You are here

Feed aggregator

Please fix this before you epic the Orchard!

Recent Discussions - Fri, 06/13/2014 - 18:36
Image: He sounds like a...

WAY for amenities to be cheaper

Recent Discussions - Fri, 06/13/2014 - 18:05
Understand that it is just WAY TO LOOK AT IT WHEN...

Issue 97 of the DDO Chronicle is now available!

Recent Discussions - Fri, 06/13/2014 - 18:04
How would you defend your village from airship attack? ...

Luck Blade - what is it worth on Argo?

Recent Discussions - Fri, 06/13/2014 - 18:03
A while back I pulled a Luck...

Deadly Weapons, Blade Barrier, or Tactical Detonation, Pick 2.

Recent Discussions - Fri, 06/13/2014 - 17:55
---Quote (Originally by Livmo)--- Deadly...

Issue 97 of the DDO Chronicle is now available!

Dev Posts - Fri, 06/13/2014 - 17:00
Image: ( Don't forget to reply below to the Chronicle Comment for your chance to win 500 Turbine Points! We'll select a random winner after Noon Eastern on Friday, June 20th. Good luck!

Astral Shard Airship Price Reduction

Dev Posts - Fri, 06/13/2014 - 16:49
Greetings! Next week during a game update we will be making adjustments to prices for the Astral Shard cost of the Typhoon and the three new Astral Shard based Airships. Guilds who purchased the Typhoon, Glaive, Trefoil, or Kraken airships between Wednesday’s patch and today’s price change announcement can receive help from our GMs via the ingame help menus for the difference in shards between the U22 price and next week’s updated price. Our pricing model on the newer airships was intended to allow guilds to make a direct purchase, but was adjusted after Lamannia to account for players who may end up buying more than one of the airships over time, since we had to remove the build-in “upgrading” functionality. However, that adjusted pricing did *not* account for the fact that we were previously giving players credit for their platinum-based airships. It was not our intention to raise the price on the Typhoon for guilds who had been saving up prior to U22. Additionally we want to lower the price on the upper end of the astral shard ships – the Kraken offers double the value of the Typhoon, and we want the shard price to be more reflective of that for our guilds. We are going to adjust the Astral Shard prices on the newer ships and the Typhoon next week as follows: Typhoon – Old Shard Price: 2650 New Shard Price: 2000 Glaive – Old Shard Price: 3300 New Shard Price: 2650 Trefoil – Old Shard Price: 4000 New Shard Price: 3300 Kraken – Old Shard Price: 5650 New Shard Price: 4000 Thank you for participating in the guild airship system!

Astral Shard Airship Price Reduction

Recent Discussions - Fri, 06/13/2014 - 16:49
Greetings! Next week during a game update we will be making...

Astral Shard Airship Price Reduction

Announcements - Fri, 06/13/2014 - 16:49
Greetings! Next week during a game update we will be making...

ETA on Bug Fixes

Recent Discussions - Fri, 06/13/2014 - 16:49
---Quote (Originally by Cordovan)--- We're working on a...

Epic SWF - "Vorpal"

Recent Discussions - Fri, 06/13/2014 - 16:45
Epic SWF changes a vorpal to a roll of 19-20. does this...

Roll back to a backup from before U22 implemented. PLEASE.

Recent Discussions - Fri, 06/13/2014 - 16:42
---Quote (Originally by axel15810)--- What I meant was U22...

Highest self buffed two handed critical damage outside of a challenge.

Recent Discussions - Fri, 06/13/2014 - 15:33
First you ask a question about mortal fear and then you...

SWF and Monks

Recent Discussions - Fri, 06/13/2014 - 15:30
As title says, do monks with handwraps benefit from the...

Guild augments gone from guild reward list?

Recent Discussions - Fri, 06/13/2014 - 15:23
I'm unsure on what you mean by the Guild reward list, but...

Radiant Titan revisited - Clr17/Pal2/Ftr1 melee/healing spec

Recent Discussions - Fri, 06/13/2014 - 15:21
---Quote (Originally by unbongwah)--- Any thoughts on...

Named treasure - higher chance of dropping with higher difficulty settings still?

Dev Posts - Fri, 06/13/2014 - 14:56
---Quote (Originally by Bradik_Losdar)--- I have been away from the game for some time now and was curious if the chance for named treasure to drop is still better on higher difficulty settings. I've heard rumor that the treasure system was changed a little while back so that it doesn't matter what difficulty you run a quest on, the treasure drop percentages are now all the same. Anyone know? Thanks! ---End Quote--- Content that has tiered loot in Normal/Hard/Elite flavors - such as Wheloon or the High Road - generally has static drop rates across all difficulties. Content that has the same items in every difficulty setting - such as most old Eberron Epics or U22's Epic Three-Barrel Cove - generally has higher drop rates on higher difficulties. ---Quote (Originally by Bradik_Losdar)--- So, what about things like scrolls, seals, and shards? Same drop rate regardless of difficulty? ---End Quote--- The Scrolls, Seals, and Shards of the old Epic Item system usually have higher drop rates in higher difficulties. The exact rate may vary between packs.

