Update 1.4 - August 3, 2012

A preview of the newest features and previous build notes.

Re: Patch 1.4.0 - PREVIEW

Postby Marney » Sat Jul 28, 2012 2:10 pm

Huh. I was wondering the same thing Peter was, but I like Pfaff's hypothesis (with reservations). It's simple and significant, but would still be totally at the discretion of individual guilds.

How often would it be used, though, in practice? Guilds don't lose anything by granting access to favors, and presumably they would want everyone, including mercs and recent recruits, to work at their full potential. So why would anyone not be promoted to full member at once?
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Re: Patch 1.4.0 - PREVIEW

Postby Peter34_merc » Sun Jul 29, 2012 7:45 am

Yes, it does sound like a plausible implementation, but I agree that the guild loses nothing by giving the Favor bonuses to mercs, and in fact if I were a merc, I'd insist on getting the bonuses as a condition for joining a guild to help with their tricky raids.
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Re: Patch 1.4.0 - PREVIEW

Postby CodeMonkey » Sun Jul 29, 2012 11:32 am

There is no functional difference between initiate and member. The rank exists solely so that the gm/officers can tag newer recruits differently and assess their performance before promoting them to regular members.
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Re: Patch 1.4.0 - PREVIEW

Postby NikoNarf_1 » Sun Jul 29, 2012 10:56 pm

What is an "inventory cap"? Does this mean high level characters cannot participate in lower level raids? This could have a very negative impact on our closely knit guild with wide array of might values ranging from 2k to 9k.
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Re: Patch 1.4.0 - PREVIEW

Postby Hotasfire0Coolasice » Sun Jul 29, 2012 11:12 pm

I believe inventory cap means you cannot hold XXX items at a time, and must rid of them.
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Re: Patch 1.4.0 - PREVIEW

Postby NikoNarf_1 » Sun Jul 29, 2012 11:29 pm

Ah, yes. Makes sense. Any chance gems will collapse like potions and runes in inventory? So if I have three +4 health gems, they use one inventory slot?
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Re: Patch 1.4.0 - PREVIEW

Postby Peter34_merc » Mon Jul 30, 2012 12:21 pm

Little_Mike wrote:RPP bonus no longer resets when switching phases. It also no longer resets if you exit to the map screen. The bonus will reset if you enter a different zone location, however.


While I am really looking forward to Onslaught (thanks for implementing my suggestion!), I've become increasingly impatient for this to arrive. I am now sick and tired - deeply sick and tired - of the Raiding metagame, where each player tries to maximize his RPP, by lurking untul there is a "phase rollover" so that he can do a string of raid fights and escalate his RPP total.

Thank you for removing that. It was intensely stupid design, to have the RPP escalation reset after each "phase rollover", and I can't wait to see it gone!
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Re: Patch 1.4.0 - August 3, 2012

Postby Little_Mike » Fri Aug 03, 2012 10:23 am

Final build notes have been posted.
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Re: Patch 1.4.0 - August 3, 2012

Postby Celestial_Cavalier » Fri Aug 03, 2012 1:28 pm

Is it just me or server still down?
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Re: Patch 1.4.0 - August 3, 2012

Postby Lady_Katy » Fri Aug 03, 2012 1:32 pm

They are still down. They should be back up soon. I'll update here when they are. Sorry for the delay!
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