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Bugs and Technical Issues » Problems since last patch View all threads
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LadySerenity
Rabbit Puncher
Posts: 85
Problems since last patch
#21370 - 05/22/07 09:14 AM

There are some issues that have appeared now that the last patch was implimented.

1 Everyone is having trouble with the Alt-toggle malfunctioning constantly.

2 Players are now having problems stacking coins and some items when they had a stackable item before the patch and then try to stack it with the same stackable item they got after the patch and they are not over the alotment of number of items that can stack.

3 The lag spikes have become so bad it made playing almost impossible last night on any of the 3 worlds.

4 We were given 3 new hot slots for our skill bar but the passive skills have now been made that those passive skills only work if we put them into our new 3 slots on our bar. So we basically lost the new slots you just gave us. In dang near all mmo's the passive skills are automatic in the background of your gameplay...thats why they are called "passive" skills. They aren't supposed to only work if you equip them in a bar, the passive skill needing to be in your skillbar is wrong because they are no longer passive if you must equip those skills for them to function.

Please put the passive skills back to automatic in the background so we HONESTLY have 3 new skill slots to use for our characters because this kinda feels like we got ripped on the new setup.




Detrax
New Kid
Posts: 4
Re: Problems since last patch
#21373 - 05/22/07 09:54 AM

Quote:

We were given 3 new hot slots for our skill bar but the passive skills have now been made that those passive skills only work if we put them into our new 3 slots on our bar. So we basically lost the new slots you just gave us. In dang near all mmo's the passive skills are automatic in the background of your gameplay...thats why they are called "passive" skills. They aren't supposed to only work if you equip them in a bar, the passive skill needing to be in your skillbar is wrong because they are no longer passive if you must equip those skills for them to function.

Please put the passive skills back to automatic in the background so we HONESTLY have 3 new skill slots to use for our characters because this kinda feels like we got ripped on the new setup.



No offence, but no one pulls you to use all passive skills, you can make your own setup (you can use 0-all passive skills). This change provides more variability to character builds - each character become unique with his allocation of statpoints,skills and equipment.

I think that's much better to use skills from other classes than to be fixed to same mage pattern. I hope that NCSoft will not set passives back to automatic background to free 3 slots for skills. I currently wish for NCSoft will create "saveable" skillbars - especially for mages should be good to change skill setups with 1 press of key. But that's only my own small wish.



RedBirdChaos
Chicken Hawk
Posts: 187
Re: Problems since last patch [Re: #21373]
#21374 - 05/22/07 10:24 AM

Yes , I like the new open system for making up your classes too. Even if we might see a lot of cookie cutters for awhile. That will change once people see the new ways of taking advantage of the new passive class skills.


Kitsune
Chief Bug Whacker
Posts: 373
Re: Problems since last patch
#21380 - 05/22/07 11:56 AM

1. This issue is in our bug database and now on the Known Issues List

2. Can you please let me know which items exactly you are having troubles stacking? Kings coins (quest reward or drop)? Quest items? If so what are the names of the items? Potions? etc.

3. We are looking into this

4. This is a design issue and there are threads to discuss this in other forums.

Thank you,
Kit

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"Making games better one bug at a time..."



Leper
Armchair Warrior
Posts: 29
Re: Problems since last patch [Re: #21374]
#21383 - 05/22/07 12:45 PM

How hard would it be to have the passives activated on the skill sheet with a max of 2? If you want additional passives they can be equipped on the hotbar.That way we would still have 2 passives, with the option of having more if we don't want to use the 3 new slots for active skills.

This was mentioned in game and there too it was said that we don't have to use our "passives" if we don't want to...I think we already knew that, but thank you.We don't have to use any active skill either,or armor, jewelry or weapons for that matter, but it improves the gaming experience.It was simply pointed out that a lot of people were expecting to have 3 new slots for skills and it turned out that the passives now need to be equipped to be enabled. Not that it ruins the game, I was having a lot of fun before the patch and will continue having fun with the 1 extra slot for active skills.

