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2/22/11 Patch Notes Version 16713

Yes there are still plenty of issues with lag and desync. This is in no way turns the game compeleltly around. HOWEVER it is a good first step. The servers from what I can see have not crashed since the patch so all in all not bad.

I won't be subbing until the lag and desync is fixed, but maybe some players can give us there ingame opinions on the patch.

 

Patch Notes for Version 16713



== Servers ==

* Fixed multiple issues (10) that can potentially be the cause for a player not to see interactive and spawned objects when changing zones (aka. desync).

* Fixed multiple issues (18) that can potentially crash zones and servers.

* Greatly improved the reliability and the speed of reconnection of server after restart. Reconnecting server now do not overload peers when starting.

* Added multiple additional diagnostic logging and profiling telemetry to servers to facilitate performance, lag, and crash investigation.

* Improved the performance of executing gameplay scripts on the server-side, and optimized many effects. Greatly reduced effect-related server lag and lag spikes.

* Fixed small potential server memory leak.

* Greatly improved NPC and monster gameplay effects evaluation on the server.

* Enhanced GM toolkit with additional information and action capabilities.

* It is no longer possible to create character with duplicate name by varying the avatar name case.



== General ==

* Change the default logging options to log less information and to re-use last log file instead of creating a new one for each gameplay session. Now playing Earthrise should not eat HDD space so fast. In the future the logging level may be reduced even further.

* User pass is no longer saved in windows registry as pure string without asking the user.

* Removed forgotten debugging "/trace" command, it was working improperly and was displaying data which was incorrect and confusing. We will be adding soon a proper network lag and bandwidth display and indicator to the Earthrise client.

* Optimized logging and fixed issues that were logging with high frequency.



== Crafting ==

* Fixed an exploit where unsuccessful crafting would return to the user more items that he invested in the process.

* Re-balanced the crafting system prices - Changes in formulas for calculation "Craft point" reward for Manufacture, Disassemble, Engineering processes. 

* Fixed an issue with the crafting dialog where some icons were getting unlocked when they shouldn't be.

* Fixed missing icons in the Crafting dialog information box when Engineering process is selected.

* Added a progress bar to the crafting process and a crafting summary display.

* Automatically try to return unused crafting items to the worktable so they are available for the next crafting request.

* Closing Crafting dialog while processing no longer causes problems.

* Disassembling two or more items at once now no longer reports successful outcome as failed.

* Added more detailed information about the crafting process result.

* Fixed client crash when recycling parts that contain "Derived ACh" resource.

* Crafting points reward increased with higher tier items. Crafting Points reward for crafting final items and modules are doubled.



== UI ==

* Top and bottom bars of the login and choose avatar scenes are now resized correctly.

* Teleport connections on the world map are displayed and organized in a more useful way.

* Usernames are properly trimmed of spaces when logging in.

* Items in bank now properly show item quality on their icon.

* Tooltips now are properly refreshed and display correct statistics when item durability is lowered.

* Deleting an email with attached items or credits now require confirmation from the player.

* Effects of Blueprints are now properly shown in item information tooltips for armors and weapons.

* Ctrl + mouse click on item in the player inventory sends items to Send Mail dialog and Vendor dialog, when selling items.

* Added missing icons for quest tokens.

* Updated descriptions on quest tokens.

* Fixed wrong description of resurrect PvP Invulnerability.

* Fixed number of typos.



== Combat ==

* Fixed some abilities that were displaying neutral targeting reticle and were damaging allies without using forced attack.



== Gameplay ==

* When quitting world/game is initiated the player should wait for 30 seconds. 

* Unstuck command now has 30 seconds wait time before executing, to prevent players that exploit it to escape from combat. Any player action, such as moving or changing mode will cancel the unstuck request.



== PvP ==

* Killing criminals and player killers will not affect avatar affiliation any more.

* Killing criminals will no longer award criminal karma.

* Fixed an issue when Criminal and Player Killer conditions were not removed even after the player Karma drops to 0.

* Fixed targeting to display proper targeting reticles and not require force attack on Player Killers.

* Fixed an issue that caused PvP Invulnerability buff not to disappear after leaving Demilitarized zones.

* Fixed an issue that caused PvP Invulnerability and Pacified buff to be multiplied and not removed or added at proper zones and after resurrection or login.

* PvP Invulnerability on resurrect now drops when player switches to battle mode. Avatars are now forced to exploration mode on resurrect.

* PvP Invulnerability buff applied after resurrection has duration reduced to 2 minutes.

* Fixed an issue that didn't apply Pacified buff and allowed avatars to enter battle mode in demilitarized zones.



