Patch 84 - October 23rd, Happy Halloween, Night of Horrors Expansion!

Discussion in 'Patch Notes' started by Chris, Sep 29, 2018.

  1. Chris

    Chris Renaissance Staff
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    patch.png

    The Night of Horrors event is back
    - 25 New Monsters!
    - 80 New Rare Drops!
    - Updated Reward Store!
    Event Megathread - http://uorforum.com/threads/happy-halloween-2018-renaissance-event-megathread.36727/
    1.jpg 2.jpg 3.jpg 4.jpg


    Night of Horrors - City of the Dead Challenge Dungeon
    - Massive new timed dungeon!
    - Unique rare drops!
    - High risk /high reward design!
    http://uorforum.com/threads/night-of-horrors-2-the-city-of-the-dead-event-guide.37479/

    Animal Trainers
    - Increased the cost of Grizzly Bears from the animal trainer to account for the fact that they can rarely spawn a taming scroll creature. ​

    New Items
    - Created an UndeadKinMask that functions much like the OrcishKin Mask.
    Note: This will not be functional quite yet as we get the systems right so this only applies to specific sections of the world in a way that does not affect instanced events, pvp hotspots, etc. This is intended as a role playing aid primarily and will focus on those locations. Details on its function will be release soon.
    - Created a Bustier of Domination that provides +2 taming for our female characters.
    - Created a Dragon Pet Dye that can apply a designated color to a bonded, dark, dragon.
    - Implemented 2018 Halloween mask dyes, and proper naming conventions.
    - Added two new Sarcophagus home addons
    - Expanded the confirmation moongates to include new messages for the Night of Horror expansion.
    Note: These will be Extremely rare items only used with aesthetically pleasing hues. ​

    Farmable Resources
    - Implemented an Ocllo tag for farmable resources on ocllo island.
    - This will allow farmable resources in ocllo to be tagged so only young/newer accounts can interact with them.
    - Ocllo island is the only source of resources for newer players, and we want them to have access to enough resources to get started on the island.
    Note: This change will only be applied to Ocllo island. ​

    Firebombs
    - Disabled the explosion aspect of firebombs temporarily​

    NPC's
    - Found a problem that would cause a client crash in rare instances when HireFighters spawned wearing 2 helmets. ​

    Misc
    - Fixed a problem that was causing the special item looting system to only alert players to looting failures, not rare drop successes.
    - Players who find a rare item when killing a monster (and doing the most damage) will not get a yellow alert informing them of the drop.​
    Last edited: Oct 23, 2018
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  2. Earsnot

    Earsnot Well-Known Member
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    Verrrrrrryyyyy clever!

    Into it.

    I'm assuming this is for cotton primarily?
    What other resources are affected? (not that it matters to me - just intrigued)
    Last edited: Sep 30, 2018
  3. scuba

    scuba Well-Known Member
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    Don't forget about mining @Earsnot
  4. Ahirman

    Ahirman Well-Known Member
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    I don't understand this fix. You're essentially removing an item from the game to make pvm a little harder? If you can't stack them what use are they? They give no player(s) any unfair advantage because anyone can freely use them.

    You can always just throw a keg of explosion pots instead. o_O

    I guess I just don't see what problem your attempting to fix. I think we should just leave those alone.
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  5. BlackEye

    BlackEye Well-Known Member
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    I agree with Ahirman. Why would you need to remove the stacking effect, when the delay timer can be adjusted for balance reasons (e.g. decreasing dmg dealt over time)?
    Without the stacking, the fire bomb becomes completely useless.
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  6. jumpman

    jumpman Well-Known Member
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    Are these impacting the server so much that they warrant patching? Razor-assisted or otherwise, within the realm of PvM there are numerous ways to achieve long-range, high-damage output over short periods of time. This one seems oddly specific and I can’t help but assume this propsosal is a direct response to help quell the masses who routinely picket efficiency.
    Last edited: Sep 30, 2018
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  7. NerK

    NerK Well-Known Member
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    I'm always confused by the things we address on patches..

    I wish we could get some fixes done that the community requests.

    One example is tracking... wish that was on here.
  8. JimmyTheHand

    JimmyTheHand Well-Known Member
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    Tracking is on the way. That's been stated a few times, the dungeon regions need manual tile by tile fixing to ensure no return to the previous problem which is a huge, tedious job and likely best left to the person who knows exactly where all the exploiting was going on.
    Im sure people have seen this written.

    *pops on the devils advocate cap*

    There is a possibility here, which is where I went immediately after reading these responses and struggling to find an obvious reason either, that, it may not be in response to anything.

    It could as easily be in preparation for something coming up in the immediate future, which means this would be 100% required.
    New halloween dungeon? Possibly there's an easily exploitable encounter using these? (packs of low hp mobs?)

    Maybe there are some mobs in said dungeon launching them en mass at players? That'd be an entertaining thing to see reverted just as you all ran it :D

    *removes cap*

    I hope that is relevant! I enjoy both these thoughts :p

    The point remains though; everything written is speculation immediately down the negative route. I don't like that pattern that I often I see here. :)

    Maybe reason in patch notes would've helped? Methinks it would've ruined a surprise.

    I do love speculation :D
  9. OptimisticSam

    OptimisticSam Well-Known Member
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    A reason would be great, if for nothing else than transparency.
  10. JimmyTheHand

    JimmyTheHand Well-Known Member
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    @OptimisticSam I can't disagree with that, except in the cases of revealing new content early through notes, or, exposing concepts that might be reworked in the future by new or old trouble makers.

