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 Post subject: Re: 1.7 Test Feedback
PostPosted: Fri Nov 18, 2016 8:57 pm 

Joined: Mon Oct 17, 2016 1:11 pm
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So are you gonna modify existing areas and make them look "new" with additional design by your choice but the original remains, just add more creative props and all. just follow the original design of the levels and add more stuff to it. That's from me for now.


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 Post subject: Re: 1.7 Test Feedback
PostPosted: Sun Dec 18, 2016 4:08 pm 
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I've posted an update/test package for v1.7. Compared to the previous update in November, here are the recent changes:

Recent Changes:
  1. monstats.txt,
    - HoW base life from 60Norm, 70NM, 75Hell to 70, 80, 85. Block from 50% to 33%, ResAll from 0% to 33%. Threat rating from 4 to 3.
    - Oak base life from 60Norm, 70NM, 75Hell to 70, 80, 85. Threat rating from 4 to 3.
    - SoB base life from 60Norm, 70NM, 75Hell to 70, 80, 85.
  2. itemstatcost.txt
    - item_nonclassskill (oSkill) has had it's description removed, this line was copy-pasted with label "item_nonclassskill_description" and that line does nothing but apply the oSkill description on an item.
    - stats produced for the elem_minDmg_perLvl (fire, cold, ltng, pois (this looks dumb though, don't use it in v1.9 without changes), magic). I already made a Phys copy a while back, so just completing the set.
  3. properties.txt
    - "Uninterruptible" added for the "Uninterruptable Attack" mod on items (same mod as appears on Concentration aura). Will replace Evade oskill.
    - "Deadly-att/lvl" added, with 1/8th DStrike in min field, 1/2 ARating in max field. Will replace weapon mastery oSkills.
    - "oSkill-NoDescription" added that only applies the item_nonclassskill stat.
    - "oskill" changed to also add the item_nonclassskill_description stat. Now we can add invisible oSkills to items. I was trying to add "SpellMasteries" and "CharStatPerks" as oSkill automods for gloves and boots to make it easier for players to activate those passives without +AllSkills, but I failed to make it work only for those two passives (wtf Blizzard). One side effect of this change is that your char's current gear will lose the oSkill description, but that's it (no crashing, no bad inventory, no skill loss).
    - elem-dmg/lvl mods added for fire, cold, ltng, pois, mag, and Elem.
    - relabled some old elem-dmg/Lvl mods to elem-MaxDmg/Lvl, since that's what they're actually doing. A quick relabling in uniques, runewords, cubemain, sets, setitems, magicprefix, magicsuffix, gems, then a quick test (Um rune, Diggler, Hexfire (new fire-dmg/lvl), Nokozan, ArcannaStaff, topaz craft weapon) showed no broken items. Quick test of each new elem-dmg/lvl mod on a test item looked fine (except poison, it's not dividing the number by 256 or displaying a duration).
  4. states.txt
    - SpellMasteries state added (intending to replace the 3 EleMastery, PoisMastery, and MagMastery states). I can only give 5 effects per Passive, so this gives 5 PierceRes effects while CharStatPerks will give the ManaRegen effect.
    - Enchant state will now dye weapons white and the charscreen damage blue. This was done to ease confusion with this state's re-use with ChillingTouch, ShockingGrasp, VampiricTouch and Enchant.
  5. charstats.txt,
    - removed all starting gear from characters. I can't give these items automods, so you're missing out on the hidden-passives buffs if you're not buying an item with +1Skills.
    - SpellMasteries hidden passive given to all characters, this replaces the "scroll of town portal" skill.
  6. skills.txt,
