Preview de la GU4 !

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Juste pour revenir sur SOE et Blizzard, Blizzard sait ce qu'il a et ou il va c'est clair, seulement en retour de veste c'est que WoW ne varie pas d'un poil niveau gameplay et que blizzard a peur d'implémenter ne serait-ce qu'une petite nouveauté de gampelay (regardez la nouvelle extension, les innovations se comptent sur les doigts d'une main, et encore).

Au moins SOE a soutenu des jeux prenant des risques de ce côté là (SWG à sa sortie, Vanguard, Pobs...), alors forcement comme ces jeux ne rencontrent pas le succès attendu (enfin pour SWG c'est discutable mais bon) pour diverses raisons (accessibilité, manque de promotion, finition du jeu...) SOE chamboule tout pour essayer de retrouver un publique qui lui fait défaut.

Personnellement je ne pense pas que ça soit la bonne solution mais je comprend en partie certains choix de SOE qui n'a pas une poule aux oeufs d'or dans les mains.
Je ne pense pas que Blizzard ai peur d'innover. Avec 10M d'abonnés ils s'en foutent un peu. Et puis innover n'est pas leur marque de fabrique, eux ce sont plutôt les finitions, les trucs bien rodés, au poil.

WoW est casual-friendly jusqu'au 70, après c'est plutôt orienté HCG (qui peuvent être casuals aussi remarque ). Il y a donc en quelque sorte 2 public pour le même jeu.

SOE par-contre, eux ils ont peur mais ils ont aussi les couilles de changer totalement le gameplay de leurs jeux. C'est bien ou pas c'est un autre débat. Mais force est de constater que pour qu'un jeu décolle un peu, il se doit de devenir plus accessible.. EQ2 était peut-être plus hardcore au temps de la release, mais c'est la simplification globale qui fait qu'aujourd'hui il a remonter la pente (en toute relativité bien sur).

Et la, c'est la loi du profit qui prend le pas. Faire plaisir à une minorité ou rentrer dans ses frais en modifiant le gameplay ? SOE a choisi son camp.

Reste à espérer qu'ils ne bousillent pas complètement l'essence même de Vanguard au fil des GU.
Au pire, on mettra un terme à nos comptes en se remémorant nos beaux moments passés sur le jeu et on passera à autre chose.

L'année 2008 va être intéressante niveau MMORPG j'ai l'impression. Le succès, ou pas, des productions à venir, va être crucial pour la suite de ce genre.

J'espère aussi que SOE apprendra un jour à refaire un MMO qui cartonne (véritablement). Avec toutes les erreurs, les échecs et semi-échecs, il serait temps qu'ils fassent le ménage chez eux. C'est dommage de voir ces "grands" d'hier se vautrer plus ou moins (Turbine par exemple, qui depuis AC bah...).

My 2 golds.
Citation :
Publié par Kiiv
EQ2 a plutot remonter la pente apres un depart catastrophique que l'inverse, non?
ca dépend des points de vues

Niveau commercial Oui
Niveau Qualité du Soft Non

Quant on voit le Craft d'Eq2 a ses debuts (une pure merveille) et ce qu'il est a l'heure actuelle,... ca me fait réellement peur pour Vng
La version test de la GU4 vient d'être mise à jour avec ces nouvelles notes de patch :

Citation :
Here are the most current release notes for update 4. Please try to log on and give some feedback. So far your feedback and bug reporting has helped us debug many of the items in this patch. Thanks for the help everyone, see you in Telon.
Release Notes February / 22 / 2008
GENERAL
- Wyvern flying mount quest is now available
- Griffon mount quest is now active
- There are now no fly zones around certain areas of content.
- Helmets are now visible
- Riftways have been revamped
- Veteran Rewards are now available for those who have been around for 6 months or longer.
- All adventuring consumables now share three cooldown timers. Each consumable either has a 2 minute shared cooldown (for all health, energy, and endurance renewal consumables), a 5 minute shared cooldown (for all 'burst' buffs) or a 15 minute shared cooldown (for all long duration buffs).
- All 30 minute long duration buffs have had their duration reduced to 15 minutes.
- Anevka's Renewal now shares a cooldown with low cooldown crafted consumables.
- Named NPC items have had their item power increased.
- All named drop items are now BOP
- All named drop items are no longer deconnable
- All named now spawn more often
- PVP - All fears should now stun in pvp. They will all be set to half the duration of your normal fear, with 30% diminishing returns and have a 25% chance to break on damage.
- Recasting mez on a target will no longer strip the previous mez. This is also true if the mez attempt is resisted.
- Refresh timers will now count down while offline.
- Fix for a pet ability exploit.
- You can now right-click on a player name link in the chat window to get a context menu for that player, which allows you to do various things like send them a tell, ignore them, add them to friends list, and more. You can also right-click on a player in the game world to get a context menu for them that has the additional options that require you to be close to them, such as inspect, invite to brotherhood, caravan, etc
- Holding down shift and left clicking on an item in your inventory when the market/broker window is open will paste the name of the item into the item search field of the broker window, unless you are currently typing in the chat window, in which case it will paste an item link into the chat window as normal.
- Right-clicking on one of your friends in the friends list of the Social window now brings up a context menu for that friend, allowing you to send them a tell, invite them to a group, and more.
- NPC's that are rare spawns/bosses will display their names in all capitals so they can be distinguished from other NPC's.
- Added display option for showing the dot strength of NPC's in the 3D view (called show NPC difficulty).
- Added display option for player cloak. Now it can be hidden if desired.
- Added option to hide player helmets.

