Release Notes for Build 19.20090702.2 ~ 7/7/09
Woo Hoo! Extra props for making rep farming mega profitable now. I think ill have to add some zeroes to my hourly rate now.
Tanker Tuesday #72 Oct 5 @Champion
"I am not sure if my portrayal of being insane is accurate, but damn its fun all the same."
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Hey you think sometime in the next year we can get a fix for the chat bug?
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Oh and this to.
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Fixed PvP rewards to function once again. Now, influence, inspirations, and other normal rewards occur on every PvP kill, while PvP IO recipes can only be rewarded on rep-valid kills.
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This means no recipes in the arena right?
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Not true.
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Fixed rep-validation to function in arenas, even though it doesn't give you any reputation in arenas.
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They made the rep-validation work in arenas, so players could get PvP IOs in the arena. However, you WON'T get any REP in Arena.
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I'd say it's technically going to be possible to get PVP IO drops in arena, but it'll virtually never happen. If A kills B he gets a 1 in 100 chance at a PVP recipe drop. Then for the next 5 minutes he not gets no chances. Further, if what people have been saying about the timer resetting is true, he will basically likely get no further chances assuming he can kill B at least once every 5 minutes. Further, since for some bizarre reason B's timer gets set for A when the kill happens, B essentially has no chances at a drop during the entire match.
This is why people are complaining that low-pop server players are screwed. If there are only 4 people in a zone and they're engaging relatively often, they'll quickly get into a mode where none of them can earn PVP IO drops unless they sit out for 5 minutes.
They need to remove the timer reset and change it so only defeating a player sets a timer, not being defeated by a player.
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Even if they do implement your suggestion I still see PvP IO's being ridiculously overpriced. When they were dropping and getting farmed the supply was pretty thin and still high priced on the sought after sets. I'm guessing they stayed in the somewhat reasonable price range because both pvers and pvpers could farm them. With this new patch they for the most part cut the pvers out of the picture. Now it will be up to the zone pvpers to supply the market.
Now how many people in this game actually pvp on a regular basis? I'd guess around 5% and that's being generous. Now take into consideration that even when PVP IO's didnt have restrictions on the drops I got maybe 5 of them since they came out, and I PvP regularly. I expect these things to be damn near unattainable for most people when this patch hits live.
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Fixed PvP rewards to function once again. Now, influence, inspirations, and other normal rewards occur on every PvP kill, while PvP IO recipes can only be rewarded on rep-valid kills.
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This means no recipes in the arena right?
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Not true.
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Fixed rep-validation to function in arenas, even though it doesn't give you any reputation in arenas.
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They made the rep-validation work in arenas, so players could get PvP IOs in the arena. However, you WON'T get any REP in Arena.
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I'd say it's technically going to be possible to get PVP IO drops in arena, but it'll virtually never happen. If A kills B he gets a 1 in 100 chance at a PVP recipe drop. Then for the next 5 minutes he not gets no chances. Further, if what people have been saying about the timer resetting is true, he will basically likely get no further chances assuming he can kill B at least once every 5 minutes. Further, since for some bizarre reason B's timer gets set for A when the kill happens, B essentially has no chances at a drop during the entire match.
This is why people are complaining that low-pop server players are screwed. If there are only 4 people in a zone and they're engaging relatively often, they'll quickly get into a mode where none of them can earn PVP IO drops unless they sit out for 5 minutes.
They need to remove the timer reset and change it so only defeating a player sets a timer, not being defeated by a player.
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Even if they do implement your suggestion I still see PvP IO's being ridiculously overpriced. When they were dropping and getting farmed the supply was pretty thin and still high priced on the sought after sets. I'm guessing they stayed in the somewhat reasonable price range because both pvers and pvpers could farm them. With this new patch they for the most part cut the pvers out of the picture. Now it will be up to the zone pvpers to supply the market.
Now how many people in this game actually pvp on a regular basis? I'd guess around 5% and that's being generous. Now take into consideration that even when PVP IO's didnt have restrictions on the drops I got maybe 5 of them since they came out, and I PvP regularly. I expect these things to be damn near unattainable for most people when this patch hits live.
