Mirade
Community Manager

28 May 2024, 12:25:04 CEST
last edited at 03 Jun 2024, 11:19:45 CEST
Post #42217
Community Manager
28 May 2024, 12:25:04 CEST
last edited at 03 Jun 2024, 11:19:45 CEST
Post #42217
Greetings Testers!
If you have feedback directly related to the summer update test that doesn't fit into any of the other threads on this board, you can use this thread to let us know. Please remember that this is neither a discussion thread nor a thread to vent.
Posts which are considered off-topic will be deleted without further notice to keep the thread on track.
For general test instructions and advice on how to give constructive feedback, please check the designated thread and announcements.
Have fun on the test servers!
If you have feedback directly related to the summer update test that doesn't fit into any of the other threads on this board, you can use this thread to let us know. Please remember that this is neither a discussion thread nor a thread to vent.
Posts which are considered off-topic will be deleted without further notice to keep the thread on track.
For general test instructions and advice on how to give constructive feedback, please check the designated thread and announcements.
Have fun on the test servers!
Mirade
Community Manager

03 Jun 2024, 18:23:33 CEST
last edited at 04 Jun 2024, 11:25:49 CEST
Post #42248
Community Manager
03 Jun 2024, 18:23:33 CEST
last edited at 04 Jun 2024, 11:25:49 CEST
Post #42248
Regarding feedback on the feature Quick Loot Nearby Corpses and the related price adjustments that we announced in the respective teaser:
We have read and evaluated the feedback, including your comments and concerns about the price adjustments. We've decided to go ahead with the prices as announced here in the teaser. Of course, we will monitor how the situation unfolds ingame after the release of the summer update. Should adjustments be necessary, we will consider our options, including the possibility of vocation-specific changes.
Please also note that there are no plans at the moment to turn Quick Loot Nearby Corpses into auto-looting without click/button press or to expand the looting radius.
If you have other constructive feedback directly related to the Quick Loot Nearby Corpses functionality, you can post it here. However, this thread is not meant for feedback about the price adjustments or suggestions for auto-loot/bigger loot radius (you can use the Auditorium for that).
We have read and evaluated the feedback, including your comments and concerns about the price adjustments. We've decided to go ahead with the prices as announced here in the teaser. Of course, we will monitor how the situation unfolds ingame after the release of the summer update. Should adjustments be necessary, we will consider our options, including the possibility of vocation-specific changes.
Please also note that there are no plans at the moment to turn Quick Loot Nearby Corpses into auto-looting without click/button press or to expand the looting radius.
If you have other constructive feedback directly related to the Quick Loot Nearby Corpses functionality, you can post it here. However, this thread is not meant for feedback about the price adjustments or suggestions for auto-loot/bigger loot radius (you can use the Auditorium for that).
As mentioned here, feedback on price adjustments or suggestions for auto-loot or the like belongs into the Auditorium thread.
Regards,
Mirade
Regards,
Mirade
Greetings,
Thank you for your feedback and for testing the new update contents!
Regards,
Mirade
Thank you for your feedback and for testing the new update contents!
Radicular totems hit me for over 20000+ damage, 5x stronger than on regular servers. Is that some bug?Yes, we're already looking into it. Thanks for reporting!
The questline for Ancient Feud partially reset? Maybe something that needs to be fixed before the update goes live!This seems to be related to the testserver assistant, we'll look into it.
Regarding the Quick Looting, its a nice new function to the game, i do like it. But after testing it yesterday it does not work while moving, your character has to stand still in order to use the new feature, maybe it is possible to change it? so u basically can walk and loot at the same time?You can quick-loot while map-walking.
When looting bodies using the new autoloot feature my FPS would drop about 50 (from 165 to 115). Game would freeze for a quick but noticeable bit.If you encounter such drops and freezes while quick-looting nearby corpses, could you please specify further in which scenarios they happen? Do you have the hunting analyzer open? Do you have many backpacks open? How many corpses are you looting? Thank you!
Regards,
Mirade
Thank you for the additional input, we'll look into it further!
Regards,
Mirade
Something to note, my exp/hour there was 2,6~3kk raw and increased to almost 3.7~4kk with the new loot system. However, when I imported my hotkeys/map to the test server client, the client crashed.We're aware of these crashes when importing hotkeys and are investigating it.
Regards,
Mirade
Mirade
Community Manager

