There was a comment in the thread about it being implemented in stages and the first stage being next week. It didn't give a time for the other stages.
Quote:Many optimizations have been done to raise frame rate in crowded areas. Group and raid encounters should see improved performance.
Quote:-Multiple client-side optimizations related to the UI updating have been implemented. You should see significant improvements in frame rate from this change while in combat in a group or raid.
OMG!!
/happy dance
Hopefully this means I will be back full time soon!
.
.
.
.
.
And can I get a HALLELUJIA?!!
Quote:Spam Filter to Combat Gold Spammers!
Ask, and you shall receive! It's been in the works for quite some time, but Game Update 3 unleashes the code that should help eliminate a lot of the spam you may receive in-game. The code works similarly to those featured in other SOE games, in that it automatically filters messages flagged as spam, and reports them to Customer Service.
While the last update I posted had a good amount of new information about APW, I also wanted to let you guys know more about what we’ve been working on and to give a little bit more insight in to why you won’t be seeing this dungeon until Phase 3 of GU3.
As many of you may have picked up on in my replies to the previous thread, there are a few core mantras we’ve adhered to in our construction of the APW raid content. I want to explain a bit more about these in order to best illustrate all of the elements we have been (and are in the process of) pulling together to create the APW experience.
Combat feedback needs to be clear:
* We added elemental damage feedback to the combat text for all damage based abilities.
* Our hate system has been cleaned up, previously hate dynamically changed based on distance from NPC’s as well as AI code with a very weak feedback system. Our hate system has been simplified and now exists as a foundation for other more complex (and more comprehensible) NPC behavior.
* We fixed some bugs with the NPC buff/debuff UI, and we’re looking in to streamlining this even further.
* We’re looking in to removing the perception check from the NPC targeting window, making it so you can always see who is being targeted.
Content needs to be accessible, but challenging:
* Lockout timers allow more players to access content in a non-instanced world.
* Raid lockout limits the total number of players that can interact with raid NPC’s.
* Several new and underused NPC mechanics allow us to have NPC’s interact with players in interesting ways.
o Reactive abilities can fire whenever a player casts a nuke, casts a heal, or attacks with melee (including checks for specific abilities).
o NPC’s can check the combat state and use this information to fire off different abilities depending on the conditions.
The content needs to be fun and rewarding:
* We’ve added a new special type to melee attacks (Strikethrough) that causes the attack to ignore a percentage of the target’s mitigation. In short, the attack will retain its minimum damage while hitting for less on cloth and light armor users (this solves a problem with auto-attacks ‘death touching’ anyone who wasn’t a heavy fighter). Don’t worry though heavy fighters, there are plenty of melee attacks that will still require full mitigation.
* Any boss encounter that is ‘boring’ gets a tuning pass. You’ll need to be on your toes for each and every boss encounter.
* We’re making a few adjustments to the way we work on items in order to make sure that they are worthwhile and in tune with our progression.
Needless to say this is quite a list - and getting all of this in, tuned, and bug free has taken us longer than we might have hoped. However, something that is worth noting is that many of these features are not APW specific. What we’ve been working on isn’t just designing a single dungeon, but working on a set of systems and features that we intend to use as a foundation for future content as well. In fact, the list above doesn’t even cover everything – we’ve also been using our raid testing to get data on performance and CTD’s, information that has proven instrumental in bringing about improvements to both (and this will even be included in Phase 1 of GU3).
There have been a few APW specific polish issues that we’ve been in the process of addressing and testing. We are working on switching over the normal 7 day time out on tombstones to be a 2 hour timeout within the dungeon itself (no tombstone warping), and we’ve been spending quite a bit of time making sure all of our numbers are in line with challenging and yet doable player progression. This is also taking time, but we are in the process of wrapping this up at this point and many of our encounters are in what we would consider a finished state - and the rest are rapidly approaching completion.
In conclusion, I’ve probably given you all more information than was strictly necessary, or even requested, but given our delay I thought it important to outline what we’ve been spending our time on and hopefully grant you all a better understanding of the kind of work we’ve been doing. If you’re interested in checking this all out for yourselves, test server transfers will be opening up with Phase 1, and we will be opening APW on the test server prior to it going live (more concrete info on this will be coming later), so I’d encourage everyone who is interested to make use of this functionality and help us put the finishing touches of what is shaping up to be a very exciting raid experience.
I'm not sure "hardcore" players will like the text in red!
Game update 3
Submitted by Moe on October 6, 2007 - 12:26am.http://forums.station.sony.com/vg/posts/list.m?topic_id=20113
more info
Moesta from Qalia!
Game update 3
Submitted by Dedley on October 6, 2007 - 9:12am.Great stuff Moe !
Thanks for linking the articles!
Dedley
50 Sorcerer extrodinare
Gnilda
16 Shaman
Timmah
23 Rogue
Game update 3
Submitted by Cryosis on October 6, 2007 - 5:56pm.My wife and I will love this with all the performance fixes...but...when does it go live?
