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Thread: The Dog House

  1. #241
    Developer Codog's Avatar
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    Quote Originally Posted by HellfireLackey View Post
    Codog, lemme see if you can help me with this one. I'm trying yo make a Shieldblocking specialist fighter. I'm taking all the appropriate feats, but here's my question. Can we get the Weapon Focus/Specialization Bludgeoning line to affect shields? I don't see why they don't already.
    Interesting. I know I have a bug in my queue that some other feats that aren't appropriately applying to shield bashing.

    Thanks,

    Codog

  2. #242
    Community Member Dworkin_of_Amber's Avatar
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    Ok, I updated some formatting, and added ID #'s to each line in the spreadsheet. I also added some versioning at the top, but Google Spreadsheets is a bit limited in it's formatting abilities...

    I did NOT update the data with new comments yet, I will get to that tomorrow... too busy with other distractions today. But I will update the Request Data tomorrow, as well as work on rewriting some more of the entries for clarity.

    PS: Codog: PM Sent!
    Benedict, Beldin, Dworkin... too many to list
    Founder: Guild of Amber (Mabar/Argo)

  3. #243
    Community Member PhoenixFire31's Avatar
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    WOW Dworkin! Great job hun!
    forums.ddo.com : the comedic gift that keeps on giving!

    Quote Originally Posted by Deaths Ward
    Then by the magic of the mighty ones, someone from Turbine swung the +5 Banishing Banhammer of Greater Cheating A**hole Bane and scored a Nat. 20.

  4. #244
    Community Member Tharris's Avatar
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    Default Someone already mentioned it.....

    By I wholeheartedly agree and back it up.

    If each instance is "rolled" for random spawns, a la rares in explorer areas, why can't traps be randomised. And not just simple to shake of the damage traps, but real mean traps, or just pits that you cannot climb out of....(well maybe if your skills in climbing or something similar are high enough). Just think it does stop people "knowing" what is coming etc, and prepping for it. The most fun I have is in quests I have not run, with a group who have not run it either. Makes all the skills all players have a possibility, so you don't end up with groups of just casters and Clerics etc.

    LOVE THE CONCEPT OF THIS THREAD THOUGH, long may it continue.

  5. #245
    Community Member Wizzly_Bear's Avatar
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    Quote Originally Posted by Codog View Post
    Interesting. I know I have a bug in my queue that some other feats that aren't appropriately applying to shield bashing.

    Thanks,

    Codog
    i too am interested in a shield fighter and am concerned with the lack of feats applying to shield fighting.

  6. #246

    Default ANy Dragonmark love in the future?

    Codog: Are there any more enhancements on the board for dragonmarks? I was thinking how it would be nice for non-caster dragonmarked PCs to have access to an enhancement for extending dragonmarks. (I was thinking 4 AP cost, Prereq: Extra Dragonmark 4, ML: 16)
    Things that if Turbine went all EXTREME PREJUDICE™ on, would actually make the game fun again.:
    • Giving us the racial PrE’s we were promised, before rolling out DDOStore™ Enhancement Trees.
    • Fixing physical defense for Rangers and Rogues. It’s ridiculous that you’re better off wearing Heavy Armor and ignoring your innate feats on these classes.
    • Cannith Crafting.
    • Update the named loot to put them on the same system.
    • Fixing the Cannith Challenges so that they can be 6 starred without incredible luck or store bought items.
    • Fixing all challenges to give us decent XP and ingredient returns for the unreasonable time we have to spend in most of them.

  7. #247
    Community Member iamsamoth0's Avatar
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    Thumbs up Incredible!

    Quote Originally Posted by Codog View Post
    Howdy and welcome to the Dog House.~snip~

    Best regards,

    Codog
    I appreciate the effort you are displaying here.
    I have high hopes for this game.
    The Truth~ +5 Transmuting Utterance of Puncturing .
    BarrelBane Crateslayers~Shamrocks.
    of Spew(Argo, Thelanis, Cannith);Chunkss[Argo]

  8. #248

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    Any chance of seeing the cooldown discrepency fixed on control undead with mod 6 wizards should not be 8x more than sorcs
    Ghallanda Rerolled
    LeLodar LeLothian LeLoki LeLoman LeLonia LeLog

  9. #249
    Community Member Invalid_86's Avatar
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    On a different non-DDO note...what sort of dog are you?