06 Jun 2024, 12:46:34 CEST
last edited at 06 Jun 2024, 12:49:36 CEST
Post #42605
Community Manager
06 Jun 2024, 12:46:34 CEST
last edited at 06 Jun 2024, 12:49:36 CEST
Post #42605
Greetings,
--
Concerning the possibility to "Quick Loot Nearby Corpses" with mouse buttons/wheel:
Thank you for your feedback. We've decided that we're not going to pursue this proposal further at the moment since it would be a significant change with complex consequences.
Regards,
Mirade
wheel of destiny planner is with the Fragment Workshop, do you have plans to separate them in the planner on the website?At the moment, there are no plans to separate them in the planner.
What should happen when hitting the beam on 3 of the same monster?B is correct.
A)
Is it expected that each one will get a different hit, increasing from 1st to 3rd
base dmg 1000, so first take 1120, 1240 and 1360dmg
OR
B)
All of them take the same damage, but since you hitted 3 of them, the base dmg is increased by 36%?
base dmg 1000, all of them take 1360dmg
I always thought that it was the scenario B that would happen
Hi there, I noticed that the description of the divine granade is not showing the percentage of damage increase by getting additional levels on the skill wheel and stills refers to "damage increase" only. Is it possible to add similar to the others (i.e. mas san increase by 8.5% on level 2)?Has been forwarded. We'll check it.
--
Concerning the possibility to "Quick Loot Nearby Corpses" with mouse buttons/wheel:
Thank you for your feedback. We've decided that we're not going to pursue this proposal further at the moment since it would be a significant change with complex consequences.
Today I've been testing the quick loot functionality and I've noticed that it works a little bit "clonky". If you don't stop your character, even if you spam the hotkey you don't always loot the monsters.We'll look into this.
Regards,
Mirade
Greetings,
Please note that mapping a series of commands would constitute a macro, which can result in negative consequences if used in the game.
Regards,
Mirade
I can't heal any friends in my battle list. I was trying to heal an EK and an RP when we were doing the Soul Pit, but it seems like I was trying to attack them instead. Also, I can't use any support items (UH, POTS) on my friends.Thank you for reporting. We'll look into this.
This is not feedback but a question. Since you're not going to make this an in-game feature, just to make sure that I don't break any rules, am I allowed to remap the mouse wheel to a hotkey and use it like that using third party software like ahk or logitech software etc? So if I scroll up I press 'hotkey X'.and
So to keep things going as we have been doing for so long, are we allowed to remap a mouse button to a keyboard's key using third-party software? (x-mouse, ahk, logitech software, etc.).You are allowed to use them to assign normal hotkey functions to your mouse buttons as long as you manually press the assigned buttons yourself and do not bind any more functions than the usual hotkeys to them.
Please note that mapping a series of commands would constitute a macro, which can result in negative consequences if used in the game.
Regards,
Mirade
Mirade
Community Manager

10 Jun 2024, 12:43:40 CEST
last edited at 10 Jun 2024, 12:48:51 CEST
Post #42846
Community Manager
10 Jun 2024, 12:43:40 CEST
last edited at 10 Jun 2024, 12:48:51 CEST
Post #42846
Greetings,
Regards,
Mirade
Just a quick question... there was a server crash on testera recently (I wont go into detail here as to why) but is testing stuff like that out of scope for test server? Thanks for your answer in advanceI'm not sure what you mean with "testing stuff like that" (I have a hunch, though). Accidently discovering a scenario that crashes the test server and reporting it is a good find. However, purposefully using the test server to reproduce a crash scenario or to test how and under which conditions you can crash a server is questionable with regard to your motives, to say the least, especially if you don't report it. If you have a specific scenario in mind which could lead to a crash you should report it instead of trying to crash the server.
A bit off-topic, we've tried normal Bakragore's fight (no final taint) at thursday and today I saw Veyllor's team attemp with 2nd stage burden fight. Both of them were affected by bug related to random tp (rotten charge) occurance spawn. Do you think we can expect it to be fixed during the test serwer?We'll look into it. I'm not sure if a fix will be ready during test server but it will be fixed before release.
Regards,
Mirade
Greetings,
Regards,
Mirade
I still had some issues with FPS drops on the last couple of days and not picking loot unless stopping nearby the corpses. Is this something you are still looking at?Yes, we're still looking into this.
Regards,
Mirade
Mirade
Community Manager

