Official Forums
Official Forums
Content Bottom Content Bottom
Content Top Bar Content Top Content Corner Top Left
Go Back   Mortal Online Forums > Public Forum > Patch Notes
Patch Notes Patch Notes

Reply
 
LinkBack Thread Tools
Old 22nd December 2011, 13:25   #1 (permalink)
CEO
 
Henrik Nystrom's Avatar
 
Join Date: Apr 2008
Posts: 922
Rep Power: 15 Henrik Nystrom is on a distinguished road
Post Server patch 2011-12-22

Hi all,

Server is right now down for a server update. And will be up again shortly.

This update handles a few minor bugs,
* guild members have a temp cap on 180 members.
* Keep control radius reverting down when nodes going down has been fixed
* Node lines have got an update that should remove pretty much all related issues with node changes, making it a lot more smooth when changing nodes.
We are interested to hear your feedback on node changes.



We from Star Vault wish you all a merry christmas!
__________________
Henrik Nystrom is offline   Reply With Quote
Old 22nd December 2011, 13:26   #2 (permalink)
Senior Member
 
Tizio's Avatar
 
Join Date: Mar 2009
Location: North Italy
Age: 22
Posts: 2,853
Rep Power: 4 Tizio will become famous soon enough
Send a message via MSN to Tizio Send a message via Skype™ to Tizio
Default

nodelines!!

Merry Christmas!
__________________
http://i54.tinypic.com/2nrrr9.jpg

MortalItalia.com Italian Fansite!
MortalPolitics.com
Tizio is offline   Reply With Quote
Old 22nd December 2011, 13:30   #3 (permalink)
Member
 
psychobilly's Avatar
 
Join Date: Nov 2009
Posts: 825
Rep Power: 4 psychobilly will become famous soon enough
Default

Guild Cap? But we have more than 200 character members...
__________________
psychobilly is offline   Reply With Quote
Old 22nd December 2011, 13:30   #4 (permalink)
Junior Member
 
Sharpeye's Avatar
 
Join Date: Nov 2009
Age: 31
Posts: 70
Rep Power: 3 Sharpeye is an unknown quantity at this point!!
Default

It sure will be merry if this works as written.
__________________
/Sir Bastor Sharpeye, Constable of Wessex.

Introduction to Wessex
Sharpeye is offline   Reply With Quote
Old 22nd December 2011, 13:32   #5 (permalink)
CEO
 
Henrik Nystrom's Avatar
 
Join Date: Apr 2008
Posts: 922
Rep Power: 15 Henrik Nystrom is on a distinguished road
Default

Quote:
Originally Posted by psychobilly View Post
Guild Cap? But we have more than 200 character members...
200 active members?
It's capped on 180 untill we have rebuilt a small part of that system since it makes guild information go unstable. If you want to invite active new players you need to remove some inactive players, until we have updates this area.

Thanks for understanding.
__________________
Henrik Nystrom is offline   Reply With Quote
Old 22nd December 2011, 13:32   #6 (permalink)
Member
 
Sirsancho's Avatar
 
Join Date: Feb 2010
Location: Spain
Posts: 405
Rep Power: 3 Sirsancho is on a distinguished road
Default

Nodes!!!!!!!!!!!!!!!!!!!!!!!!

__________________


Sirsancho
Draco
Vide Victis
Sirsancho is online now   Reply With Quote
Old 22nd December 2011, 13:47   #7 (permalink)
Newbie
 
NineOneSix's Avatar
 
Join Date: Dec 2011
Location: New Zealand
Posts: 31
Rep Power: 1 NineOneSix is on a distinguished road
Default

Interesting
NineOneSix is offline   Reply With Quote
Old 22nd December 2011, 13:58   #8 (permalink)
Member
 
ForsakenRankor's Avatar
 
Join Date: Mar 2009
Location: Somewhere, USA
Age: 40
Posts: 808
Rep Power: 3 ForsakenRankor is on a distinguished road
Default

May the Force Be With You! Oh wait....

