Jump to content

Scorp

Developers
  • Posts

    1678
  • Joined

  • Last visited

  • Days Won

    83

Everything posted by Scorp

  1. My suggestion to administration was to replace quest criteria with 2 random battleground wins instead of these 2 specific ones on x5, but it was declined unfortunately
  2. Hi, message me on PandaWoW Discord in 1 hour if you will be available in-game, will try to help
  3. About this hotfix: •March 5, 2013 -> Patch 5.2 Release; •Hotfix (2013-04-23): We're deploying a hotfix late tonight that will reduce the number of Lesser Charms of Good Fortune required to purchase 3 Mogu Runes of Fate from 90 down to 50. •May 21, 2013 -> Patch 5.3 Release; We can see it was changed closer to end of patch 5.2, not in the beginning. Currently I think at start we will have 90x and I'll reduce it to 50x 1 week after heroic opens. But that's not decided yet so don't take it as my final word
  4. https://forum.pandawow.ru/showthread.php?t=263152 :PeepoCool:
  5. Well.... currently it's set to 90, but I'll think about this
  6. I was able to "develop" only 3/4 of key differences this boss had in first version. Unfortunately or happily, the path from beach will be available since Blizzard changed the map (Isle of Giants) in 5.3 and removed 5.2 version just like they did with Vale of Eternal Blossoms in 5.4. Which means it won't be completely like it was in real 5.2
  7. Correct me if I'm wrong, but world boss HP scaling was introduced and used only for Celestials ?
  8. Only issue is that the system we have now is "Blizzlike" to patch 5.4 - https://www.engadget.com/2014-04-02-world-bosses-no-longer-tap-to-faction.html?guccounter=1&guce_referrer=aHR0cHM6Ly93d3cuZ29vZ2xlLmNvbS8&guce_referrer_sig=AQAAACslW8F9VtZ6JgaxGj-Y_6lYDlz9SnZuZzBDS6ZbzD1RGgr0AAu20Fo3CtI943yR4LSKXGGyBz_x48nLXxFWsZKcrW33hiNt0UEhuczk0IAKXzRnwdsuhMvaCM38ixycS2J1axviQGv5aCpZi7w_j3o2VCWOQdYbMeIV5wRN7_N4 The system Saccna described is "Blizzlike" for mop patches under 5.4
  9. Honestly, I don't think it's wise to change our current system where every player who encountered boss is a valid target to receive loot no matter which faction is he. Tapping boss to 1 faction will only bring chaos which (in my opinion) nobody needs
  10. Just for information, I have developed both versions of this world boss - Pre-Nerf & Post-Nerf. For those who do not know, mainly these are the four key differences: Which version will be released on x5 is yet to be decided
  11. The patch 5.2 nerf system to 5.0.5 raids itself is developed for all 3 raids already (just disabled of course). Previously when I spoke with Buka about this we got to an agreement to enable this shortly before Throne of Thunder launch. But I won't go in details, will leave this for Buka to answer if she decides to
  12. After all these suggestions on forums for a long time about cross-faction raids (not talking about LFR / LFG now of course), still having a very hard time to "see" how do you expect to it to look like in-game. In world you can kill each other (Alliance Horde), but in addition to that Alliance player is able to invite Horde player to his group and they both are friendly to each other now or something? :PepeHmmm:
  13. Sorry for late answer, if issue is still not solved - PM me please when you are in-game and I'll help with this problem
  14. How this spell works now is my understanding to how it should work. And without any valid proof that this attack should be avoidable or "it works like that on other private servers" is not enough for me to change it. If this attack truly is avoidable, then I think we would see tanks do it on every kill video provided on youtube / twitch.
  15. Not an expert of course, but what kind of "tactics" are we talking about when it comes to content which was released in 2012-2013?
  16. This was suggested already in the past and was declined. The reason behind it was that dungeon / raid maps (there are exceptions of course, like Throne of Four Winds) were never meant to be explored by players via flying. What I mean here is these instance maps have no collision in walls / roof which allows player to fly through them, which is not exactly a game experience a player should have
  17. Feel free to report "retail bugs" when we talk about raids, I review every case individually and then decide what to do with it. Starting with spells damaging outside of visual effect (yes, there were cases like that in T14) and ending with things like in this report. About report - will check, but a bit later, currently focusing on T15
  18. No answer from author, thread closed (again). Lockout system is correct (I think I explained enough already), Blizzard used it in Pandaria (Shared lockout between 10N25N10H25H (Boss-Based Lockout); Separate Cooldown for LFR and Flex (Loot-Based Lockout)). If I'm not wrong, system was already introduced in Cataclysm and then it was changed in Warlords of Draenor to something that author described in this thread. I personally don't support our current system, but administration decided to use Blizzard MoP lockout system on this project. Lockout system was not developed by me that's why I do not speak for it in suggestion threads (created by players) with aim to change it somehow.
