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About Darkrasp

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  1. Asura did some preliminary work on cross-realm battlegrounds.. I think a couple months ago. I've explained before how it works where you need a worldserver that can talk to multiple realmservers, which is the reverse of what normally happens. Anyways he got it so that characters from two different realms could log onto the same worldserver, and it was unstable and lacked a ton of functionality but you could at least log in and see players from other realms. It was more a proof of concept than a real intention to proceed with the code. As mentioned before, crossrealm is possible, but getting it fully working would eat up a lot of Asura's time, since he's the only one with the expertise to do it, and he's busy working on many other things for our emulator. It would represent a significant delay. For that reason we have no plan to launch with it available, and is something we will only consider post-launch, and even then, only if queue times are so bad as to make it a necessity. I understand the arguments for and against it, but in this case they are moot. Our dev team isn't big enough that we can just assign someone new to this - it would come at a cost of stopping development on other things, and for a considerable amount of time. Purely out of a desire to have the server ready for launch as soon as possible, we are not pursuing further work on crossrealm at this time.
  2. Spent a few hours on it today, found the combo point bug, fixed that and most of the Extra Strikes stuff locally. I have to do some more work and more thorough testing still before I submit it for code review. I just got bored after four or five hours and spent the rest of the day painting and watching TV. The combo points thing was just a copy/paste error Asura made while he was doing some work on channeled spells. The spell system was pushing every spell into the queue (spell delay) regardless of whether or not it should, so that was a simple one-line fix. I did have to do some work on the queue check because there needed to be a skip queue case for triggered spells, which previously also got dumped into the queue all the time. I've got extra strikes properly activating on the current swing, chain proccing, proc capping per swing, and not allowing double procs (read: all the behavior I wanted in my initial post), but there are still some issues with the combat log, and Windfury's AP buff isn't always applying at the correct time, which is very strange because the spell's effects should technically all apply simultaneously. Why it applies the extra strikes perfectly but the AP buff sporadically, I'm not certain yet. I have a feeling it has to do with targeting, but we'll see. More debugging to do tomorrow.
  3. Don't hold your breath. One, the evidence proving his claim didn't come from him, but from Cornholi, who was credited with providing it. Two, Killerduki doesn't read these forums anymore, and if we keep having to moderate your posts for insulting our forum community, you'll be invited to leave as well. Three, what am I supposed to be apologizing for? His repeated ad hominem attacks on myself and the other staff members? Your post in this very thread stating your "proof" (ie. the patch note from Beta stating that Holy Resistance is no longer a "collectable stat") is not useful in this case. There are many unit fields, or stats, that are not "collectable" which unquestionably exist in the game. There aren't any items that increase Proficiency skills, for example. Does the lack of items giving players the ability to "collect" Gutterspeak skill mean that it doesn't exist at all? How about your chance for a glancing blow.. no gear for that, so I guess it doesn't exist either? Equipment procrates? Taxi speed? Let's pretend, just as a mental exercise, that the carrot on a stick and spurs items, in beta, made you fly faster while riding a flightpath. They didn't, I know, but just for the sake of the example, pretend. It's a neat idea, reduces downtime due to travel, but that it was removed as a stat before launch. No more +5% taxi speed items would generate anymore, and they got switched instead to general "+% mounted speed". Your argument is effectively that since "+% flightpath speed" got removed as a "collectable stat", taxis should no longer move at all. Holy resistance doesn't generate on items (read: is not a "collectable stat"), and with respect to items that increase "all resists", it is simply zeroed out for that school at the beginning of the resist calculation, prior to level-based resistances and hit/miss chance being factored in. That's all. Killerduki gave, like you did here, a scattershot mess of vaguely-related errata, much of which was of questionable veracity in the first place, and presented in a format verging on complete incomprehensibility. I'm willing to admit when I'm wrong and implement proven mechanics and formulas where it is in my ability to do so, but I'm going to go with game data extracted from the client over videos from Feenix every time, and I wont apologize for that stance.
  4. This is correct.
  5. People do know that the ability for Windfury to proc itself was patched out of retail in 1.4, right? This is exactly what I was talking about when I said there had been a lot of changes to how extra strikes are processed and there is lots of contradicting evidence as to how it worked. In this case, I'm taking what I believe to be a balanced, sensible and logical solution and implementing it.