Merry Christmas All!
__________________
RanKor
Of
ForSaken
"You keep'a using that word...I do not tink it means what you tink it means."-Inigo Montoya
ForsakenRankor is offline   Reply With Quote
Old 22nd December 2011, 14:04   #9 (permalink)
Arena Champion
 
Alfie's Avatar
 
Join Date: Jun 2010
Location: England, Birmingham
Posts: 1,387
Rep Power: 3 Alfie will become famous soon enough
Default

Quote:
Originally Posted by Henrik Nystrom View Post
200 active members?
It's capped on 180 untill we have rebuilt a small part of that system since it makes guild information go unstable. If you want to invite active new players you need to remove some inactive players, until we have updates this area.
No but over 200 active characters. That's only like 66 accounts worth. Considering AQ has about 30 - 40 active members (spread across all timezones) then it's not an unrealistic amount when most have two accounts.

Keep in mind when in GK if you have no tag you die. That's actually an incentive to make sure you are tagged.

Guess we'll be setting up another guild stone till it's sorted.
__________________

My Youtube Channel
Quote:
<[ArGo]Lover> I don't mind exploiting.

Last edited by Alfie : 22nd December 2011 at 15:08.
Alfie is offline   Reply With Quote
Old 22nd December 2011, 14:33   #10 (permalink)
Member
 
sunshiner's Avatar
 
Join Date: Apr 2009
Location: denmark
Posts: 965
Rep Power: 3 sunshiner is an unknown quantity at this point!!
Default

if this works... holy shit.
__________________
CCP can try with it's EVE cash shop, Blizzard can try with its aversion to PvP and child-like dumb downs, but they all would have to work their asses off to be as insulting and virulent as the pile of flaming hell-shit that is SoE.
sunshiner is offline   Reply With Quote
Old 22nd December 2011, 14:39   #11 (permalink)
Member
 
Raknar's Avatar
 
Join Date: Aug 2010
Location: The mighty jungle
Posts: 1,435
Rep Power: 3 Raknar will become famous soon enough
Default

Quote:
Originally Posted by sunshiner View Post
if this works... holy shit.
Indeed, it sounds like a great christmas present for us all
Raknar is offline   Reply With Quote
Old 22nd December 2011, 15:12   #12 (permalink)
CEO
 
Henrik Nystrom's Avatar
 
Join Date: Apr 2008
Posts: 922
Rep Power: 15 Henrik Nystrom is on a distinguished road
Default

Tested and verified, it works, you do notice a small hickup when passing a node line, but you wont crash or freeze on them anymore

We have one thing left with node lines, in some rare cases you wont get/give damage when running on a ghost zone, we may have a fix for this a bit later. It shouldnt affect you much since its only a delay on the intrest list untill you can pass damage again.

So it seems like a good update on the nodes!
__________________
Henrik Nystrom is offline   Reply With Quote
Old 22nd December 2011, 15:25   #13 (permalink)
Banned
 
Join Date: Aug 2010
Posts: 20
Rep Power: 0 Kuka is an unknown quantity at this point!!
Default

so after nodeline u fix prediction?
Kuka is offline   Reply With Quote
Old 22nd December 2011, 16:07   #14 (permalink)
Member
 
Join Date: Jul 2009
Location: Canada ON
Posts: 713
Rep Power: 3 Daryn is on a distinguished road
Default

prediction, is my pet peeve.
__________________
Beta Block A Member>> GUILD: [http://mortalonline-alvarian.com]
Daryn is offline   Reply With Quote
Old 22nd December 2011, 16:08   #15 (permalink)
Member
 
Fatcamp's Avatar
 
Join Date: Feb 2010
Posts: 801
Rep Power: 3 Fatcamp is on a distinguished road
Default

Quote:
Originally Posted by Henrik Nystrom View Post
Tested and verified, it works, you do notice a small hickup when passing a node line, but you wont crash or freeze on them anymore

We have one thing left with node lines, in some rare cases you wont get/give damage when running on a ghost zone, we may have a fix for this a bit later. It shouldnt affect you much since its only a delay on the intrest list untill you can pass damage again.