Character Planner - New Interface Ideas

Dev Posts - Fri, 06/13/2014 - 14:55
---Quote (Originally by Ron)--- *_On Skinning_* Hey guys. I thought I might describe this new system to you. I don't have any screenshots to show you at the moment (well, I could, but they pretty much look like the screenshots you've already seen). But I think it's worth talking about. Skinning turned into quite a complex system, as we wanted to give you guys a whole lot of flexibility with it, to do whatever you wanted with the various controls. There was a lot of back and forth, with many ideas tossed in and thrown out, and perhaps more than a little bit of arguing about it :) But in the end I think we've come up with a nice system for you guys to play with. At first we were thinking we'd give you guys an .ini file type setup. But, given we have this awesome database thing going, that seemed overly limiting. You'd only be able to have one skin at a time, and editing an .ini file would be both a pain and error prone (we learned our lesson with the text files from the prior planner versions!). So instead, we are setting up a database table for you guys. This will allow you to have multiple skins at your fingertips. You will be able to save as many as you like, and load any one of them up on command. We will also be providing an import/export function to drop a skin into a text file that you can pass on to your guildies. You will edit skins inside a screen (accessible through the Tools menu), called, appropriately enough, The Skin Editor Screen. I will describe what happens on this screen as I go through the system. Okay, so how does it work? We've set up three layers to the skin, Factory Settings, General Settings, and Override Settings: *Factory Settings*: This is the first layer that is loaded, and it is hardcoded right into the code. You (as the user) cannot change these settings, they are set to what we (the developers) are making the default layout. You can revert back to these settings at any time. *General Settings*: This will be the second layer loaded. There is a 1:1 relationship between general settings and factory settings (they even share the same names). General settings overwrite the factory settings. If no general setting is set up for a given setting, the factory setting is used instead (in other words, if you don't put something in the box for this general setting on the Skin Editor Screen, it will fall back to the Factory Setting). This is the first layer that you guys can change on the Skin Editor Screen. So what does it do? General settings will have an effect on multiple controls. For example, we have a StandardFont which is the typical font used throughout the program for various label controls on the screen. In Factory Settings, this is a white font set to Times New Roman at a size of 9.25 (subject to change :D). But suppose you don't like that font? Maybe the color is no good for you, or you need it to be a bigger size because your eyesight is failing (like mine, heh). Then you go into General Settings and change it. This will change EVERY CONTROL in the program that uses this setting. We have other general settings like ReadOnlyFont and ScreenBackgroundColor and PanelBackgroundColor and so on. You would modify a General Setting if you want to change the overall look of the program. *Override Settings*: Suppose you have your skin all set up how you like it through the use of Factory and General Settings. But you want one particular panel's background color to be different than all the others (maybe this panel is super important to you). You can't change it in General Settings, because that would change ALL the panel's background color. This is where Override comes in. On the override side of the editor, you can select a specific screen or panel, and just change items on THAT screen. For example, on the main screen is the Abilities Panel. On this panel, you have some column labels, a few columns, some row labels (that consist of two different fonts), a totals column, and some read only labels (the "+" and "=" stuff in between the numbers). Each one of those is a group, and each group has its own override setting. If you want the Totals column font a bit bigger or a different color, here is where you can change it. I should mention, we are NOT giving you a 1:1 correspondence of controls to overrides. We are grouping them into logical groups. You really don't want override control over each individual screen element. There are 100s of them :) An override setting would, of course, override a general setting for that specific group (but not for all groups that use that general setting). I should also note here that this is the area you would come to if you want to move something or resize it (e.g. a panel will have a location and a size setting. Obviously this cannot be a General setting, so this is where you would find that). Whew, okay, I know it's kind of technical. It will probably make more sense when you see it in action. So what is the schedule? Factory settings we are coding now (pre-Alpha). In fact, it's pretty much done, other than the actual data input. We have set up what is really all the difficult stuff for the remaining General/Override systems (dictionary lookups, links between Override names and General/Factory names, and all that), but we are not putting them into place right now. General Settings and skin saving we will implement during Alpha or late pre-Alpha. Override Settings we will implement during Beta (or actually probably late Alpha, since Beta really should be limited to bug killing). Other things we have been up to: Dragon has been working hard on the Enhancement data input screen. This one is quite a bit more complex than any of our other screens, but it's coming along quite nicely. We have a new "requirements" panel that is very nice. Anyway, give us a bit more time, I'm sure we will have some screenshots to show off on that front soon. We've been talking recently about stances as well. It's still early stages yet, but I think we are going to be able to give you stance icons, and you will be able to turn them on and see how it affects your stats. So yeah, there ya go, your update for the day! ---End Quote--- Impressive! Can't wait for the update.


This form's session has expired. You need to reload the page.