== Economy ==

* Increasing vendor buy prices with 20% for parts

* Increasing vendor buy prices with 30% for resources and trash

* Increasing vendor buy prices with 40% for final items



== Quests ==

* Fixed quest exploit that allowed breaking quest logic by editing local files. Now the server doesn't trust the client for quest progression and tasks. 

Comments

  • vktra79vktra79 Member Posts: 34

    This patch addresses much more issues than I expected. Good job, Masthead.

    Many people are very skeptical here and I still don't understand their point, but the progress is visible in the past 2 weeks. Other indy companies need months even years to fix such kind of issues.

  • Mad+DogMad+Dog Member UncommonPosts: 784

    they are still idiots for releasing hte game in the state its in.

    image
  • SyrusSyiSyrusSyi Member Posts: 366

    Good Looks like this Mmorpg is gonna turn around i hope it does i wanna play it but im gonna wait a while

    Playing: Single player games |


    Awaiting: Wild Star |Blade & Soul | The Repopulation | The Elder Scrolls online | ArcheAge | Firefall | Survarium | Bless | Black Desert |


    Played: Guild Wars | Diablo 3 |The War Z | Runescape |World of Warcraft |Combat Arms |Perfect World | Rift | Fiesta | DC universe online | Aion | Age of Conan |Allods | Vindictus | The Secret World | Forge | Battle of the Immortals | Global Agenda| Cabal Online | Tera |

  • marinridermarinrider Member UncommonPosts: 1,556

    This patch is pretty amazing.  Hopefully Masthead can keep up at this rate and polish the game up to an acceptable state.  I've wanted to play this game ever since I heard about it, but I'm going to wait until its in a better state.

  • ArquitetoArquiteto Member Posts: 228

    Originally posted by vktra79

    This patch addresses much more issues than I expected. Good job, Masthead.

    Many people are very skeptical here and I still don't understand their point, but the progress is visible in the past 2 weeks. Other indy companies need months even years to fix such kind of issues.

    You have got to be joking. The patch is decent but not amazing giving the size of there dev team. Which is 5 times bigger than most indy companies.

    Lets not forget that most of the features of the game are still missing. Lag and desync is still there. Exploration rewards are already being pushed back to the beginning of march. There are also major balance issues. Such as aoe launchers that can one shot other players.

  • Agricola1Agricola1 Member UncommonPosts: 4,977

    I have to say the patch is a success, the game plays alot smoother than before and I'm getting a minnimum of 45 fps at peak times. Haven't experienced any desync or DMZ bugs, so far the patch has done nothing but fix problems. Also it's nice to see the unstuck has been addressed along with logoffskis.

    "Of all tyrannies, a tyranny sincerely exercised for the good of its victims may be the most oppressive. It would be better to live under robber barons than under omnipotent moral busybodies. The robber baron's cruelty may sometimes sleep, his cupidity may at some point be satiated; but those who torment us for our own good will torment us without end for they do so with the approval of their own conscience"

    CS Lewis

  • ArquitetoArquiteto Member Posts: 228

    Originally posted by Agricola1

    I have to say the patch is a success, the game plays alot smoother than before and I'm getting a minnimum of 45 fps at peak times. Haven't experienced any desync or DMZ bugs, so far the patch has done nothing but fix problems. Also it's nice to see the unstuck has been addressed along with logoffskis.

    Logofskis still exist. Just hit Alt+F4 and you instantly logout, but I'm sure they will fix it in the next patch. The Unstuck fix is huge.

    Lets hope these patches start coming more often so the players like myself will actually even consider spending $50 on this game.

  • EndDreamEndDream Member Posts: 1,152

    looking good!

    I like many players are waiting to see what people say after a few more patches before I decided to purchase the game. But it sounds like the people actually playing the game are pleased with the progress of this patch!

    Remember Old School Ultima Online

  • ExuberExuber Member Posts: 5

    Originally posted by Arquiteto

    Yes there are still plenty of issues with lag and desync. This is in no way turns the game compeleltly around. HOWEVER it is a good first step. The servers from what I can see have not crashed since the patch so all in all not bad.

    I won't be subbing until the lag and desync is fixed, but maybe some players can give us there ingame opinions on the patch.

     

    Patch Notes for Version 16713



    == Servers ==

    * Fixed multiple issues (10) that can potentially be the cause for a player not to see interactive and spawned objects when changing zones (aka. desync).

    * Fixed multiple issues (18) that can potentially crash zones and servers.

    * Greatly improved the reliability and the speed of reconnection of server after restart. Reconnecting server now do not overload peers when starting.

    * Added multiple additional diagnostic logging and profiling telemetry to servers to facilitate performance, lag, and crash investigation.

