Search found 131 matches
- Sat Aug 06, 2016 1:14 pm
- Forum: General Discussions
- Topic: Checking Through Starter Towns
- Replies: 37
- Views: 11028
Re: Checking Through Starter Towns
[quote="elcapitan"] [*]Activating an offensive ability on NPC, doesn't automatically activate auto-attack for melee abilities. Fixed - Xinux [/quote] Good job on fixing this for the melee abilities. I tried a few spells, and they did not start auto attack, which is how it should be. At som...
- Mon Aug 01, 2016 10:25 pm
- Forum: Content Bugs (Closed)
- Topic: Grouping Bug (Maybe)
- Replies: 7
- Views: 1067
Re: Grouping Bug (Maybe)
PC-wise, Vanguard does not really hyperthread, will mostly only run on one core so a 3 GHz single core should run faster than 2GHz dual core.
One thing I found that helps is to go into system settings, and raise the Virtual RAM to 150% of the physical RAM.
One thing I found that helps is to go into system settings, and raise the Virtual RAM to 150% of the physical RAM.
- Tue Jul 19, 2016 7:25 pm
- Forum: Server Bugs (Closed)
- Topic: Bug 645: (Developer) I am only regenerating 7 hp pe...
- Replies: 6
- Views: 789
Re: Bug 645: (Developer) I am only regenerating 7 hp pe...
That might be the best way to go about it. Seems faster at low levels, but 20-55 seemed like 45 seconds to a minute for full regen. At high levels with gear and buffs roughly doubling your health, it would take roughly twice as long as regen to the base amount. For example you have 1200 base health/...
- Sat Jul 16, 2016 10:06 pm
- Forum: Server Bugs (Closed)
- Topic: Bug 645: (Developer) I am only regenerating 7 hp pe...
- Replies: 6
- Views: 789
Re: Bug 645: (Developer) I am only regenerating 7 hp pe...
That might be ok for levels 1-3, but it should scale by level and/or vitality. A max level toon with 1200 hp should regen almost as fast as a lowbie with 400. Right now, by level 10, the regen is much too slow. I'm referring to out of combat; in-combat regen should really only be noticeable in the f...
- Mon Jul 11, 2016 3:09 pm
- Forum: Server Bugs (Closed)
- Topic: Bug 638: (Content) Could not complete
- Replies: 4
- Views: 361
Re: Bug 638: (Content) Could not complete
I reported that some time after leaving Bloodhowler Caverns after reading that the chunk's quests were finished, that's why the location is wrong. Many of the other quests nearby worked fine when I went through.
- Sat Jul 02, 2016 4:19 pm
- Forum: Wish List
- Topic: DK Torture
- Replies: 4
- Views: 1920
Re: DK Torture
Sounds good.
The animation on the target should pulse, but not the character's motion of casting. It's not really a priority, but I'm glad that part can be done. The "evil face" will probably be stuck on Torture; the SOE dev really only answered me about the recasting.
The animation on the target should pulse, but not the character's motion of casting. It's not really a priority, but I'm glad that part can be done. The "evil face" will probably be stuck on Torture; the SOE dev really only answered me about the recasting.
- Thu Jun 30, 2016 12:19 pm
- Forum: Wish List
- Topic: DK Torture
- Replies: 4
- Views: 1920
Re: DK Torture
Might look at the "re-casting" as happening to all DOTs. I tried on a shaman, who also appears to recast the frost DOT while it is running.
- Sun Jun 26, 2016 7:12 pm
- Forum: Wish List
- Topic: DK Torture
- Replies: 4
- Views: 1920
DK Torture
Not sure if this is controllable, but I'll throw it out there. This is something I talked about with SOE, who assured me it was fixed. Torture is just a low level DOT that once was only represented by pulses of green ribbons. Towards the end, to impress new players, they somehow copied the evil face...
- Sun Dec 27, 2015 7:23 pm
- Forum: General Discussions
- Topic: The Best Buff Only System
- Replies: 18
- Views: 34309
Re: The Best Buff Only System
It's kind of a two-part thing. "All-in-one" existed for most of the game's lifespan, inasmuch as it was only the top level buff, which you could only earn by high level adventuring. They basically dropped it down into all low level ranges, so instead of 3-5 separate spells, you only had on...
- Tue Dec 22, 2015 3:26 pm
- Forum: Game Features
- Topic: Combat Ranges
- Replies: 21
- Views: 6761
Re: Combat Ranges
Yes. I'm not really going on about the range finder itself; that's just built in, and not directly used to program combat. So, the 5 range equals 5 to 5.99, which would be around 500-599 coordinate units. You'd want to set the 5 melee range in there, which, at the same time, needs to use an "of...