ADVENTURING
- Bard - Lightning Kisses the Ground - Lowered the duration of the critical vulnerability to 10 seconds, but removed the # of hits portion of the duration.
- Bard - Aria of Calm Thoughts - Now increases spell accuracy and damage by 3% and spell crit chance by 2%. It no longer reduces energy costs.
- Bard - Chorale of Calm Thoughts - The name of this ability has been changed to Aria of Calm Thoughts and it is now a lyric component. Its cost has been lowered to 4 energy per sec., down from 10.
- Bard - Hazoc's Harmony of Haste - The name of this ability has been changed to Hazoc's Hymn of Haste and it is now a chorus component. Its cost has been increased to 5 energy per sec. to match other choruses.
- Bard - Fox Overtakes the Hare - The third version of this attack now has the proper critical hit bonus.
- Bard - Asilam's Disenchanting Cry now has a 25m range.
- Blood Mage - Scarring Pact no longer stacks with itself. Blood Pact no longer stacks with itself.
- Cleric - Fixed a bug causing Strike Down not to stack with Speed of Ghalnn.
- Cleric - Speed of Ghalnn no longer incurs global recovery
- Cleric - It should no longer be possible to retain access to path specific abilities if you abandon that path and choose another.
- Cleric - Turning Attempts will now regenerate one at a time rather than all at once (similar to Druid Phenomena Points).
- Disciple - Added Enfeebling Shuriken, a new ability line at level 12.
- Disciple - You now receive Celestial Tiger and Immortal Jade Dragon combat forms at level 10.
- Disciple - The damage on Cyclone Kick has been increased to be a 300% weapon attack plus damage
- Disciple - Lowered the Jin cost of Cyclone Kick to 2
- Disciple - The damage on Blooming Ridge Hand has been increased to be a 150% weapon attack plus damage
- Disciple - Increase the damage of Knife Hand
- Disciple - Increased the duration of Clarity from 4 to 5 seconds.
- Disciple - Lowered the Jin cost of Clarity to 1.
- Dread Knight - Apothic Shield now has a refresh of 10 minutes.
- Druid - Soothe I is now available at level. You will start with this ability.
- Druid - Rampant Roots now costs 3 PP.
- Druid - Treeshape can now be cancelled.
- Druid - Increased damage on Star Mantle.
- Druid - Added new ability Wolfshape to trainers at level 8. This ability gives you the appearance of a wolf.
- Druid - Added new finishing ability, Summon Magma Elemental at level 26. It upgrades every 10 levels. This elemental will take an available elemental slot, but will be much stronger than the Earth Elemental.
- Druid - Hierophant's Boon now has a refresh of 15 minutes.
- Druid - Hierophant's Boon has been moved to level 10.
- Druid - Stormcaller's Fury now procs off of spell casts as well as melee attacks.
- Druid - Increased the energy cost of Piercing Roots
- Druid - Increased the hit points, damage and hit rating of your summoned earth elementals
- Druid - Taproot now stops the player from moving while it is active. If you are moving while casting, it will root you in place, but will not break.
- Druid - Taproot no longer breaks when you cast spells.
- Druid - Roseberries have had their heal increased in power.
- Druid - Seer's Intensity now increases run speed by 60%
- Druid - Seer's Intensity no longer shape shifts you into a wolf.
- Druid - Seer's Intensity now increases intelligence and spell haste
- Druid - Renamed Wolfshape to Seer's Intensity
- Druid - Earthquake now costs 12 phenomena points
- Druid - Life Stream now costs 15 phenomena points
- Druid - Tranquility now costs 10 phenomena points
- Druid - The Brilliant Aurora ability line now has a 10 minute refresh timer.
- Druid - The Brilliant Aurora ability line now costs 15 phenomena points to cast.
- Druid - Summon Ancient Colossus is now Nature's Tempest. Nature's Tempest is a 15 second buff that lowers all spell costs to 0 and increases damage by 15%. It also summons 2 elementals to fight for you for 3 minutes.
- Druid - Therianthropy lowers the energy and endurance cost of all abilities for all defensive targets within 25m for 10 seconds.
- Druid - Renamed Wolf Pack to Therianthropy.
- Druid - Removed Wolf Pack II
- Druid - Added new spell line Antshape to trainers at level 14.
- Druid - Quelling Winds no longer causes NPCs who aren't in combat to aggro.
- Druid - Quelling Winds is no longer focused and pulsing.
- Druid - Quelling Winds is now a targeted AE with a 25m range.
- Druid - Added new spell line Ire to trainers at level 4. This spell upgrades every 8 levels.
- Druid - Nature's Wrath no longer has a resistance debuff component.
- Druid - Updated your Earth Elemental display models. They now look like golems instead of rock turtles.
- Druid - Added new spell line Wither to trainers at level 24. This spell upgrades every 8 levels.
- Druid - Summon Earth Elemental now has a 3.5 second cast time.
- Druid - You now gain the passive ability Earth Mastery at level 6. This ability explains how many elementals you can summon at each level.
- Druid - A summoned earth elemental now lasts for 3 minutes
- Druid - Summon Earth elemental now summons pets that can be commanded.
- Druid - Deadly Swarm now deals less damage in PVP.
- Druid - Deadly Swarm now has a 2 minute refresh
- Druid - Deadly Swarm now costs 7 Phenomena Points.
- Druid - The duration between ticks on Deadly Swarm has been lowered to 2 seconds, down from 4. This makes the spell a shorter duration with the same damage.
- Druid - Starfall has had its damage increased.
- Druid - Starfall now costs 10 Phenomena Points
- Druid - Starfall now has a 2 minutes refresh
- Druid - All berries are now soulbound
- Druid - Added new ability line Bountiful Harvest to trainers at level 50.
- Druid - Mottleberries, Sageberries and Roseberries are now on a 1 minute shared refresh timer.
- Druid - All versions of Sageberries now have 10 charges.
- Druid - The damage over time portion of Venomous Thorns now lasts 8 seconds instead of 16. The damage was not adjusted.
- Druid - Call Lightning now has a 25% base chance to crit.
- Druid - Call Lightning now costs 1 phenomena point
- Druid - Lowered the casting time of Call Lightning to 1.5 seconds
- Druid - Soothe is now instant cast
- Druid - The heal over time portion of Soothe has been increased.
- Druid - The heal over time portion of Soothe has been
- Druid - Soothe now has a 6 second refresh timer
- Druid - Soothe now costs 5 phenomena points and no longer costs energy
- Druid - You now have 20 phenomena points at level 1. Your pool size will increase by 5 every 5 levels until level 30. These will regenerate at a rate of 1 per minute.
- Druid - Phenomena are now available at level 1.
- Druid - Stormcaller's Fury no longer deals damage through invulnerability.
- Monk - It should no longer be possible to retain access to path specific abilities if you abandon that path and choose another.
- Necromancer - Lich - Added new ability line Necrotic Clutch. This ability is available at level 30 and upgrades every 10 levels.
- Necromancer - Wraith - Added new spell line Ghastly Revenge. This ability is available at level 30 and upgrades every 3 levels afterwards.
- Necromancer - Wraith Acolytes now function
- Necromancer - Lich acolytes heal at a rate of once every 4 seconds instead of once every 10 seconds.