    I didn't mention, maybe some type of town killing was going on? A couple toons and a few firebombs... *shrug*

    You are correct though, knowing why is what drives me... Question Everying, Ignorance is Boring, etc. etc. :)
  11. Ahirman

    Ahirman Well-Known Member
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    Couldn't you just make them not work in guard zone kinda like poison was for a while? I thought most people just dropped a poison field on afk players in town.
  12. JimmyTheHand

    JimmyTheHand Well-Known Member
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    Certainly could. Just a random thought - and only that much as I saw someone talking about them + dying in a discord server.
    Last edited: Sep 30, 2018
  13. NerK

    NerK Well-Known Member
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    It's funny how most people don't know about firebombs but we're putting energy into changing them.

    Wish that energy was put into real issues.

    @Chris thanks for sharing this info I hope we can use this thread as a conversation!
  14. Erza Scarlet

    Erza Scarlet Well-Known Member
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    I believe this adresses heavy Firebomb usage in order to kill champs with certain methods ...

    Ive seen them beeing used in crazy ways for that reason before.
    Theyr efficiency is amazing and exceeds a lot of regular methods - if applied in the right way and in the hundreds
  15. Chris

    Chris Renaissance Staff
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    Clearly the effect should not stack. I am open to listening to counter points on why it should. But keep in mind that the fire field spell does not stack. It is one of those logic defying aspects that probably should have never existed in the first place.

    The reason it is being looked into is because it was caught being used as a method to harass players in town and other situations due to the rapid fire macro that people were using to abuse this mechanic.

    This gets on the patch list because players abuse them, forcing the staff to react quickly to address it. And I post it here so we can discuss it in a positive manner.

    So make sure to look at the issue from all sides if you want to recommend an alternate change.

    Case in point.
    - Certain Champion is Hard
    - Players are forced to use unconventional tricks
    - Use of firebomb stacking becomes the norm.
    - Player demand the mechanic stays.​

    My Point of View. Why not just work with me to balance the difficulty of that champion to encourage more tactics than bomb spam.

    As for tracking I have stated in several other posts we are working on it, but we have a more complex plan to bring that into a more perfected version that addresses all concerns from every side.
    Last edited: Oct 2, 2018
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  16. JimmyTheHand

    JimmyTheHand Well-Known Member
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    Right when I was going to stir the pot...

    *backs away slowly*

    +1 for Anti-Shiftery/Unintended use patches though.
  17. El Horno

    El Horno Well-Known Member
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    Make using firebombs a criminal act. That would result in insta-guardwhack if used in towns. Also the fields do not do dmg if the thrower is dead, so even that 1 firebomb thrown before guardwhack would not result in any damage to any players it was thrown at. If this happened in lets say buc's den, or out of guard zone elsewhere, any victims would receive a murder gump as well so there are consequences.
    Last edited: Oct 2, 2018
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  18. Chris

    Chris Renaissance Staff
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    I am still looking for the exact reason they "need" to stack however. What behavior is severely impacted by this change? And if so, why wouldn't we address the root cause, vs allowing this to continue to exist.

    Side note: For some of you worrying about where I spend my time. I post things here before I code them so they can be discussed. I do not randomly code it, and then argue with you to defend the change. I post my intentions based on current known problems and then review player comments here before I code the change.
  19. El Horno

    El Horno Well-Known Member
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    The reason for keeping these as is for me is 2 fold. This game is a sandbox and if we nerf every out of the box usage of mechanics, we are effectively taking sand out. The practical application of firebombs is extremely limited as is, and in my humble opinion add a layer to the game. They are a tool in the toolbelt of champers and having access to these tools allow for more options both when raiding enemy champs, or when defending against raids. When PWN was in its infancy, we were often set against superior forces with more pvp prowess then ourselves. But we were often able to overcome this adversity by our superior mechanical knowledge and our wide array of tools at our fingertips.
    To take these tools away from up and coming champers seems very unfair. I do not see how they will be able to survive being smaller crews once we take away all their options for dealing with being raided. To be clear, there are built in consequences to using firebombs and other techniques. At the benefit of speed, you limit the plat payout to 1 person. Instead of everyone getting a piece of the boss plat, only the firebomber would get paid. It also only works in very select situations with select bosses, so its not a once size fits all glove.
    Then for harrowers, it would unarguably make them harder, which is cool and all, but seems again unfair to up and coming groups. So we let some groups do >125 harrowers using firebombs to shave off time, but from here on out make it harder for anyone else.
    Part of the amazing UO journey is figuring out better ways to perfect your craft and that is something PWN prides itself in doing. To prevent others from following in our footsteps and taking the same journey seems a shame.
    Again to be clear, this is NOT by any means a game breaker change if it were to be implemented. We will adapt just fine, as we have always done, but it truly does seem a shame to simplify the complexity that is advanced champion spawn tactics. And it seems unfair to all those that come after us to be hampered by said changes. If town killing is truly the issue, as suggested, making the firebombs a criminal act seems like a better solution imo.

    To give you a specific example of how this actually plays out, last I remember using them we were raided by a bunch of pks, we were able to hold them off via chokepoints but this was not sustainable. There seemed no way to actually engage the boss while defending at the same time, the distraction of the boss would have provided more then ample opening for us to be overtaken. So we instead made the decision to peel 1 person off of defense to first teleport the boss onto a single tile nook, then firebomb it to secure the skull. Our defenses crumbled right as the boss finished being killed. We got the skull, nobody got any plat, but we were able to secure what we came for.
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  20. Hadrian

    Hadrian Well-Known Member
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    Would it be possible to energy wall " X " a sosarian, then/while stacking fire bombs on them?

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