  19. https://db.pandawow.me?npc=61003/%D0%BF%D0%BE%D1%80%D0%BE%D0%B6%D0%B4%D0%B5%D0%BD%D0%B8%D0%B5-%D1%83%D0%B6%D0%B0%D1%81%D0%B0 is immune to jump effect caused by https://db.pandawow.me?spell=102793/%D0%B2%D0%B8%D1%85%D1%80%D1%8C-%D1%83%D1%80%D1%81%D0%BE%D0%BB%D0%B0 and slow effect caused by this spell does not seem to trigger the issue you described above (during my tests). Leaving report opened, in case there is some extra info someone / author would like to add
  20. Thread was closed, but I would like to continue this "discussion". You have 5 posts in this thread, yet zero contain something we can call VALID information. All I saw so far was "it should be like that, because I said that". Link to source? I hope it's Pandaria expansion, not WotLK or Wod btw. Took me time to find my lockout thread which was based on Blizzard BluePosts (2012-2013), but special for you: [spoiler=2) Loot-based Lockout:] This type of lockout is used in the following in-game content: • Raid Finder; • Flexible Raids; • World Bosses; How does it work: • Player is able to defeat a boss as many times as he likes in current reset, but loot can only be received once. • Player is able to join anyone's group / instance - player's current progress does not affect it. • Player does not receive a boss-based lockout, but a loot-based lockout, which means it's possible to always go back later and defeat bosses that you’ve skipped by joining a group that had progressed further. • Player does not receive lockout on encounter, if his group manages to defeat a boss while player is offline. [spoiler=3) Flexible Boss-based Lockout:] This type of lockout is used in the following in-game content: • Wrath of the Lich King Raids on 10 Normal & 25 Normal Mode; • Cataclysm Raids on 10 Normal & 25 Normal Mode; • Mists of Pandaria Raids on 10 Normal & 25 Normal Mode; How does it work: • There is a shared lockout between 10 Normal, 25 Normal, 10 Heroic & 25 Heroic difficulty. • Player is only allowed to defeat each boss once in current raid week and is not able to enter an instance where this boss is alive. • Player is able to move from group to group during current raid week as long as he is trying to join instances that don’t have bosses alive that he has already defeated. • If player enters an instance that is more progressed than him and manages to defeat at least one boss - player will also get locked to all prior bosses. • Player is able to move between 10 and 25 raid size as long as this player has followed all the previous rules. • Player does not receive lockout on encounter, if his group manages to defeat a boss while player is offline. [spoiler=4) Strict Instance-based Lockout:] This type of lockout is used in the following in-game content: • Dungeon Finder: Specific Heroic Mode Dungeons; • Heroic Mode Dungeons; • Classic Raids; • The Burning Crusade Raids; • Wrath of the Lich King Raids on 10 Heroic & 25 Heroic Mode; • Cataclysm Raids on 10 Heroic & 25 Heroic Mode; • Mists of Pandaria Raids on 10 Heroic & 25 Heroic Mode; How does it work: • There is a shared lockout between 10 Normal, 25 Normal, 10 Heroic & 25 Heroic difficulty. • Instance progress is tied to unique instance ID. Once player is tied to a unique instance ID, he may not enter any other versions of that raid on that difficulty during current raid week. (For example player has defeated 3/14 bosses, he will not be able to join another group (with different unique instance ID). No matter if this group has less, equal or higher progress than this player). • If other players manage to progress that instance while you are absent, the progress they made will also update in your raid lockout, because progress is tied to the instance, and not your character. • Player is not able to switch between 10-player and 25-player raid size once locked to one size. Lockout Reset Times: • Raids & World Bosses: Every Wednesday at 8:00 Server Time. • Heroic Dungeons: Every Day at 8:00 Server Time. Edit: Link to Sources: - https://www.bluetracker.gg/wow/topic/gb-en/12822112588-raid-lockout-systems/ - https://www.wowhead.com/news/4-0-1-new-flexible-raid-lockout-system-169667 - https://us.battle.net/support/en/article/18367 - https://www.mmo-champion.com/threads/1330856-Normal-raid-lockouts-in-Pandaria - https://eu.forums.blizzard.com/en/wow/t/during-mop-did-normal-and-heroic-raids-shared-lockouts/158360/6
  21. All I see now are empty words, provide information which proves that we have made a false lockout system with retail data or I will close this thread. And this information needs to mirror Pandaria expansion, not Warlords of Draenor, because system you described above was introduced in WoD.
  22. :confused::confused::confused: https://wowpedia.fandom.com/wiki/Raid_lockout
  23. Just like me and Buka agreed to do with 5.0.5 raids, 5.2 raid items will appear only some time after heroic progression ends
×
×
  • Create New...