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PATCH Patch Notes for May 5, 2019

Luthius

Developer
Staff member
#1
Patch Notes

Achievements Fix
  • Conducted a large audit of Achievements to update player's progress amounts and completions for achievements (will take roughly 30 minutes to perform after patch goes live)
  • Fixed a number of issues where player's total achievements were above the maximum number for each category
  • Aspect Mastery achievements should now track properly


Mastery Chains
  • Added a fix for Mastery Chains sometimes "disappearing" from player's paperdolls (they are still there, just not visible to the player)
  • Whenever a player travels (Recall/Gate/Moongate/Hiking) Mastery Chains should reappear on the player's paperdoll if they were not visible


Guild Boss Summoning
  • Players must now be at least Officer or Guildmaster rank in a guild to use the Boss Summoning mechanic on the Dungeons Guild page


Player Vendors
  • Fixed an issue where Player Vendors sometimes would not refresh their contracts (would stay at "1m remaining"


Neutral Ships
  • Cleared out a large number of neutral (non-aggressive) NPC ships that had their hulls lockpicked (which is now no longer possible as of last patch)


Murder Penalty Gump Resurrection
  • Players will no longer be able to resurrect inside a house they are not friended to when accepting a Murderer Resurrection Penalty window


Custodians
  • Fixed an issue where Custodians were not disappearing when bosses spawned
  • Fixed an issue where players could sometimes still Track custodians (players should not be able to)


Corpse Creek Contest
  • Fixed an issue where scoring update messages always listed each player's guild as the current leader (instead of the correct leading guild)


Targeting
  • Moving through a Moongate should now cancel any cursors players have up (such as spells / stealing / etc)


Boss Results
  • Added a new Boss Results system that displays how individual players and guilds performed against bosses
  • Players can view Boss Results by typing [BossResults in game
  • Any time a Boss is killed (which includes Mini-Bosses, Bosses, Shrine Bosses, Omni Bosses, and Event Bosses) the results of the boss fight are added to a list of fights that have occured over the last 30 days
  • Players can go back and forth and view previous boss kill details by clicking the "Previous/Next" arrows at the top left of the window
  • For a boss that has just been killed, players who were involved in the fight (either did damage or in the same guild as a player who did damage to the boss) must wait 5 minutes before the boss fight data is added to the list and is viewable
  • Once 60 minutes have passed since a boss has been killed, all players (regardless of involvement in the fight) will see results of the boss fight in their [BossResults menu
  • The delay in Boss Results being added is to prevent players from simply watching the results window and "raiding" groups have just finished bosses




Omni System
  • Changed the Summoning and Server-Wide announcement sound file for the Omni System
  • Fixed an issue where Omni Bosses were tethered to a 50 tiles radius of their spawn location (they now can roam freely through the Omni Lair)
  • Omni Bosses now summon Rift Cultists at various intervals for support

Omni Boss Mastery Chain Link Rewards
  • Completion of a Tome of Heroism now rewards the player with 3 Mastery Chain Links (previously was 2)
  • Omni Bosses now have 5,000,000 hit points
  • Omni Bosses no longer distributes 2 Mastery Chain Links on death
  • Omni Bosses now distribute 1 Mastery Chain Link each time 1,000,000 hit points of damage have been dealt to it, making for a total of 5 Mastery Chain Links to be distributed
  • For each 1,000,000 damage dealt to the Omni Boss, the system looks at which players inflicted that damage and randomly grants a player a Mastery Chain Link in their backpack, with chances matching their damage percentage amounts
  • For example, a player who dealt 100,000 damage (which is 10% of the 1,000,000 total) would have a 10% chance to get the Link
  • If the player who would get the link is either dead or no longer in the Omni Lair, their link will appear on the Omni Bosses' corpse and only that player or their guildmates will be able to lift it for 10 minutes (after 10 minutes any player can lift it off the corpse)



  • For Boss Results for the Omni Boss, damage amounts are broken down by Mastery Chain Links distributed (which is every 1,000,000 hit points dealt)
  • Players can click the Arrows in the upper right corner for the Boss Results window to see how each player and guild performed for each Mastery Chain Link awarded for the Omni Boss
 
#3
You guys went to a lot of trouble to fix not being able to cam / bot / track bosses and boss timers only to add a method for people to be able to bot it from the safety of their own home to within an hour timer.

if you want to display the stats for guilds running bosses can you please make it a singular event that happens once a day and adds everything for the 24 hour period.

this is just too easy to time and will be used by everyone who can write a script to take screenshots. including me, will start working on the bot now.
 
#4
You guys went to a lot of trouble to fix not being able to cam / bot / track bosses and boss timers only to add a method for people to be able to bot it from the safety of their own home to within an hour timer.

if you want to display the stats for guilds running bosses can you please make it a singular event that happens once a day and adds everything for the 24 hour period.

this is just too easy to time and will be used by everyone who can write a script to take screenshots. including me, will start working on the bot now.
I agree this is an issue. IMO this data should not be broadcast at all. If you weren't there, you shouldn't get access to this information. I don't care when it's updated, but my preference is only people who did damage to that boss gets it added to their list of boss battles. Or possibly participating guilds + players get this data. Definitely not everyone.
 