    * Improved the performance of executing gameplay scripts on the server-side, and optimized many effects. Greatly reduced effect-related server lag and lag spikes.

    * Fixed small potential server memory leak.

    * Greatly improved NPC and monster gameplay effects evaluation on the server.

    * Enhanced GM toolkit with additional information and action capabilities.

    * It is no longer possible to create character with duplicate name by varying the avatar name case.



    == General ==

    * Change the default logging options to log less information and to re-use last log file instead of creating a new one for each gameplay session. Now playing Earthrise should not eat HDD space so fast. In the future the logging level may be reduced even further.

    * User pass is no longer saved in windows registry as pure string without asking the user.

    * Removed forgotten debugging "/trace" command, it was working improperly and was displaying data which was incorrect and confusing. We will be adding soon a proper network lag and bandwidth display and indicator to the Earthrise client.

    * Optimized logging and fixed issues that were logging with high frequency.



    == Crafting ==

    * Fixed an exploit where unsuccessful crafting would return to the user more items that he invested in the process.

    * Re-balanced the crafting system prices - Changes in formulas for calculation "Craft point" reward for Manufacture, Disassemble, Engineering processes. 

    * Fixed an issue with the crafting dialog where some icons were getting unlocked when they shouldn't be.

    * Fixed missing icons in the Crafting dialog information box when Engineering process is selected.

    * Added a progress bar to the crafting process and a crafting summary display.

    * Automatically try to return unused crafting items to the worktable so they are available for the next crafting request.

    * Closing Crafting dialog while processing no longer causes problems.

    * Disassembling two or more items at once now no longer reports successful outcome as failed.

    * Added more detailed information about the crafting process result.

    * Fixed client crash when recycling parts that contain "Derived ACh" resource.

    * Crafting points reward increased with higher tier items. Crafting Points reward for crafting final items and modules are doubled.



    == UI ==

    * Top and bottom bars of the login and choose avatar scenes are now resized correctly.

    * Teleport connections on the world map are displayed and organized in a more useful way.

    * Usernames are properly trimmed of spaces when logging in.

    * Items in bank now properly show item quality on their icon.

    * Tooltips now are properly refreshed and display correct statistics when item durability is lowered.

    * Deleting an email with attached items or credits now require confirmation from the player.

    * Effects of Blueprints are now properly shown in item information tooltips for armors and weapons.

    * Ctrl + mouse click on item in the player inventory sends items to Send Mail dialog and Vendor dialog, when selling items.

    * Added missing icons for quest tokens.

    * Updated descriptions on quest tokens.

    * Fixed wrong description of resurrect PvP Invulnerability.

    * Fixed number of typos.



    == Combat ==

    * Fixed some abilities that were displaying neutral targeting reticle and were damaging allies without using forced attack.



    == Gameplay ==

    * When quitting world/game is initiated the player should wait for 30 seconds. 

    * Unstuck command now has 30 seconds wait time before executing, to prevent players that exploit it to escape from combat. Any player action, such as moving or changing mode will cancel the unstuck request.



    == PvP ==

    * Killing criminals and player killers will not affect avatar affiliation any more.

    * Killing criminals will no longer award criminal karma.

    * Fixed an issue when Criminal and Player Killer conditions were not removed even after the player Karma drops to 0.

    * Fixed targeting to display proper targeting reticles and not require force attack on Player Killers.

    * Fixed an issue that caused PvP Invulnerability buff not to disappear after leaving Demilitarized zones.

    * Fixed an issue that caused PvP Invulnerability and Pacified buff to be multiplied and not removed or added at proper zones and after resurrection or login.

    * PvP Invulnerability on resurrect now drops when player switches to battle mode. Avatars are now forced to exploration mode on resurrect.

    * PvP Invulnerability buff applied after resurrection has duration reduced to 2 minutes.

    * Fixed an issue that didn't apply Pacified buff and allowed avatars to enter battle mode in demilitarized zones.



    == Economy ==

    * Increasing vendor buy prices with 20% for parts

    * Increasing vendor buy prices with 30% for resources and trash

    * Increasing vendor buy prices with 40% for final items



    == Quests ==

    * Fixed quest exploit that allowed breaking quest logic by editing local files. Now the server doesn't trust the client for quest progression and tasks. 

    In a normal world these fixes are done during beta tests, because we all know that when you implement a new feature you will have many bugs coming with it which need to be ironed out. Now in bizzaro world a game is released without any features and all of them are implemented in release and ironed out in release. 

     * Fixed quest exploit that allowed breaking quest logic by editing local files. Now the server doesn't trust the client for quest progression and tasks.   

    ^^ No MMO ever had such sensitive data on client side on release.

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