    - Enchant, ChillTouch, ShockingGrasp, VampiricTouch now all share the Enchant state (they will no longer stack, they will all display silly flamey whirls when cast but should play a sound appropriate for their element if you pay close attention).
    - VampiricTouch now gains a duration synergy and ARating synergy with EnergyShield and BoneArmor (copy-paste of Shocking Grasp's fields). ChillTouch still has those synergies with BoneArmor and ShiverArmor.
    - FireMastery ColdMastery LtngMastery PoisMastery MagMastery states removed, stats given to SpellMasteries and CharStatPerks. This was done because these skills exist on several items as a way of balancing the -%EnemyRes available to all classes.
    - SpellMasteries passive skill created. In testing, when a Sorc invests in a EleMastery, she gains no bonus until her "AllSkills" mod changes (so weapon swap if you've only got a weapon with +AllSkill). If she only has access to +SorcSkills, then she'll have the correct stats only upon joining a game (I'm not even sure why this is the case, but it's a pretty good or lucky result).
    - CritStrike passive state removed, stats given Pierce, preqrequisite skill Pierce added. Skill level and skill-tab positions of Pierce and CritStrike swapped. This was the better implementation because many items have Pierce oSkill to promote non-Zon archers.
    - Avoid passive state removed, stats given to Dodge, preqrequisite skill Dodge added.
    - BO & Shout states replaced with battlecommand, stats (except +Stamina) given to BCommand, prerequisite skill BCommand added. The purpose of this change is that a Barb can only select BCommand for casting (due to skilldesc.txt changes), but I can still have BO onStruck mods on gear.
    - BCommand is now level 6, Shout is level 24, BO is level 30, Manacost of BCommand increased to 10 to compromise for it's 3-in-1 effect.
    - IronSkin state removed, the PhysRes and +AC stats given to CharStatPerks, the +%AC removed while +AC buffed to compensate. This was done because IronSkin exists on several items as a way of balancing the PhysRes between classes.
  7. hirelings.txt, all Hirelings given the SpellMasteries (needed for EleMastery skills) hidden passive, A2 & A5 had room to receive CharStatPerks (needed for ironskin) so they have it. A1 lost CriticalStrike. A quick test with A3 merc in Hell implies successful implementation (killed a 99%ColdRes Zombie without much trouble, so his ColdMastery should have been in effect).
  8. skilldesc.txt,
    - HoWolverine upper description updated to 33%Block 33%ResAll.
    - BO and Shout removed from left & right click menus, skill description altered
    - BO, Shout, Taunt, WarCry, BCommand skill icons moved on the WarCry tab (aligned BO, Shout, BC)
    - VampiricTouch synergies updated. These don't appear when you select the skill as an oSkill, but I wanted to update them just in case someone in v1.9 wanted to give these skills to some class.
  9. sets.txt
    - Arctic Set "PierceAllRes 10%" completion bonus removed, 2-piece CriticalStrike oskill replaced with 20% DeadlyStrike.
  10. setitems.txt,
    - Tal'sBoots WereWolf and Fury oSkills moved to 4-piece bonus, 30 ReplenishHP added
    - Tal'sShield +1AllSkills added as 3-piece bonus. In the past the extra +%SpellDmg on the weapon was intended to make up for loss of a +Skill on completion, but I think that's not enough anymore (+%SpellDmg is more common now)
  11. uniques.txt,
    - Replaced instances of NaturalResistance oSkill with resAll/Lvl.
    - Magefist weapon masteries replaced with DStrike-AR/Lvl.
    - SoulShards (from hell Act bosses) reduced the bonuses from 5% to 3%. These mods exist on more items nowadays, so don't need such large numbers on end-game large charms.
    - WolfHowl enabled in FuryVisor. oSkills WereWolf FeralRage, reanimates ShadeWolves, 2 sockets.