- Necromancer - Destroyer minions now attack at range with bows!
- Necromancer - Destroyer minions look differently
- Necromancer - Zealot minions now appear differently.
- Necromancer - Increased the chance that the Zealot minion will hit its target.
- Necromancer - Skin of the Xakrin now functions differently. It will apply its buff when equipping the skin graft on your abomination. Also, this skin appears as a humanoid jackal on your abomination.
- Necromancer - Wraith necromancers now look different. You cannot mount while in Wraith form.
- Necromancer - Spectre's Touch has been adjusted. The following changes have been made: now has a 2 second cast timer, 15 second refresh timer, costs health to cast, lowered energy cost, increased damage and removed the portion that drained energy.
- Necromancer - Death Touch will now deal a large amount of damage to your target if they are immune to the Killing Blow portion of the ability.
- Necromancer - Enshroud now has a casting animation.
- Necromancer - Enshroud is now group targeted.
- Necromancer - Ritual of Necropotence now has a 3 second cast time and no refresh time.
- Necromancer - Ritual of Necropotence now grants a damage buff instead of granting free spells.
- Necromancer - Carrion of Corruption and Carrion of Depravation now despawn after 1 minute, up from 30 seconds.
- Necromancer - Carrion of Corruption has been renamed to Orb of Corruption. The spell now appears as a flaming orb over the NPC corpse.
- Necromancer - Lowered the cast timer of Necropsy to 1 second.
- Necromancer - Added a line of text to the description of Despoiling Blight to indicate that the ability can only be active on one target at a time. This restriction has always been there, but it was never indicated.
- Paladin - Champion's Might is a passive buff that is active whenever you have a shield equiped. It is a 15% damage increase to melee attacks.
- Paladin - Virtue will now regenerate at a rate of one point every two minutes.
- Paladin - Increased the damage of Aegis Strike slightly.
- Paladin - Increased the damage of Guardian's Assault.
- Paladin - A 12 second refresh has been placed on your combat forms. This means that once you enter a form you will be unable to switch out of that form for 12 seconds.
- Paladin - Righteous Supplication has been added to trainers at level 12. This ability will restore all virtue points and can be used every 20 minutes.
- Paladin - Blessing of Life, a new Gift of Virtue (group heal over time), has been added to trainers at level 30.
- Paladin - The damage caused by Sunburst has increased slightly.
- Paladin - Sunburst now only affects one target, costs one virtue and adds an amount of hatred in addition to the damage that it does.
- Paladin - Dictum of Valus now has a 10 second refresh and no longer incurs global cooldown.
- Paladin - Final stand now has a 10 minute refresh timer and requires a shield to use.
- Paladin - Lay on Hands now has a 2 minutes and 30 second refresh timer, down from 5 minutes.
- Paladin - Succor's refresh timer has been lowered to 5 minutes.
- Paladin - Paragon now costs 6 virtue, lasts for 2 minutes and has a 4 minute refresh time.
- Paladin - Fury of Valus now costs 6 virtue, has a 5 minute refresh and no longer incurs global recovery.
- Paladin - Zeal is now trainable at level 12.
- Paladin - Zeal now costs 3 virtue, has a 2 minute refresh, lasts for 30 seconds and no longer incurs global recovery.
- Paladin - Increased the damage of Judgment of the Bloodthirsty.
- Paladin - Increased the damage of Judgment of the Impure.
- Paladin - Increased the range of Smite to 45 meters and lowered the refresh time to 6 seconds.
- Paladin - Increased the damage added by Blood Oath and lengthened its max duration to 5 minutes, up from 60sec. The description has changed to better explain the duration.
- Paladin - Shield of Resolve now returns endurance to the whole group. The values returned have increased and particles have been added to make it more apparent when the effect goes off.
- Paladin - Shield of Solace now heals the group (but not the paladin) when the paladin is struck by an attack. The base value of this heal is now displayed in the ability text as well and particles have been added to help identify when it is working.
- Paladin - Stroke of Conviction and Stroke Fervor both function correctly with shield consecrations.
- Paladin - Stroke of Fervor now deals 350% weapon damage, up from 200%.
- Paladin - Stroke of Conviction now deals 300% weapon damage, up from 200%.
- Paladin - Strike of Gloriann now increases block ability ty 14% in addition to its previous effects.
- Paladin - Both Hammer and Might of Valus now deal 400% weapon damage.
- Paladin - Aura of Divine Power now grants a 6 to 12 percent increase in accuracy as levels are gained.
- Paladin - Courage has changed. A new version has been added at level 48 and previous ranks have had their levels changed to make a more gradual curve. This changes the values of the armor class portion of the buff in the mid levels. The Courage I and Superior Courage both retain their original values for armor class increase. The hit point portion of the ability have been slightly increased and will now stack with all other buffs. The new rank of Courage is available at trainers.
- Paladin - Aura of Replenishment has changed. It now increases the power of heals by 30%, lowers energy costs by 4% and reduces casting times by 8%. These bonuses only affect the paladin. The frequency of the regeneration pulses has increased to 10 seconds, up from 5. Because of this, the amount returned has increased.
- Paladin - Healing Touch has had its cast time lowered to 2.5 seconds and refresh time removed. Energy cost has increased by 2% and healing amount has been lowered by 6%.
- Paladin - Retribution - Added a new counter attack, available at level 12.
- Paladin - Rescues - It is no longer possible to gain virtue points by using rescues.
- Paladin - Contrition - Is now a shield attack that adds a small amount of hate over time to the attacker of your defensive target. It no longer has a force target component and so it does not add the force target immunity.
- Paladin - Virtue Points will now regenerate one at a time rather than all at once (similar to Druid Phenomena Points).
- Ranger - Arrow/ Bolt recipes should no longer show up 10 levels before you can forage the components to make them.
- Ranger - Blade of the Equinox is now marked as a Finishing Attack instead of just a Melee Attack.
- Rogue - Drub now costs 8 endurance
- Shaman - level 15+ - Your Patrons have been removed. Please visit a trainer in Khal, Dark Horse Tracks, Halgarad, House of Fallen Leaves or Martok to do a quest and choose your new patron. (Note: All of your patron abilities will be removed when you login and will remain that way until you complete the new patron quest.)
- Shaman - There is a new Patron choosing quest available that includes the option to respec - the first respec is free. Please visit a shaman trainer in one of the following areas: Dark Horse Track, Khal, Halgarad, House of Fallen Leaves or Martok.
- Sorcerer - Forget is now % based and has a 30 second refresh.
- Sorcerer - Nulling Ward is now a atargeted AE instead of a point blank AE.
- Warrior - Bastion of Steel now has a 10 minute refresh time, down from 15.

