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Asura

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Everything posted by Asura

  1. I was going to play EU, but as my current stuff is all still NA, I'll probably stay there. Class: Holy/Priest Faction: Horde Realm: PvP 1st Alt: Rogue Prof: Tailor/Ench on priest, mining/eng on Rogue
  2. I mean technically if we're in open beta by end of 2017, a "release" has happened, so to speak. huehuehuehue
  3. It was great having you around. Thanks for all the hardwork you put in
  4. Multibox Ruling Hello Crestfallen. Due to recent discussions on the topic, the administration team of Crestfall have come to a final decision regarding multiboxing on both the PvE and PvP servers. Secondary account characters will only be tolerated in capital cities/moving to capital cities. Alternate accounts can be used for professions, using the AH and additional bank characters only. Leveling multiple characters simultaneously, even if you are just on follow and tabbing between clients, will result in a permanent ban of both accounts. Using multiple accounts to simultaneously PvP will result in a permanent ban of both accounts. Any use of AH bots on your secondary account will result in the permanent closure of both accounts. Regards, Crestfall Team
  5. The initial release is the hardest. During this time we're building the core for all versions. It's not just "vanilla" getting fixes, it's everything. For example: What is TBC if you minus everything in Vanilla? New scripts? Guild banks? Flying? Gems? Arenas? A few new mechanics, a few new spell auras and effects. Over all, it's not a massive change, and the scripting doesn't require Darkrasp, myself, or Gorbulas (though, we due enjoy doing it somedays). We keep our TBC branch up-to-date with our Vanilla, and sometimes I personally do work on TBC as it's easier to find bugs with some effects/auras as there are larger use cases. In general, TBC and WOTLK are very easily adaptable too, not to mention we did a lot of work on earlier versions before we started this, so we have a lot of fresh clean code (phasing system for example, I wrote when 4.3.x was still LIVE, which works for 3.x and has all the terrain swap stuff for 4.x). We will also be starting alpha/beta much earlier for other expansions, allowing them to be fully scripted and ready long before the previous version is over.
  6. It's not that we're not here, we're discussing what needs to be said. While some of what was posted was outright untruthful, and other things (good and bad) were entirely exaggerated, some (also good and bad) was true. We are listening to feedback, and discussing what will be done going forward. Comments made by people like Outstanding, despite being made without actual knowledge of team members abilities and their knowledge, are not things we want to ignore. Project structuring and management is not a small topic, and while Darkrasp being in NA and me being in EU doesn't cause any issues with development, it can when wanting to talk about a topic that requires hours of discussions. We will post an official response this weekend. The project is still being worked on. We're still here, and we still care.
  7. Crestfallen, Unlike most developer corner posts, this will be a bit different. I don't enjoy typing much if it's not code, so I'll try to keep this small and to the point. Where are we? We are slightly behind our internal schedule. Due to real life constraints, I've been limited the past few weeks. In the next week or so, people like @Soulson and @Roadblock will finally have proper scripting realms, so we can really push in that direction. We already have many scripts done from a previous iteration of our scripting engine, and we will be porting those to the new engine, which should help make this easier. Our focus, as well as scripting focus, will be on 1 - 20. So, when does the open beta start? We've always tried to avoid giving a direct date, and we're still going to do that. We're finally starting to look better, but we still have a lot we want to clean up. We were still fixing things with the highly updated spell system recently, so we're still making sure there's no major issues left (Like cooldown types being swapped in a function resulting in permanent cooldowns in some places). We also did some more database expanding to make it easier for new guys like @Xaverius and @Nogar to be able to help even more. I'm really hoping in the coming weeks we can decide on something. @Elicas and I came up with a couple month plan, and we know where we'd like to be at specific dates, but as I said in the first paragraph, real life has slightly pushed back our dates. We originally had an 8 week preparation point for middle of July, but I have a business trip around that time period, and most of May was rush time for IRL work, so we've had to push that back a bit. We're doing an internal checkup to figure out where we are vs where we wanted to be, so we can at least provide solid idea of what is happening for everyone. So what is the plan for open beta at least? Our main priority is still 1 - 20, with 