    - TombReaver enabled with Dmg vs Undead, 20HP 2MP onStrike, RIP, 85%EDmg with extra IAS (-90 speed point, i.e. 4 frame attack with Fury in WWolf form).
    - Dragonhead enabled with 5%onStruck Lvl30 ABlast, Inferno, Lightning (basically just completing a Convictor set with Tiamat'sRebuke, DragonMouth, Elementalist's set, etc), 15%ResMagic, 2 sockets
    - Templar'sMight enabled with oSkils for all 5 SpellMastery skills (couldn't think of better ways to make it differ from "Hatred" runeword while keeping it Offensive, at least it's the only armor with those Masteries so could be worth a lot of ManaRegen), NoFreeze, +15%MP, 3 sockets.
    - Tyrael'sMight enabled with no PDR/MDR, but has 15%ResElem&Non-Elem, NoFreeze, +10%HP&MP, 3 sockets.
  12. runes.txt. This is where I had the most trouble with BO-BC-Shout procs, and decided on the solution above. I'd made changes that felt stupid to about 5 items before I reverted to just the changes below.
    - "Call to Arms" BO and Shout charges changed to oSkill. Since those are essentially soft-synergies for BCommand, I'd rather this item be too strong by needlessly buffing a Barb's skills rather than charge-synergy-bugging him into 20+ free skill points.
    - "Jealousy" removed MagicMastery (I'm probably over using this as it is, let alone giving it away for a SS Amethyst and Sur)
    - "Brand" (spear and jav), replaced SpearMastery and ThrowingMastery with DeadlyStrike/Lvl and ARating/Lvl, replaced Evade with Uninterruptable 20%
  13. cubemain.txt,
    - Edited ruby crafts to remove oSkills other than common ones (IronSkin, IStamina). Replaced with /Lvl stats with similar effects.
    - No change to sapphire crafts since those procs are relatively common.
    - Disabled gear-dying recipes. For all I know, multiple dyes might stack and allow folks to create items with several states each, but maybe each dye replaces the previous. Better safe than sorry for now.
  14. magicprefix.txt, disabled the +AllSkills mod on boots (boots should never gain a +AllSkills in v1.7)
  15. missiles.txt, added a next-hit delay to the Barb Ancient Madawc's Throwing Axes. Each of his axe-volleys should hit, but rather than someone getting 6 axe hits, they'd get 2. While testing, I noticed that his FireEnchantment bug is a little like an aura with a radius of about 6 yards, it seems to proc 0-10 times per second, and might have been doing trash attack damage each time (my sorc's mana shot down, but not her HP, so the 66%EShield with regular PDR/MDR was sucking it up). The axe's next-hit had no effect on this. His FE-bugged melee hits do about 6k-9k damage in Hell (my test-sorc with 50%FireRes 0%PhysRes lost about 3k of her 4k HP, and all of her 3k MP but I don't think the mana was max at the time)
  16. Noteable Experiment: I tested with Lvl5 BC-BO-Shout skill oSkill item that also had 100%Lvl40BO onStruck. I could buff myself with BCommand with Lvl5BO stats, when the Lvl40BO was cast, it did not affect the %EDef and +1Skill of BC, but did raise the BO stats (and probably duration) to level 40 values. Casting BC afterwards reduced the BO stats to level 5. It looks like when two skills of the same state are cast, the highest of shared stats are kept while unshared stats are overriden by the newest cast.
  17. Noteable Experiment: I tried to reduce the Barb to 3 weapon masteries: 1Handed, 2Handed, and Ranged. I was unable to make them work (itemtypes created, skills.txt adjusted, in-game test had the skill with no effect (not even the pre-change effects, so I'm not sure HardCoding is to blame)). I might look into this further at another time, but for now I'll see how the state-issue looks (Barb's states already reduced via BCommand and ISkin changes, Sorc states reduced via Mastery changes. I believe those were the two worst cases).


