Feedback Release 159

Discussion in 'Discussions on Current Topics' started by Mal3ficent, Dec 7, 2015.

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  1. Mal3ficent

    Mal3ficent Guest

    Greetings Heroes,

    Please post in this thread your comments regarding Release 159.

    Positive or negative, constructive criticism and ideas for improvements are, as always, welcomed. Please keep discussions on topic.​

    Best regards,
    Your Drakensang Online Team
  2. matami

    matami Someday Author

    This is good patch. I feel like you're finally finding the right direction how to improve the game. New uniques, some even so good that you need to consider if they are usable, sets are small enough so they are not so hard to fit in your build. harder maps for harder players...
    i only hope that "finding better loot in harder PW's" are at reasonable level that we will get at least 1 or 2 item per PW run that needs to be considered if it's better/useful or can be used in different build. :)

    BLASTUP Active Author

    on TS the drop rate at painful difficulty is same and after complete map 0 ander , 0 blu drop and from 6 materi to 11 materi... :(
    and the difficulty seems too much for that drop rate
  4. Rhysingstar

    Rhysingstar Forum Ambassador

    "we have introduced an automatic boost for groups." Thank you for attempting something to encourage group play. The exp doesn't help those of us at 50, but it's nice to see that you are trying.

    I'm hoping that the new modes of PW work as intended and the drops justify the time and effort.
    BigPapa and misterbean like this.
  5. Red_Jaeger

    Red_Jaeger Junior Expert

    Virtually the only thing that eludes me is why the XP gain improves in the parallel worlds at Excruciating and Fatal difficulties, when you need to be lvl 50 to enter anyway.

    Other than that, I just hope that the drop rate of unique and legendary items in Fatal difficulty is worth the resources (potions, buffs, essences) required for it.

    The rest look very good to me. Even if most of the new items are of no use to an end-game veteran like me, they are nice for newer players and add a lot of variety. I always appreciate new content and new or redesigned events. The small health bonus for groups may be a good incentive for group play.
    DebugPlayer, Darwarren, Mljax and 4 others like this.
  6. BitMaster

    BitMaster Someday Author

    All in all this is a good release. Well done DSO :), you made some good things.

    I like the new difficulty system because it will make things more interesting. The selection window is also well made especially 'Possible Rewards' part. We will see what you mean by 'drop improvement' on higher difficulties when you implement the release :D. The rings are a good thing but I am not a fan of the “The Untouchables” set because it favors DK more than other classes because of the set bonus and DK are close combat types.
    As for new unique sets it will bring more diversity into the game and that's a good thing. Group bonus is also a nice thing.
    Thanks for bringing back Quick Mount slot + Teleportation feature because I was so pissed of when you removed it in the first place.

    New group window have some good things.
    But what I would like you to add is an option to revive a group member that has died. It could be like some icon that is active when you have the reviving stones in the inventory. All this is because it is such a drag reviving them the way things are now, and this is emphasized in boss fights when you have to revive a group member and you need to watch for your self. Thanks anyway.
  7. BigPapa

    BigPapa Forum Overlooker

    Looking forward to:
    -Modified Winter event with new items
    -Combining uniques for better items; thanks for giving us motivation to repeat farm ALL the bosses
    -The challenge of more difficult maps
    -Opportunity for new "useful" unique items
    -Running with people interested in the challenge

    Not looking forward to:
    -Continuous spams in local chat of peeps wanting to do fatal that are not ready for it
    -SAME OLD MOON EVENTS that you took feedback on to change for the last 16 months but ignored. All you did was put a new color lipstick on it and add a new scarf.
    -Getting a few% increase in HP when the mobs will get 400 or 500% more HP and damage
    -Hotfix #1, Hotfix #2, Hotfix #3 etc...
    Minota, DebugPlayer, semen470 and 2 others like this.
  8. fourtwenty68

    fourtwenty68 Board Analyst

    looking forward to to all this ^

    [image removed]
    Last edited by moderator: Dec 10, 2015
    SHAWSHANK likes this.
  9. hmm

    hmm Forum Apprentice

    In any next realease concider of makign "transparent" all the icons like mentor bonus, guild activity, etc. If you click on these icons you can't move to the spot or aim oponents in arena or monsters in maps. If not give an option to toggle them on/off
    SHAWSHANK and Dragonnns like this.
  10. DocWhisky