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IF that ends up being the case to me (me at least, don't know about anyone else) there will be even less point to these. Since you need at least two or three of each to get any relevant set bonuses (forget trying to use them to go for the 6th bonuses that are pretty good), if these things dry up of the market, they may not even be there to try to get 2 or 3 together, no matter how much inf you have. You could end up being one of the market guru billionaires and STILL never see enough of one set to make a 6 or even 5 slot set in a power EVER.
I hope this isn't the case. Some of these things are already currently more rare and expensive than PURPLES. I thought the point of these was to get more folks to pvp?
Blazara Aura LVL 50 Fire/Psi Dom (with 125% recharge)
Flameboxer Aura LVL 50 SS/Fire Brute
Ice 'Em Aura LVL 50 Ice Tank
Darq Widow Fortune LVL 50 Fortunata (200% rech/Night Widow 192.5% rech)--thanks issue 19!
[ QUOTE ][*]Fixed PvP rewards to function once again. Now, influence, inspirations, and other normal rewards occur on every PvP kill, while PvP IO recipes can only be rewarded on rep-valid kills.
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One issue with this is that it will discourage teaming. When someone on a team defeats another player everyone on the team gets rep but only one person will ever get a recipe.
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[ QUOTE ][*]Fixed PvP rewards to function once again. Now, influence, inspirations, and other normal rewards occur on every PvP kill, while PvP IO recipes can only be rewarded on rep-valid kills.
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Many, many things wrong with this change IMHO. They'd be better served to return PVP drops to the same state they were before i15. I'm not even sure WHY they wanted to change it.
One issue with this is that it will discourage teaming. When someone on a team defeats another player everyone on the team gets rep but only one person will ever get a recipe.
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Over emotional much?
Repeating a point IN ALL CAPS doesn't make the point more valid. It just comes across as obnoxious yelling. And what's your point. "You can't fix farming, so don't try. At all?"
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No farming is going to happen regardless. Fix other thing like have been mentioned, stf bug, chat bug, ect.
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In my mind, its like saying Fire the police and save some money because youll never totally prevent crime from happening.
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Well your not going to put 20 cruisers in a culdesac where the homes are worth a million dollars and have them circle the block every 5 min.
Well your going to put the majority of the police in high crime area. Put the devs in a room together and work on a fix for said bugs.
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You're assuming that they didn't consider the possibility of farming at all, just because they changed a drop rate later? Come on.
You then assume it wasn't tested internally. Where exactly is your source for that one? You are aware they have private test servers, right?
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Well if they had tested it they would have realized that it was extreeeeeeemly easy and possible to farm. Same goes for AE farms. You mean to tell me that they are gonna ban someones account because they didn't take into account that the issue they put out live could be used in that fashion.
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Your comparison is painfully off the mark when you compare the developers changing the rules to a MMO- which they've been doing to day one- in order to stop an exploit- to releasing a patch that allows students to change their own grades?
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The point of the students changing grades is meant to imply that the IT guy did not test the patch well enough and released it, the result was students exploiting that patch. IT guy gets fired.
Point is farming is farming, not going to EVER go away. Now people farm more because this new change, the WW/BM market suffers, and people need money now more then ever because its 1 billion for a Paneca Proc, 1 million for a regenerating flesh if your a want it now kind of person, 200 thousand for a thorn tree vine, the list goes on.
why so much inf, because people are farming AE, AE doesnt Drop Salvage. Why so much for a PVP IO? because they dont drop much and the farmers that were doing it cant supply them. Well since most everyone is farming they have mega cash to pay these prices.
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Now how many people in this game actually pvp on a regular basis? I'd guess around 5% and that's being generous. Now take into consideration that even when PVP IO's didnt have restrictions on the drops I got maybe 5 of them since they came out, and I PvP regularly. I expect these things to be damn near unattainable for most people when this patch hits live.