CRAFTING- Added an "Assemble All" feature to the crafting assembly window. Once enabled it will continue assembling the recipe you selected until you run out of one or more of the ingredients necessary for the recipe, or until you toggle it back off.
- All Gawrut Kern NPCs have been moved closer to the crafting area.
- Korma Rett at the Tawar Galan crafting area now offers recipe training.
- Kenta at the Tawar Galan crafting area now sells crafting equipment as well as utilities.
- Harvesting nodes have common names now
- Harvesting nodes yield and loot tables have been cleaned up and will now drop resonance and focusing dusts. The types of dusts they will drop are based on their material.

DIPLOMACY
- Diplomacy Masks are now available! Give the facets earned by doing writs to lapidarians in New Targonor, Ahgram, and Tanvu. You can then use the near-by diplomacy assembly tables to attach gems to the masks. Base masks for gem socketing and the glyptic dust needed to carve the gems are both sold by the lapidarians. See them for more details!
- Mask gems and finished masks are no longer soulbound. Mask gems are tradeable and the finished masks are now bound when equipped.
- All diplomacy containers have had their total capacity increased.
- Smelly Cat's cards can now be obtained off of civic parleys. The cat will still drop diplomacy equipment when defeated.
- Mixmaster Macken's parleys now require Academic presence.
- "Missing In Action" parleys in the Ancient Port Warehouse should now give the proper amount of prestige faction.
- Civic diplomacy now has a chance to drop additional rewards upon successful completion of a parley. The rewards included are from all three spheres.
La suite :

