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Beta Tester
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Everything posted by Zetox

  1. https://drive.google.com/drive/u/0/folders/0BwqKGOby9UhtSkpHQnJFSnBFeUk Shaguplates--Is not in development currently but I love the setup, except for a few things I can't change myself so I'm looking for someone to help! I'd like to add 2 alterations but do not know how lua code functions: 1) Add text to the cast (of the spell) either inside or outside (i'm sure changing inside or outside should just be centered or bottom.) - currently only an icon is displayed 2) Push the cast bar either ABOVE or BELOW the debuffs whenever a spell is being casted - have the castbar push those debuffs directly below and/or above (with an option to change to either). Fix by Roadblock: https://mega.nz/#!gc9QTZDb!DOZE5ypyrCCkk4PsrxX3trjD3ailhHwEJy2Bxh8_HmM Currently Compiling all spell data / cast times for the mod--- feel free to share them in the thread and I will add them to this post
  2. @shagu Could you replicate the fix @Roadblock did in the original fix of this thread for putting debuffs below the castbar? That would be awesome!
  3. Addon works as shown in Roadblock's screenshot. I think I'm going to try and compile some more spell data and see if I can get this thing fully functioning for all known spells. Anyone who wants to help feel free to add some lines of code that aren't already in the enemycast.lua file Edit: Will have to test further for heals the server I'm testing things on may not be configured to track them
  4. Amazing!! @Roadblock Thanks so much man Works great for me I never tested heals on shaguplates seems like the code isn't there for some npcs (I was at tyr's hand) , but his fix works wonderfully
  5. Here I made a formula for you all Please add non classic X quality of life property (feature = X) because of Y reason (justification = Y) to give us a Z experience. (better gameplay = Z). Wait for it.... .. .. .. .. That formula is the reason why this project exists. Think about it. Have a nice day
  6. Great work : Nice job @imbaslap! Keep it up
  7. I updated it, but my question is regard to taking the numbers away entirely. Is this possible? Which part of the code would I remove? I want to remove all numbers from the timer, and only see the clock animation. Additionally, you'll see bugs with the timers still staying on after being taken off from things such as iceblock--the 'icons' will be removed, but the number and clock animation will stay there incorrectly. Any way to fix this? Thanks so much! Edit2: I still see the numbers in the middle of my screen with updated version.
  8. What function would I take out if I only wanted to see the swatch timer and not the actual numbers? Thanks so much!
  9. Really great work! Had fun watching all of this. What if u added a bronze/3d/gradient effect to the icon to add some depth/history rather than white which is a blank slate? I'd love to see another video where u did this Keep it up
  10. Amazing update! Looking forward to the new formulas etc
  11. Greetings and welcome What bugs regarding warrior " especially end game rage starvation effecting gear itemization " were on Kronos?
  12. Great update. I know Asura was talking about me when he said Audio junkie
  13. @imbaslap Sorry was late to the party. I can confirm Kalgan's' formula is correct, my own experience playing retail/research all on threads from 2006 shows that the better the mitigation the less rage you receive. Common sense really if you think about it anyways
  14. Hope I can add my experience playing private servers the past 3 years to help shed some light on things Just to show possibility: Yes, 4/5 full lockouts on per hour for a Lava EMP run are very easy. Thus: Warrior on Cresftall: LFM BRD Lava Run(s) -- (Ironfoe Reserved) pst Any melee/hunter who needs HOJ and healer who needs healing gloves /caster SP ring from quest will come to an hour of runs are fine having the tank reserve the epic item; no need for a guild. This is what happens on every server when ironfoe is godlike and will happen if the weapon is better than viskag just an FYI. Also @Darkrasp, I want to add that what you described as a 'joke' in terms of players wanting to be 'Top Guild DPS' is entirely true and the circumstance for any hardcore guild having people wanting to do whatever it takes to get have BIS first items from new content. It's been potentially true for the past 3 year I've played all the vanilla servers in a variety of different guilds/circumstances/NA/EU etc etc and I"m willing to guess it will be exacerbated the more time passes as many 'push' vanilla to the max. Especially on a server like Crestfall; the more people think the server will be around consistently for years, the more willing they are to put in the billions of hours grinding the best item. Degrading their desires as 'anti social or despicable' doesn't change anything about what players are willing to do to gain any advantage when 'dps output' is the only unequal differentiation point of evaluation for guilds. @Chiasmus You're missing the point; Walgrave is saying-- ceteris paribus --that the person willing to grind out the weapon has the best chance of receiving the best gear because of DPS gains. I'm okay with any decision you guys choose just be aware that if the weapon is godlike mode everyone WILL grind the weapon making other weapons potentially moot. Have a good day!