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 Post subject: Re: 1.7 Test Feedback
PostPosted: Sun Dec 18, 2016 6:31 pm 
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Anyway you can put a new link for the 1.7 patch up I have everything but that..

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 Post subject: Re: 1.7 Test Feedback
PostPosted: Mon Dec 19, 2016 11:27 am 
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damn Brevan, that was quick work!

I think 1.6 has 2 barb masteries: ranged / melee. You might be able to take a look at the current patch to see how it works there.

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 Post subject: Re: 1.7 Test Feedback
PostPosted: Mon Dec 19, 2016 2:02 pm 
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I just read through all of the unique set and runeward items looks pretty good only issue I seen was there needs to be more fcr ... I will make a list of things I believe should get it... As for the sets I believe Terry's set should be there .. it would feel strange not having it in Hu..And the last thing I sat here laughing my ass off at all the ears ......

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 Post subject: Re: 1.7 Test Feedback
PostPosted: Mon Dec 19, 2016 5:23 pm 
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@SlappyNuts
To be fair, some of the changelog dates back to November's edit, I just didn't see those changes as important enough to need a test-patch.

I've reviewed v1.6's WeaponMasteries, thanks for guiding me to them. In the files they affect only throwing (rather than ranged), and Melee (as expected). I'd have to test more, but it looks likely that the weapon masteries are hard coded to use only the original weapon types. I don't expect my 3 desired Mastery options making it into v1.7.

@Asteroth
I'll try to review the gear-slot-options for FCRate (it's intended to mostly be on gloves, weapons, and in some cases skills). I was recently thinking of trimming it down actually, but I'll consider your opinion if I have the time for that item review. Keep in mind that there are other caster effects that are pretty important, such as +%Spell damage, -%CastDelay, -%EnemyRes, +%ManaRegen, etc, and that FCRate seems to cap pretty quick (I think it was around 90% for 9-12 frame casts for most classes (generally 50% more spells per second when wearing 90%FCRate)). There is a breakpoint for a few classes at about 110%, but I figured folks could just use their sockets for that if they wanted (from 9 frame to 8 frame is a very small damage boost, but to each their own I suppose).

If you'd like to check items on your own (including affixes: just select a gear slot (caster weapon that isn't staff) and use level 90 then filter), then let me know if things exceed my expectations:
  • CasterCraft's +10%FCRate buff and Dagger's +10%FCRate automod don't count towards the 'not more than'
  • Weapon: +30% FCRate (not more than 50% without using sockets)
  • Gloves, Amulet: +20% (not more than 30%)
  • Other slots: +10% is allowed (not more than 20%)

I don't remember why I disabled the Seige-Platinum-Adamant series of equipment, but that took Soulmancer Set along with it. It seems like a no-brainer to return that set with HUv1.9. For the record, when folks find problems with v1.7, they should keep in mind that one of this version's main features is that it's a relatively fresh slate for future modders to grow on.

The Ears charms were PureRage's idea, and can be collected in the optional areas behind HellForgeDragon.


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 Post subject: Re: 1.7 Test Feedback
PostPosted: Mon Dec 19, 2016 6:49 pm 
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I will take a closer look at all those things .. I just don't some caster builds to be left behind... I will update you with my findings.. the ears rule..

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 Post subject: Re: 1.7 Test Feedback
PostPosted: Wed Dec 21, 2016 11:17 am 
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Question what's up with these plus 7 to all skill charms? If there not in the game I'm not going to test with them because you will get inaccurate tests..

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 Post subject: Re: 1.7 Test Feedback
PostPosted: Wed Dec 21, 2016 12:43 pm 
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There are a few "Cheaty Charms" that exist for getting chars through areas faster if you wanted to test something up ahead (like a boss fight). There are small charms with +100%SpellDmg and +HP/MP, grand charms with +7Skills with HP/MP ResAll and FWRalk. Similarly, some of the test characters provided are in NM and Hell because not everyone has a hero editor (I don't).

When I first started modding, I wanted to change as little as possible (just skills, items, and monsters), so I didn't edit the limits of what item mods allow (+7 skills is still the +Skills cap per item), but since I wanted +14 to be the max skills I just cubed up a couple charms.

