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 Post subject: Code Update 09/18/2011
PostPosted: Mon Sep 19, 2011 12:50 am 
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Mortal

Joined: Sat Dec 27, 2008 12:48 pm
Posts: 1725
Location: Rockin' your world
SK Character: Snuffles
Dulrik, you're gonna spoil us!

I'm glad you're listening to the voiced complaints of players and taking action accordingly. Good update.


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 Post subject: Re: Code Update 09/18/2011
PostPosted: Mon Sep 19, 2011 1:20 am 
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Mortal

Joined: Mon Nov 14, 2005 7:21 pm
Posts: 2506
Location: The yellow brick road
SK Character: Bran
Quote:
- Minor lag when using tame


I'm really hoping you're planning on making tame much less [REDACTED]. Because the way it is it takes about 100 attempts to tame the good things when you're gm, and if you add a lag to that it will make it so much worst. A horrible change, imho.


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 Post subject: Re: Code Update 09/18/2011
PostPosted: Mon Sep 19, 2011 1:52 am 
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Mortal

Joined: Mon Mar 18, 2002 6:34 am
Posts: 263
Location: Portland, Oregon
mundufisen wrote:
Quote:
- Minor lag when using tame


I'm really hoping you're planning on making tame much less [REDACTED]. Because the way it is it takes about 100 attempts to tame the good things when you're gm, and if you add a lag to that it will make it so much worst. A horrible change, imho.


I spent a good 5 minutes trying to tame that wolf in the Tribal grounds, this lag when trying to tame is utterly stupid. Took nearly 40 attempts before the stupid pet followed me.


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 Post subject: Re: Code Update 09/18/2011
PostPosted: Mon Sep 19, 2011 4:01 am 
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Mortal

Joined: Thu Apr 14, 2011 4:51 am
Posts: 442
Do scouts lose their tamed pets when they log off?

If not, then you should indeed spend a good amount of time every time you try to tame a new animal. After all, it enforces a bond between the scout and the pet, having to take care of it, not abandon it at random places and make sure it doesn't die on him.

If they do, then yes, I agree that it's a pain to have to go through this every time you log in.


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 Post subject: Re: Code Update 09/18/2011
PostPosted: Mon Sep 19, 2011 4:41 am 
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Mortal

Joined: Sat Dec 27, 2008 12:48 pm
Posts: 1725
Location: Rockin' your world
SK Character: Snuffles
LionHeart wrote:
mundufisen wrote:
Quote:
- Minor lag when using tame


I'm really hoping you're planning on making tame much less [REDACTED]. Because the way it is it takes about 100 attempts to tame the good things when you're gm, and if you add a lag to that it will make it so much worst. A horrible change, imho.


I spent a good 5 minutes trying to tame that wolf in the Tribal grounds, this lag when trying to tame is utterly stupid. Took nearly 40 attempts before the stupid pet followed me.


I think the number of tame attempts needed to tame something is a separate issue. It seems perfectly logical that tame has a minor lag attached to it, considering you can use it to soothe aggro NPCs.


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 Post subject: Re: Code Update 09/18/2011
PostPosted: Mon Sep 19, 2011 7:53 am 
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Implementor

Joined: Wed Feb 27, 2002 4:00 pm
Posts: 8220
Location: Redwood City, California
It was going to be a lot higher amount of lag until I heard the moaning and wailing in the original bug post. I will plan to refactor the success rate on tame sometime soon.


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 Post subject: Re: Code Update 09/18/2011
PostPosted: Mon Sep 19, 2011 7:55 am 
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Mortal

Joined: Sat Dec 27, 2008 12:48 pm
Posts: 1725
Location: Rockin' your world
SK Character: Snuffles
Great! Now do something about skinning. Pretty pretty please! :D


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 Post subject: Re: Code Update 09/18/2011
PostPosted: Mon Sep 19, 2011 8:09 am 
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Mortal

Joined: Mon Mar 18, 2002 6:34 am
Posts: 263
Location: Portland, Oregon
Sakhul wrote:
Great! Now do something about skinning. Pretty pretty please! :D


Poor D, he does things to help us enjoy the game but we still [REDACTED] about something else!


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 Post subject: Re: Code Update 09/18/2011
PostPosted: Mon Sep 19, 2011 8:18 am 
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Mortal

Joined: Mon Dec 01, 2008 2:01 pm
Posts: 3527
Location: I'm in a glass case of emotion!
SK Character: Retired Troll
Would an immortal please take a look at the save for charm person? Any nutless monkey playing a sorc would still ravage 90% of the mud with that spell.


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 Post subject: Re: Code Update 09/18/2011
PostPosted: Mon Sep 19, 2011 8:37 am 
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Mortal

Joined: Fri Jul 09, 2004 8:43 am
Posts: 5614
Location: Columbia, South Carolina
SK Character: Pilnor, Surrit, Berr, Rall
I'm pretty sure there are multiple sorcs who tried that and failed after the charm nerf.


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