20 - 30 as a buffer. When open beta testers hit 1 - 20, we'll work on 30 - 40, when you test 20 - 30, we'll fix 1 - 20, and continue on 40 - 50, and so on. Essentially we'll be preparing the next batches while we clean up an already tested level grouping. Now, we acknowledge we can't have a perfect server, and we don't plan to be "perfect", but we really want to get literally as much as possible completed, and ensure all high priority (class quests, events, instances/raids/pvp, etc) are as polished as possible prior to any release. Once we finally do decide on an open beta time and have launched said open beta, the public Discord will become active again, and we will engage with testers so that we can move as quickly as real life allows us. Realistically, how does it look from developer standpoint? Well, it's hard to say. I'm really happy seeing how much we have actively fixed, but there's tons of stuff yet to do, and we've still got a ways to go after rebuilding everything. That being said, we're in the... "easier" part of development. Now we're fixing creatures, fixing spells, scripting content, and as real "major" things occur, we get them fixed as fast as possible to prevent downtime or issues. As I said, we're behind where @Elicas and I had hoped to be, but delays are always possible. We're still pushing for a 2017 release, so at least that hasn't changed. As of now, there is about 1100 issues found thus far, with about half of them fixed while we focused on major problems. Many of those left are related to quests, which were waiting on scripters to begin, spell fixes (NPC, Player, Items), or object data (Creatures, Items, etc) that are easily fixed and can be picked up by our newer guys (@Xaverius and @Nogar). Closing This will be the only announcement I have for a while. My priority has been focusing on development whenever I have the time, and I haven't had much time for forums or being social with people who may have messaged me on Discord. We have another Q&A coming up this next week, and we're going to skip Darkrasp's update this rotation so we don't double up, but he will be back as normal on Monday, June 26th. As always, thank you all for your interest and/or faith in Crestfall. I know past few months have been a bit slow publicly, and I know people are antsy, which makes me even more thankful that people are willing to wait and see what we are building. As far as our administration team is concerned, we remain committed to a 2017 release, and maybe even Open Beta soon™. - To reiterate; Open Beta is not imminent, but we have now started the final phase of development in the push towards Open Beta. Regards, Asura -- Edit -- Just to prevent questions about it: When we do in fact start Open Beta, it will not be 1x. That's why we have a testing team.
  8. No. Nobody is interested in this. No one is ever interested in Korean or Japanese dramas. It's cancerous. If your previous posts are ignored or just cause flaming towards you, then you know exactly what response you'll get with future posts. There's no reason to keep pushing these. Asura
  9. This. I've been silent for a while. I decided I want to update community myself.
  10. As @Outstanding said, Coolmodi is one of our "super useful" people. He's been doing stuff for us with Bloo and Crogge for sometime behind the scenes. He's taking care of some stuff for Crogge and I.
  11. My problem is the fact they'll be able to link you to your habits and preferences if they want to. "Well, based on his Facebook and Gmail, he's John Smith from Chicago. His history shows he likes lesbian porn, cartoon porn, and listens to mostly rock. He plays League of Legends and Eve. He seems to look at these 3 Facebook profiles often, and seems to have a difference of opinion of us when it comes to Politics. How do we use this information?" It becomes a slippery slope on how much they start snooping and how much they can control. It's already known places like Facebook and Reddit are biased to specific sides on issues. Imagine if they could link your Reddit history to your real identity as well. Ever spent time on a site like 4chan? Now they know every thread you've ever looked at. It's been seen at Facebook where they advertised specifically based on political liking. You don't think this type of stuff could go farther? Data is a weapon, whether people want to believe it or not. Allowing people to purchase and use it as they see fit is definitely a problem, even if you have nothing to hide, people can use the data for one purpose or another.
  12. Crestfallen, After staff discussion, we have agreed on a name for the PvE realm. The decided name is Zul'Dare. The new area for it can be found here. Enjoy PvE players, Crestfall Team
  13. Priest is master class. That is all.
  14. I've spoken with @namreeb, as well as looked at code. While I see the concept of attempting malicious activity with similar ideas, I don't see an actual issue with nampower. If we do find it as a cause for issue down the road, it will be restricted, but until then, I don't have a problem with it personally. I will close this to prevent any arguments.
