Patch 1.0.3 — You Can’t Stop The SignalOctober 15, 2008
Almost catching me off guard — dang that’s quick — Mythic rolled out 1.0.3 this morning. I appreciate these smaller patches coming pretty regularly. They’re a little more than the hotfixes and a lot less than full-fledged content patches, but they show that the company is working hard to listen to the community and get in some features and fixes we simply can’t wait for. A few notes on their notes:
We’re pleased to announce the addition of a new regional chat system. This item has been one of our most requested features…
YIPPIE-KY-YAY-NERFHERDER! Finally we can be a game where people, y’know, socialize and talk and stuff! And also share our deep, intricate knowledge of politics! And clever retorts as to another gamer’s intelligence! Oh, wait…
Anyway, this is a pretty decent solution to the chat silence. It’ll allow people to converse over a “region area”, the two (or more in T4) zones that comprise a tier in a certain pairing. Lot better than single-zone chat, not as expansive as tier-wide chat or faction-wide chat.
A “new mail” icon has been added to the edge of the minimap to alert players when new mail messages have arrived.
Nice. Good. But where’s the “Let Syp blow up the mailbox” feature that’s been in demand by 100% of me?
In order to provide a more challenging and rewarding experience, we have adjusted the overall speed at which players can gain control of zones and move the campaign.
I guess this is good. I have to say that the whole “zone capture” thing is still zooming over the heads of most players. It’s not as if players work hard to control a T1 zone, just that if it happens, it happens. People don’t know what they get for controlling a zone, most times, and if there’s not a concrete reward dangled in front of their faces, they just aren’t going to work for it or care about it. Perhaps this is in reference to the T4 zone control and the push-and-pull struggle therein.
The war against the gold sellers continues! We have introduced a new “report gold seller” command that works as follows: when you type /rg, the game will automatically fill out a gold seller appeal using the name of the last player who sent you a tell. If you get an unwanted /tell from a pesky gold seller, type /rg to start an appeal and get them busted!
*Applause* As I said earlier, I’m not seeing a lot of gold spam these days, but that’s a lot easier than filling out that unwieldy form that they previously wanted you to do. Now if we can move on to the option where typing /rg will result in an angry badger being dropped on their heads by Mythic’s Elite Black Helicopter Squadron.
We have added a new option to the user settings that will allow players to enable or disable shader caching. This is a graphical performance option, and for a full explanation, players can hover their mouse over this option in the user settings window. This should help improve performance on many systems.
Better performance is good. Still waiting on memory leaks and huge lag during keep sieges, however.
Pet behavior has been improved and should act more naturally when changing between passive and defensive modes while the pet is fighting multiple enemies.
Any pet improvements will be well-received by Squig Herders and White Lions, most definitely.
In order to ensure that the Apothecary skill remains a valuable crafting profession potions will no longer drop as frequently.
BOO! BOO! And no, I’m not saying “BOO-URNS”. Dude, I don’t get enough dropped pots as it is. Now you’re going to take away what little potion love I get and make me beg from those evil Apothecarians?
Seeds for Cultivation will no longer drop as frequently throughout the world.
Generally a “yay” move, since I’m sick of bags full of seeds I don’t use. And it sucks getting excited that there’s a green drop and then… oh, it’s a SEED.
We fixed an issue that would sometimes cause monsters to break off in mid-combat and attempt to walk away.
Aw, I liked the “apathetic” bug. Mobs need to be appreciated more often.
Reduced the interaction time required to deploy a guild standard. Reduced the interaction time required for players to pick up standards that they own.
I’m sure that’ll be well-received. Took ages before.
Renown gained from healing players was granting more renown than intended over long periods of time. Players who heal other players will still earn renown for aiding their friends in combat, but large heals or repeated heal-over-time spells will result in lesser renown gains than before.
While I’m sure no healer will go “yippee!” over this, it’s a valid fix. On the other hand, will this make healers want to heal less?