  6. It's hard to gauge exactly what the effect will be since Windfury has been variously broken on pservers for years, and it was frequently broken on retail as well. The underlying mechanics were adjusted a few times by Blizzard, so there isn't even really a reliable retail baseline to compare to. I think we'll see Windfury still being very strong, and the extra strikes from it capable of proccing additional on-hit effects, which is really the important thing. It will be stronger than it is on realms where Windfury can't chain proc at all, and weaker than on realms that allow for infinite chaining procs. In reality, the odds of chaining Windfury into Sword Spec into HoJ are extremely small, it's not something that would happen often anyways, so it is probably not a huge nerf versus allowing infinitely chaining procs, but having a standardized system that works in a predictable fashion should be a benefit across the board. Provided my coding kung fu is up to the task, of course.
  7. Good evening, Time for a quick rundown of the last two weeks. The database bugs have been slower in coming so we've been focusing more on core work. We've also been taking a bit of vacation and dealing with other miscellaneous real-life business. Asura has been doing a lot of work on spellpower coefficients, buffs and debuffs, and spell family assignments. We've been fixing a bunch of triggered spells and spending an inordinate amount of time on Bloodrage. I'm quite sick of that spell by now. Some other miscellaneous bugs we've fixed up include issues with item saving, a weird bug that made abilities go on permanent cooldown, and some junky old Ascent hacks that needed to be removed and done properly. What else.. mana shield fixes, polymorph health regen, some visual bugs.. Just a lot of miscellaneous stuff rather than one or two big things. Rodeg, for example, wrote up a handler so that rested XP properly applies to mob kills. Of the things I mentioned we were working on last update, two of the three are done. The save/load issue with Auras is fixed, it was actually a problem with Warriors such that the threat modifier from Battle Stance applied all the time on top of whatever stance you were in at the time. I just put the finishing touches on some code that properly handles the threat from Energize effects, which ended up having to be done in two different stages. First was preventing threat from periodic mana gains (ie. Mana Spring Totem). Originally the Ascent spell code for this effect just directly modified the target's Mana field, so it never got into the threat code. Asura did some updating and modernization of the code, and now those periodic Energize effects call the regular Energize code, which does have a threat component, so it became necessary to identify and ignore threat generation from periodic mana sources like Mana Spring or Blessing of Wisdom. Secondly, research from our Beta testers indicated that threat from Rage gains (also an Energize effect) should be unmodified by percentage threat modifiers (ie. Stances). That is, when you gain a point of rage from an effect like Shield Specialization or Bloodrage, it should give you 5 threat, only 5 threat, and always 5 threat. Salvation, Tranquil Air, Defensive Stance, etc. cannot modify that amount. This was corrected by implementing a custom attribute that allowed threat modifiers to be ignored and applying it to the relevant spells. I tried a couple different ways of doing this but the custom attrib came out the cleanest. I still need to look at that junk about combo points. I'm pretty sure I know what the problem is, likely something to do with the sequence of events and the timing of when the combo points are removed again. We had a problem with this before when the spell delay system was implemented, where the combo points were being removed as soon as the cast completed, but if the effect was delayed by the queue, then when the effect fired off, the combo points were already gone. We put in a fix for this that worked for a while, but obviously the spell system refactoring has broken that again, so I'll have to take another look at the sequencing. The other thing I'm working on and am currently neck-deep in is Extra Strike processing. This is a fan favorite and never fails to generate a huge amount of acrimony, contradictory evidence and utter confusion in the beta chat. Nobody seems to really, fully understand how these things are supposed to work and interact with each other. It doesn't help that Blizzard used some doublespeak and confusing terms in their spell descriptions. Sword Specialization, for example, says "Gives you an x% chance to get an extra attack on the same target after dealing damage with your sword", where Thrash (the triggered spell from the