#6
Most of what you guys do is amazing. But you have got to stop with the constant health buff of bosses, mini bosses, event bosses, and Omni bosses.

I get you want the bosses to last longer, but more health isn’t the fix. All you are doing is making the end game content for massive guilds/alliance, and no one else.

The massive guilds/alliance already have the normal spawn of minis/bosses cammed 24/7 and they get 99% of them. So now they also get to raid every boss summoned by small guilds too?

Take the blizzard approach. Please. Most agree WoW isn’t what it used to be, but I think 99% agree they blizzard know how to do raids. Tune all the bosses for 10 players. You can keep the normal bosses how it is if you want so large alliances don’t cry that they don’t own everything.

But for summoner bosses.. it should be tuned for 10 players max. This allows you to make bosses challenging and not just free loot for a massive alliance. It can be instanced. After all, you still have to make it out of the instanced portion of the dungeon alive after you kill the boss.

For Omni boss.. tune it for 20 players(or whatever you deem).

But you have to think about everyone and not just the massive Zerg guilds that get every single boss. You need to have End game content for all of us. You’re changes to these bosses are making small guilds have zero options at the bosses.

And having to join with large alliances just makes all your awesome end game content trivial as you Zerg the boss.

Please!
 
#7
Most of what you guys do is amazing. But you have got to stop with the constant health buff of bosses, mini bosses, event bosses, and Omni bosses.

I get you want the bosses to last longer, but more health isn’t the fix. All you are doing is making the end game content for massive guilds/alliance, and no one else.

The massive guilds/alliance already have the normal spawn of minis/bosses cammed 24/7 and they get 99% of them. So now they also get to raid every boss summoned by small guilds too?

Take the blizzard approach. Please. Most agree WoW isn’t what it used to be, but I think 99% agree they blizzard know how to do raids. Tune all the bosses for 10 players. You can keep the normal bosses how it is if you want so large alliances don’t cry that they don’t own everything.

But for summoner bosses.. it should be tuned for 10 players max. This allows you to make bosses challenging and not just free loot for a massive alliance. It can be instanced. After all, you still have to make it out of the instanced portion of the dungeon alive after you kill the boss.

For Omni boss.. tune it for 20 players(or whatever you deem).

But you have to think about everyone and not just the massive Zerg guilds that get every single boss. You need to have End game content for all of us. You’re changes to these bosses are making small guilds have zero options at the bosses.

And having to join with large alliances just makes all your awesome end game content trivial as you Zerg the boss.

Please!
Are you really using WOW as something to compare to a game that was implemented years prior. UO is a sandbox experience...please leave WOW out of it.
 
#9
So omni hitpoints went from 750k to 5MM? It took the largest guild on the server roughly 15 minutes to kill the 750k one using a mass amount of phylacteries and they probably fielded the biggest group they were able to. 5mm hitpoints seems like a terrible idea even for a large guild, let alone a small one. Besides the obvious issues, how many people can dedicate 1.5 hours of straight gameplay? Let guilds that are able to effectively field enough members or alliance members have a legitimate chance at killing it in 60 minutes.
 
#10
Are you really using WOW as something to compare to a game that was implemented years prior. UO is a sandbox experience...please leave WOW out of it.
Why? Outlands content was created in 2018, way after WOW.. not years prior. It has content never seen in UO from 1998. It is not UO that we grew up with. In most ways, its a lot better. Id call it UO2. Completely different game.

And why wouldn't you take things that work really really really well in other games and adapt them to your game. Blizzard knows how to do end game content and raids really well. I would think it'd be a great idea to adopt some of that to Outlands end game boss sytstem. I think most PvE players would love a challenge with bosses as opposed to just zerging it with overwhelming numbers
 
#11
Instances are for games that restrict PvP so that players can't fight over content themselves. I can't even count how many "mini beefs" I've gotten into just hanging out in Maus3 prison that expand into interesting PvP interactions. If we didn't have open PvP we'd be asking for Maus3 instances so everyone can farm the same content. That's the antithesis of the Felucca Ultima Online spirit.
 
#12
The content you guys release is only for ZERG guilds now. There is very little single player rewarding system. All solo player can do is just to farm outside mobs while guilds are getting tons of shit.

But yes, I also think that there should be gump poping out after boss is dead ONLY for the people that dmg'ed it.
 
#14
Well if i wanna learn i gotta play with better people than me... im the GOD - there is nobody else who is better than me - rather play solo
 
#15
It is also possible to scale boss strength proportional to number of people. Every few minutes it can summon a wave of mobs which makes it immune, number increasing with more people. (which also have loot so its not dumb to bring a large crowd)
 
#16
Bunny I think your problem is that you want to play a single player game and show off your pixels to a multiplayer lobby.
This game has always and will always be about groups and interactions. The boss content is there for large guilds because there's not much else for large guilds to do other than pvp.
Try joining Sir, Path, BB, Prev, TRSH, one of the 3 Orc clans, Syn, ICE, shit start your own guild