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Call to Arms : DFUW


bingildak

Öne çıkan mesajlar

said:
I wanted to give you an update on what's happening on our end post launch.

After launch, our first priority was to fix all the bugs that surfaced after the launch population hit the server in multiple numbers than we had in beta. We addressed these bugs quickly using daily patches and we will continue to operate in this "patching often" mode for as long as we feel it's necessary.

Along with the bug fixing we have been performing daily performance optimizations, there’s another one going in today as well. We've attacked what our players refer to as "load lag" in these daily patches. We are able to do better optimizations now than we were able to in beta because, as I mentioned above, we have a much larger population playing under real game conditions and this gives us more and better data to work with. Performance is and will always be at the top of our priority list.

We're happy that the launch was as smooth as can be expected for an MMO launch. There were few problems, nothing big, or unexpected, and the servers have been running stable. This allowed us to be able to focus on the post-launch development schedule right away.

What's coming in the next few weeks:

This week we have a patch coming out that will fix/adjust the sounds. We took our player's feedback on a variety of sound issues and we've worked on improving things.

We've also been working on the following in parallel:

Markets, we have been working on them and will be ready to activate them in the game in one of the upcoming updates.

Dungeons: we're ready to start adding them to the game in regular updates.

We are working on adding more schools to the existing classes. We will be adding them as we complete them and the first one should be completed soon.

Ships: New ship types are on their way.

Mounts and Mounted combat: besides adding mounts to the game, we’re modifying the mounted combat system to be more useful and more fun.

We're also taking in all your feedback and re-prioritizing as needed based on that. We're planning to start interacting since we need more feedback on several issues, and we'll use the forums for that initially.

This was just an overview; we’ll be able to give you more details on what’s coming in the following updates.

Thank you for reading.
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said:
These are the patch notes for today's patch. In the "gameplay fixes" section some of the changes to the sounds and the performance optimizations were also discussed in the status update posted earlier today.

Gameplay fixes:

Performance optimizations via asynchronous loading. This will prevent a lot of FPS ‘hiccups’ in various situations.
Sounds: Fix for some environmental emitters playing too loud
Fix to equalize weapon reach for all races in all situations.


Clan member roster:

Clan member roster now shows the "open chat whisper" (online indicator!) button for both online and offline clan members. (Note: For offline members, and the player's own clan member, it's disabled).
The "online indicator" (chat whisper button) now displays a red/green "dot" overlay to indicate the online/offline status of the clan member.
The tooltip for offline clan members now displays the last time the clan member was online (not as a clock, or specific date/time, but as "x hours/days/weeks ago").
There is a new sort-button on the left menu bar to sort the list by online/offline status.
Online members will be sorted alphabetically, offline members will be sorted according to their last online times.


Feats:

The view limit of 20 unlocked feats in the feats list has been removed.
Progress numbers on feat icons now have a slightly bigger outline.
Changed so that a feat’s progress number is visible on the notification and on the feat tray.
Fixed a bug where exploration feats were not updating properly, in some cases.


Crafting:

Fixed so that when salvaging an item, no elements remain in the salvaging window
Fixed so that crafts that produce multiple items, will now show amount of items per craft on the recipe icon.


World:

Brushed up the Rockbanger and Goblin spawnpoints in Flaming Skull.
Brushed up the Bandit spawnpoint in Laugrul.
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elemantalitin dps çok deli oluo kesinlikle ama yanına gidince wariorun max 5-6 vuruşta alabilmesi lazım eşit gearda ve yaklaşık aynı proweesta.

ama uzaktan adam firebalları atmaya başladıysa zaten ne olduğunu anlayamadan yarı hpye düşüosun. bende warrior olarak elementalist olsaydım keşke diye üzüldüm baya 4.5k prowees olduğundan silemedim de karakteri ama büyük ihtimalle glasscannon oynamaktan zevk alamıcaktım.
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Mortis said:

elementalist nasıl kötü ya.

o zaman bizim 3ümüzü rahatlıkda döven elementalist nedir

öle über PP si de yoktu adamın.

oynayan oynuo ya.

ben hatta onu görünce keşke elementalist olsam dedim FPS em düzgün olsa reroll da ederim.


abi cunku capulcusunuz. Gear olunca 15 kere vurman gerekiyor herifi, warrior 3 kere vurdugunda yattara oluyorsun.
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gearın acayip önemi var oyunda kesinlikle, 400pp'si olan warrior'a dalmıştım, 3str booster ve +10 civarında da str stat artışı vermiştim 2.5k civarında pp vardı o zaman bende.

adamı rahat keserim diyodum benim giydiğim chain armor yerine adamda chainin bir üstü armor vardı adamla kafa kafaya gittik 2-3kere rest yapıp yapıp kapıştık, ikimizde de stampede olmadığından bitirici vuruş yapamadık hiç.

sonrada bıraktık zaten birbirimizi işimize baktık.
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