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| Dead Polly Closed, old, and discarded polls |
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| View Poll Results: Should Glitches That Don't Affect Leveling Or Ranking Stay? | |||
| Yes |
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35 | 59.32% |
| No |
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13 | 22.03% |
| Maybe |
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11 | 18.64% |
| Voters: 59. You may not vote on this poll | |||
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#17
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Quote:
I unfortunately don't believe this though - not one bit. Lets look at KH Fence first... Before: - Navy couldn't walk through fence - Player coudn't walk through fence - Navy only has musket as a weapon (which they don't use... duh... thats a whole other can-o-worms) so can only stab - Pirate has 6 weapons, three which are direct range weapons (pistol, daggers, gernades) and two indirect weapons (doll, staff) This seems perfectly fair. If D decided not to give the Navy the ability to a) go around the fence like we do or b) two weapons which one could be a range weapon (like gernades... why only undead carry then I donno) then its the players advantage, and no code is being effected. After: - Navy CAN walk through fence (and just about everything else it seems by the way they run around now-a-days) - Player can't walk through fence now THIS IS A BUG. They broke the code intentionally to allow their NPC characters to cheat much worse than we can... and we get nothing in return. So about that Hex Shot... Before: - Undead can use voodoo until drained - Players can use voodoo until drained - Undead do not recharge - Players do recharge This I agree is a benifit to players - though I wouldn't consider it a coding glitch. I've always said that the undead like us after a time should be able to recharge voodoo (at the same level we do... note that) and we'd be forced to re-hex them (another note, since we are never hit by Hex Shot... who is to say it would not take 30 seconds or more before our voodoo would begin to recharge?) I think this was a missed option and not a coding issue. They just never expected us to figure out that Hex was such a good leveling option. After: - Undead get unlimited voodoo - Players get limited voodoo Now this IS A BUG. Sure, when you first drain them, they do sit still for aout 5 seconds... but then are able to cast any spell they want (I'd LOVE to pull that stunt) and can't be re-hexed (no blue numbers while I waste hex into them at a frantic pace, but they keep casting huge spells anyway...). They once again actually BROKE the code to allow this - not fixed it... So if they were actually 'fixing' code to make a more stable world, then I'm all for the changes... then I could argure that they need adjustments / changes / tweaks... but they are actually breaking code allowing this stuff to happen! No wonder theres been so much lag in the POTCO world lately (even I have some lag issues now... I'v NEVER had lag issues until this update...) - the world is so buggy from their intentional glitches its falling apart... Note: on test, 'repairing the Hex Shot' wasn't even mentioned as part of the notes to testers... 'very conveient' for them to add it in the open release notes... what a farce... So am I impressed? No way... these are intentional breaks while real issues exist in PvP, SvS, and a dozen other areas where NPC 'float on air, jonter off forts into the sky, run through every wall'... Ok, I'm done... need a coffee now
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