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I agree. Before, even with some PVP recipe farming going on, some of the recipes were going for over 600 million. I expect we'll see them top the billion mark pretty soon.
Freedom: Blazing Larb, Fiery Fulcrum, Sardan Reborn, Arctic-Frenzy, Wasabi Sam, Mr Smashtastic.
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Key note here, your not going to stop farming. So why punish all the other small servers thats not going to get any and everyone else with the high prices that they are going to be. Shield wall proc anyone. 1 bill will get you it right now. Panacea proc. ummm thats going to be 2 bil to the first bidder.
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Bolded for an amazing point. Devs, no matter what happens in this game, people will always farm. There will always be an FotM, there will always be the better mission, there will always be the better something so long as this game exists. By trying to reduce the farming, you are only creating trouble and discouraging PvP even more than you already have. This game does not need any more inflation that it already has to encounter. Please reconsider.
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BS. The only people willing to put in the time farming are the hardcore PvPers. And with all the PvPers doing nothing but farming in the arena, there was NO pvp. And once all you hardcore PvPers get all your PvP IO's, the difference between casual PvPers and hardcore will be even more pronounced.
This is one instance where they need to do whatever it takes to stop the farming. People just need to PvP and accept the IO's as a reward. Not a necessity.
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The only people willing to put in the time farming are the hardcore PvPers. And with all the PvPers doing nothing but farming in the arena, there was NO pvp. And once all you hardcore PvPers get all your PvP IO's, the difference between casual PvPers and hardcore will be even more pronounced.
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Uhh, no.
"One day we all may see each other elsewhere. In Tyria, in Azeroth. We may pass each other and never know it. And that's sad. But if nothing else, we'll still have Rhode Island."
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The only people willing to put in the time farming are the hardcore PvPers. And with all the PvPers doing nothing but farming in the arena, there was NO pvp. And once all you hardcore PvPers get all your PvP IO's, the difference between casual PvPers and hardcore will be even more pronounced.
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Uhh, no.
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definately no.
There were more pve'rs farming these then pvp'rs. It was a good way to get money, and it supplyed the markets. Im a hardcore pvp'r and i think i have only slotted 1 set of these pvp io's in a toon. Would like more, but they dropped so low in the first place and the prices were already high on the ones that mattered. (single target melee, def, resistance, Ranged).
Now with these new changes they are really going to be outrageous on the markets and they will never drop. This is punishing the sall servers and also the casual pvp'r who was thinking bout trying pvp or does it every now and then. With this rep based system they are the ones that will be hurt the most because of small population on small servers and the fact that the "hardcore" pvp'rs will be there killing them. Whenever they do get a kill it wont matter.
This is a bad idea, very bad idea. This hurts pvp more then benefiting it.
quick reply
I am absolutely enraged by the change to the pvp recipees. i pvp on pinnacle. issue 13 made pinnacle basically ghost town and only a few of us actually venture into the zones on a regular basis and we fight each other over and over and over. we switch out toons to keep it interesting by what our opponets bring. alot of the time it s 2v2 or 4v4 and we don't earn any rep for most of the night. I am going to come out and say right now that my opinion of these changes are retarded and it makes my opinion of our developers here go down quite considerably. just remove pvp all together if your going to treat us this way.
now that my rant is out of the way a much better solution would be to not allow wakies to be used in a pvp zone. there is no need for a wakie whatsoever to be used in pvp as there are spawning hospitals in zone. a compromise could be lowering the rep timer to the amount of time it takes to get to the hospital and regain full health and make your way back to the middle of the pvp zone.
the only way this new system would work well is if the chance for a drop was now 1 in 20.
and the 1 in 20 would only work on freedom. with only kills that allow rep being valid for the drop low population servers are still boned.
Why not just return the rules to the way they were? What really was the reason for the change? Was there too many PVP IOs on the market?
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Why not just return the rules to the way they were? What really was the reason for the change? Was there too many PVP IOs on the market?
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Not from what I've seen. The PvP IO's that were sought after were in pretty short supply and cost close to, if not more then purples.
