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All posts created by Bob

Bob
The alt-tab problem doesn't seem to affect all fullscreen users, but for those it does, our best advice for now is to play in Windowed mode. This is unfortunately a tricky issue for us to fix, since it's apparently inherent to the version of Unity we're using.

The issues at the highest resolution are possibly just a result of us not being optimized enough yet to run at that resolution on your machine. Or it could be some kind of odd incompatibility with the latest driver. We've had at least one of those, where specific cards started having problems at specific settings after a particular driver update. A few updates later, the problem went away. You're already doing what we'd generally suggest in those cases, which is to run at a resolution that does work.
Bob
Good point, I've filed a bug to get better wording there.
Bob
Harad Navar
I hope you can get a starknife receipt soon to make use of Keen. I would be very happy even without a new weapon graphic.

Interestingly, Keen is actually a magic keyword that gets onto the weapon through enchanting.
Bob
Kenton Stone
A mule Icon need to show on the full map.
Mules need a marker when lost until reclaimed or claimed by another

I've filed a feature request to add this when we have a chance, but it will be a little tricky. We'll have to have the mules start remembering who their former owner is, and then have them communicate their position to that former owner, even if the owner is in another hex.

Kenton Stone
The De-spawn time needs to be extended

I've increased that from 15 minutes to 30 minutes. That's an easy change, but we don't want it to be too long, since it increases the odds of claiming a mule only to have it immediately despawn because it ran out of time. We've got a separate feature request filed to just have the mules stick around until they run out of time, but that will take more work.

Kenton Stone
Husk life need to be extended depending on capacity of mule

Doing that based on mule capacity would be tricky, but for now I've just doubled the general husk time from 30 to 60 minutes.

Kenton Stone
Tonight I got distracted talking to a team member and the [Heavily Edited] mule got stuck on some [Edited] blade of grass or something.

I hear you, better grass, we're on it!

Kenton Stone
The new mules can carry too much for the old timing, it needs adjusted to compensate for the time necessary to recover all the material on the mule or the "Owner" [The one that spawned it] needs to be able to do a take all on the husk.

I'll actually file this to see if we can just make mule husks allow anyone to do take all. Anyone could just claim the mule while it was around and effectively loot everything at once, no real reason to make looting harder once there's a husk.
Bob
It would be a fair amount of work to hand out feats along the way, particularly since most stages aren't very specific about what you should learn (e.g. train one or more attack feats to rank 2, train feats until you reach rank 4 of your role achievement). There are certainly ways around those difficulties, but it would take some careful thought and implementation to get right.

Done throughout the new player quest, this would also mean that players could get all the way to Tier 2 without actually waiting on XP. If it were just a few initial feats, that would be fine. That's kind of why we gave players enough XP to finish a role training tutorial with just the initial XP, so they can finish the experience without waiting. But that takes place over about 20-30 minutes, and after that the standard XP system is in use. Waiting much longer than that for timed XP to kick in would give players a long time to get used to a very different feel for XP.
Bob
Bringslite-Dominion Soldier
I feel like the new tutorial is an improve on the old one. Something that I don't jive with is that it is awfully long, it tells you to train specific feats, and it sometimes forces you to wait for exp buy those feats.

Would it be difficult to adjust and/or bad for balance if it gave those feats for free as rewards for the quests?

The reason it's so long is that it's supposed to provide a little bit of structure all the way up into T2. That's about a month's worth of XP to earn/spend, and there are a lot of feats to learn and upgrade along the way.

Technically we never force you to actually learn any specific feats before proceeding, but generally speaking a new character would have trouble with the mobs they're asked to kill unless they're progressing at roughly the pace suggested.

It does slow things down to have to wait for XP at various junctures, but most of the time it's only a matter of waiting a few days, and then you can move on to the next stage. In the early stages, I do have the characters suggest alternative activities while waiting for XP, to help new players understand the nature of the XP system and that they're not expected to just sit around waiting for XP. If we handed out the feats instead, that would be a pretty substantial move toward granting XP for activities, which would be a big shift for us.
Bob
You are a Troll
Excellent. So T2+0 and above ammo will be *more effective* in all cases for all bow, focus, staff and wand attacks than the level 6 attacks are currently without ammo? And Starknife stays where it is currently?

Yes, T2+0 and above ammo should generally make you more effective than you currently are. That said, some of that effectiveness may be coming from no longer being rooted, some from more damage, and some from more effects. Rebalancing attacks requires making lots of little changes until the numbers work out, so the exact improvements vary from attack to attack.

The Star Slinger and other ranged attacks that don't use ammo are interesting cases. When rebalancing the numbers, those attacks actually wound up improving a bit. If that makes them overpowered, then we'll have to revisit how much weight is given to the advantage of being a ranged attack. We might also have to consider whether or not being a ranged attack simply requires certain disadvantages (opportunity, slowed, … ). However, having those disadvantages actually boosts the damage/effects that the attacks do, so it's tricky to work with those tradeoffs.
Bob
We're finding more bugs than we'd hoped, but fortunately they've all been relatively easy fixes so far. Still, between that and my brief bout of flu mid-week, getting this to Zog is going to take a bit longer than predicted. Fingers crossed that we'll have something early next week.
Bob
You are a Troll
So, what kind of ammo equals current level of *effectiveness*?

For most T1 characters, salvage ammo will put you roughly there. For most T2 characters T1 +0 ammo will do so, and for most T3 characters T1 +4 will do so.
Bob
Maxen
And I may have missed this…will the rooted condition be removed with the introduction of ammo?

For the most part, yes. There were a few attacks that were always intended to result in rooting, so those ones will still have it.