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When are pneuma accessories going to be allowed in woe?

Author Topic: When are pneuma accessories going to be allowed in woe?  (Read 2636 times)

kidknight

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When are pneuma accessories going to be allowed in woe?
« on: September 16, 2010, 03:16:23 am »
I'm curious to know, it's been awhile now that they've been "temp" banned from woe.

What's being worked on right now? What's the next fix in game in terms of game mechs?


SukiChii

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Re: When are pneuma accessories going to be allowed in woe?
« Reply #1 on: September 16, 2010, 08:24:35 am »
Never.

GreaterPepe

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Re: When are pneuma accessories going to be allowed in woe?
« Reply #2 on: September 16, 2010, 08:44:36 am »
Never.
I really hope not.
Snipers are OP enough. Pneuma clip is pretty much a must for classes that don't have lovely things like WoF, Dispel and Soul Burn to makes Snipers cry.

SukiChii

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Re: When are pneuma accessories going to be allowed in woe?
« Reply #3 on: September 16, 2010, 08:50:36 am »
Not never.

But they're taking a lot of time in fixing it.

GreaterPepe

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Re: When are pneuma accessories going to be allowed in woe?
« Reply #4 on: September 16, 2010, 09:00:41 am »
Yeah, I know right. You'd think it would be high Priority.
I guess it's just a hard problem? Because the same exact thing happened with the Arte Bug.

They had a 5 minute quick fix for the Arte Bug, but didn't even bother fixing it for months. I made a suggestion for it and people supported, and it finally got fixed, but they should have just fixed it in the first place. I guess they like Snipers. ;<

I trust that this isn't the same case and that the GMs have a legitimate reason for not fixing this yet. I'd just like to hear that reason.. ;<

Typhoom

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Re: When are pneuma accessories going to be allowed in woe?
« Reply #5 on: September 16, 2010, 09:18:31 am »
Making the penuma not proc while near saftey wall is why they took it out right so I guess that's not the easiest fix or they may have already done it

GreaterPepe

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Re: When are pneuma accessories going to be allowed in woe?
« Reply #6 on: September 16, 2010, 09:22:40 am »
If they already did that fix, then it should be put back into WoE.
That was 90% of the problem anyway. Pneuma over SW, so you could have both protected and could keep the Emp Pneuma'd indefinitely.

Autocasted Skills work differently in eAthena. Sucks. ;<

Typhoom

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Re: When are pneuma accessories going to be allowed in woe?
« Reply #7 on: September 16, 2010, 09:25:51 am »
If they fixed that then WTF x.x

Auurium

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Re: When are pneuma accessories going to be allowed in woe?
« Reply #8 on: September 16, 2010, 11:03:47 am »
Lol, you guys still can put pneuma's up from a HP / Champ, justs sayin' that makes them cry like babies. (However, I don't know how is the WoE scenario at the moment, since I'm sort of MIA).

@OP:  

The Artemis bug was just to change a value in the coding of the item, that's why it was a "5 minutes fix", and no one noticed it until Shynobi showed it up.

Autocast Pneuma requires something else, maybe a core edit? So it would stop proc'ing over SW, maybe that's why its taking its time to fix.

However, I do believe its going to get unbanned from WoE when that happens.
« Last Edit: September 16, 2010, 11:05:31 am by Auurium »

"As a Desperado in the Lawless District, you better not turn up anywhere empty-handed. You are only known by your gun - the only ID that ever matters.
You live by the gun, you die by the gun. Those who oppose this law are judged by it... and the only sentence is death.

Soon you'll find that the only thing that survives is respect."

Teggit

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Re: When are pneuma accessories going to be allowed in woe?
« Reply #9 on: September 16, 2010, 11:19:21 am »
R> Gameplay+Mechanic bug fixes.

I think we've waited long enough now. =x

GreaterPepe

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Re: When are pneuma accessories going to be allowed in woe?
« Reply #10 on: September 16, 2010, 11:49:18 am »
I Lol'd at "Nobody Noticed It".

Yeah, maybe you didn't, Sniper main.  ::)


Also, I'm sure there's a way to modify the Errende card to make it less broken in WoE. How about reducing the Proc chance instead of "OH LET'S JUST BAN IT." The only reason Errende was broken was because Pneuma would proc over Emperium SW's so constantly that nobody could SW.

So... Lower the proc rate. Seriously GMs, It's not like you don't get the same basic effect: "Unable to wall Emp oh noes!" from both the Professor class and the Detale Card.
Lower the Proc rate to the level of Detale. Detale was lowered, yes? Because it seems like it was...


Anyway I agree with Teg. Gameplay/Mech fixes should be made top priority damn soon. It's been a long time and the Staff have just been focusing entirely on Item Shop stuff as far as we know.
« Last Edit: September 16, 2010, 12:30:12 pm by GreaterPepe »

Razer

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Re: When are pneuma accessories going to be allowed in woe?
« Reply #11 on: September 16, 2010, 12:19:03 pm »
If they were able to to make people not open shops over each other this should not be a problem seeing the solution lies in the same line of thinking.

Something like
If(player_tile == safteyWall or If Playertile == LP ) then {not castPneuma} else {castPneuma on player_tile}

GreaterPepe

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Re: When are pneuma accessories going to be allowed in woe?
« Reply #12 on: September 16, 2010, 12:27:26 pm »
That would probably work, but I think they would have fixed it if it were that easy..
It probably has something to do with Autocasting acting differently now, since in Aegis this never happened.

Razer

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Re: When are pneuma accessories going to be allowed in woe?
« Reply #13 on: September 16, 2010, 12:44:19 pm »
Of course its not easy, but what I am saying is that its solution is similar to that of the vend thing.

It needs a re write from scratch. Abandon the old card and re-write it as if its a custom card.

Maybe if you see the code of the acolyte skill and that compare it that of the card - maybe it can give a hint of a missing condition.

Schrodinger

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Re: When are pneuma accessories going to be allowed in woe?
« Reply #14 on: September 16, 2010, 02:02:47 pm »
It's something in the core coding of autocast skills, and not following the normal rules of that skill.  (Like how lightning procs via mjol without catalyst)

I don't want to mess with it on the main, and I can't try messing with it on our test server because for whatever reason, the test server is inaccessible for everyone.  This is a main reason why a lot of game mechanics and stuff aren't getting fixed, we were told the test server was going to be up like, a month or two ago, and it isn't, so we have nowhere to test stuff (kinda why the SG testing is so odd etc).  It's hard to test stuff out on the main server that you don't want to crash or accidentally put OP items in.

This was never advertised as a 5 min fix like the art bug, the artemis thing was a simple change in the script coding, not the source code.
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