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# Fixed PvP rewards to function once again. Now, influence, inspirations, and other normal rewards occur on every PvP kill, while PvP IO recipes can only be rewarded on rep-valid kills.
# Fixed rep-validation to function in arenas, even though it doesn't give you any reputation in arenas.
# Also lowering the rep timer from 10 minutes to 5 minutes.
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so in essence, every rep-valid kill has a chance for a pvp recipe drop, but we can get this chance once every 5 minutes?
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Why not just return the rules to the way they were? What really was the reason for the change? Was there too many PVP IOs on the market?
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This is pretty much the heart of the issue IMO.
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# Fixed PvP rewards to function once again. Now, influence, inspirations, and other normal rewards occur on every PvP kill, while PvP IO recipes can only be rewarded on rep-valid kills.
# Fixed rep-validation to function in arenas, even though it doesn't give you any reputation in arenas.
# Also lowering the rep timer from 10 minutes to 5 minutes.
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so in essence, every rep-valid kill has a chance for a pvp recipe drop, but we can get this chance once every 5 minutes?
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Why not just return the rules to the way they were? What really was the reason for the change? Was there too many PVP IOs on the market?
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From what I'm reading (and please correct me if I'm wrong) I believe their intent is to put a stop to the people sitting there with two accounts, using one account to kill off their second account, which isn't defending itself, over and over.
A few threads about this have popped up with people taking part in this practice declaring they feel this was "Working As Intended" instead of being an exploit. I'm guessing this change is meant to declare it an exploit.
Daemonchilde: ((fluffy thinks he's a tank)) Demon . Hunter: (( I think mine is >.> Daemonchilde: ((Yours is no longer fluffy, it is Obliteron, destroyer of worlds)) |
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Why not just return the rules to the way they were? What really was the reason for the change? Was there too many PVP IOs on the market?
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From what I'm reading (and please correct me if I'm wrong) I believe their intent is to put a stop to the people sitting there with two accounts, using one account to kill off their second account, which isn't defending itself, over and over.
A few threads about this have popped up with people taking part in this practice declaring they feel this was "Working As Intended" instead of being an exploit. I'm guessing this change is meant to declare it an exploit.
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Well, as long as the new goal is to keep the supply at near-zero levels for those of us that play on small servers and don't have the ludicrous bankroll to get them in the auction house, mission accomplished.
Co-Founder: Hand of Justice, Champion Server
Currently published arcs:
1) Azuria's Difficulties (arc: 55639) - Ver 1.2
Wow, just another in a stunningly long list of things that keep me from setting foot in a PVP zone.
GG! Devs LOL!pvp
shakes head.....who comes up with this stuff? Whoever it is needs to find something else to do in life cuz this isnt working well for them
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Why not just return the rules to the way they were? What really was the reason for the change? Was there too many PVP IOs on the market?
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From what I'm reading (and please correct me if I'm wrong) I believe their intent is to put a stop to the people sitting there with two accounts, using one account to kill off their second account, which isn't defending itself, over and over.
A few threads about this have popped up with people taking part in this practice declaring they feel this was "Working As Intended" instead of being an exploit. I'm guessing this change is meant to declare it an exploit.
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Well, as long as the new goal is to keep the supply at near-zero levels for those of us that play on small servers and don't have the ludicrous bankroll to get them in the auction house, mission accomplished.
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While not the politest post, this guy is essentially correct. Supply will drop from this patch. The primary effect of stopping afk farming also has the secondary effect of dropping supply by huge amounts. I really don't think dropping the timer to 5 minutes is gonna offset it by any significant portion.
I would honestly like a dev comment on this. BAB's commented on the stf bug, why not a comment on this.
Questions:
1. Why was there a need for this change?
2. Did ya'll think about the casual pvp'r and low population servers?
3. If this does go into effect is the drop rate going to be increased?
4. Is this final without possible discussion to change it another way?
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Do knee-jerk, anti-farming measures have to be attached to everything now?
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This