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Posted Jun 30, 2008 at 12:42PM by Enrico S. Listed in: News, Age of Conan: Hyborian Adventures Tags: Funcom, spellcasting, SWAN
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Age of Conan: Hyborian Adventures Weekend Warrior! - Image 1Even Crom, from high up in his mountain, is probably smiling right now. Why? Well, the first issue of the Age of Conan: Hyborian Adventures Weekend Warrior is now out! This week we're going to be talking about a pair of patches, downtime, a free day of gameplay, and a special shoutout to a guild on the Wiccana server! So what are you waiting for? Head on over to the full article by clicking on the "read more" link below!

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Posted Jun 26, 2008 at 09:46AM by Victor B. Listed in: News, Patches, Age of Conan: Hyborian Adventures Tags: Funcom, NPC, spellcasting
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Age of Conan June 26 patch notes now up! - Image 1There's a new update for Age of Conan: Hyborian Adventures, and it seems to be a pretty extensive set of changes. Find out what these changes are by visiting the full article after the jump!

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Posted Apr 28, 2008 at 10:46PM by Ryan C. Listed in: News, Videos, Age of Conan: Hyborian Adventures Tags: Funcom, spellcasting
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Age of Conan: Hyborian Adventures - Image 1 If you're wondering just how Funcom's Age of Conan: Hyborian Adventures for the PC (and Xbox 360) will be handling magic, then you've no need to go any further than this update. No longer just a skillset that you click and wait for your opponents to die, spellcasting in Age of Conan is now a stance that you get into for maximum strategical factor. Check out all the details in the full article, and see if you like Funcom's idea of magic.

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Posted Aug 08, 2006 at 11:03PM by Victor B. Listed in: News, Dungeons & Dragons Online Tags: Twilight Forge, spellcasting
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DDO Banner


If there's one thing you can say about Dungeons and Dragons Online: Stormreach, it's that you have a pretty good idea what they intend to do to improve the game and know just when that fix will happen, more or less.

To that end, DDO fans may want to look at this week's development details. Some of the stuff is redundant when compared to last week's development details, but you might just find the good news you've been hoping for, like free items or that bandwidth reduction to make the game run more smoothly. Unlikely? Yeah, it is, but it's good to hope for a saving throw, isn't it?

If you'd like to brush up on what those poor folks at the Dev Dungeon have to go through, keep reading.

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Posted Aug 04, 2006 at 05:40AM by Remi M. Listed in: Dungeons & Dragons Online Tags: Twilight Forge, spellcasting, Caverns of Korromar
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DDO

Change is always a good thing. Although, sometimes tedious, the rewards of changing makes up for all the trouble one has gone through for it. This maybe what the developers of Dungeons and Dragons Online have in mind everytime they dish out their consistent weekly updates just to satisfy the cravings of their gaming community. So, here are the new things you could expect from DDO.

Performance
  • We are making some changes to the Twilight Forge to improve performance.
General
  • NEW - The House Kundarak banking system will be opening a new branch in the harbor inside the Harbormaster's House.
  • NEW - Tell messages will be displayed in all chat windows by default (for new characters and new chat tabs).
  • NEW - Fixing a problem with the Mail UI that causes attached items to not display.
  • Loot messages from other players will be tagged as loot messages and can be filtered out.
  • Players will no longer get stuck while dismounting from ladders.
Monsters
  • NEW - Wildmen will apply the feeblemind effect less often, generally on critical hits and/or their special leap attack.
  • NEW - The effects caused by the warforged quori humanoids in the WFT area will no longer produce FX. Previously this on-damage effect could slow down performance due to the spam of visualized effects.
  • Improved the dragon's spellcasting AI and line of sight recognition. For more information on possible changes to the dragon, please read this thread.
  • Melee oriented Troglodytes will move closer to their targets - they should no longer attempt to make melee attacks from out of range.

The full list of DDO weekly development updates await after the jump!

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Posted Aug 01, 2006 at 10:44AM by KJM Listed in: News, Dungeons & Dragons Online Tags: Turbine Inc., Twilight Forge, spellcasting, NIAC
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DDO


Players of Dungeons and Dragons Online: Stormreach will be happy to know that the good folks at Turbine have been busy making improvements to the game. Along with improved performance in Twilight Forge, here's a quick overview of what you can look forward to seeing this week.