One of the advantages of those charms is that the GCharms (massive life buff) would let me catch 1-hit KO bugs (there was a maggot shooting green "poison" that was actually doing physical damage per frame, roughly 25 times more damage than expected). The +%SpellMastery of the SCharms allowed me to get a better idea of how a team might feel if they stuck together (each of my spells counted as 2 or 3 spells), while their milder HP/MP buff is similar to travelling with Meditation or BO in the party.

After the first 20 or so characters, it gets a bit boring "retesting" the same areas again, so I wouldn't blame someone if they wanted to grab a couple charms and just teleport to the boss so they could test the next act.


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 Post subject: Re: 1.7 Test Feedback
PostPosted: Wed Dec 21, 2016 2:14 pm 
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Okay I get it... After testing many different builds from Fury druid to Poison light fury zon I find that the damage seems low ... This might frustrate people. Plus I know old timers won't care much on gear but new people like goody's and I think this will drive people away when they farm for ever and there elite gear is nowhere near what it was... Just something to keep in mind..

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 Post subject: Re: 1.7 Test Feedback
PostPosted: Wed Dec 21, 2016 5:50 pm 
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Thanks for the feedback,

To be fair, the Fury Druid (Fury + Lycanthropy + Wereform ?) shouldn't do a lot of damage since he's intended to be a tanking build. PoisonJav + LFury is more of an AoE Ranged setup, so also isn't intended to be a high damage build. In both cases, I'd expect you to have had no trouble surviving since both were likely durable characters. Did the tested Sorceress builds' reduced durability feel worth their increased damage?

I think I recall folks having skill levels around 50 when I last played HU (i.e. +30 skills was pretty normal), while in v1.7 +14 skills is normal. If it helps folks feel like their gear is good, then they could pretend the +Skills are all doubled, since they effectively are (+3 in v1.7 is the same as +6 in some versions of HU).

Similarly, I recall 10k HP being fairly average when I last played, but in v1.7 1.5k is probably a closer average to expect. If you find an item that gives +100HP in v1.7, then that's like finding +700HP in other versions of HU.

Usually a unique is Elite when the mods given to it were not percents and large (e.g. +100%HP is just as balanced if you're level 1 or level 99, but +100HP is only balanced end-game). I didn't always have the cube recipes set up the way they are now, where they give +1-2Skills when you upgrade a unique item, so the original class set and elite uniques were created just to ensure that players were getting closer to +14 skills end-game.

Previous versions of HU had many normal and exceptional uniques that were nearly pointless to pick up later in the game, so changes were made to reduce that effect. In v1.7, if you're willing to use the upgrade recipes (Starstone gems aren't hard to find end-game, Gem shrines will upgrade Perfects to Starstone for new players), then most uniques work fine end-game if they're upgraded to elite. Most runewords and sets work fine end-game. Your progress isn't as limited by farming, with the intention that people spend more time questing.

The goal of v1.7 is to be a good starting point for folks to build HU in another direction. Next year everyone can enjoy the version of HU that grows out of v1.6.

If people are farming v1.7 forever, then I agree they're wasting their time. Feel free to collect all the items (including an Exceptional and Elite version of Basic uniques) and stockpile runes, but then consider trying a new character or build, to experience something new. If they get bored of that character by the end of Norm, then feel free to start a new one rather than play one you didn't enjoy. Let us know what you didn't like in that build, so it can be improved for HUv1.9.


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 Post subject: Re: 1.7 Test Feedback
PostPosted: Wed Dec 21, 2016 6:51 pm 
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I remember from 05-08 the main boss killers were barbs and druids I wouldn't just consider them tank builds.. they had high life high dmg for reason because they were in the bosses face... The Zons plague javalin recast timer needs to go . Going from 140k to around 16k and having a recast timer on it makes the build gimpy ... 16 k is with all the plus to poison skill synergies.. The Blade sin well you can build it around cb or venom but venom is pointless because there no claws for poison that I have seen. The way the sin casts blade fury slows her attack drastically from what use to be. Pallys fist of heavens and hammers .. these to builds were boss killers now they can barely kill in hell shenk ... I don't have any of my old modding tools to give numbers but I'm giving you in game testing on icp with 3 chars loaded to mock the difficulty as if it was on the realm.... I spent around 20 hours with these builds... I will test others in the next day or so cheers..