13 Jun 2024, 11:19:10 CEST
last edited at 13 Jun 2024, 14:10:20 CEST
Post #43023
Community Manager
13 Jun 2024, 11:19:10 CEST
last edited at 13 Jun 2024, 14:10:20 CEST
Post #43023
Greetings,
Thank you for the additional info concerning FPS drops while looting. I've forwarded it (including your suggestion for a rapid respawn on test server).
You asked about 3 creatures in a line and the correct behaviour is B (in the reply you quoted). Beam Mastery grants additional 10/12/14% of damage per target hit (so the number of targets you hit determines the additional damage) but only up to 30/36/42% at a max. For Beam Mastery I it's 10% up to 30% at a max, for Beam Mastery II it's 12% up to 36% at a max, and for Beam Mastery III it's 14% up to 42% at a max.
For example:
Let's say you have a normal spell damage of 100. If you hit 3 creatures with Beam Mastery stage I each target gets hit by 130 instead of 100. If you hit 2, each of them gets hit by 120.
What was fixed is that the increased damage was applied to the first 3 targets only. So with that fix, if you hit 4+ targets with Beam Mastery stage I, each of them will now be hit by 130.
I'm not sure if that fix is already implemented on the test server but it should go live there with one of the next patches.
Regards,
Mirade
Thank you for the additional info concerning FPS drops while looting. I've forwarded it (including your suggestion for a rapid respawn on test server).
The other issue... Even when standing completely still on occasion takes multiple clicks around the box ( prior to update ) because sometimes it simply doesn't loot what you've clicked to loot. Seems to still do this after update.We're still looking into this as well.
In fact, if we read it, it says that for each hit, the damage increases by 10% / 12% / 14% up to a maximum of 30% / 36% / 42%. This works with the death beam; I did a test in cloak, and indeed, the damage increases. However, when there are four (4) in line, the last one takes the same damage as the first one. But when I use the energy beam, it doesn't work the same way. I sent a ticket to Cip, and they responded by saying that there is indeed an error in the spell.There was an issue but it's not the one you think:
Can you explain why you mentioned that the correct option is B, while in the email they indicated that it is indeed option A?
You asked about 3 creatures in a line and the correct behaviour is B (in the reply you quoted). Beam Mastery grants additional 10/12/14% of damage per target hit (so the number of targets you hit determines the additional damage) but only up to 30/36/42% at a max. For Beam Mastery I it's 10% up to 30% at a max, for Beam Mastery II it's 12% up to 36% at a max, and for Beam Mastery III it's 14% up to 42% at a max.
For example:
Let's say you have a normal spell damage of 100. If you hit 3 creatures with Beam Mastery stage I each target gets hit by 130 instead of 100. If you hit 2, each of them gets hit by 120.
What was fixed is that the increased damage was applied to the first 3 targets only. So with that fix, if you hit 4+ targets with Beam Mastery stage I, each of them will now be hit by 130.
I'm not sure if that fix is already implemented on the test server but it should go live there with one of the next patches.
Regards,
Mirade
FYI: Rapid Respawn today/tomorrow (News Ticker)
Would you like to try out the new summer update hunting grounds during Rapid Respawn? Today, from 16:00 CEST till tomorrow 16:00 CEST Rapid Respawn will be activated on the test servers. Dive into monster hordes and put the new feature Quick Loot Nearby Corpses to the test to see how it performs when grabbing loot from huge piles of fallen foes.
Would you like to try out the new summer update hunting grounds during Rapid Respawn? Today, from 16:00 CEST till tomorrow 16:00 CEST Rapid Respawn will be activated on the test servers. Dive into monster hordes and put the new feature Quick Loot Nearby Corpses to the test to see how it performs when grabbing loot from huge piles of fallen foes.
Mirade
Community Manager

13 Jun 2024, 15:56:43 CEST
last edited at 13 Jun 2024, 16:00:25 CEST
Post #43030
Community Manager
13 Jun 2024, 15:56:43 CEST
last edited at 13 Jun 2024, 16:00:25 CEST
Post #43030
A follow-up on this one:

Regards,
Mirade
A bit off-topic, we've tried normal Bakragore's fight (no final taint) at thursday and today I saw Veyllor's team attemp with 2nd stage burden fight. Both of them were affected by bug related to random tp (rotten charge) occurance spawn. Do you think we can expect it to be fixed during the test serwer?We've found the reason for this strange behaviour and fixed it (fix should be implemented at 16:00 CEST). My personal monster prison on the Isle of Merriment here on test server may or may not have been involved.
Regards,
Mirade
Greetings,
----
Thank you all for your feedback and for dedicating your time to testing and trying out the new contents. Hope to see you during the rampage later so I can call upon my monster hordes to annihilate your characters.
Regards,
Mirade
Do you have any update on the quick loot problems when spamming the hotkey or having to do "ministeps" to loot properly?We're still looking into this to see if we can further improve the experience before the release.
Is the feature going to go live as it is currently on test server?
PD: Can you share with us an approximate on when is the update going to hit live servers? Next week?I cannot share this information yet. Usually, we announce the release date a few days in advance only.
----
Thank you all for your feedback and for dedicating your time to testing and trying out the new contents. Hope to see you during the rampage later so I can call upon my monster hordes to annihilate your characters.
Regards,
Mirade