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Thread: Official: Creating Adventure

  1. #1

    Default Official: Creating Adventure

    Wyrom's annual post about 2022 and 2023.
    https://gswiki.play.net/Creating_Adv...-_January_2023
    I don't want the world; I just want your half.
    Discord BigNasty#8519

  2. #2
    Join Date
    Dec 2005
    Location
    Minneapolis, MN
    Posts
    856

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    No mention of them working on completing Ascension.....big surprise.

  3. #3

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    The follow-up post from Estild

    Estild — Yesterday at 7:33 PM
    Regarding Wyrom's Creating Adventure - January 2023 (https://gswiki.play.net/Creating_Adv...-_January_2023) announcement, below are the details we're currently planning for the removal of Divergence. The current implementation can be reviewed at https://docs.google.com/document/d/1...h.ynx2a2khr7o2.


    Cooldowns for short duration spells (140, 211, 215, 219, 919, 1619) will go live.
    Numerous effects (including the above short duration spells) were already made exempt from Manastorm, Spellburst, and Spell Sever.
    Spirit Slayer (240): clerics are in a good position, but empaths probably need a few updates, so we plan to wait before implementing this cooldown.
    Breeze's (612) haste effect will go live.
    Updated minimum roundtime for melee weapons will go live.
    All the other bard and wizard updates are suspended when Divergence is disabled.
    PSM AoE setups (reduced from 4s to 3s) will go live.
    I don't want the world; I just want your half.
    Discord BigNasty#8519

  4. #4
    Join Date
    Jun 2007
    Location
    Mars
    Posts
    33,843
    Blog Entries
    17

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    "One of the major areas we plan to walk back is Divergence. " lol
    Ceterum censeo Carthaginem esse delendam

  5. #5

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    They still going through with putting a cool down on spells? So lame.

  6. #6

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    Lol @ having long days & sleepless nights over implementing mostly BS. Actually its sweet, sweet schadenfreude to know that they lost sleep over long grueling days of moving mostly backwards and sometimes sideways, also being largely unable to communicate what they were doing at more than a surface/shallow level


    " It was a pretty exhausting stretch that led into long days, some sleepless nights, and times when I wasn't sure what week it was anymore. I led the teams through an organizational restructuring to try to focus on the core pillars for GemStone IV. That came with its own hardships, but I feel confident it will help highlight our strengths versus putting a spotlight on our weaknesses. "
    Last edited by gilchristr; 01-10-2023 at 01:11 AM.
    Your mind is completely fucked. It is imperative that you unfuck immediately!

  7. Default

    Quote Originally Posted by Tgo01 View Post
    They still going through with putting a cool down on spells? So lame.

    I'm sure you'll be able to buy the DS back somehow

  8. #8

    Default

    Quote Originally Posted by SonoftheNorth View Post
    I'm sure you'll be able to buy the DS back somehow
    "Up next in our auction: a holy tiara encrusted with blue sapphires. While wearing this the spell Wall of Force (140) will no longer have a cooldown! Let's start the bidding at 1 million bloodscrip!"

  9. #9

    Default

    I guess I assumed it's just the group spells that have cool down? What kind of cooldown would you put on a spell that only lasts 60 seconds to begin with?

    Old man voice, "I remember when a wall of force cast lasted for an hour and stacked, and you liked it!"
    I don't use Lich. If you want to do business with me, contact me via PM, IG, or on AIM. Or maybe use smoke signals. Don't like it, get off of my lawn.

  10. #10

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    Quote Originally Posted by Archigeek View Post
    I guess I assumed it's just the group spells that have cool down? What kind of cooldown would you put on a spell that only lasts 60 seconds to begin with?
    That's what it is for 211 and 215, but for 140 and 919 the spells will last 60 seconds and they have a 240 second cooldown, so basically they will have a 25% uptime as opposed to 100% uptime, because that's the lazy way to balance people having "too much mana" instead of giving players more options to use all of their mana.

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