    DocWhisky Forum Mogul

    I will reserve my opinion about this release until I have a chance to test it on live server. For now, I just want to THANK THE DEVS for pulling back the release and fixing whatever inconsistency they had found with it. In the past, we the players, had be-moaned the Devs for forcing releases on live servers even when they knew there were problems. Being extra diligent is a good thing when it comes to new releases.... so Thank You Devs, for doing all you can to assure a smooth release. Please continue this action in the future for all releases...Quality is worth waiting for.

    Thanks, Doc.
  11. tassadar1977

    tassadar1977 Forum Expert

    ok, so on q4 so thought would run the map fatal. one thing I have noticed, is the rewards it shows i.e. the items you can get are exactly the same for any difficulty. running the map, only went half way, but killed 1 mini boss. results, yes monsters have more HP, yes monsters do more damage. drops, didn't see any difference. got 1 drop of 10 materi fragments and 1 purple item from half the map. it says 250% stack size? whats this for? whats the motivation of running fatal if the monsters are harder yet the drops are no better and the item rewards are no better?
  12. draco994

    draco994 Active Author

    Need to know more of the 5v5 , flag drop speed movement nerfing of 5 m/s to 3.5m/s with 30% penalty on flag carrying too,,, need more explanation plz... it is confusing..
  13. bloodyneo

    bloodyneo Forum Master

    why should i play difficulty mode while its the same drop? mean more greens?..keep your green stingy dso i dont need it
    Minota, draco994, -Skygazer- and 2 others like this.
  14. Noohbee

    Noohbee Forum Apprentice

    Thanks for the improvements

    Here are my first impressions:

    *Fatal maps - it is rather challenging and time consuming, having done my first runs on some maps(with a group), i havent noticed any real change in item drop rate...(perhaps a few more runs), higher andermant drop is nice, materi fragments too ... the bosses are a really tough cracker... but the rewards? smh no! (2 legendaries while consuming EDIT of essenses).. those uniques looks promising tho..and is the only thing to look forward in this mode.
    *if farming just go for lowest difficulty as mobs will be easier..more kills more drops.
    *the hp bonus in a complete party is too low as to the gained damage and hp by monsters..

    *i dont likethe untouchable set eating up my inventory.. having no idea what the stats are for level 2 and 3 respectively, some would just quickly melt them @_@ (should i?)if anyone have idea can please give some insight?

    overall good job fixing stuff and implementing changes
    Last edited by moderator: Dec 10, 2015
    misterbean likes this.
  15. Javah

    Javah Forum Veteran

    They declare that loot in Painful mode is 150% (of what?) and in Letal mode is 250% (of the same what). I could say that QUANTITY of the loot is still the same, but the item's QUALITY looks a bit better (I have found blue items with 330-350 point per enchantement) even if I really doubt it could be almost double than before (250% vs 150%).

    I suppose that in Letal mode the values start from a higher minimum and they end up to a higher maximum BUT, within such range, they are still random. So it is still possible (=frequent) dropping items that look the same or worse than what you already have - if you were op till r158 - and this gives you the sensation that you are still farming just to waste your time.

    Also, several things remain unexplained:
    • The workbench provides objects comparable to the Painful, Excruciating or Fatal items quality??? My answer: Painful. So it is useless.
    • The cubes provides objects comparable to the Painful, Excruciating or Fatal items quality??? My answer: Painful. So they are useless.
    • Even at Tier 3, old and new sets frankly look unappetizing and inadequate to face a Letal Heredur that has an unimaginable amount of life and armor. Sad to see that you can't give us anything really better.
    Letal mobs now have 3x life and 2x damage than before. Looking to new items and new sets I see around, I presume that even after a hard and long farming we couldn't reach more than 1.5x life and 1.2-1.3x damage than we currently have. And maybe I am optimistic.

