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A Few Bugs/Notes

PostPosted: Mon Oct 12, 2009 3:02 am
by Morn
I'm sorry that I missed the Alpha Testing, first of all, I messaged Karl ages ago about it and then never came back. So far, I think that you have far more of a right to charge for this game than EJ does for his.

Things I noticed while playing.

When entering the dungeon in T1 Hell Hound's (South Dungeon?) I sometimes port right back out. I suspect that it ports me too close to the exit portal.

Robur apparently has no effect or SFX.

When I level up from 12 to 13 I lost a huge amount of power in my Nex Noctum. It went from registering a 66.0 to registering a 48.0 on the skeleton.

Readme states "For global chat, prefix - to your message (e.g., --is anybody on?)." it should state "For global chat, prefix > to your message (e.g., >is anybody on?).

Readme mentions a Geoling. I haven't seen one in T1.

There is also no mention of what qualifies you to be an owner of Geosids, thus I wouldn't know how to join guild. (I don't know if this is intentional or not, it just seems that Geosids are an important part of this game.)

Readme could include /monsters and /all in PVP section

F1 could include the entire and updated contents of the Readme file rather just the list of guild commands (which could also be in the Readme)

I hope this helps, and thank you for making this game!!!

Re: A Few Bugs/Notes

PostPosted: Mon Oct 12, 2009 12:17 pm
by Morn
Oh and I forgot to mention, it seems like items stay on the ground a very long time and then dissapear all at once no matter when they were dropped. I dunno if this was just the way it looked to me with all the hunting that was going on, but I figured when Evidyon has a lot of players, that could lag the system quite a bit.

Re: A Few Bugs/Notes

PostPosted: Mon Oct 12, 2009 12:22 pm
by Karl G.
When entering the dungeon in T1 Hell Hound's (South Dungeon?) I sometimes port right back out. I suspect that it ports me too close to the exit portal.
Fixed!

When I level up from 12 to 13 I lost a huge amount of power in my Nex Noctum. It went from registering a 66.0 to registering a 48.0 on the skeleton.
Fixed (earlier noctum should have been less powerful; the 12-13 jump was designed to remove the casting delay not to change power)

F1 could include the entire and updated contents of the Readme file rather just the list of guild commands (which could also be in the Readme)
F1 now contains a much more complete description; as much as I could fit on the page.

Thanks for your feedback! The others I have written down in my notes to be changed as time allows.

Re: A Few Bugs/Notes

PostPosted: Mon Oct 12, 2009 12:25 pm
by Morn
Thank you, and I'll try to keep further notes in the Beta Bug thread, I made this one late last night.