Citation :
WORLD POPULATION
- Ancient Port Warehouse - It is no longer possible to summon a boat within the port of Innovus.
- Ancient Port Warehouse - Spawnable bosses in APW now drop Hoptonian Ore.
- Ancient Port Warehouse - The Core Processor will now mitigate spell damage as it was intended to do.
- Ancient Port Warehouse - The Core Processor will now recognize when the Assault Module/Defense Matrix have returned to battle and will once again take advantage of their presence.
- Ancient Port Warehouse - Akym's Dagger is now displaying as a heroic instead of legendary weapon. In addition the damage and delay have both been increased slightly. Otherwise the stats remain relatively unchanged.
- Ceros Island - All ceros island quest rewards have been moved to Sloggerosh except for the mask rewards which are now drops of Pharaoh Harakhan in Nusibe Necropolis.
- Hegnerian - Some changes were made to Hegnerian and the three guards before him to help prevent bottlenecking. All loot has been removed from their tables and will now be obtainable through repeatable quests. These quests can be obtained in the Spore Chamber on a new npc, Fon Cogswin. Find her, and she may make you an offer you can't refuse.
- Hegnerian - Hegnerian now respawns every 30 minutes. As a result, a 6 hour lockout timer has been added to him. Players will be locked out of Hegnerian, Euralon, Myrdicos & Raea.
- Hegnerian - Fixed an issue with the Tomes resetting too early.
- Hegnerian - The Core of Ezigoth will now drop from Hegnerian as multi-loot for those in the group that need it.
- Nusibe Necropolis - Pharaoh Harakhan the outcast can now be challenged by those brave enough to reassemble his body in Nusibe Necropolis.
- Old Targonor - The Knights of the Old Blood have returned with a single order from the lich king Sartok to protect the denizens of Old Targonor, for something special will be happening soon.
- Tanvu - Kau Isa now sells horses in Tanvu.
- Shandrel's relics now drop off of the world loot table. These are non useable rare items that can be deconned. These items have their own table so will drop separately from the any other world loot.

ITEMS - Hunter's League Weapon - Due to recent changes to the Paladin, the Tanwen's Greatsword of Protection has been changed to a 1 handed blunt, Tanwen's Mace of Protection.
- Cloak of the Pantheon is now unique.
- Resolved an issue with the world loot tables that was causing some items to drop much less often then desired.
- Cirel's Sanguine Mandolin now has Vitality and Hit Points instead of Health and Endurance regeneration.
- Ariezel's Horn of Rage now has additional strength and hit points instead of endurance regeneration.
- Sell value of equipable gear has been increased slightly.

CODING
- Reactions are no longer draggable.- Rescues/sympathetic do not show up as available unless there is a valid defensive target.
- Reaction time remaining only appears as a green bar if the reaction is actually available. Otherwise it is color-coded to allow the player to easily identify why it is unavailable.
Color Hierarchy:
1. Target out of range: light brown
2. Not enough resources: crimson
3. Refresh time remaining: dark gray
4. Usable: bright green
- Getting a new crit or a new block/parry, while the reaction time remaining is counting down from a previous crit or block/parry, resets the corresponding reaction time remaining to full. However, if the player is on the 2nd or later step of a chain, that one remains at the previous time remaining, but all of the other chains now become available with a full reaction time remaining bar.
- Fixed bug where some classes (i.e. warrior) would have their chains cancel with a little over two seconds remaining on the reaction timer.
- Fixed bug where reactions were not being updated correctly in ability book and on hotkey bar. They now only show up as available when they are available in the reaction window.
- Changing targets or killing a target now cancels all chains and counters.
- Fixed bug where chains would sometimes not immediately reset to the opener (i.e. when missing on a later step in the chain or killing the target on a later step in the chain). They should now always reset to the opener.
- Fixed counterspells so that they now show up in the ability and hotkey bar as available immediately. Previously, they didn't become available in those places until they became available for the first time in the reaction window.
- Fixed bug where changing combat forms made chains become unavailable. Active chains now remain available when a player changes combat forms
- Implemented /reactionchain, /reactioncounter, and /reactionrescue. These calls are followed by an integer that specifies which chain, counter, or rescue slot to activate. So "/reactionchain 2" activates whichever reaction happens to be in chain slot 2. All of the possible slots have corresponding Key Bindings as well (reactionchain[01-10], /reactioncounter[01-05], and /reactionrescue[01-05]), which are associated with Aliases[114] through Aliases[133] , with no default binding, allowing the player to easily set up hotkeys for any chain, counter, or rescue slot that they want.
- Fixed various issues with /reactionautochain (‘G'http://forums.station.sony.com/vg/images/smilies/8a80c6485cd926be453217d59a84a888.gif, /reactionautocounter (‘Y'http://forums.station.sony.com/vg/images/smilies/8a80c6485cd926be453217d59a84a888.gif, and /reactionautorescue (‘V'http://forums.station.sony.com/vg/images/smilies/8a80c6485cd926be453217d59a84a888.gif. /reactionautochain uses the chain with the most steps that is available. /reactionautocounter and /reactionautorescue use the highest level available counter/rescue.
- The /claim window is now sorted by number available, starting with those items that are unlimited.
- Change to ability book so that it now wraps around (pushing back on the first page goes to the last page and pushing next on the last page goes to the first page).
- Fixed some client crashes.
- Fixed some long-standing crashes related to alt-tabbing out of the game.
- Implemented functionality for "/consent group" and "/consent raid".
Tu as oublié de quote la preview de la GU5 plus loin dans le sujet

Citation :
Game Update 5

To better fine tune your experience we have added more helms as a result due to the fact of disappearing hair, beards, and disproportionate snouts we had to remove the below races. If you are one of those races before GU 5, you will automatically be transformed to a more appropriate race, Thestran Human.

Gnome -
Orc
Goblin
Raki
Vulmane
Kurashasa
Dark Elf
High Elf
Wood Elf
Dwarf
Lesser Giant

For the inconvenience, we'll be adding a new veteran reward. Choose between a tombstone to memorialize your former self, a helmet that looks god awful but is free, or an improved decon kit that has unlimited uses.
Bon j'avoue c'est un peu too much mais ça m'a fait rire

Plus sérieusement, je ne vois pas trop ce qu'il y a de nouveau dedans, ça ressemble plus à un condensé (un patchnote quoi vu que celui du TC en était resté aux hotfix de Janvier) de toutes les modifs données dans plusieurs fils.
Citation :
- Old Targonor - The Knights of the Old Blood have returned with a single order from the lich king Sartok to protect the denizens of Old Targonor, for something special will be happening soon.
J'ai noté un petit teaser pour du contenu à venir dans OT (contenu groupe ? nouveau raid ?). Et là je dis
Etant paladin je suis incroyablement choqué de mon revamp que je trouve super foireux, ils ont vraiment mis des UP dans tout les sens.