So it seems like a good update on the nodes!
__________________
http://www.mortalonline.com/forums/image.php?type=sigpic&userid=105088&dateline=13094  06612
Do you ever get the feeling that you're being watched?

Because if it's bothering you, I'll stop.
Fatcamp is online now   Reply With Quote
Old 22nd December 2011, 16:43   #16 (permalink)
Dsn
Member
 
Dsn's Avatar
 
Join Date: Aug 2011
Location: Businesman
Age: 19
Posts: 1,892
Rep Power: 1 Dsn is on a distinguished road
Default

Spoiler for tears of joy:


__________________
Dsn is offline   Reply With Quote
Old 22nd December 2011, 17:17   #17 (permalink)
Member
 
Join Date: Dec 2010
Posts: 310
Rep Power: 2 Afterlife is an unknown quantity at this point!!
Default

Quote:
Originally Posted by Henrik Nystrom View Post
Tested and verified, it works, you do notice a small hickup when passing a node line, but you wont crash or freeze on them anymore

We have one thing left with node lines, in some rare cases you wont get/give damage when running on a ghost zone, we may have a fix for this a bit later. It shouldnt affect you much since its only a delay on the intrest list untill you can pass damage again.

So it seems like a good update on the nodes!
Its a shame that I'm out of town till 27th, so I guess I'll have to wait till I get back to see how this works.

However, this sounds to me like a workaround and not an actual or proper fix to the core issue, am I right? The last time I talked to you, on focus group TS, you said it was the Level Designer's fault that couldn't do his job as he should, and that is what is causing the node lines to malfunction.
When you mention 'a small hick up', what does this mean? You said on Twitter that you are 'saving' 400 packages between server =/= client, does this affect the players in anyway? Like, can we see houses that are 'on the other side of the node', or the trees, etc.?
Shouldn't there be a smooth transmission when crossing from one node to another?

Anyways, thank you for taking this annoyance which is node lines seriously. And thank you for trying to fix them, but please let this not be a workaround, but a proper fix in the core code. Because, if this isn't a proper fix, future patches etc. will mess up the workaround, for sure.

Merry Christmas!
__________________


Your afterlife is determined by your life before death.
Anquer Quare - Recruitment (closed)
Afterlife is offline   Reply With Quote
Old 22nd December 2011, 17:54   #18 (permalink)
Veteran Member
 
princereaper's Avatar
 
Join Date: Feb 2010
Location: england,london
Posts: 6,913
Rep Power: 4 princereaper will become famous soon enough
Default

Quote:
Originally Posted by Afterlife View Post
Its a shame that I'm out of town till 27th, so I guess I'll have to wait till I get back to see how this works.

However, this sounds to me like a workaround and not an actual or proper fix to the core issue, am I right? The last time I talked to you, on focus group TS, you said it was the Level Designer's fault that couldn't do his job as he should, and that is what is causing the node lines to malfunction.
When you mention 'a small hick up', what does this mean? You said on Twitter that you are 'saving' 400 packages between server =/= client, does this affect the players in anyway? Like, can we see houses that are 'on the other side of the node', or the trees, etc.?
Shouldn't there be a smooth transmission when crossing from one node to another?

Anyways, thank you for taking this annoyance which is node lines seriously. And thank you for trying to fix them, but please let this not be a workaround, but a proper fix in the core code. Because, if this isn't a proper fix, future patches etc. will mess up the workaround, for sure.