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 Post subject: Re: 1.7 Test Feedback
PostPosted: Wed Dec 28, 2016 9:11 am 

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When is the full version of 1.7 being released ?


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 Post subject: Re: 1.7 Test Feedback
PostPosted: Wed Dec 28, 2016 11:15 am 
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We found a bug with the final, packaged, delivered version which set us back a bit.

Given the lateness of the set of changes that caused the issue, I think it's pretty reasonable that this will be the only bug that we don't try to sell to you as a "feature". HUv1.7 is still expected to be released in early (1st week?) January, although I might get a Solo version to you faster (it's up to Duff to update and reset his realm, and he might be busy at this time of year).

The issue was that when I gave hidden oSkills to weapons (these deliver the WeaponMastery stats if you've got access to the WeaponMastery skills, and this way no one can have more than 2 WeaponMastery passive states on them), I forgot that oSkills will increase the required level of the item to the skill level (level+6 for other classes). This resulted in fresh not-Barbs going to buy a weapon and being faced with a level 12 selection. I was willing to grab a rock and give it a go, but alas the Testers won, and everything is being repackaged after giving the oSkills a level requirement of -10 (apparently this works, I expected D2 to treat a negative level as zero, in which case not-Barbs would still be facing level 6 weapons).

I'm also mulling the idea of distributing a BitTorrent file the Community could use to distribute files. Does anyone like the idea of using BitTorrent? That would require you to save a copy of your HUv1.7 file in your download folder and to keep your torrent program actively seeding the file for quite a while (maybe just don't turn it off, I don't expect folks to seed (upload) more than 1-5 copies of their file). Although BitTorrent is considered sketchy, it should be legally fine in this case since it's unlikely Blizzard put a copyright on "patch_d2.mpq". The BitTorrent solution would get around DropBox download limits.


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 Post subject: Re: 1.7 Test Feedback
PostPosted: Wed Dec 28, 2016 4:52 pm 

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I don't need the SP version but the multi. We gonna play it with few streamers :) Would it be challenging if we are 5 6 people ? We gonna play it on TCP I guess or if your server is fast maybe there I don't know.


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 Post subject: Re: 1.7 Test Feedback
PostPosted: Wed Dec 28, 2016 5:15 pm 
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Rakehell wrote:
I don't need the SP version but the multi. We gonna play it with few streamers :) Would it be challenging if we are 5 6 people ? We gonna play it on TCP I guess or if your server is fast maybe there I don't know.


There are probably going to be servers in the US as well as UK so you shouldn't have latency issues playing on realm.

5-6 people will breeze through norm and nightmare. Samy and other bosses will still hit hard, but to me the game feels balanced for a 3-4 man party. I'm not sure what 1.7 has done with increased players/increased difficulty.

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 Post subject: Re: 1.7 Test Feedback
PostPosted: Wed Dec 28, 2016 5:49 pm 
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While testing this year, v1.7 was toned down in difficulty, since it was agreed that getting used to the changes themselves would add extra challenge and could get frustrating for many. I expect one of the main changes in HUv1.9 would be to ramp the difficulty up. Having played v1.7 for a few years and about half of the intended builds, I consider Norm pretty soloable despite Multiplayer files. When I played recently with my brother (choosing builds that wouldn't synergize each other, e.g. 2-Handed Paladin (Might BAim) with 1-H Fanatadin, PNova Necro with BlizzSorc, etc), we had no problem in Norm at all. Considering the current number of HU players visible in the community, HUv1.7 was balanced more towards 1-3 players per group.