Thrash Blade) says "Grants an extra attack on your next swing." When they say "next swing", does that mean it applies that second swing instantly, or does it save up the attack and the next time you autoattack, it hits twice? If that is the case, does it matter how long it is between attacks? Can you proc an extra attack for "your next swing", run around a bit, and then use it against a different mob? When do extra attacks "on your next swing" actually get used up? Can the extra attacks you get proc additional extra attacks? If so, do they apply on the same swing, or on the next swing? Can the same ability proc multiple times on the same initial swing? (Btw, right now, ours is applying on the next swing, which is goofy. Similar to the issue I mentioned above with combo points, I believe this has to do with the sequencing of when the extra attacks are queued up versus when they are executed. I'm going to look into that.) Some of these are rhetorical questions to which we already know the answers, but people ask nonetheless, and with good reason. Blizzard changed many of these abilities several times over the course of Vanilla, so contradictory evidence exists for a number of different situations. I've seen screenshots of quadruple Ironfoe procs, or Windfury proccing Sword Spec proccing Windfury again. I've seen combat log entries where three different abilities proc on the same swing but only one extra attack is actually granted. Given that there seems to be virtually no consensus on how this stuff is supposed to work, my opinion is that I'm going to go Blizzlike+ and try to untangle it into something coherent, removing some of the shenanigans that Blizzard apparently tried to remove. - First, I'm going to have all extra strikes process immediately after the strike that procced them. You can't build up extra strikes on one target and carry them to another (Except for Reckoning, different story there). If the target dies or becomes immune/untargetable, any remaining extra strikes will be wasted. This is a bug affecting us right now but I mean to get rid of that ASAP. - Secondly, a single strike can only proc one "extra strike" counter. For example, if you have Ironfoe enchanted with Fiery Weapon, and a Hand of Justice, you make an autoattack and all three proc on that swing, what will happen is you get the Fiery Weapon proc on the initial autoattack, and you gain two extra strikes (both from Ironfoe - the Hand of Justice proc is ignored because it is a weaker version of the Ironfoe proc), instead of adding them together for three extra attacks. This behavior is made fairly clear in 1.12-era references whereby Sword Spec, Windfury Totem and Hand of Justice all proccing simultaneously only results in 1 extra attack rather than three. In short, only the highest procced value applies on a given strike. This is the tricky one, not sure how to do this just yet. - Thirdly, the extra strikes can proc additional extra strikes, but only from other sources, and only once per source. I already have a working version of this code but it needs further refinement. Ie. This is OK: Initial Autoattack procs Windfury -> Windfury extra attack procs HoJ -> HoJ extra attack procs Ironfoe This is not: Initial Autoattack procs Windfury -> Windfury extra attack procs ANOTHER Windfury This is also not: Initial Autoattack procs Windfury -> Windfury extra attack procs HoJ -> HoJ extra attack procs ANOTHER Windfury I realize this isn't 100% Blizzlike, but it's obviously something Blizzard was trying to correct all along; they made a number of efforts to resolve it, and I don't like the idea that you could have the stars align and just keep chain proccing extra attacks back and forth and one-shot anything in the game. That kind of behavior is clearly unintended and exploitative, and I see no reason to leave in a broken mechanic just because Blizzard's attempts to fix it were a hamfisted series of half-measures, stealth patches, nerfs, buffs and mechanic reworks. I'm willing to listen to opinions on this, but I don't promise I'll change my mind. It's obvious that there are a lot of contradictory evidences for this mechanic working a lot of different ways, so I'm just setting out an intention and saying, "this is how I plan to have it working on CF". Alright, I suppose that bit of discussion has thoroughly enraged all horde players reading this for one reason or another. I'll leave it there for now, and again, I'm willing to listen to some opinion on it. If I wasn't I wouldn't mention it, but don't take that as license to go ape crazy on me, please. That's all for now. My next update will be on Monday May 1st. As always, feel free to leave comments or ask questions below. Talk to you soon, and thanks again for your continued interest in Crestfall.