  15. First and foremost, I would first like to welcome newcomers who have joined us this past weekend. We know the past few days have been a bit hectic for the scene. Hopefully over the course of the next few weeks everything will return to it's normal state. Last week on Discord, we said we were preparing an announcement based on the results of what might occur this past weekend, and now that the dust has settled, we here at Crestfall are ready to make our announcement. Crestfall Gaming's vanilla Closed Beta will begin on December 26th, 2016. This date was decided on due to a majority of the staff being available due to Christmas/New Year holidays, allowing us to smooth out any issues that may occur when closed beta begins. While we could prepare the closed beta by an earlier date, it would be a shame to rush something we promised we'd do correctly. This time frame provides us with enough time prior to the beta starting that we don't need to worry about breaking our promise, as well as giving a month or so for volunteers to start working with our scripting engine. After Closed Beta begins, we will slowly start allowing more people in weekly until we move into open beta, where everyone can join in and help test. We have no estimated time on how long closed beta itself will last, but it will definitely not last as long as our alpha did. We will also be providing our progress page shortly, but instead of it being progress from phase to phase, it will be a progress report for launch itself. We look forward to having more people join us as we push into beta and continue our work. At the beginning of December, the beta sign-up page will be launched and information on invite waves as well as actual testing progression will be announced. We look forward to everyone joining us on Azeroth. Crestfall Team
  16. Crogge and I have been in emulation for 10 years. We know what can happen, so we're straight forward with how things are. I don't think that's a bad thing. That's part of our transparency. Other projects will shut down last minute, or disappear entirely. We want everything on the table from day 1 so should the time ever come, people are prepared for it instead of shocked about a random shutdown.
  17. First - Yes of course. All finished quests are logged. There is some stuff we need to look at (What quests don't count as some do not), but most will as they have on retail. Secondly - I plan to add basic tracking before vanilla goes full launch, so we can track some data (For example, killing original Onyxia, Quintessence achievement, etc). That way we have all initial data when wotlk would launch.
  18. Regardless of client or location, people will all be in the same channels together, however, English will be mandatory in public channels (Trade, Zone, LFG, etc).
  19. First part of clip - Might Rage Potion (+45 to 75 rage, +60 str for 20 sec) Death Wish (20% damage increase for 30 sec, 3 min CD) Kiss of the Spider (20% attack speed for 15 sec) You can see when he changes clip (patch at 20%), he's at around 1k sustained dps (not 1500 because it was burst) Now, to pop himself back up (Check Auras for first two, since he had just used them at clip swap) Death Wish (20% damage increase for 30 sec) Might Rage Potion (+45 to 75 rage, +60 str for 20 sec) Recklessness (15 sec of almost all crits) Spam Execute (Since patchwerk is under 20%) It's not complicated to see how he hit that via BURST, but he didn't sustain it.
  20. Greetings Crestfallen, As you may have noticed, it's been a bit slow on the development posts. At this time of the year, Rodeg and I were both extremely busy. I have deadlines at work, and he was finishing up his school year. Therefore, the past month has been a bit sluggish, and that's being nice about it. Due to this, I felt it would be best I made sure everyone know where we are at, development wise. As I've said in the past, the biggest thing was fixing clustering related issues, and finishing system rewrites. Once we have these types of things finished, we would like to get a real test going. The problem with this, is that these things are a bit hard to judge. For example, while working on loot from core side, we realized we'll have to adjust some tables in the database for more accurate results. So this is resulted in Darkrasp having to tweak his already finished work. This is one of the things that can occur. It takes us longer, but it's better for the players in the long run. When it comes to Mail, it's difficult because as I've said previously, it has to check with worldserver to ensure a player has items, money, etc. What I need to do is ensure that no issues occur in situations like this, so I'm constantly relooking at the situation the best route to take. Auctions require the same tweaking. When it comes to channels, we have to make sure we avoid annoying issues with notifications, with messages always showing up, filtering messages/spam, etc. So this can take time to test from a developer perspective, unless you want heavy spam in chat channels. So, where are we exactly as a