New features and fixes for this week include:
  • The House Kundarak banking system will be opening a new branch in the harbor inside the Harbormaster's House.
  • "Tell messages" are now displayed in all chat windows by default
  • A problem with the Mail UI causing attached items to not display has been fixed.
  • Loot messages from other players will be tagged as loot messages and can be filtered out.
Additionally, Players will no longer get stuck while dismounting from ladders. New for this week is a fix in which Wildmen will not apply the feeblemind effect as often. This will be confined to critical hits and/or special leap attacks.

Other monster fixes:
  • The effects caused by the warforged quasi humanoids in the WFT area will no longer produce FX. Previously this on-damage effect could slow down performance due to the spam of visualized effects.
  • Improved the dragon's spellcasting AI and line of sight recognition. For more information on possible changes to the dragon, please read this thread.
  • Melee oriented Troglodytes will move closer to their targets - they should no longer attempt to make melee attacks from out of range.
The full article awaits after the jump!

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Posted Jul 31, 2006 at 05:42PM by Maricar V. Listed in: Dark Age of Camelot, News Tags: spellcasting
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daocAnother week has passed and the Dark Age of Camelot (DAoC) Grab Bag is back to bring answers to some of the most difficult questions relating to gameplay. The resident DAoC guru has shed light on the factors affecting spell resists. The term "Resist" is used two ways: 1) to reduce the damage/effectiveness of a spell, and 2) referring to the outright success or failure of a spell.

For outright resists, the only factors that should play in to the equation are: level of the player casting the spell; level of the spell; type of spell; level of the target; type of target (realm enemy or not); mastery of focus.

To illustrate, a level 50 player who casts a level 50 spell on a level 1 player has a lower chance of being resisted. It's sounds simple enough, right? It just boils down to taking into account the  level of the player as well as the level of spell. It does get confusing with different spell level/player combo, but you should be fine after hours of playing. Also, keep in mind that there are other factors that (e.g. Master Level Storms) affect Resists rate, but those listed above are the important ones.

Also, if you're one of the players who've been clamoring for a level 20 command for Catacombs classes, Gareth, etc., well, DAoC is not giving in to that request just yet. Though it had a positive impact on the game, it emptied out the newbie zones, which makes the game less inviting to first time players.

Lastly, if you're unable to attack some leprechauns in Cursed Forest, that's because the area is flagged as a no-kill zone, so don't waste your time trying to kill them, they're immortals.

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Posted Jul 24, 2006 at 09:56PM by Rica M. Listed in: News, Dungeons & Dragons Online Tags: Twilight Forge, spellcasting, NIAC
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ddo


It's a good thing that developers are constantly trying to make Dungeons and Dragons Online better via the numerous updates they make on the game. Even though players have encountered (many) downtime because of several updates, the game's all good.

Here now is a rundown of what changes to expect in the next scheduled update of DDO:

Performance
  • Changes are being made to the Twilight Forge Module to improve performance.
General
  • Filtering out loot messages from other players will now be possible by tagging them as loot messages.
  • Players won't get stuck dismounting from ladders anymore.
Monsters
  • The dragon's line of sight recognition and spellcasting AI have improved.
  • NEW - Melee-oriented Troglodytes will not make attacks from out of range; they'll be moving closer to their targets.
Combat
  • NEW - The critical threat range will not be doubled on the 4th swing combo anymore.
  • NEW - Wildmen bestowed feeblemind now curable by restoration.
Items
  • As per the Players Handbook, vorpal weapons will behead monsters; players must roll a natural 20 and confirm crit to vorpal targets.
  • NEW - Niac's Cold Ray and Knock scrolls will be available at Lorna Wyrmtouched, Arcane Scroll Vendor
  • NEW - Featherfall-casting items will get usability upgrade. These items will use a self-only version of Featherfall and will be fast-casting.
  • NEW - The "of Destruction" weapon effect will now reduce the target's AC by 4 on the first hit. No saving throw for this effect now.
  • NEW - The names for Seeker +1, Seeker+2, etc. items will be changed to be consistent with effect naming conventions (those renamed will match the bonus they give, Seeker+2, Seeker+4, etc.).
  • NEW - Laina the Excoriated will close her shop window properly now.
  • The Freedom of Movement effect on the Kundarak Delving Boots won't ward the Mummy's Despair ability or the Beholder's petrify eye beam. It will ward the movement effects of Storm Giant weather control.
Spells
  • NEW - Developers are currently fixing the dispel effects that cause much harder dispels from the Dispel Magic.
Quests
  • NEW - Gnarl's Tomb - Old Gnarl's ghost will open his door after a fight if he dispatches any would-be thieves. This will allow parties to attempt him again without resetting the dungeon.
  • NEW - Restless Isles - The Runetust Commander won't speak to players anymore when he dies; developers are also fixing the repetitive DM text of several encounters.
We'll keep you posted on the latest Dungeons and Dragons Online news.