Merry Christmas!
There is still a slight fps drop when going over a nodeline, but instead of it being 5-10 seconds or whatever of you freezing or something, its instantaneous now, you just feel a little "hic cup" on your fps going over them.
__________________
[PRAE]Churchhill & Princey

Warrior - Churchhill
New breed of warrior- Princey (in training)
Guild -
Praetorian (Lustidon)
Quote:
"Guys I just had a lag spike. AQQ must be around"-thabadman
princereaper is online now   Reply With Quote
Old 22nd December 2011, 18:12   #19 (permalink)
Member
 
Fatcamp's Avatar
 
Join Date: Feb 2010
Posts: 801
Rep Power: 3 Fatcamp is on a distinguished road
Default

Quote:
Originally Posted by princereaper View Post
There is still a slight fps drop when going over a nodeline, but instead of it being 5-10 seconds or whatever of you freezing or something, its instantaneous now, you just feel a little "hic cup" on your fps going over them.
The thing is other games then you go to a new server you get up a loading screen instead. I like the way mortal have it alot more then.
__________________
http://www.mortalonline.com/forums/image.php?type=sigpic&userid=105088&dateline=13094  06612
Do you ever get the feeling that you're being watched?

Because if it's bothering you, I'll stop.
Fatcamp is online now   Reply With Quote
Old 22nd December 2011, 19:19   #20 (permalink)
CEO
 
Henrik Nystrom's Avatar
 
Join Date: Apr 2008
Posts: 922
Rep Power: 15 Henrik Nystrom is on a distinguished road
Default

Yea, I mean the nodes do change the players position to another computer, which means theres some data being transfered, and just notice a small "hic up" by doing this step, Is pretty damn good I think. The other option would be like Fatcamp says, a loading screen, image that instead in a pvp hunt

400 times better (could be around 20-25s to 0.5-1s in avrg case), what I was refering to was that we have an avrage of that many packages updating items on each character changing node, which means theres a lot of data being updated and refreshed in your inventory slot if you have it opend (hence many crashes while having inventory open) And in the background verifuing all your items do cause your client to take a pause to "crunch" that many ticks in short time. The more players and items in the world, the worse this got for the main server, nodes you are on, and each player, so you can see this was bad, and it makes sence now when you said it was a lot better before, and got worse over time. This is why it got worse over time, amount of chars and items been increasing all the time since start.

Now with a new way of refreshing the system when changing nodes there is no packages nor refresh ticks on the client, therefore the node and server dont have to work like crazy anymore.

So its one of the biggest optimization we done for a long time, affecting all players and overall server performance. Some other features was tied to this system that made it even heavier which now also is optimized.

We do also have many levels in similar places as a node line, which means in a few case it is the level streaming you are noticing as a "hic up", and doesnt have to be the node change you are experiencing. We are going to work more on the level optimization later on when we have time for that to improve this in the entire world to make transition in areas even more smooth.

But I have to say we are very very happy right now with the progression of both nodes, overall server performance, and it should be even better for you when pvping across the nodes.

Thanks all for the great feedback, helping us to pinpoint these issues.

And again, Merry Christmas!

__________________
Henrik Nystrom is offline   Reply With Quote
Old 22nd December 2011, 19:51   #21 (permalink)
Member
 
Mycke's Avatar
 
Join Date: Apr 2009
Posts: 1,968
Rep Power: 3 Mycke is on a distinguished road
Default

Its a vast improvement!!!

Rode out of bakti with a few guys and no one disappeared or froze or anything.

Very very well done SV!!!
__________________
The problem with building an online sandbox is that if no one is waiting in the box the sand will never come.
Mycke is offline   Reply With Quote
Old 22nd December 2011, 20:35   #22 (permalink)
Senior Member
 
ThaBadMan's Avatar
 
Join Date: Mar 2009
Location: Norway
Age: 21
Posts: 2,509
Rep Power: 3 ThaBadMan is on a distinguished road
Send a message via MSN to ThaBadMan
Default

Seems good, hope it works as intended and wont be an issue later.

Now we need alittle update on the prediction id say huh ?

Merry christmas yall.
__________________
A wise man does not fear, a man afraid does not think.

Two little goblins out in the sun, down came a griffin, then there was one.