project? Most of loot is done on my side. I still have yet to commit because I'm testing now that I received a few thousand creatures from Darkrasp(Database wise), so now I'm doing more tests to find any issues that can occur between our work. As for Channels, Rodeg has it basically done. There's some stuff he has to clean up and tweak, and then I'll do one good review of the code. What's great about this is Rodeg was actually new to C++ a few months ago, but he's progressed greatly as he's really put in a lot of effort. The first few commits he did, by the time I reviewed them, he had already put in commits fixing most of the issues. I wanted him to take the channel system because it's nowhere near as complex as mail or loot may be, but it's enough to give him a real challenge, and he's been doing fantastic with it. As for auctions, they've been started, but due to my time decrease via work, it's only a basic system so far. I'm sure by now, you're wondering: Where does that leave the project? Honestly, I still don't believe it looks too bad. Obviously, we're moving a bit slower than we were a month ago, but we're hoping to fix that again. I will be pushing to finish both loot and mail this week(I have off Weds-Fri from work), so hopefully that goes as planned. Once Mail is 100%, Auctions shouldn't take me too long to handle, so hopefully, even with all the delays, my plans for finishing the initial work by August is still viable (Except for loot database, as it will take time for Darkrasp to completely. Remember, he's rebuilding ALL loot from scratch). The big question is, how do we look for 2016? I personally feel it's very achievable. We may not be able to launch a flawless state, because no one ever can, but I'm feeling very confident. Even if we delay a test round (at least open testing) till September, to allow us to finish cleaning all major issues after finishing systems, we would have 6 - 7 people working on scripting. With around 250 actual quests needing scripts, Many scripts can be done in hours. For example, our Eastern Kingdoms file with notes on quests requiring scripts. 302 lines long total. Quest 5944 - In Dreams, has like 6 - 7 sentences of notes. Then you look at Quest 3441 - Divine Retribution, which only has 1 sentence with information about clicking through gossip to recieve credit. One could take a day, one could take 30 minutes of sql input. In most cases, they take a few hours at best. As for instance/raid content, most bosses and trash are easy. For example, EVERYTHING up to BRD is easy to script. Even then, most bosses don't require anything special. BRD is a good example of this actually. Most bosses aren't mechanical heavy in a scripting sense. Sure, Ring needs to be scripted, Few things like Thaurissan aggroing everything in his room on combat start, but overall scripting is not very difficult. Our engine was built on our Cataclysm branch, so it supports quite a bit more than Vanilla needs, and adjustments are easy to make for Rodeg or I. Overall, I'm still rather content with where we are, even with the slowdowns. I am truly happy that we decided to take our time like this and really do things right. I would also like to say we appreciate all of those who are still here constantly checking the status, talking on our forums. It keeps us going knowing people want the same thing our team does. I will be scheduling a Q&A period sometime in the upcoming weeks once we have an idea of when everyone can be available from the team, that way everyone can get a chance to ask their questions. Have a wonderful rest of July, Asura
  21. Actually, most values are based on old ones with slight tweaks. The problem is instead of basing off off stuff like Wowhead is like basing your English homework on some work from someone who can't speak the language. It's better for us to look at different places. You also don't see Darkrasp's second monitor where he has discord, more chrome open, sqlyog/heidisql open, and more. It's not all just "Here's a random value, throw it in", it's a "This seems somewhat accurate, and we'll see what players say". We'd rather have lower values than higher values. It's like content. Start with slightly overtuned and nerf it based on that. With us, it's lower values, and up it based on feedback/new information. tl;dr: He bases it off some of our old data, plush research, and he would rather make something harder to obtain when entirely unsure about it. Prevents issues this way.
  22. You've got Gary "Don't offend people who broke laws to get here", "Bake the cake", and "I'm too high to do this seriously" Johnson with his VP Bill "Going to promote Clinton as much as I can" Weld, and Jill "Wifi is bad for us" Stein. Basically, third party is a joke this year, and there's no way I'd vote for Clinton (I wouldn't have voted for Sanders either. I like the money I work to earn, and I still enjoy my rights). +1 God Emperor Trump.
  23. I could be wrong, but i'm pretty sure this is client side. It does not occur on any TBC+ server (ours included), but it does on every vanilla.