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Posted Jul 18, 2006 at 08:10AM by KJM Listed in: News, Previews, Dungeons & Dragons Online Tags: Turbine Inc., spellcasting
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DDO


This week, we can expect a number of improvements and bug fixes in Turbine's Dungeons And Dragons Online. As far as the game in general is concerned,  loot messages from other players will now be tagged as such, allowing them to be filtered out. A bug that caused players to get stuck while dismounting ladders has been addressed as well.

Specific improvements include the following:

Monsters Items
  • Vorpal weapons will behead monsters as outlined in the original Players Handbook. This means you must roll a natural 20 and confirm a crit in order to vorpal your target.
Spells
  • The Fragment of the Silver Flame's Protection from Evil spell no longer protects the wearer from Neutral and Good casters who attempt to affect the wearer with Charm or Enchantment or Compulsion spells.
Future developments include increased bandwidth (about 2%) and improvements in some of the slow-moving areas when a player's client gets flooded with information about objects in his/her local area. Hopefully, players will see a speed increase of 20-50%. There will also be a "showhelmet" command which can be used to hide a player's helmet graphic. Some work is being done to improve the combat/damage feedback mechanism, eliminating "false" hits (where the target would flinch but no attack roll would take place)  and give more accurate feedback as to the strength of the hit.

On the subject of Monsters:
  • Widow type spiders will again shoot functional webs.
  • Elemental Empathy will work properly on Earth Elementals that have used their Earthgrab ability.
  • Arcane Skeletons will no longer "eat collectibles" they should be creating.
Finally,  those of you who wear Kundrak Delving Boots will be able to ward the movement effects of Storm Giant weather control. they will no longer ward the Beholder's petrify eye beam or the Mummy's Despair ability, but the programmers are working on exempting the boots from the movement restrictions of Sleetstorm and IceStorm.

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Posted Jul 15, 2006 at 10:51PM by Maricar V. Listed in: Dark Age of Camelot, News Tags: spellcasting
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daocIn this week's Dark Age of Camelot Grab Bag, the development team offers answers to some of your questions relating to gameplay and bug fixes. The level of evade has been explained further after it was pointed out that there have been contradicting posts about the issue. To maximize evade under normal, non-RA conditions, keep the following elements in mind:
  • First place: Your level of evade. 5% chance per level, cumulative.
  • TIED for second place: Your weaponskill, and the styles used.
  • Third place (PVE only): Items providing plus to evade.
On a related topic, some players have not noticed any difference in damage from mobs and in RVR. To enlighten you on styles, here's what The Big Wheel had to say, "Bonuses and penalties to defense from styles effect how often your defensive abilities (parry, evade, block) go off. If you have a style with a defensive bonus, it makes those defensive skills go off more; if you have one with a defensive penalty, it makes those defensive skills go off less." The Redheaded Stepcoder simplifies it by saying that if you get a 30 defense bonus, it's now 30% harder to hit you.

If you've been in Bri Leith, Hibernia, you had probably noticed that the tower is still sporting its old look, even after most of the towers in the realm have gotten a makeover. Well, that has been fixed on the internal server, so expect the new tower model in the next patch.

If you're curious about the effect of confusion spells in RVR, it just interrupts another player who's in the middle of casting a spell on someone. Still on the topic of spells, if you've been using cleric smite PBAOE damage/heal spell on others, you're probably looking at your own dead Minion of Zo pets. It wasn't the spell's intention. It's a bug.

Of course, if all these stuff aren't too clear to you, you can always find the answer in the next grab bag.

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