    Really BP believes that someone could ever have fun having to play in these conditions?
    Minota, DebugPlayer, semen470 and 3 others like this.
  16. sebastian_fl

    sebastian_fl Count Count

    Please please remove that new beautiful team UI. It takes too much of the screen. It brings no value comparing to older version. It isn't opaque. Hiding it is not an option as I need to see other players HP.

    As I said previously, you wasted Dev time to add waste to our screens. Whatever were your intentions, it is a 'feature' with negative value for the user.

    Please at least make it more configurable, so the user can switch between current and previous UI in addition to just hiding it.

    Why don't you think about pros and cons before bringing in a feature? If you have spend at least a minute on that, you would surely understand how bad it is for the user.

    Please, please, consider bringing some better testers or product owners into the team, do some common sense training to the dev, or at least read the feedback on the test server.
  17. Darwarren

    Darwarren Count Count

    More hype than substance.
    draco994 and -Skygazer- like this.
  18. trakilaki

    trakilaki Living Forum Legend

    Not just they made it big and ugly ... but they also removed conc/mana/rage/steam bars from it.
    I need to see my concentration bar ... and the bar from the other players in my group.

    Devs ... get it back ... immediately.
    If your boss asks why you want to revert it back ... just say : "Trakilaki says so".
    End of the story!
  19. EhtovK

    EhtovK Old Hand

    So, let me get this straight, when you were asked about the posibility of splitting CV into two separate numbers, one for offense and one for defense, your answer is that you don't want to fill our screens with more numbers, but you give us this group window on the right side, wich absolutely no one asked for, non opaque as Sebastian said, and also Trakilaki has a very good point, we NEED to see the rage/mana/conc/steam, we have a use for it while fighting, and you even wasted time adding the feature to befriend people in the group, why is it a waste of time?, because it's yet another feature no one asked for or needed at all, with virtually no benefit for us. How about you turn that button into an easy "revive" one for using our spirit stones, a feature that we've practically been begging for for months.

    I couldn't agree more after trying fatal myself, triple time/essences used, same drops.

    Also, yes, we know fatal has a chance to drop the mighty level 3 items of the new sets..., alongside with a bunch of other uniques, though, including the "untouchables" items wich are only melting material for a lot of people, even for a noob like me, so, the chances are really dire for all the effort it takes now, and that's if you even get a unique at all after how many runs?, I know the uniques aren't supposed to be easy to get, but you could at least make the path to the boss gamble a bit more rewarding for higher difficulties, at this rate we'll get the level 3 items faster farming painful mode than grinding on fatal, and with much better income on glyphs/anders/gold by the end of it.

    Another thing, whenever the ritual on Grimmagstone starts, the game freezes for a split second with each spawned wave, and this wasn't happening before the release.

    P.S. Bring back the old group overview format, we don't like this one at all, period.
  20. Rhysingstar

    Rhysingstar Forum Ambassador

    I just ran 5 solo runs each through stone keep / crypt / Heredur on hard, harder, hardest to see what the difference could be. Granted 5 runs through each mode isn't a large enough sample to make a complete comparison but I had to start somewhere.

    I did these maps solo, so I'm not sure how being in a group may change things.

    The regular hard mode seems to be the same, although the regen rate has been reduced, so thanks for that. Does make it easier.
    The harder map wasn't that much of a difference until you hit the mini bosses and of course Heredur which took quite a bit more time to kill.
    The hardest map was a difference in normal mobs, the mini bosses are considerably tougher and Heredur packs a seriously wicked punch and required a ton of hp pots and a very, very long time to kill.

    On harder mode, I got more blues than on regular mode, a few more purples and still got 1 leg on the boss kill.
    On hardest mode, I got more blues and more purples than harder but still got 1 leg on the boss kill.

    Based on the amount of health pots used, higher ess needed, and time spent, the rewards aren't making up the difference at least for me to take the time to run these harder maps.

    * If some of the "random" was removed on these harder / hardest maps, that would encourage me to seriously consider spending the time/effort to run the maps.