The man who begs for mercy is a coward.
Leave mercy for the man who begs the sword.
ThaBadMan is offline   Reply With Quote
Old 22nd December 2011, 20:52   #23 (permalink)
Junior Member
 
leosuth's Avatar
 
Join Date: Jun 2011
Posts: 57
Rep Power: 1 leosuth is on a distinguished road
Default

Me noob and probably stupid with it
What's a node and why is this update good? Pref in words of one syllable
__________________
Time flies like an arrow.
Fruit flies like a banana
leosuth is offline   Reply With Quote
Old 22nd December 2011, 20:55   #24 (permalink)
Member
 
Mycke's Avatar
 
Join Date: Apr 2009
Posts: 1,968
Rep Power: 3 Mycke is on a distinguished road
Default

Quote:
Originally Posted by leosuth View Post
Me noob and probably stupid with it
What's a node and why is this update good? Pref in words of one syllable
The world is on a cluster of servers each hosting an area of the map. A node is a particular server area and a node line is the transition between. Use to be large lag and other problems when traveling between nodes. This patch vastly improved it.
__________________
The problem with building an online sandbox is that if no one is waiting in the box the sand will never come.
Mycke is offline   Reply With Quote
Old 22nd December 2011, 20:57   #25 (permalink)
Junior Member
 
Join Date: Aug 2010
Posts: 147
Rep Power: 2 ravagerx is an unknown quantity at this point!!
Default

I like!
__________________
ravagerx is offline   Reply With Quote
Old 22nd December 2011, 20:58   #26 (permalink)
Junior Member
 
leosuth's Avatar
 
Join Date: Jun 2011
Posts: 57
Rep Power: 1 leosuth is on a distinguished road
Default

Oh I see - thanks
How big an area per node - ie how often do you need to cross a nodeline?
__________________
Time flies like an arrow.
Fruit flies like a banana
leosuth is offline   Reply With Quote
Old 22nd December 2011, 22:18   #27 (permalink)
Member
 
sunshiner's Avatar
 
Join Date: Apr 2009
Location: denmark
Posts: 965
Rep Power: 3 sunshiner is an unknown quantity at this point!!
Default

fairly big, but small enough to be a problem earlier
__________________
CCP can try with it's EVE cash shop, Blizzard can try with its aversion to PvP and child-like dumb downs, but they all would have to work their asses off to be as insulting and virulent as the pile of flaming hell-shit that is SoE.
sunshiner is offline   Reply With Quote
Old 22nd December 2011, 23:40   #28 (permalink)
Junior Member
 
slyy's Avatar
 
Join Date: May 2011
Location: Scotland
Posts: 153
Rep Power: 2 slyy will become famous soon enough
Default

Awesome job, huge improvement!
__________________
www.mortalonlinemap.com
Trade & PVP Tools - Creatures - Resources - Map Creator

Pockets - Flyy - Zap
slyy is offline   Reply With Quote
Old 23rd December 2011, 04:02   #29 (permalink)
Junior Member
 
Join Date: Dec 2011
Posts: 236
Rep Power: 1 delvhar is on a distinguished road
Default

Spoiler for Henriks post:
Quote:
Originally Posted by Henrik Nystrom View Post
Yea, I mean the nodes do change the players position to another computer, which means theres some data being transfered, and just notice a small "hic up" by doing this step, Is pretty damn good I think. The other option would be like Fatcamp says, a loading screen, image that instead in a pvp hunt

400 times better (could be around 20-25s to 0.5-1s in avrg case), what I was refering to was that we have an avrage of that many packages updating items on each character changing node, which means theres a lot of data being updated and refreshed in your inventory slot if you have it opend (hence many crashes while having inventory open) And in the background verifuing all your items do cause your client to take a pause to "crunch" that many ticks in short time. The more players and items in the world, the worse this got for the main server, nodes you are on, and each player, so you can see this was bad, and it makes sence now when you said it was a lot better before, and got worse over time. This is why it got worse over time, amount of chars and items been increasing all the time since start.

Now with a new way of refreshing the system when changing nodes there is no packages nor refresh ticks on the client, therefore the node and server dont have to work like crazy anymore.

So its one of the biggest optimization we done for a long time, affecting all players and overall server performance. Some other features was tied to this system that made it even heavier which now also is optimized.

