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  #61  
Old 10-28-2011, 02:46 PM
Terpuntine Terpuntine is offline
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Honestly, you should all listen to what Lovely has to say he's the only one of you degenerates that did it big on beta. at this point he knows more than all of you about this server.
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  #62  
Old 10-28-2011, 02:51 PM
Lasher Lasher is offline
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Im just going to roll what ever lovely rolls and try to get the same gear he gets
  #63  
Old 10-28-2011, 02:51 PM
Dfn Dfn is offline
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Daefuin

Release server on originally scheduled 28th (today) or second date, Nov. 4th. The changes are coming so slowly that it will be next July before the server is fully ready. The only change that really needs to happen for the server to be truly playable is the dynamic level range fix.
  #64  
Old 10-28-2011, 03:53 PM
Rust1d? Rust1d? is offline
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I say release it now and patch as we go along. I was going to play last night but there are only 28 people on. The only way to really expose bugs etc is to release it and just fix things as we go. It is Friday night. I wanna play till 4am [You must be logged in to view images. Log in or Register.]
  #65  
Old 10-28-2011, 04:04 PM
juicedsixfo juicedsixfo is offline
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Hey idiots, it was already stated in the OP that it's going to be mid November. This thread isn't about begging for release while there's still bugs to be played out. Play on the beta and contribute or sit the fuck out and wait till it's ready.
  #66  
Old 10-28-2011, 04:21 PM
veto veto is offline
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ya thats not even on, but no you missed it
  #67  
Old 10-28-2011, 05:08 PM
Lazortag Lazortag is offline
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My in-game name is Wolfram (on the red server; 35 Bard) and I tested resists quite a bit on him. Currently it seems that resists are not top-heavy enough for mezzes and snares, while non-CC spells like Fufil's Curtailing Chant (bard dot) are resisting as much if not more than CC spells. There needs to be a distinction between these types of spells in terms of which ones resist more. Most of my data/conclusions is here: http://www.project1999.org/forums/sh...ad.php?t=52223

If you browse these forums you'll see there's a fair bit of agreement on the need for a different, more classically accurate resist system. At the very LEAST a spell like snare should resist more than a non-CC spell. As of now this doesn't seem to be the case with my testing.

Also all of my testing was fairly recent, in case that wasn't clear.
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Last edited by Lazortag; 10-28-2011 at 05:11 PM..
  #68  
Old 10-28-2011, 05:23 PM
Tombom Tombom is offline
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To all these nerds crying to release the server NAOW!!!-

Grow up and get some patience, if you really want this server to succeed, and not just be your personal 40 person playground, give it time!! Let the promo videos make some waves on forums across the internets, set a positive face on the server and get everything in place. A solid launch in nov or dec is soooo much more satisfying than a ninja launch now kk thxby thas all
  #69  
Old 10-28-2011, 05:32 PM
ChubbyBubbles ChubbyBubbles is offline
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In game : Fuzzycandy 27, shaman

Spell System - Generally Good / Bad? Any tweaks needed?
Finding the spell system to be good. Though i haven't been lvling alot so I have not tested all the lines of shammy spells.

Dynamic PVP System - Since it's been working now.. Good / Bad?
Love the idea. Did not like how it worked before. Has been working MUCH better recently. System allows for everyone in a fight to actually be involved, instead of fef immy healers n such =)

PvP Range
I would prefer a 5-6 pvp range instead of the scaling. Keeping it one level range across the board makes things a little bit easier in my opinion.

*Only problem I have so far to discuss is the overwriting of SoW from 'snare' effect spells. I don't remember if it was classic or if it is even an intended product of the resist system we have, but I do dislike it. Is it entirely impossible to have 'snare' effect spells on a different resist table than the other spells to compensate for movement spells like sow being overwritten?

Just my thoughts.
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  #70  
Old 10-28-2011, 05:32 PM
Null Null is offline
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Quote:
Originally Posted by Lazortag [You must be logged in to view images. Log in or Register.]
My in-game name is Wolfram (on the red server; 35 Bard) and I tested resists quite a bit on him. Currently it seems that resists are not top-heavy enough for mezzes and snares, while non-CC spells like Fufil's Curtailing Chant (bard dot) are resisting as much if not more than CC spells. There needs to be a distinction between these types of spells in terms of which ones resist more. Most of my data/conclusions is here: http://www.project1999.org/forums/sh...ad.php?t=52223

If you browse these forums you'll see there's a fair bit of agreement on the need for a different, more classically accurate resist system. At the very LEAST a spell like snare should resist more than a non-CC spell. As of now this doesn't seem to be the case with my testing.

Also all of my testing was fairly recent, in case that wasn't clear.
I am pretty sure that it was your sample size, 10 casts isn't always going to reflect resist rate very well. I will be on later if you want to do it again with a larger sample size. I can assure you though that snare spells will -always- resist more an non-cc spells over time.
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