Rawr wrote:Guys, with all due respect, this thread is meant to be for actual important bugs, especially those that have arisen due to the updates to combat. Try PKing and bridding, stress testing everything by trying every conceivable combination of scenarios. Don't just equip an item and go 'omg no stats' or 'omg wrong animation wtf' or simply restate previously known bugs and claim them as your own (ie morrigans, magic comp bow, void mace etc).
Well stated. I'm hoping that the above (melee, ranged, mechanics, tactics, etc.) have been properly tested before releasing on the production server (which will be any day now).
However, I must say I find it a bit strange to see little participation from Game Qualitee Committee members in hunting down bugs. It would be nice if some members were to do a bit of oversight over whatever they brought forward, see if it's properly worked out and check what needs fixing or improving - the GQC members are some of the most knowledgeable people about the game and they are best suited to test and check if all works as it should.
Not that I want to force any of you to do so, since I very much appreciate the time and effort put in bringing forward good (and well worked out) suggestions, making my job a whole lot easier (figuring everything is out half the work). Extra professional input on my recent updates would certainly help us a lot though.
In any case, I've hereby released a new testclient, so you'll need to redownload yours at
http://client.pkhonor.net/PkHonor_testclient.jar or
http://client.pkhonor.net/PkHonor_testclient.zip. In the update are the following:
> Removed the old code that tried to improved following (so following should be back to what it is on the current production server), please check if this all seems to be back to normal
> Removed the delay for switching weapons, the client now has built in logic to detect your new weapon and will immediately update your combat interface (and immediately display or remove the spec bar if needed). The server still has additional logic to check if you have the right requirements etc.
However, if a weapon switch fails (due to low level or something), the server won't revert your combat interface to what it should be. I'm still working on fixing that, will be done by tomorrow along with the rest of the (somewhat important) bugs reported on this thread
> Spec bar is now divided in 20 chunks of 5% each, instead of 10 chunks of 10%
> The spec bar now shows "Special attack: x%"
> The ancient mace special animation should be fixed now
> You now see the eating emote when eating and wielding a 2-handed sword at the same time
> The spec bar now turns blue if you don't have enough special attack energy for the weapon you're wielding (and turns green as soon as you have enough energy):