We do also have many levels in similar places as a node line, which means in a few case it is the level streaming you are noticing as a "hic up", and doesnt have to be the node change you are experiencing. We are going to work more on the level optimization later on when we have time for that to improve this in the entire world to make transition in areas even more smooth.

But I have to say we are very very happy right now with the progression of both nodes, overall server performance, and it should be even better for you when pvping across the nodes.

Thanks all for the great feedback, helping us to pinpoint these issues.

And again, Merry Christmas!



Thanks for the explanation Henrik, I can't wait to get on and see how it goes!
delvhar is offline   Reply With Quote
Old 23rd December 2011, 15:35   #30 (permalink)
Member
 
Join Date: Apr 2011
Posts: 325
Rep Power: 0 Ameliorant has a spectacular aura aboutAmeliorant has a spectacular aura aboutAmeliorant has a spectacular aura about
Default

Quote:
Originally Posted by Henrik Nystrom View Post
Hi all,

Server is right now down for a server update. And will be up again shortly.

This update handles a few minor bugs,
* guild members have a temp cap on 180 members.
* Keep control radius reverting down when nodes going down has been fixed
* Node lines have got an update that should remove pretty much all related issues with node changes, making it a lot more smooth when changing nodes.
We are interested to hear your feedback on node changes.



We from Star Vault wish you all a merry christmas!
*Pins medal on Henrik and the rest of the team's chest.

Merry christmas indeed.
Ameliorant is offline   Reply With Quote
Old 23rd December 2011, 18:11   #31 (permalink)
Member
 
Join Date: Apr 2009
Age: 29
Posts: 1,028
Rep Power: 3 Hydras is an unknown quantity at this point!!
Default

I can't even tell I'm crossing one now.
__________________
Hydras is offline   Reply With Quote
Old 24th December 2011, 04:23   #32 (permalink)
Newbie
 
slydur's Avatar
 
Join Date: Nov 2011
Posts: 26
Rep Power: 1 slydur is on a distinguished road
Default

Ahh something about Nodes.
Beautiful.
__________________
Insanity: doing the same thing over and over again
While expecting different results.
-Albert Einstein-
That goes for you Griefer Guard Zone Warriors...
lyfender - slydur
slydur is offline   Reply With Quote
Old 24th December 2011, 04:49   #33 (permalink)
Newbie
 
Dimossa's Avatar
 
Join Date: Mar 2010
Location: Seattle, WA
Age: 31
Posts: 8
Rep Power: 0 Dimossa is an unknown quantity at this point!!
Default

So any feedback on that patch? Did any new problems surfaced?
__________________
Dimossa is offline   Reply With Quote
Old 24th December 2011, 14:48   #34 (permalink)
Junior Member
 
Join Date: Oct 2010
Posts: 81
Rep Power: 0 sk_tark has a little shameless behaviour in the past
Default

Quote:
Originally Posted by Dimossa View Post
So any feedback on that patch? Did any new problems surfaced?
i didnt see a single problem, nice improvement on nodes.
sk_tark is offline   Reply With Quote
Old 24th December 2011, 20:51   #35 (permalink)
Newbie
 
Join Date: Dec 2011
Posts: 17
Rep Power: 1 OlthoiSlayer is on a distinguished road
Angry

Quote:
Originally Posted by Dimossa View Post
So any feedback on that patch? Did any new problems surfaced?
Last night, about 10 of us were fighting on the north west side of Bakti, right where the well known node line is. But for a VERY large area everyone inside was immortal. no damage would register though it would say: you hit, you are hit, and so on. about 10 of us standing there hitting one another and no damage. I know that this has happened before the fix, so I'm not sure if the problem was made worse or more common by the server patch, but there are certainly bad stuff going on with the node lines still.
OlthoiSlayer is offline   Reply With Quote
Old 24th December 2011, 21:51   #36 (permalink)
Senior Member
 
Tizio's Avatar
 
Join Date: Mar 2009
Location: North Italy
Age: 22
Posts: 2,853
Rep Power: 4 Tizio will become famous soon enough
Send a message via MSN to Tizio Send a message via Skype™ to Tizio
Default

dec 2011. Who are you?
__________________
http://i54.tinypic.com/2nrrr9.jpg

MortalItalia.com Italian Fansite!
MortalPolitics.com
Tizio is offline   Reply With Quote
Old 26th December 2011, 06:45   #37 (permalink)
Junior Member
 
Join Date: Mar 2010
Posts: 230
Rep Power: 2 xzxDJxzx is an unknown quantity at this point!!
Default

Quote:
Originally Posted by Afterlife View Post
Its a shame that I'm out of town till 27th, so I guess I'll have to wait till I get back to see how this works.