@Rakehell
If you intend to play TCP/IP anyways, then I don't mind producing a one-off version for your group of 5-6. It would take me a while, since several skills would need to be changed (They're currently balanced to assume they wouldn't be stacking with other skills, but with 5-6 players/mercs/pets, they'll be silly-strong). Aside from about a dozen player skills and monster HP, I don't think much more would need to be changed to make the game enjoyable for twice the originally expected players. Maybe just let folks know that your version is very similar to but not exactly the same as v1.7. You can discuss details with me later if you're interested. Maybe for now just take a look at v1.7.


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 Post subject: Re: 1.7 Test Feedback
PostPosted: Wed Dec 28, 2016 10:21 pm 

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Well my rant for 1.6 was it's to easy even for one person playing the MP version. Well when you get to Mephisto on norm you get rekt but only some bosses are hard not all. So if you really would like to do a separate version buff the normal monsters and give them some nasty skills so we can't just clean them up easy.

Make the regular gameplay except the bosses harder. The guys who will play are not noobs and they would like a challenge besides the bosses. That's my only request if it's doable or maybe make the game load on players 32 or something. Regular monsters are too weak ;)


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 Post subject: Re: 1.7 Test Feedback
PostPosted: Wed Dec 28, 2016 10:31 pm 
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Trash is hard in 1.7. Much harder than any HU version to date. Bosses still hurt, but will die quickly with a large team.

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PureRage-DoD wrote:
Cowards die in shame, I ain't afraid to lose a char, it's not like it's important. :lol:


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 Post subject: Re: 1.7 Test Feedback
PostPosted: Thu Dec 29, 2016 7:12 am 

Joined: Mon Oct 17, 2016 1:11 pm
Posts: 58
Also I would like to suggest you to add more bosses that guard certain areas like you did for most of the quests. Like add boss where Khalim's hearth is and on act one tree where you get the scroll for the stones. It will be more interesting to earn those. Can't remember what other places you didn't added bosses but it would be nice Brevan ;)


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 Post subject: Re: 1.7 Test Feedback
PostPosted: Thu Dec 29, 2016 11:28 am 
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Joined: Mon Aug 31, 2009 11:28 am
Posts: 1140
Location: Vancouver, BC
It is too late to add stuff to v1.7, but when a v1.7 Suggested Changes thread comes out, I'll try to review some of the suggestions I know didn't make it into v1.7 and put them on that list for whoever wants to turn v1.7 into v1.9.

Keep in mind that Khalim's Heart is guarded by 3 Leviathan and 3 groups of unique Frog Demon. Sure you could run around them, but for those who choose to stand their ground, that battle has the most exp (relative to its area) of pretty much all battles in HU.

I suppose the unique Brute-type guy that guards the Inifuss Tree could be made more interesting, I'll leave that choice to the folks behind v1.9 or maybe v1.8 (lots of BigBosses might become a good theme for that strain of HU that helps keep it apart from v1.7).


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 Post subject: Re: 1.7 Test Feedback
PostPosted: Fri Dec 30, 2016 12:23 am 

Joined: Mon Oct 17, 2016 1:11 pm
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But you must make it so you must defeat the bosses to access the items like you did with the other quests (via portal) ;) also make Deckard Cain impossible to rescue until you beat the bosses, again via portal to original D2 Tristram maybe :) and make it so if you don't complete all quests you can't go further in game :) Just suggesting something you already did but you haven't on all places ;)


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 Post subject: Re: 1.7 Test Feedback
PostPosted: Fri Dec 30, 2016 1:21 am 
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Location: Vancouver, BC
Righto, the inconsistencies could be annoying if you favour a particular style.

For what it's worth, when Soulmancer first implemented the sub bosses that open portals to the end-bosses, he did place quest restrictions on those portals. Perhaps it was the version after the first where the restrictions were implemented, I forget. Either way, the next version had them removed since enough folks didn't like the change.