  8. Questions.. @Pvt_8Ball @raiko We brought people in to test classes, but they tend to report all kinds of things, we're just fixing everything that comes at us. Classes are still the main focus but we're working on a little bit of everything, mostly prioritizing by severity. We're satisfied with our rate of progress so far. @Aurigon I realize that having just our current dev staff scripting every little quest and event, in addition to our other work, would take just about forever. That's why we are crowdsourcing the scripting to volunteers. We're starting internally with a couple of the beta testers who have extensive programming experience, and then having them teach additional volunteers after we work out deficiencies with the scripting engine. With any luck, we'll have a dozen people writing quest/event scripts Soon(tm), and we won't have to spend any time on that at all other than reviewing and inspecting the completed scripts for exploits, instability, errors, etc.
  9. Good evening, Time once again for a recap of the last couple weeks. We're back into the full swing of development and a lot is happening. Honestly I wish I'd taken better notes during the week because we've pushed out a lot of fixes and I can't even remember what all of them are. I'll do my best to summarize. First of all Gorbulas and I have both been addressing lots of database issues from the tracker. They're typically quick fixes. He does a lot of fixing npc waypoints, quest levels, quest rewards, missing tags for elite mobs or quests, group quests, etc. I do a lot of npc ability fixes and droprate adjustments, or adding missing drop items. Gorbulas' fixes come in large part due to the fact that a lot of our database is backported TBC data, so it's just a matter of reverting the information back to Vanilla stats. Alternatively, there are some things he does that are just errors in the database due to better research having been done since the data was originally compiled. My spell bugs tend to come from a few things.. One is typos that I made myself when I wrote the scripts, another is from changes to the scripting engine since those scripts were written that require addressing. Thirdly is just broken spells, which are addressed separately with spellfixes or spell scripts. Drop corrections for missing items, bad drop rates, etc. tend to come from the nature of how I built the loot database. Certain quest items didn't get added properly, some droprates were estimated by me based on data from a few sources, and of course, there are a bunch of typos and copy/paste errors. Fortunately, these are all super easy fixes. I don't mind sitting down in the evening and seeing a dozen of those reports because I can typically clear them all up within 30 minutes or so and feel good about knocking a bunch of issues off the tracker by barely lifting a finger, before I start banging my head against larger and more substantial bugs. More good news is that Rodeg has got some free time from his studies and is back to work. He's got a bunch of issues assigned to him and has already pushed a few fixes, including a couple just today. Asura has been working like a fiend.. This is where my memory gets hazy because he's been working on a bunch of different things. In the last five days he's worked on the reputation and faction systems, fixed a major AI bug with triggered creature events, fixed bugs with flightpaths, implemented an extremely draconian server-side anti-cheat and started working on the false positives, fixed a bunch of spell bugs, got rid of a dirty fallback for data loading and implemented a proper fix for it, along with a whole bunch of other smaller things. Including fishing. In his words (more or less), "I never fished when I played retail. I've fished more in the last four weeks than I ever did in all my years of playing." I don't remember what he was working on before that. It's been pretty crazy. I've put in a handful of core fixes this week myself, though nothing that impressive. I did some work on pickpocketing, fixed an issue with the armor reduction calculation and prepared the TBC version of it as well, another pass to improve the Avoidance math (dodge/block/parry), a couple fishing fixes of my own, and I started some work on Energize threat. It's a partial fix, though. What this means is popping a mana potion, rage potion, or Bloodrage will give you threat, as will gaining rage or mana from talents like Improved Shield Block. However, the threat from those gains are not supposed to be modified by "percent threat generated" auras, such as Warrior stances, and right now they are. Also, it's apparently somehow bled into periodic energizes like Mana Spring Totems, even though those shouldn't give threat. I'm going to have to figure those ones out. I started work on a bypass for the aura modifier code on my local test machine, but my first attempt went horribly wrong and I was getting all sorts of bizarre effects, so I just reverted the changes and I'm going to try a new way tomorrow or Wednesday. Win some, lose some. Anyways, our bug tracker is pretty lively. Elicas is the king of bug reports, a huge percentage of the bugs are from him alone. We're maintaining a pretty solid percentage of resolved bugs, and we have lots of issues that we have written fixes for and are waiting to be pushed to the test realm for a recheck. Many of the bugs are, as I mentioned before, very simple