However, this sounds to me like a workaround and not an actual or proper fix to the core issue, am I right? The last time I talked to you, on focus group TS, you said it was the Level Designer's fault that couldn't do his job as he should, and that is what is causing the node lines to malfunction.
When you mention 'a small hick up', what does this mean? You said on Twitter that you are 'saving' 400 packages between server =/= client, does this affect the players in anyway? Like, can we see houses that are 'on the other side of the node', or the trees, etc.?
Shouldn't there be a smooth transmission when crossing from one node to another?

Anyways, thank you for taking this annoyance which is node lines seriously. And thank you for trying to fix them, but please let this not be a workaround, but a proper fix in the core code. Because, if this isn't a proper fix, future patches etc. will mess up the workaround, for sure.

Merry Christmas!
This is very good considering on Darkfall you get "HEAVY" lag also FPS lag when you cross nodelines and they have MANY nodelines such small squares!

So good job Henrik!
xzxDJxzx is offline   Reply With Quote
Old 27th December 2011, 07:49   #38 (permalink)
Junior Member
 
Join Date: Jun 2010
Posts: 152
Rep Power: 2 Volrain is an unknown quantity at this point!!
Default

Quote:
Originally Posted by psychobilly View Post
Guild Cap? But we have more than 200 character members...
There are more than 200 people playing the game? No. So you have a guild with more than 200? I doubt it!
Volrain is offline   Reply With Quote
Old 27th December 2011, 07:57   #39 (permalink)
Senior Member
 
ThaBadMan's Avatar
 
Join Date: Mar 2009
Location: Norway
Age: 21
Posts: 2,509
Rep Power: 3 ThaBadMan is on a distinguished road
Send a message via MSN to ThaBadMan
Default

Quote:
Originally Posted by Volrain View Post
There are more than 200 people playing the game? No. So you have a guild with more than 200? I doubt it!
Character members, every player has 3 chars, most if not all AQs have 2 or more accounts with there chars in there guild, so.......
__________________
A wise man does not fear, a man afraid does not think.

Two little goblins out in the sun, down came a griffin, then there was one.

The man who begs for mercy is a coward.
Leave mercy for the man who begs the sword.
ThaBadMan is offline   Reply With Quote
Old 27th December 2011, 15:02   #40 (permalink)
Member
 
Darkelfv's Avatar
 
Join Date: Apr 2009
Posts: 416
Rep Power: 3 Darkelfv is an unknown quantity at this point!!
Default

Kutos, I have been waiting for this sort of patch for a long time now :P

Thanks
__________________
-- Ninja Turtle Assassins -- )-> \../ --|- ./`-*
-Add Armor lore for "reptile carapace", poisoned daggers
-Add more blunt dmg to 2h and 1h handles irw st etc..
-Add the weapon head that is in the back of Vadda.
-Nun chucks and flail weapons. Cat o Nine !!!!

Last edited by Darkelfv : 27th December 2011 at 15:10.
Darkelfv is offline   Reply With Quote
Reply



Thread Tools

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

vB code is On
Smilies are On
[IMG] code is On
HTML code is Off
Trackbacks are On
Pingbacks are On
Refbacks are On


All times are GMT +1. The time now is 19:37.


Powered by vBulletin® Version 3.6.8
Copyright ©2000 - 2012, Jelsoft Enterprises Ltd.
Content Relevant URLs by vBSEO 3.1.0

Partners

Epic Intel Nvidia Game Hosting Speedtree Grome