  10. #250
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    Quote Originally Posted by MysticTheurge View Post
    I'm not too familiar with the current quarterstaff animations, but shouldn't most double weapons be able to use those?

    And shouldn't most polearms be able to use the Great Axe animations?

    I know they wouldn't be perfect but given that we already use the same animations for rapiers and longsword (which would be used in two completely different ways in "real life") I think most people could settle for animations that were "slightly off."
    Just re-skin a Greataxe for now.

    For a double mace just reskin the quarterstaff animation for it.

    Use what ya got to save time, and pretty it up later.

  11. #251
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    Quote Originally Posted by GrayOldDruid View Post
    I just got a nice paralyzer bow and was running around Irestone Inlet playing around with a group and noticed something odd... often the Paralyzed target would still move around and come toward me. It was kind of funny - he looked like a chess piece being slid around a board. It happened out in the Desert (in offering of blood) and in "Freshen the air" as well.

    Are they not supposed to be Paralyzed - as in, not moving???

    Is this a known bug?
    In the tavern brawl players can still use ranged attacks and cast spells as if not paralyzed or in any way effected. They just can't use any animations other than being paralyzed. Effectively, paralyzers in the brawls are useless. Some of this translates over to monsters.

    Hold Monster does not stop an Ogre using his Triple Critical Swing attack. Please fix this.

  12. #252
    Community Member Polsih's Avatar
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    Default House Buffs ... "The Works"

    It's something minor, and I rarely utilize them if at all for end-game ... but, it sure would be nice if you could pay a little extra for the whole enchilada of House P (and, J) buffs. Give me The Works, please! Heck ... I'd even take the astronaut bubble helmet just to avoid clicking on each one of those. I swear I've heard the House P guy mutter ... "oh no. Not this guy again."

    If I had a copper Festivult coin for each time I clicked on those spells ... that Jester would need to hit up the Festivult Bakery to re-stock supplies!

    Oh, and Character Sheets would be nice too. Link below.

    Thanks for doing what you do, Codog & the rest of the Turbine team. Happy Festivult!

  13. #253
    Community Member Dworkin_of_Amber's Avatar
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    Default Dworkin's Spreadsheet - Update 12/19/2007

    Spreadsheet is updated: http://spreadsheets.google.com/pub?k...InZyyID3g553Mg

    Changes include:
    1) Formatting for easier reading
    2) Tab #2 Added - Only items with Responses will appear on the 2nd Tab
    3) Updated with all User Suggestions up to 12/19/2007 @ 11:00 EDT
    4) Updated with comments from Codog! -Yes, Codog put responses directly into the spreadsheet!!!

    NOTE: All Older Dev Responses are in BLUE
    NOTE: All NEW Dev Responses are in RED
    Benedict, Beldin, Dworkin... too many to list
    Founder: Guild of Amber (Mabar/Argo)

  14. #254
    Community Member GrayOldDruid's Avatar
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    Quote Originally Posted by Dworkin of Amber View Post
    Spreadsheet is updated: http://spreadsheets.google.com/pub?k...InZyyID3g553Mg


    Any thought on implementing monster AI to know who actually did the casting? It seems like when someone brings a monster back to an effect, the monsters immediately knows who did the casting and goes past party members after them - even when there are people in robes in front (dang pesky rangers, rogues). I mean kobolds are not THAT smart!
    This should be "monster AI to NOT know who did the casting" Right now, the monster AI is this awesome uber-targeting droid thing. They immediately know not only who did the casting, but where exactly they are and the best route to get to them. This goes for Ranged attacks as well.
    It takes me a little bit to determine where that arrow came from.. even more to find where the spell came from or who looks like a caster.

    In Gianthold, I stood on the edge of a hill, behind a crystal and 'snipered' an ogre. Not only did the ogre know where it came from and where I was without looking around at all, he and all his buddies INSTANTLY took off on the most direct path to me. While this is a little better than when I stood up on a walkway in Delera's and calculated where the Omeran sniper was and just shot him till he died (re-died?) and he never moved at all... Some kind of compromise would be good... like if they can't figure out where its coming from (which SHOULD take at least a little bit of effort) then they should try to move behind something to protect themselves. They should NOT know exactly which party member does what amount of damage to them - automatically.
    It is not about the destination, it is about the journey.
    All my Characters Loathe the stupid term " Toon "

  15. #255
    Community Member The_Phenx's Avatar
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    Codog

    I'd just like to bring this thread directly to your attention.