fixes. We can usually write the patches for about 75% of the bugs that come in on the same day they are reported. Others take a little more time, or we kind of ignore since we know they are part of larger issues already being worked on, or are duplicates of other reports (mechanically, though affecting a different NPC or whatever). As an example, we had three separate reports about pickpocketing not working for certain Rogue quests.. the bug in that case was a larger issue with pickpocketing in general. The "big issues" undergoing work right now, for me anyways, are an issue with aura saving for players when they log in and out, some funkiness with combo points that was fixed earlier but recent changes have caused to break again, and the Energize threat I was talking about before. Should have all those cleared up by the weekend, I think. Roadblock, Soulson, and sQweegle have been doing some incredible work on the math for stat/hp/mp gains on levelup, so I'm also looking forward to working with them on implementing that in the core. So, things are progressing well. No snags or delays, and we're working away nicely. Everything still on track. As far as more videos or a website frontend, our focus recently has just been on writing code and fixing mechanics. We have a list of things we want to get done before we are comfortable taking our feet off the gas and spending time on videos or other "side-projects". We've decided to stay focused on development until we get close to Open Beta, and then we'll start the work of producing promotional materials. Right now we're full steam ahead on development and want to keep our momentum going. Alright, that's all for now. My next update will be on Monday, April 17th. As always, feel free to ask questions or leave comments below. Talk to you soon, and thanks again for your continued interest in Crestfall. P.S. I know that the date in the thread title and the image are reversed. Inari is kind enough to make the banners for me, and prefers the European dating format, whereas I use the North American one.
  10. Coward.
  11. When I was just a raider, I'd make sure I had my consumables for the night, and then typically hang out near the front of Blackrock Mountain with a whole pack of friends and guildmates killing any horde who came in. We didn't need world buffs to progress so we didn't bother getting them, instead we just laughed at how much fun it was to kill the people who did and sabotage them. The most fun was catching <Bedlam> or <Blackdawn> trying to zone out of Blackrock Spire with the fire resist buff for Ragnaros or Vael and nuking them before they even got control of their characters. We probably set their progress back weeks just by doing that over and over until they gave up and logged out. We still did this even on nights when we weren't going to run MC or BWL because it was the most fun part of a PvP server. When I was raid leading.. I made sure I had my consumables for the night, then got my teeth grinding apparatus in position and started invites. Raid leading is an exercise in frustration when things are rough, but it is also unquestionably the most rewarding position when things go well.
  12. Human is best. I always root for the good guys. Yeah, not all humans are good guys, but the best guys are all humans. Dwarves and Tauren make up the second tier. Dwarves are like short humans, and Tauren are like the Horde version of an Alliance race. In both cases, generally amiable and honorable peoples. Orcs and Gnomes probably third tier. Don't particularly like or hate either one, as long as I don't have to hear the gnomes talking. Male gnome is right up there with troll for worst voicing in the game. Night elves and Undead fourth tier. Not a fan of the NE models at all. Dunno why, just seems like a goofy looking version of a human. Forsaken are alright looking but they are the bad guys in the WoW lore. No disputing that, they go so far as to attack and murder their own allies every chance they get. I don't like that. Trolls last. Hideous models, horrible voicing. The faux-Jamaican accent is just embarrassing. For expansion races, I'd probably put Worgen and Blood Elves (more for the aesthetic of their gear and cities/zones than their models, though they are better than the Night Elf models) into the second tier. Goblins and Draenei in the middle tier. Pandas in the 5th tier with Trolls because they're stupid. NPC races.. I dunno. Naga are pretty cool, I'd put them in the second tier as well just for the aesthetic. Gnolls, Murlocs, Quilboar.. probably all fourth tier. Troggs would go down with the Trolls and Pandaren, probably Harpies too. Can't think of anything else atm.
  13. My understanding is that Staff will have their names and obvious alternate spellings of their names reserved, this is to help prevent people from maliciously impersonating staff in an attempt to phish account information, or to besmirch the reputation of team members. Aside from that are no current plans to reserve any names.
  14. Main focus is classes, but a little bit of everything is being reported and addressed.
  15. I couldn't give a realistic estimate for open beta or release. It's also just a bad idea to make any estimate because it inevitably gets held against us, and we don't want the pressure. Suffice to say we are making good progress, haven't hit any major technical snags, and are still on track for a release this year.