This seemed like a good thing to bring up for discussion since I didn't see much talk about it from the test server and I figured that nobody beyond the dev team knew about it before it went live. I also didn't see any talk of the "show items" toggle resetting every time you go through a warp or the nametag below your character on the log in screen no longer being dbl. clickable to choose that character instead of pressing the play button, or the huge lag spikes that seem to happen when I approach a group of mobs, and I saw nothing about needing waaay more agility now as a fighter to be able to hit anything.Did anyone test it on the PTS or did I just not find the area where bugs or possible bugs are reported?

Again, these things don't make the game less enjoyable for me. Mentioning things that could be considered to improve the game for alot of people being met with ridicule/hostility does make it slightly less enjoyable.

I am sure the DR staff would like to have more paying customers, and some of these things that are suggested are the reasons why some people stopped playing, and ultimately becoming a paying member.Things like not being able to set the R mouse button to rotate screen, I know 2 people that wont even give the game a chance because of that. I have seen it suggested on these forums and immediately shot down.

This is way more than I planned on typing when I started but I like this game, I want to see it do well and grow.You know...like from suggestions from players that notice things that they would like changed to improve their experience with the game.

Edited by Leper (05/22/07 12:51 PM)


LadySerenity
Rabbit Puncher
Posts: 85
Re: Problems since last patch [Re: #21380]
#21404 - 05/22/07 04:59 PM

Ok, the items that are now very hard to stack are kings coins from quests and quest items such as fish, I know there are limits to how many you can in each stack but it won't even let me go up to the limit.

As for the passive skill issue that Detrax tried to address, yes passive are choices just like active offense etc skills. I understand what you're trying to say but I think you have misread what I was referring to about the passives. Passives are auto skills that do not become equipped in order to use...passives are automatic skills...that's why they are labeled "Passive". If they must be equipped to use, then these are no longer passive...they are active or offensive skills. Since the skills are labeled as "Passive" then they should be exactly that....Passive....and not a hot-slot bar skill.




JoeB1978
Veteran
Posts: 1,085
Re: Problems since last patch [Re: #21404]
#21407 - 05/22/07 05:25 PM

The Passive skills are passive in that you do not have to activate them to work. I would not consider them passive if you had to activate them, but in the current set-up they are still passive. You just have to choose which of the passive traits you want to use at any given time.

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JoeB - Level 100 - Back to a Fighter where he belongs
SirOldBottom - Level 42 - Shadow Merc
Mearlin - Level 29 - Mage

Dungeon Runners Map Build 0.95



Sklndr
Chicken Hawk
Posts: 108
Re: Problems since last patch [Re: #21407]
#21441 - 05/23/07 10:11 AM

Quote:

You just have to choose which of the passive traits you want to use at any given time.




which means you still have to activate them to work.. they arent working in the background "automatically".

I dont mind how the set up is now.

On the other hand, I do think they should be set somewhere else other than the skill bar. perhaps slots in the character sheet? since we have to have that open to check the stats against which passive we want to use at the time?!? There is room at the bottom. This would free up the 3 slots for "Skills" since it is a "Skills bar". jmo ...


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In-Game
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SKLNDR - LvL 50-something Fighter
Niklaus-Deleted



Crickette
Community Goddess
Posts: 288
Re: Problems since last patch [Re: #21407]
#21448 - 05/23/07 12:10 PM

Quote:

The Passive skills are passive in that you do not have to activate them to work. I would not consider them passive if you had to activate them, but in the current set-up they are still passive. You just have to choose which of the passive traits you want to use at any given time.




Exactly right! I think you explained this very well. A lot of games work like this - video games and card games alike. When you have such a HUGE selection to choose from we gotta limit the amount you can take with you at any given time for strategy's sake. You don't have to activate it while equipped, but if you want the benefit of just having it at all you are going to have to give up something else. But I can see why the word "passive" would be confusing there, like when I think of COH. However, COH limits skills (well, powers actually) using different means.


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"Always keep your words soft and sweet in case you have to eat them"

Crickette
Dungeon Runners Community Manager



Swordgleam
Old Timer
Posts: 510
Re: Problems since last patch [Re: #21448]
#21462 - 05/23/07 02:44 PM

A lot of people seem to be having a problem with the word 'passive.' I don't know what a better word would be.. maybe call them Auras? Gives it a bit more flavor.

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Swordgleam - Level 40-something Arcane Fighter
Vanishing into the wilderness from May 25 to late August.



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#21611 - date unknown

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