Toutes les skills d'attaques ont été amélioré, mes points de vertus reviennent à la pelle se qui permet d'abuser de certaines skills qui avant ne servaient qu'en cas de dernier recours car les points de vertus ne revenaient pas aussi rapidement, maintenant je gagne un point de vertu toute les 2 minutes... c'est ABERRANT mais faut être paladin pour voir le problème...

Sans oublier la nouvelle skill qui redonne full points de vertus au paladin et lancable toute les 20 minutes !

Du coup mon sort de soin qui redonne full life à un joueur et qui coûte un point de vertue peut être lancer toute les 2minutes 30 au lieu de 5 minutes... c'est plus un sort de dernier recourt ca c'est carrément un full soin gratos donné au paladin...

Je gagne un HOT de groupe, mon sort de soin principale n'a plus de refresh se qui me permet de le lancer en boucle, alors ok en contre partie il coûte plus cher en mana à lancer mais bon ils ont eu la superbe idée de changer mon aura de regen de groupe, maintenant ca me donne +30% en heal -4% en mana cost et -8% en cast time sans oublié le regen mana/vie de groupe qui a été augmenté.

Mes buffs perso Shield of XXX permettent maintenant de redonner de la vie ou de l'endurance au groupe quand le paladin se fait taper.

Je vais m'arrêter là car tout le reste c'est comme ca, des gros UP partout n'importe comment, personnellement à part 4 ou 5 skills bidons j étais très content de mon paladin.

C'est pas un revamp ça c'est l'entrée au panthéon des Dieux

Et après ils vont s'étonner que le warrior est pas content car le paladin peut générer 40% de hate en plus avec l aura de protection alors que eux en génère seulement 20, ou bientôt les classes de soins vont raler car le paladin a pris une trop grand place en tant que soigneur mais faudra pas s'étonner avec de tels changements ca sera normal
Citation :
Publié par Dober
Etant paladin je suis incroyablement choqué de mon revamp que je trouve super foireux, ils ont vraiment mis des UP dans tout les sens.

Toutes les skills d'attaques ont été amélioré, mes points de vertus reviennent à la pelle se qui permet d'abuser de certaines skills qui avant ne servaient qu'en cas de dernier recours car les points de vertus ne revenaient pas aussi rapidement, maintenant je gagne un point de vertu toute les 2 minutes... c'est ABERRANT mais faut être paladin pour voir le problème...

Sans oublier la nouvelle skill qui redonne full points de vertus au paladin et lancable toute les 20 minutes !

Du coup mon sort de soin qui redonne full life à un joueur et qui coûte un point de vertue peut être lancer toute les 2minutes 30 au lieu de 5 minutes... c'est plus un sort de dernier recourt ca c'est carrément un full soin gratos donné au paladin...

Je gagne un HOT de groupe, mon sort de soin principale n'a plus de refresh se qui me permet de le lancer en boucle, alors ok en contre partie il coûte plus cher en mana à lancer mais bon ils ont eu la superbe idée de changer mon aura de regen de groupe, maintenant ca me donne +30% en heal -4% en mana cost et -8% en cast time sans oublié le regen mana/vie de groupe qui a été augmenté.

Mes buffs perso Shield of XXX permettent maintenant de redonner de la vie ou de l'endurance au groupe quand le paladin se fait taper.

Je vais m'arrêter là car tout le reste c'est comme ca, des gros UP partout n'importe comment, personnellement à part 4 ou 5 skills bidons j étais très content de mon paladin.

C'est pas un revamp ça c'est l'entrée au panthéon des Dieux

Et après ils vont s'étonner que le warrior est pas content car le paladin peut générer 40% de hate en plus avec l aura de protection alors que eux en génère seulement 20, ou bientôt les classes de soins vont raler car le paladin a pris une trop grand place en tant que soigneur mais faudra pas s'étonner avec de tels changements ca sera normal
c'est la première fois que je vois quelqu'un se plaindre d'avoir été UP après un revamp de classe
Ton honnêteté de perdra
Citation :
Publié par heaven_k
c'est la première fois que je vois quelqu'un se plaindre d'avoir été UP après un revamp de classe
Ton honnêteté de perdra
Bah de mémoire le paladin devait recevoir un revamp pour lui permettre de mieux tanker histoire d'être plus ou moins l'équivalent du DK et du warrior...

Il était pas question de lui filer des nouvelles skills pour qu'ils fassent plus de dégâts , qu'il soit dix fois plus performants en soin et qu'il puisse utiliser ces sorts de soutien en boucle à cause du revamp des points de vertus que maintenant on en gagne 1 toute les 2 minutes...

En fait je trouve ce revamp, sur le papier, vraiment "too much", trop d'améliorations qui n'étaient pas du tout nécessaire au paladin, autant le warrior avait besoin de son revamp car il était vraiment en dessous de tout autant là le paladin avait déja un vrai role à lui et n'avait pas besoin qu'on vienne tout chambouler, et surtout pas de cette manière à coup de UP partout.
- All 30 minute long duration buffs have had their duration reduced to 15 minutes.