    Seems theres a major agreement about it being a positive and much needed change and I was wondering if something could be done in time for mod 6 perhaps?

    http://forums.ddo.com/showthread.php?t=130101

    Appreciate it.
    Ghinsuu, Spikey, Preying, , Pyroclastic
    Khyber, Jesters Court


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  16. #256
    Community Member lethal413's Avatar
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    what about running around fighting.... i mean i dont even get rolls on mobs or other characters in pvp anymore.

    will this issue ever be looked at?

  17. #257
    Community Member Pellegro's Avatar
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    Quote Originally Posted by The Phenx View Post
    Codog

    I'd just like to bring this thread directly to your attention.

    Seems theres a major agreement about it being a positive and much needed change and I was wondering if something could be done in time for mod 6 perhaps?

    http://forums.ddo.com/showthread.php?t=130101

    Appreciate it.
    The above is regards the Mobility feat and its lack of usefulness.

    The issue was noted by Codog on the spreadsheet linked a few posts above. If you haven't checked out that spreadsheet - you should give it a look. Codog made comments directly on it re: a number of issues.

    From memory, the design team is discussing mobility, SOTR and Spring Attack. I think he said mobility stood the greatest chance of being changed of any of them. Their was concern on their end about over-poweredness of SA / SOTR (I think thats what it said ...).

  18. #258
    Community Member The_Phenx's Avatar
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    Quote Originally Posted by lethal413 View Post
    what about running around fighting....
    Seccond this... if you are pursuing a fleeing mob... you actually have to be in front of them and running in the same direction to see even a die roll. It is 100% impossible to hit an enemy in the back with a sword.
    Ghinsuu, Spikey, Preying, , Pyroclastic
    Khyber, Jesters Court


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  19. #259
    Community Member The_Phenx's Avatar
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    Quote Originally Posted by Pellegro View Post
    The above is regards the Mobility feat and its lack of usefulness.

    The issue was noted by Codog on the spreadsheet linked a few posts above. If you haven't checked out that spreadsheet - you should give it a look. Codog made comments directly on it re: a number of issues.

    From memory, the design team is discussing mobility, SOTR and Spring Attack. I think he said mobility stood the greatest chance of being changed of any of them. Their was concern on their end about over-poweredness of SA / SOTR (I think thats what it said ...).
    Thanks will look at home.. dang government blocks access to the site the spread sheet is stored at.

    I think the aforementioned thread addresses the over-powering issue and agreement of all parties which is why I felt it should be brought to the Codog's attention.
    Ghinsuu, Spikey, Preying, , Pyroclastic
    Khyber, Jesters Court


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  20. #260
    Community Member Dworkin_of_Amber's Avatar
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    For those who don't have access to the Spreadsheet, I figured I'd bring up a few highlights with the responses from Codog

    Mobility Feat concerns:

    Mobility seems more likely to have changes than the other feats. We already debated changing these in the past and found a lot of problems since the mobile attacks are some of the fastest in the games. The rate of attack with attack progression would make that the most powerful feat in the game. We're still discussing it though. --Codog 12/19/2007
    Collision Detection (aka. Hitting Mobs who are on the run:

    TBD with design. We are aware of the problem. --Codog 12/19/2007
    Tumble Spell Scaling, similar to Jump:

    I like this idea and will bring it to next game systems meeting. -- Codog 12/19/2007
    Active Quest Notifications (Warning you if you aren't actively on the quest)

    Under consideration for Module 7.0 -- Codog 12/18/2007
    Having Attack button auto-activate Scrolls/Wands:

    The primary concerns were related to accidental misfires using this interface and what to do in the case of autoattack. Some actions in the game autocorrect if you have an invalid target selected (ala cure spells). There are occasions where certain UI elements are transparent to clicks and the avatars attack inadvertently. This would be frustrating to lose a charge from the wand.

    Inactive -- Discussed in the past by design team. -- Codog 12/18/2007
    Human Cleave Speed Issues

    Under investigation by Codog. 12/19/2007
    Benedict, Beldin, Dworkin... too many to list
    Founder: Guild of Amber (Mabar/Argo)

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