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*Quest Server Status: 8 players online { duergar evilomen grace informobot kittyana ladyofmist mighty_mite minerva }
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News
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Dlorak + Jouser: What's happening... | Tuesday, September 2, 2008 | | By: Jouser | | | Dlorak has posted a new entry in the Quest Development blog mostly around what he's been up to recently (Quest and Personal life wise): See Here
I've returned from my vacation to Florida. My conclusion: EVERYONE SHOULD MOVE TO TAMPA! |
Jouser: MIA | Wednesday, August 27, 2008 | | By: Jouser | | | All,
I want to explain my recent absence (yeah what's new right!) -- last weekend I was in Michigan helping my sister move into college. Today (Wednesday) I am leaving for Florida. I will be returning on Monday (US Labor Day).
Stay out of trouble until then!
-jouser |
QUEST 5.3 RELEASED | Wednesday, August 13, 2008 | | By: Jouser | | | Quest Beta 5.3 [August 13, 2008] (Dlorak) balance changes: * Mining on map delay raised from 2 seconds to 2.5 seconds. * Mining skill linearly decreases the mining delay: 2sec at skill 100, 1.5sec at skill 200 ... 0sec at skill 500 * Mining skill allows you to find higher than 90% success rate jewels: if you have 100 or more mining skill you can roll a 91% success rate jewel. If you have 200 or more mining skill you can find up to 92% success rate jewels. Capped at 95% success rate jewels, but chances of rolling 95% jewels increases as you go beyond 500 skill. * Mods on jewels found while mining are unchanged: still based on distance from town. (with slight boost from mining skill, and a random element) * it has been this way for a few versions: the exp penalty for death is 1/4 of the pre-5.0 death penalty. * Holy tree's healing changed: makes sense now, each healing spell is more efficient than the last. (ALSO: see bug fixes about healing caps bug fix) * Spells can get criticals (based on skill!) * Criticals can push an attack/spell past its damage cap. * unarmed attacks deal 10% of total strength as damage. * Most spells have variance to their damage. (Min to Max) * Water is a high variance damage tree. * Earth is a low variance damage tree. * level 8's can drop normal items now (level 9's still do not) * new armory dungeon and all its deeper layers have 1/250 normal item drop rate. Level 9's in the deeper layers of the armory maps DO drop normal items. * new armory dungeon and all its deeper layers are in Llirrem, and thus drop Llirrem supers.
features: * You can drag icons from one slot to another (rearrange) on the quickbar. [JonnyMonroe] * Mining on the map is now an available quickbar action. [JonnyMonroe] * hotkeys are green when you can edit them, normal colour when you can't. * updated Jewel pictures (red spot on the jewel of Quality is gone, top of Jewel of Health isn't cut off anymore) * CTRL + SPACE changes focus to text. OR, if focus is already on the text, it changes focus the map. [Jonny + many oldbies before him] * New look for the Armory Dungeon: Less pure evil, more abandoned dungeon. [Keseka] * Armory Dungeon is now multi-leveled... What else lurks underneath the old abandoned armory... bug fixes: * Crits and dodging back in * Players can trade again * Run-time error not allowing players to edit their quick bar is fixed [Jouser] * Missing spells and actions from the quickbar list fixed [Sorry to fing, Rydia, others I'm sure] * Death penalty (exp loss) shows up right right after death. [Killer] * killing blows with a certain skill 'discover' the skill again. * Spells can miss at the quoted rate: (usually 5%) * Damage caps for spells were being applied AFTER armor: they are applied BEFORE armor now. * Healing caps were not working at all... the INT-based healing was built on after the heal and was not being counted towards the cap. |
Quest Beta 5.2 released.... | Monday, August 11, 2008 | | By: Jouser | | | Quest Beta 5.2 [August XX, 2008] (Jouser + Dlorak) balance changes: *none
features: *top-left displayed stats show mods. No more "STR: 100 (+50)", It is "STR: 150" (notice the detailed stats button still shows ALL base-stats and mods) *a QUICKBAR to put all spells and actions!
bug fixes: *(hotfix [July26]: sellbug) *crashing mages bug fixed [Deatharte, Jonny] |
Surprise easter egg! | Tuesday, July 29, 2008 | | By: Jouser | | | It's someones birthday and because giving is better than receiving I decided to add a surprise Easter egg onto the website! Who can be first to find the new Easter egg!?!
Honestly though thank Dlorak for the new website feature. It was his idea to bring back an old favorite :-)
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5.1 Released! | Tuesday, July 22, 2008 | | By: Jouser | | | Can someone check if Dlorak is taking some sort of performance/coding enhancing drug? He's been programming like a mad man...