One of the penalties of portal-spewing bosses is that it discourages players from playing with HolyAuras, BladeShield, or Thorns. When a monster dies to the aura-pulse, BShield, or Thorns damage, the game doesn't spawn their portal. I'm not aware of any experiments to get around that problem, nor have I heard of solutions to it.


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 Post subject: Re: 1.7 Test Feedback
PostPosted: Fri Dec 30, 2016 2:51 am 

Joined: Mon Oct 17, 2016 1:11 pm
Posts: 58
So maybe make them drop something like Khalim's flail and make altars that you smash with them so a secret stairs open and you enter to get the quest items I said about. Or make a red portals that are near the bosses and you can't enter them until you kill the boss. Or make the bosses drop items that grants you 1 time only use of spawning red portal where is the quest item.

Also the Anya quest should be done like that and the barbs from act V :) The barbs can be locked in the red portals that doesn't have any meaning ;) but every group of barbs ca'n be freed before killing the boss (see above)

Also the Gidbin and the statue should be earned that way too. No pain no gain.


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 Post subject: Re: 1.7 Test Feedback
PostPosted: Sat Jan 14, 2017 2:44 pm 

Joined: Tue Apr 22, 2014 2:09 am
Posts: 146
there is no "unlimited" stash ?!!?! not even for solo version ?;/


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 Post subject: Re: 1.7 Test Feedback
PostPosted: Sat Jan 14, 2017 3:06 pm 
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Joined: Mon Aug 31, 2009 11:28 am
Posts: 1140
Location: Vancouver, BC
Sorry, but I'm not sure what this is. If you mean Plugy, which is a mod unrelated to HU, then that's up to you to install and configure. I've seen support for Plugy in the D2SE.ini file, so it's probably easier to get working if you're already using D2SE.

I'd recommend setting up a new folder in D2SE for HU to experiment with Plugy, since I don't know if it would interfere with your ability to play multiplayer.


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 Post subject: Re: 1.7 Test Feedback
PostPosted: Sat Jan 14, 2017 3:09 pm 

Joined: Tue Apr 22, 2014 2:09 am
Posts: 146
Yes bro, i mean plugy. And yes i am using D2SE.
Hmmm ill see if i can make it work.

(if anyone has a working plugy for HU solo plz give a link! :) )

EDIT:
Ok i have download the Plugy from http://plugy.free.fr/en/index.html
but honestly i have no clue how to make it work..... :roll:
any halp ? :(


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 Post subject: Re: 1.7 Test Feedback
PostPosted: Thu Jan 19, 2017 8:19 am 

Joined: Tue Apr 22, 2014 2:09 am
Posts: 146
Whenever i tp to Dark Woods i get this error after 1-2 seconds. Currently Dark Woods is the last portal i have unlocked.


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 Post subject: Re: 1.7 Test Feedback
PostPosted: Thu Jan 19, 2017 11:47 am 
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The best way I've found to get around the DWoods WP bug is to take any other WP first (let the "Entering ..." message disappear, this is necessary), and then take the WP to DWood. I don't think anyone really knows why this bug exists, it might have been introduced by the D2ModSystem itself, since it's quite well known.


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 Post subject: Re: 1.7 Test Feedback
PostPosted: Tue Jan 24, 2017 2:41 pm 

Joined: Sun Jan 22, 2017 12:47 pm
Posts: 54
Suggestions:

I would like to see Fist of the Heavens / Holy Bolt hit all monsters with the bolts and not just the undead.

I would like to see Holy aura's increased by about 3% from synergy instead of just two. As well as their pulse frequency synergies max levels be raised to 15 instead of 10.

I would like to see a use for Conviction with Paladin skills rather than just for Vengeance / Zeal (with elemental damage weapons).

I would like to see the maximum level for runes be 80 rather than 90, as this requires too much grinding to get interesting runewords.


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