Hum si je comprends bien, le renewal ou Acumen par exemple ne vont plus durer que 15mn??? ouch dur dur
Bah 15 minutes ca va encore...

Mais je me souviens d'autres classes avec des buffs de 3 minutes ! Qui sont maintenant passés à 1 heure. D'autres sans limite de durée (mais qui buguent au bout d'une heure...)

Mais le disciple garde ses bonds à 2 minutes ...
Citation :
Publié par Kaworu-kun
Comment peut-on dire que la retouche est mineure alors qu'il n'y a plus AUCUNE option de personnalisation du visage ? Il ne reste plus que le choix entre 4 visages qui se ressemblent et qui sont mal foutus, et 4 coupes de cheveux.
Comme déjà dit ici et sur le forum officiel, ceux qui ne comprennent pas les joueurs qui gueulent contre ce nerf flagrant de la customization sont ceux qui se sont contentés de garder l'un des visages pré-définit du jeu, sans chercher à le modifier..d'où la quasi non-différence entre la version actuelle et celle du TC.
D'ailleurs il n'y a qu'a lire les nombreux sujets sur le forum officiel pour voir que ce n'est pas qu'un whine d'une ou deux personnes.

On s'en fout de la custom du visage : on se voit toujours de dos, et les joueurs qui peuvent le voir ont d'autres chats à fouetter.

Le jeu entier à subi des dégradations considérables sur les textures et les "polygones", depuis sa sortie et surtout dernièrement. Et ca devient enfin jouable.

Avec le nouveau système de rift on va enfin avoir des Captain Giral partout ! (private joke pour les vioques du jeu) Mouahahahah Captin Giral the revenge !
Citation :
Publié par Ednirio
Je m'en fou de la custom du visage : on se voit toujours de dos, et les joueurs qui peuvent le voir ont d'autres chats à fouetter.
Je me suis permit de corriger un oubli de ta part

Moi je peux pas jouer à un MMO avec un personnage qui ne me plait pas... quand je créais un perso dans un MMO je m'applique car je sais que ce personnage je vais passer énormément de temps avec donc je fais tout pour qu'il me plaise et qu'il ai une identité...

Donc forcement quand plus d'un an après la release du jeu on me demande pas mon avis pour bouziller la tête de mon perso ca m'énerve
Exact et je me permet de rajouter que je ne passe pas mon temps à basher du mobs avec mon avatar dos à moi.

Je fais parti des kikoolol qui aiment regarder son avatar sous tout les angles quelque soit la situation (combat, craft, roleplay, etc..), quand c'est possible.

Et ce n'est pas ça qui est responsable des "performances" du moteur.

M'enfin la on refait le débat qui a déjà eu lieu dans l'autre sujet.
Citation :
Publié par Ednirio
On s'en fout de la custom du visage : on se voit toujours de dos, et les joueurs qui peuvent le voir ont d'autres chats à fouetter.
Aloha,

De plus, je trouve qu'ils devraient rendre nos armures plus 'lisses' et moins travaillées car on ne voit que la cape en permanence et les autres joueurs ont d'autres chats à fouetter que regarder nos armures.
Tant de détails sur notre équipement ne servent donc à rien. Dés lors, je vais même aller plus loin, je vote pour le port obligatoire de la burka à partir du GU5.

-A force de rogner un peu partout, le jeu n'aura plus ce charme si particulier qui le rend unique.
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Citation :
With what seems to be a lot of conflict lately regarding character customizations, helmets and improvements to all character models, we wanted to apprise you of our status with the changes we have in store.

Essentially, we are iterating toward new characters, characters that are more visually pleasing and that considerably increase performance more than our current characters.

Unfortunately the characters in Vanguard are the most expensive performance hit in our game. This is due to the sheer number of polygons, the very large number of bones, and the large number of weight influences per vertex. These factors result in an enormous number of matrix operations having to be performed each frame in order to skin the character.

For the first step of our character change progression path, we wanted to increase performance by eliminating the enormous number of bones and weight influences on the head, as well as some bones in the hands. In our testing with many character on the screen while skinning every frame, there were substantial performance increases.

The other reason why we eliminated the bones in the head was to make the process of getting helmets into the game much faster. The helmets and their supporting meshes would have to have had the same bone structure as the character heads, and would have had to have all the vertices weighted properly so that head customization would affect the helmet and supporting helmet meshes accordingly so that interpenetration and other defects would not result. The time to properly bone and weight all the helmet assets would have been a very large undertaking.

It was important for us to evaluate our helmet approach, and it was important to us to improve performance in the game, especially in Raid, Group and Town situations where there are a large number of characters in a scene.
In looking at the variety that could be generated with our current character face customization, we saw minor differences between what could be achieved versus the default, and virtually no differences at range. Since we are already iterating to new models after this update, we made the decision as a team to remove facial customization to increase performance and also to allow us to get helmets into the game at the same time.

Your characters will change as we move into phase two, and customization options and methods will also change. Your character will not look like it has looked in the past because the geometry and other factors will change. Customization will change. So whether we push the character customization, skeleton, and helm changes to Live or not, your characters are going to change anyway in the near future.

Of course we are proceeding along this path to make the characters more visually appealing, heroic, attractive, and at the same time, we are increasing performance so that overall frame rate is higher.