  15. This map looks great. Many GY's are much closer meaning less time running more time fighting as well as less obvious choke points for more outplay potential. Would take more work but might help revitalize the map into an actual BG instead of a time grind. Thanks for sharing
  16. Maybe this will help hope it's what you're looking for--so here's a Psychological and Social explanation: 1. By choosing a specific racial for a specific class you 'can' gain an advantage. 2. What most people miss is that there is a specific skill level to each specific person that can be multiplied or canceled out by race. 3. Guild's want everyone to cater to them; that's because in today's era the 'group' is louder than the individual. And yet remember this; there have been very fewer times in history where the individual has as much significant power differential over the group then he/she does today. The mob may be loud; but it is the sweet cry of a dying man rather then the silent strength of a passionate pursuer. To the OP: Today's culture is this way; hence your feeling perception about the culture is IN vanilla world of warcraft community is correct for this community reflects at deep levels the planet we live and inhabit on at a subconscious level. In our modern era perception has priority over reality; the moment has won the battle over the eternal. Yet this is not merely one battle; but a war to be fought until time itself ends. My advice: Be strong courageous; listen to the community yet shape your OWN goals. Be determined to achieve what you set out; by speaking the truth about what you see, desire, and can adapt to. Play EXACTLY what race you want to accomplish 100% of what you desire. whether it's PVE/PVP/Ganking/Dungeons/Farming/Memeing etc etc. Only then will you be satisfied with your experience on wow; and only then will you find meaning and value as you journey in life. Good luck!
  17. Awesome Update! I'm getting more and more hyped with each tiny fix. Winter AB gogo
  18. Thanks for providing this
  19. My usual study time was interrupted today because of my birthday weekend and I was caught reading this thread here Let's Stop Compare Retail Vanilla with Private Server Vanilla then I realized as I typed more I might as well make a new post so here's a quick synopsis.. whatever it's worth to you We have to understand the shift in expectation brought by time-- the term 'blizzlike' is used as a surface word; not a substantial one. Here's what I mean: People desire to play Vanilla World of Warcraft; yet the shift in expected achievement has changed across the board for all types of players. Look at this shift since the game came out: For the casual; 2005: leveling up and obtaining pre raid bis 2016: to raid consistently and successfully clear all content For the semi-hardcore; 2005: full raid bis & full consumes 2016: 1# dps & gear + rotation optimization For the fully hardcore no life player: 2005 : server reputation as top player on server, achieve all gear in the game; explore the world 2016: min max OF: every possible combination of items, profession, character/raid mechanic, buff/debuff, raid composition in any way possible. What does mean for the Private Server Vanilla Scene? For starters I can offer you what it does not mean. Around all the private server forums you'll hear the same adage over and over-- Now; what is the above REALLY saying? Unfortunately all the above really amounts to is someone saying that time is real. Yes, time has passed. It is no longer 2005/6. And while that may be true; it's only a partial truth. Why? Because we live in time AND space. Being smarter is just being able to get to a destination quicker than someone else, which is the same as being faster. So in obtaining the goal at an accelerated rate; this is assuming the goal hasn't changed; the problem is it has. Now in regards to better we assume that the shift in destination via time has given us a better place to end at. For something to be 'better' it must be compared to something else. What if what we have now is worse? What if we want something that we used to have? What if it hasn't given us something BETTER? Perhaps that is why we are all here... What then has happened? What I think has happened is a shift in value. For instance, one thing you'll notice here is the shift in what players are 'willing' to do; what's shifted in essential 'goal or desired' within the game. Gamers have experienced a shift (to be human is to be malleable) this is a psychological -> philosophical shift determining that: space is more valuable then time. Achieving or gaining something like a speedrun [which in it's name is already an evaluation of space > time] is MORE important than how you got there -(time). Which is another way of saying; we care more about the destination than the journey; or another is; where we go is more important then how we get there..etc.etc Okay...you say, So what's the problem with that? The problem is that for some in the Vanilla they don't WANT that shift in reality/potential to take place; but it already has in the world by the general populace with or without explicit consensus. Essentially many come back unknowingly thirst for an experience to vanilla looking for this game to rewind time (literally) when time > space (not in reality but psychologically). They come back to be in a place where exploration trumped achievement; and courage was more valuable then strength; where complexity was still near to be found. For the strong cannot be brave only the weak can be brave; but it's in times of most need only when you can