Cryosis - 41 Ranger
Velen - 18 Disciple
Game update 3
Submitted by Dedley on October 7, 2007 - 7:10am.There was a comment in the thread about it being implemented in stages and the first stage being next week. It didn't give a time for the other stages.
Dedley
50 Sorcerer extrodinare
Gnilda
16 Shaman
Timmah
23 Rogue
Game update 3
Submitted by Ylyrra on October 8, 2007 - 5:52pm.Quote:Many optimizations have been done to raise frame rate in crowded areas. Group and raid encounters should see improved performance.
Quote:-Multiple client-side optimizations related to the UI updating have been implemented. You should see significant improvements in frame rate from this change while in combat in a group or raid.
OMG!!
/happy dance
Hopefully this means I will be back full time soon!
.
.
.
.
.
And can I get a HALLELUJIA?!!
Quote:Spam Filter to Combat Gold Spammers!
Ask, and you shall receive! It's been in the works for quite some time, but Game Update 3 unleashes the code that should help eliminate a lot of the spam you may receive in-game. The code works similarly to those featured in other SOE games, in that it automatically filters messages flagged as spam, and reports them to Customer Service.
Game update 3
Submitted by Moe on October 8, 2007 - 8:09pm.HALLELUJIA HALLELUJIA HALLEEEEELUUUUUJIAAAAAA!!
Just for you Ylyrra!
Moesta from Qalia!
Game update 3
Submitted by Moe on October 11, 2007 - 11:55am.taken from
http://forums.station.sony.com/vg/posts/list.m?topic_id=20336
While the last update I posted had a good amount of new information about APW, I also wanted to let you guys know more about what we’ve been working on and to give a little bit more insight in to why you won’t be seeing this dungeon until Phase 3 of GU3.
As many of you may have picked up on in my replies to the previous thread, there are a few core mantras we’ve adhered to in our construction of the APW raid content. I want to explain a bit more about these in order to best illustrate all of the elements we have been (and are in the process of) pulling together to create the APW experience.
Combat feedback needs to be clear:
* We added elemental damage feedback to the combat text for all damage based abilities.
* Our hate system has been cleaned up, previously hate dynamically changed based on distance from NPC’s as well as AI code with a very weak feedback system. Our hate system has been simplified and now exists as a foundation for other more complex (and more comprehensible) NPC behavior.
* We fixed some bugs with the NPC buff/debuff UI, and we’re looking in to streamlining this even further.
* We’re looking in to removing the perception check from the NPC targeting window, making it so you can always see who is being targeted.
Content needs to be accessible, but challenging:
* Lockout timers allow more players to access content in a non-instanced world.
* Raid lockout limits the total number of players that can interact with raid NPC’s.
* Several new and underused NPC mechanics allow us to have NPC’s interact with players in interesting ways.
o Reactive abilities can fire whenever a player casts a nuke, casts a heal, or attacks with melee (including checks for specific abilities).
o NPC’s can check the combat state and use this information to fire off different abilities depending on the conditions.
The content needs to be fun and rewarding:
* We’ve added a new special type to melee attacks (Strikethrough) that causes the attack to ignore a percentage of the target’s mitigation. In short, the attack will retain its minimum damage while hitting for less on cloth and light armor users (this solves a problem with auto-attacks ‘death touching’ anyone who wasn’t a heavy fighter). Don’t worry though heavy fighters, there are plenty of melee attacks that will still require full mitigation.
* Any boss encounter that is ‘boring’ gets a tuning pass. You’ll need to be on your toes for each and every boss encounter.
* We’re making a few adjustments to the way we work on items in order to make sure that they are worthwhile and in tune with our progression.
Needless to say this is quite a list - and getting all of this in, tuned, and bug free has taken us longer than we might have hoped. However, something that is worth noting is that many of these features are not APW specific. What we’ve been working on isn’t just designing a single dungeon, but working on a set of systems and features that we intend to use as a foundation for future content as well. In fact, the list above doesn’t even cover everything – we’ve also been using our raid testing to get data on performance and CTD’s, information that has proven instrumental in bringing about improvements to both (and this will even be included in Phase 1 of GU3).
There have been a few APW specific polish issues that we’ve been in the process of addressing and testing. We are working on switching over the normal 7 day time out on tombstones to be a 2 hour timeout within the dungeon itself (no tombstone warping), and we’ve been spending quite a bit of time making sure all of our numbers are in line with challenging and yet doable player progression. This is also taking time, but we are in the process of wrapping this up at this point and many of our encounters are in what we would consider a finished state - and the rest are rapidly approaching completion.
In conclusion, I’ve probably given you all more information than was strictly necessary, or even requested, but given our delay I thought it important to outline what we’ve been spending our time on and hopefully grant you all a better understanding of the kind of work we’ve been doing. If you’re interested in checking this all out for yourselves, test server transfers will be opening up with Phase 1, and we will be opening APW on the test server prior to it going live (more concrete info on this will be coming later), so I’d encourage everyone who is interested to make use of this functionality and help us put the finishing touches of what is shaping up to be a very exciting raid experience.
I'm not sure "hardcore" players will like the text in red!
Moesta from Qalia!