Elmoman, I just realised that we played together yesterday. It was a good game, too bad I got dropped just as in your game in the OP (weird thing is connection window was popping up for few seconds and then game would continue and I was only seeing problems to the opponents not you. But every time the win would pop-up the timers grew so I guess at the end the game decided to drop me). Anyway, I was paying attention and definitely the bug occured when they retook their Valo
GtfoSD
Only few games since patch but all have had a far better flow for me. I think both HoL and Priest/Angel changed did a lot of good for the game - at least for fair matchups.
I've seen this happen too, probably caused by splits and the the stats server giving the win to the first reporting client as opposed to arbitrating in the case of multiple reports. Que cheat tool soon that will cut you off from all peers in the game and cause you to report a win.
Definitely seems bugged. Quick check vs AI on Cataract: Game start we both have flags, grunts 390 vs 390 hp I take AI Valor flag: grunts 480 vs 300 hp (so far so good) AI retakes their Valor back: grunts 300 vs 390 hp (BOOM!) I take it again: 390 vs 300 hp Didn't check what would happen once they took my Valor flag, but this bug means taking Valor flag early is a big NOOOOOO! As soon as the enemy retakes it back you
Must admit that after looking at pantheon games since patch a bit more, it seems like they work much better now. The percentage of successfully started games is a lot higher it seems (or rather pretty high). I guess we will need to give it more time.
[quote]Love how with every patch they mention what's going to be in it, then people are like OMGSURPRISED when not everything under the sun isnt on the change notes and cry to high heaven. Retarded as.[/quote] For christ sake, we're not talking here about features that still need to be added or more demigods or what not. We're talking about friggin BUG FIXES.
All of the bugs I and others mentioned are very easy to reproduce and have been present for a very long time. In real life (as opposed to mystery land you seem to prefer) the process is as follows: A bug is discovered and reported - been done long ago Bug is entered into tracking software - we have no information if this has been done as noone acknowledged. A simple YES WE KNOW in the thread in the tech support forum would suffice Bug is assigned
So: Players still replaced with AI on game start (or AI used to fill spots). Seen Pantheon games started with even 3 human vs 3 AI Disconnects (after 3 minutes) not counted as losses Quitting before 3 minutes are up makes the game not count Games still get locked up on load for very long time
Accusing me of not understanding how things work while insisting that HoL and Priests/Angels are a fix...ffs THEY ARE BALANCE CHANGES. They require zero code change and therefore DO NOT REQUIRE code QA (And if you don't understand why balance changes like these don't require code change, don't even bother...). Additionaly, those balance changes, as was done here too, are done in a pendulum swing manner. A drastic change was udertaken for HoL and it's quite possible that if a
Ok, I apologize for my tone. Offcourse I appreciate the balance fixes, my point was only that those balance fixes didn't really require all that much work. Pretty much most of the fixes, being balance tweaks, are few lines change in some parameter list. Idols should have been an easy fix too. All I was trying to say is it's pretty weird that no gameplay bugs made it into the fix and those are the type of changes that require most work. Basically I look at the l
What is the official stance towards abuse in pantheon (people quitting games prior to launch and people abusing the system for team join)? Resetting the stats is of small use if the abuse continues.
Charvel1, only the concede option is a major addition/change to the game, the rest are tweaks and fixes. And stat reset is a fix to the broken stats, not a new epoch or whatever it's chosen as a name. Anyway, was intending to have this thread as point to discuss bugs that didn't get fixed - I guess I should have refrained from commenting further.
Well I only spent 5 min in sp testing, but it's obvious the following obvious and basic bugs missed getting included in this "major" patch: Demigods stopping movement when activating items with enemies nearby. Auto-atack bugs (well documented on the forum) TB Fire mode can't auto-attack while moving (if it's not a bug we need official statement) If you assign skillpoints while trying to cast, cursor stays stuck in cast mode but you c
[quote]Hmmm... still no mention of Torch auto-attack in Fire Mode, which makes me think it's intended. Interesting.[/quote] No mention of the zillion autoattack bugs, moving stoping when using abilities/items, abilities locking after assigning skillpoints, etc, which makes me think patch fails to address basic gameplay bugs.
[quote]LOTS and LOTS and LOTS of multiplayer games use P2P.[/quote] Which one for example?
There is a Stardock logo on the bottom and it links with the forums. And yes, I never said the figure was Stardocks income, but rather sales. It is still a shame that a product that has generated more than 5 million $ in sales is hindered by a database server. Even with 4K people online (which I serously doubt as there is never more than few hundred playing), it doesn't need all that much of an investment. Beleive me, I have hosted enough gaming servers to know what
jouser.com is a Stardock product too, it's their choice to share it. Besides we're talking a game that reportedly had 100k sales a month ago. Thats 4-5M $$ sales.
Actually opengames.aspx (used to) always list more open games than were actually shown ingame. But I'll take your word for it and trust you that the peak is 4k users. Sorry to say the rest is bullshit. If you share a database with another service that causes degraded performance, move the DB. It's not like it's rocket science. The fact that you haven't and we're in the 3rd month since game release...well... :(
PvPGN is a Battle.net emulation (lobby and mathcmaking, along with hosting closed Diablo games on the server). None of Blizzard games have ever been p2p, they are always client/server. The way Battle.net works, for custom games the host is the server for the game. For ladder games or closed diablo games, Battle.net is the host/server for the games.
No they are overwhelmed by the huge amount of players... all 500 of them. God forbid this game becomes really popular and we get thousands players connected at the same time. Sometimes I even get the feeling they are purposly pushing players away from the game by leaving it broken and bugged, otherwise they'd show how incapable they are in hosting a large multiplayer system. Meanwhile, on Gamespy... 167,981 game
Forum definitely needs negative Karma
[quote]Actually, soul power gives +40 for every rank. +20 static and +20 if you have a spirit alive, just like rank 1. You can test it.[/quote] Thx for that info - hadn't tested it myself... So Soul Power III + 9 Spirits is +200 damage after all :) Definitely the best general minion/skill synergy.
Actually, as value has been settled, we can now discuss the OP - are locs worthwhile [e digicons]:-"[/e]
Sorry, was comenting the build you referenced, not your post. I'm not sure the armor bonus of ward is still in the game, but 9 spirits always give +80 damage. That is nothing to sneeze at, plus they are great fodder for taking down towers/forts. Just have to be careful with them (or make a lot of them non-stop). Late game DG are so much more powerful that the spirits dissapear quite fast (they are also much easier to make). What I usually do is get Ward first. I kn
The Impulse Chat is void of people (or I don't know which channel to join and game doesn't automatically join me in the right one). From what I have heard, even the basic friends functionality - messaging is flakey at best, with messages taking up to an hour to be delivered.