Anyways, here's what you care about :-p
Quest Beta 5.1 [July 22, 2008] (Dlorak) balance changes: *crits behave closer to expected behaviour. (nerfed) *Dex in PK: dodgeRate similar to normal fights added for high DEX characters *Rares can no longer have MP mods on drops. *Rare throwing weapons have HP as a base stat instead of HP/MP split. *Rare cloak of magi changed to power 150. *accessory drop rates adjusted: 1/3000 for 4's, 1/5000 for 6's, 1/8000 for 8's. *super rare drop rate adjusted: 1/2 previous rate. *shop armors reduced in price: rather dramatically. *normal item drops can be better items: all the way up to last bought store items. *Monster favour STR builds. 2.5 to 3 points per level.
features: *"battleCompare" F2 configuration option: enabled lets you know how a monster's stats compare to a typical monster of the same level with colour coding. (Dynasty) */permignore command. the list of people you are currently ignoring is stored in your config file.
bug fixes: *bow rares are no longer better than other weapon class's equal level rares. *spellList and useSpell button fixed *using spells on the map updates HP/MP properly. *skillEXPPool will not go negative after spending all skill exp. *spending skill exp should always update skill levels. *killed a bug where players join a clan but decline stays on (Kyrael + Fingolfin) |
Excellent MMORPG balancing article | Friday, July 18, 2008 | | By: Jouser | | | | I just read an interesting article about MMORPG balanced. Although not heavy in theory a very interesting and eye opening read. Highly recommended... |
Quest 5.0 Released!!!! | Monday, July 7, 2008 | | By: Jouser | | | Quest Beta 5.0 [July 9, 2008] (Dlorak + Jouser) *Players cannot add directly to HP or MP anymore. *Players get +1 to all stats every level. *Players gain +3HP/level and +5MP/level. *DEF stat gives +0.5HP/point. (implies effectively +3.5hp/level) *monsters have player-like stats! (Level/HP/STR/DEF/DEX) *monsters formula's match player formulas. *skills are 'discovered' by using them once. *in addition to normal exp gains from a fight, an equal amount of exp goes into an experience pool for skills. *the exp pool for skills can be allocated to any 'discovered' skill. *combat skills are discovered when you use a skill to deliver the killing blow to a monster. *attacking skills determine criticals. *defending skills no longer exist. *The concept of a "DEXFACTOR" or "DEX/LEVEL" has been removed. This is robustly replaced by the new dex formulas *The fighter with the highest dex in the battle goes first, and is the fastest in-battle (faster means less time between attacks). *DEX gives a chance to dodge. *The Bezerk attacking skill costs 1/4 of current HP for 2x Damage. *Fleeing now has 100% success rate. *Weapons are %-based. *Weapons re-statted. *Some items now have INTmods and/or DEXmods -- look out for em! *Armor's re-statted. *Ranged Attacks no longer have a dodge benefit. *you can loot your own corpse with decline on, but not others corpses. *The market's 25% holding price lowered to 1% *a button in the armory linking to the market *level 9 rares *level 9 monster set *All rares base stats revalued. *All rares have bonus stats on them: a randomized number of stat points are distributed to a randomly selected stat. *New collection of accessories (boots, gloves, hats, leggings), 3 buyable, 3rares. *Accessories have their own rare drop rate. There are level 4, 6 and 8 rare accessories. (when fighting a level 5, you can still get 4's, etc.) *rare drop rates adjusted... 3's-1/1000, 4's-1/1500, 5's-1/2000, 6's-1/3000, 7's-1/4500, 8's-1/6500, 9's-1/9000. *new accessories-only drop rate added for rare accessories. 1/3000 for 4's. 1/4500 for 6's, 1/6000 for 8's. *super-rare drop rate nerfed to 1/250k. Worry not, super-rares aren't exponentially better than normal rares anymore! *PVP/PK is still doesn't truly support mages. A more measurable effort is planned to fix this rather than another band-aid fix... Our current 'band-aid' is to use INT as your attack power in PK. *NPC duels are broken. Not entirely nonfunctional but really don't make sense. There is a long-term solution to be implemented in the future. *meditate is based on INT. Base rate per tic is 3MP. 10tics/second. 20pts in INT gives +1MP/tic. *Some MINING on the map. *How to mine: Stand on any "Rocky" tile and use the mining cursor to click on the tile. *Mining "removes" the mining tile: reloading the map refreshes all mining tiles. *Mining on the map has chance to find "Jewels" (1/500) and various buried treasure (1/250). *Mining from the old mines gives much reduced mining skillEXP than it used to give. *Mining: instant-death rate for all dig-types is doubled (Frantic Dig being the most notable). *New Jewels system: *JEWELS: Jewels can be obtained from mining *JEWELS: Jewels can be made by "Siphoning" a rare item. You get 5% of the item's total mods on a random stat. *JEWELS: "Siphoned" jewels have a 95-99% chance of success. *JEWELS: Mined Jewels have a 90% chance of success. *JEWELS: Jewels can be crafted into to weapons or armor (no accessories or potions). The jewel adds it's mods to the target item. *JEWELS: If crafting the jewel fails, both the jewel and the item are destroyed. *JEWELS: Jewels cannot be removed from items. *Spells re-done. They are very "boring" right now. Look for more spell features soon. *SPELLS: fire does high damage, not based on INT. *SPELLS: holy has healing spells that increase in MP-efficiency and healing-potency. *SPELLS: Earth and Water are int-based spell trees. very "normal" damage. More distinct features coming soon. *SPELLS: Shadow spells deal int-based damage and leech a certain percentage of damage dealt into HP. *Witch Sprites requirements raised. *sorry to the spear-lover's association and claw-users. Both item types are out of the game indefinitely. |
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