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Bob 07.21.2016 17:08 | |
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Surprise! These are the Preliminary Release Notes for Early Enrollment v11.3. We plan on deploying a Final Candidate for 11.3 to the Test Server during Daily Maintenance on Friday, July 22. What Will Be In This Release This release includes several small bug fixes and balance improvements. One of the most noticeable changes is that encounters will now retain the same mobs for one hour after being spotted, making it more important to actually clear encounters rather than just walking away and hoping for better mobs the next time around. There are also now shrines in all of the pass hexes, to fill in some gaps where dying players sometimes were too far from a shrine and would wind up respawning in the middle of the hex. More logging was also added to help us track down the "can't find item" bug in the Auction Houses, and we plan to release additional server-side updates every few days with even more logging until we can finally narrow in on the cause of that issue. Full Release Notes Escalations/Events/Encounters:
Terrain:
Auction House:
UI:
Gathering: There are now T2 resources in the hexes around Marchmont. Items: Unsupported Tokens no longer drop as loot. Buildings
Quests:
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Edam 07.21.2016 17:48 | |
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Bob But turning mobs was half the fun ![]() |
Bob 07.21.2016 18:04 | |
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Edam There's definitely a kind of fun to be found in that sort of thing, though such enjoyment is often fleeting. Hopefully this will nudge folks toward more balanced encounters, and at least there are a lot more T3 dropping mobs out there than before, even without being able to turn the mobs. |
Edam 07.21.2016 18:20 | |
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I do not actually object to the change as flipping mobs until you get easier kills or better drop chances is clearly borderline exploitative. However its worth bearing in mind that finding groups that can flip and getting a strategy to run between them safely and optimally adds a tactical component to what is otherwise a pretty repetitious procedure where the only real decision is "does this group have so many ranged/stun-capable mobs that it requires someone to drop party and pull" . Even the quests are fairly repetitive. It would be nice if occasionally talking to a hellknight he said something totally unexpected and random. |
Bob 07.21.2016 18:43 | |
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On the positive side, having less control over what you're fighting could mean having to take on mob combinations you were able to avoid before, some of which may require some tactical adjustments. That said, totally agree that things are often a little too predictable at this point, and we can't provide new escalations and events fast enough to keep things fresh all the time. We've talked about some ways to add just a touch of unpredictability to dealing with escalations/events/encounters, and hopefully that kind of thing can be added to help keep things interesting and keep everyone on their toes. |
Harad Navar 07.21.2016 19:39 | |
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Thank you for the elevation data.
Knowledge can explain the darkness, but it is not a light.
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Midnight 07.21.2016 20:05 | |
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what are "pass hexes"? Is that the elevation change X hexes?
He who wrestles with us strengthens our nerves and sharpens our skill. Our antagonist is our helper.
-Edmund Burke |
Bob 07.21.2016 23:15 | |
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Midnight Exactly. |
Bringslite 07.22.2016 08:08 | |
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Well a surprise indeed! Never a dull moment for the small team. Any patches are worthy of admiration. Well done.
Virtute et Armis
-Unknown |
Bob 07.22.2016 10:15 | |
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EE 11.3 is now up on Zog and I've verified that it patches and runs on both PC and Mac. Putting it through the standard smoke tests now. |