The technology for "baking" the character customization into the reference pose of the base meshes and the helmet and other head attachment meshes is not trivial to write nor trivial to test. So were we to go and implement that technology it would be a temporary and stop-gap solution as we will be changing the models and customization methods in the next phase anyhow. Skinning those vertices and copying the vertices into the reference pose is one thing, but then reweighting the vertices such that they now are only affected by one primary joint is another thing altogether, and this would require serious code time, code time that could otherwise be directed to improving performance, fixing bugs, and moving forward to the next phase of character improvement. Furthermore, in order to "bake" customization changes into the base poses of the meshes would require also that we fully bone and weight our helmet assets so that they may also adjust for customization changes which change the size and shape of various parts of the head mesh, such as the nose, jaw, width, height, and so forth, and that is a very long process to bone and weight all of those assets. And again, this would all be a stop-gap temporary measure and would detract us from moving forward into the next phase of improving our character models.
Obviously the post about "minor changes" or whatnot in facial customization was a case of internal miscommunication that led you to believe we were trying to pull the wool over you eyes. It was not some malicious attempt by us to "fool" players into accepting something, because obviously that is impossible to do...when you try and customize your face and bone customization controls are not there, it is fairly apparent. No one is getting fooled, and we posted that because we weren't on the same page as to the extent of what we had changed. That happens. Sometimes coders, artists and management don't speak the same language, and the wires get crossed.

Obviously this team has worked enormously hard to improve the product since the acquisition by Sony in May. We feel that we have made enormous strides. Our next big target for improving the game is to improve the look of your Avatars, and to that end we are working hard. We understand that this interim step angered people, but we also want the players to understand that your Avatars are going to change no matter what as we continue to iterate toward better looking and better performing characters.

Vanguard Team
Source : http://forums.station.sony.com/vg/po...topic_id=28110
En gros il nous explique les pourquoi techniques de ce changement au niveau de la customisation, tout en prevenant qu'ils s'attaquent au corps prochainement.

Citation :
Our next big target for improving the game is to improve the look of your Avatars, and to that end we are working hard.
Je me demande comment ils vont procéder.... Plus de skins au niveau armures? Des rajouts possible à la création d'avatar, comme percings, taouages, signes tribaux??

A surveiller....
Il annonce à terme la suppression quasi-totale de la customization, que ce soit le visage ou le corps en entier.

Et il avoue qu'ils auraient pu faire un meilleur compromis si l'équipe de développement de Vanguard était plus conséquente.

Bon c'est compréhensible dans un sens, mais il aurait pu au moins annoncer qu'ils allaient ajouter de la variété dans les visages pré-configurés...ou alors j'ai sauter le passage.

C'est dommage en tout cas, même si ce n'est pas primordial pour un MMOG, mais une telle régression au niveau de la customization..

Edit après lecture des différentes interventions officielles dans le sujet : Il semblerait que le gros de l'optimisation se fasse donc en phase 2 (GU5) avec les corps, mais qu'ils rendront le tout plus "sexy"...à voir donc, dans quelques mois (sigh) pour juger du travail complet (et donc une possible plus grande variété d'avatars "pré-construits")..
Citation :
Publié par Sillvalt
Aloha,

De plus, je trouve qu'ils devraient rendre nos armures plus 'lisses' et moins travaillées car on ne voit que la cape en permanence et les autres joueurs ont d'autres chats à fouetter que regarder nos armures.
Tant de détails sur notre équipement ne servent donc à rien. Dés lors, je vais même aller plus loin, je vote pour le port obligatoire de la burka à partir du GU5.

-A force de rogner un peu partout, le jeu n'aura plus ce charme si particulier qui le rend unique.

Ils rognent de partout depuis le début, parce que ce jeu est intenable sans ça. Et il n'a deja plus le charme.

Au début tout le monde jouait en qualité moyenne même sur grosse config. Maintenant on peut balancer une meilleure qualité et même un peu d'herbe.
Citation :
Publié par Kaworu-kun
Exact et je me permet de rajouter que je ne passe pas mon temps à basher du mobs avec mon avatar dos à moi.

Je fais parti des kikoolol qui aiment regarder son avatar sous tout les angles quelque soit la situation (combat, craft, roleplay, etc..), quand c'est possible.

Et ce n'est pas ça qui est responsable des "performances" du moteur.

M'enfin la on refait le débat qui a déjà eu lieu dans l'autre sujet.
Tu es narcissique c'est pour ça Quand ils ont sorti le jeu, ils annoncé la couleur en disant que ca tournerait bien sur des machines qui existeront couramment dans 3 ans. Du coup, tout le monde avait des machines au moins avec 3 ans de retard sur le nécessaire pour faire tourner le jeu.

Il n'y a plus de grosses différences sur les texture moyenne et haute qualité. Et surtout, les textures haute qualité ne font plus crasher comme avant.

Et qu'ils rabotent les polygones du visage, et qu'on en a pas 300 de différents à dessiner quand on rentre dans une ville, c'est très bien. Pour tout le monde.
Ben dès lors où un jeu me propose une vue à la 3eme personne j'aime avoir une bonne tête/un bon look

Graphiquement, d'une impression générale, je ne vois pas trop de différence entre le jeu maintenant et tel qu'il était en béta 3 (date à laquelle je suis rentré).
Si ce n'est qu'il est beaucoup mieux optimisé, comme quoi il est possible de faire des choses sans supprimer complètement une feature.

Je reste persuadé qu'ils auraient pu faire quelque chose de mieux, mais qu'il n'en ont pas les moyens.

Quoiqu'il en soit, on verra le résultat final de ce rabotage à la GU5. Mais même si c'est vraiment regrettable, ce n'est pas ça qui me fera quitter le jeu (heureusement d'ailleurs, car Vanguard ne se résume pas à la customization des persos...même si c'est dommage).
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