trust the brave to be strong. Back the early 2000's when the internet was new people had to conjure the courage because there was so much 'novelty'. Although creeping through society the capacity for exploration was slowly dimming; now in 2016 we have no need to desire it. We have the internet..We live it and breath it. You can find more points of view (spaces) now in less time than you could have ever in the history of man. Now of course this shift has been happening ever since we've started to understand physics/chemistry/mathematics in a deeper way say around the Industrial Revolution. That's really only the start when 'popular' knowledge get's wind of the understanding and control we are getting a glimpse of 'space' which is 'matter'. I'd surmise if you really look at this perhaps you can even see it's beginnings are seeds from recorded history during the Greek/Roman time at the height of man's achievement; perhaps though if we really are honest the nexus starts even at the introduction of man altogether. What's the solution? The solution is never easily found, but rather by allowing each side to talk hence sometimes found by paradox; for the war is eternal. By combining the old with the new; for the old is always blind and dull carrying the gem of humanity while the new is always sharp and destructive revitalizing through creation. It is by holding to the highest degree in each hand what is in the past; at the same time now uplifting what we see today. For this is the task of Crestfall as a group; it is also the task for every individual in their life as bound by humanity itself. My hope is that the Community surrounding Crestfall would understand it's responsibility; the community (the group) is many times in history MORE responsible than the leaders ( for the leader is often the best follower). So in seeing this responsibility they will be able to look around at life and see what this game really is; what it really means; and why we all spend days/months/years of our lives within it. Why do we Do this? Because of my interactions with most of the team here at Crestfall, I have confidence that the Team at Crestfall can create something never before because of the valuable virtues such as transparency, passion, consideration, and maturity are things fundamental to their core team. No project will ever be perfect; for nothing human is ever perfect. Perhaps we can enjoy our time here together pursuing that magical journey vanilla has given us all. I wish you all the best. Good Luck Everyone!
  20. I like this. Thanks for posting! Of course all of it is via your experience I can see the theme you're trying to go with Exactly what some people are looking for when wanting to know how to start off! Easy first template to follow, many will be able to use this!
  21. Engaging PvP regularly has consequences that are destructive which sadly you're missing. You're lacking the vision to understand the connection between the essence of vanilla, time, gold, economy, player experience coinciding conclusively. I'm going to leave the discussion for now. Farewell; the truth is always found by holding both sides up at the same time.
  22. This is the past. People have done right and wrong in the past, stating this does not move the position. Stable is arbitrary; what definition of stable are you referring to? 45g Extra gold in people's pocket's keeps market's stable? We're talking economics here; not even world of Warcraft prices. The economic ideology in real life your talking about has caused nothing but destruction; hence the wow decline in favor of your POV. Vibrant PvP scene"- this definition lingers around your desire to be competitive with less time played. Giving someone 45g 'EACH' espec can be the cost of Flask of Titans; this item gives you 1200HP in PvP/PVE that potentially gives huge advantages in game. Stagnant defined by who? We do have a way of knowing; the post modern viewpoint you have is masked by the preface of your past preferential introduction statement. New vs old is an eternal battle. Welcome to it The new is destructive yet revitalizing; today it has caused more destruction; hence your choice to play here. Respect the past don't destroy it.
  23. We are talking about Time > Essence of Vanilla > Gold > Economy > Player experience. Why is it beneficial? I just explained how changing this destroys the essence of vanilla and you disregard it by saying "I don't share this opinion." Okay, you can 'disagree' (whatever that means) but reality is unaltered. I'm open to why you believe it's beneficial; why? Please share with us in small points otherwise I'm going to pick apart your words, phrases, and sentences bit by bit for you.
  24. New argument shift here again. Here you're saying that the 45g will be used on PvP. That is exactly the point; you want it to take less time to achieve greater capacity. Vanilla is about equality for time; the more time spent more capable your character. You're saying; the less time I spend the more capable I should become. That is not how life works thus that's not how it works in vanilla. This is not a sandbox game like modern games. 2005 vs 2016 means today we have too much instant gratification. Impossible to predict what? Case study? Why do you keep making appeals to science? We are not speculating, just using math and common sense. 45g less per respec = more time played = harder to achieve X,Y,Z. Appeals to example are meaningless because when you say Kronos is 'healthy' you are comparing to something unhealthy, but I'm assuming that assumption is unconscious as it's undefined.