to find this problem, or any other bug, by leveling up to 50+ in crafting on the ATS. Too many of us are barely able to find time to play on the live servers, let alone level up on the ATS.

I hope in the future that testers will have access to at least a copy of one of their higher level characters on the test server, since we simply will not catch most of these problems without having that.

I would also like to see access to the test server opened up to more players. I understand that the whole player base cannot be allowed access to the ATS and I even get why that must be so, but I am concerned that there just aren't enough of us ATS players using our access to test the new patches and content.

Opening up the ATS to a set of say, 100 or so applicants in a manner similar to that of the beta application might help Nevrax by creating a larger population of volunteer testers on the ATS. Reviewing ATS access status periodically to see who's actually logging on and who's still got an active account would also help keep a useful population level on the ATS.

Remember, Nevrax, if we can catch stuff like this quickly enough, we can save everyone a whole lot of grief when the patches and content go live!
Actually, you can copy your char directly over the ATS; it may be a few days old but still works at current level.

Unfortunately, most of the really bad bugs WERE reported to Nevrax prior to the patch. The CC advancement bug they were aware of for at least a couple of weeks through reports - apparently in 3 different languages, I got a nice German guy responding to my post on the EE board. Other bugs were also duly noted, through the 'support' features as well as the board.

However, I agree on your sentiments regarding a larger ATS population; we need incentives to get people over there.

There are many of us willing to spend time testing and catching bugs, but if our input is continuously disregarded (as it appears it was for this patch), and simple features like a known bug list are too much trouble for the powers that be to post, well, I have a hard time sympathizing with the devs for today's roasting. Launching a major balance change without communication was bad enough; putting out a patch that has more bugs than it fixes - shrike hasn't talked about the crafting and mission bugs yet, and there are several - when they were warned about it is something else entirely.

Re: Gaining in the new "Close Combat" melee weapon skill

Posted: Wed Nov 03, 2004 11:22 pm
by jjm152
usinuk wrote:Actually, you can copy your char directly over the ATS; it may be a few days old but still works at current level.

Unfortunately, most of the really bad bugs WERE reported to Nevrax prior to the patch. The CC advancement bug they were aware of for at least a couple of weeks through reports - apparently in 3 different languages, I got a nice German guy responding to my post on the EE board. Other bugs were also duly noted, through the 'support' features as well as the board.

However, I agree on your sentiments regarding a larger ATS population; we need incentives to get people over there.

There are many of us willing to spend time testing and catching bugs, but if our input is continuously disregarded (as it appears it was for this patch), and simple features like a known bug list are too much trouble for the powers that be to post, well, I have a hard time sympathizing with the devs for today's roasting. Launching a major balance change without communication was bad enough; putting out a patch that has more bugs than it fixes - shrike hasn't talked about the crafting and mission bugs yet, and there are several - when they were warned about it is something else entirely.

My lord... they went through the whole hassle of moving the magic amps out of 1h-melee crafting to their own tree to "solve" the XP bug... and then they didn't even bother to see if it *worked*

And to top it all off people have been telling them it was broken for atleast a couple of weeks?

Ugh... what the hell is wrong with these people. I was under the impresson that the purpose of a company was the *earn money* not alienate their customer base.

Here is a heads up to you Nevrax guys: Next time DO NOT STATE THAT THE GAME WILL BE PATCHED ON XX DAY.

Seriously, this is a mistake that never should have been made just by following procedures that other MMORPGS have laid down over the last few years. I think maybe they were worried about loosing too many accounts if they didn't have the "patch" in on a specific time frame, however the net result was that it was rushed and put in with bugs and now the game is in arguabley worse shape than it was before. If their intention was to retain subscribers by releasing a patch, then well I think they borked it.

I really really don't get it, sometimes I really like this game, but thats mostly because I really like my guild-mates, but the developers are doing their damn best to drive me off. I don't want to hop into the "When WoW comes out..." crowd, but I can definately see why people keep saying that now...