Patch Notes - R70 (01/30/15)

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  • SnowcaTT
    SnowcaTT Posts: 3,487 Chairperson of the Boards
    arktos1971 wrote:
    None of these changes will take effect until the next app store/Steam update - they involve changes to the client.

    Are you confirming that we will get only 3 seed teams in LRs from now on, reducing greatly the amount of Iso we can grind each week ?

    Please be specific about this.

    Also would like confirmation. I generally quit LR's immediately after seed teams are used up - that's about 10 matches, 150 points, and 1500-2000 iso (including selling covers, 100 progression, T-1000).

    Three seed teams would be 3 matches, about 65 points, and about 200 iso.

    Lightning rounds are the most fun part of the game, in my opinion. I look forward to them every week. It is one of the rare parts of the game where you can go in with little risk (by doing only seed teams), and actually see steady progression of your team (through iso building).

    They are fun because they are "lightning" - fast. I'm done with them in fifteen minutes. They are fun because I don't destroy my entire roster by playing through the seed teams - they survive so I can play again in two hours.

    I quickly learned in 2* land that after the seed teams were done, there was no use in playing - even if I found a few other 2*'s to play against, I'd be hit down by 3*'s right away. I've learned now that (with a transition team) I can occasionally make get 250 progression reward and (very rarely) get a T-100 token out of it - this will cost me all of my health packs and require a fair bit of luck.

    The best LR rewards are already only available to those with very strong and deep rosters. Removing seed teams from them won't benefit those teams more - it will simply not allow teams without strong and deep rosters to play them at all.
  • Either way, we'll find out at the top of the next hour when LR starts.

    None of these changes will take effect until the next app store/Steam update - they involve changes to the client.

    Lol. Yea, this kind of hit me after the LR started. I catch on...eventually...some times icon_e_wink.gif
  • Moon Roach
    Moon Roach Posts: 2,863 Chairperson of the Boards
    lukewin wrote:
    I see no mention of a chat fix. It was mentioned that there was one in the pipe for R70. Is it still in the pipe?
    Hi Moon Roach, sorry, I got busy and didn't follow up here earlier. We figured out the problem on Monday afternoon and have a fix in the pipe for R70. Basically, you're right, the first chat history request is failing, and subsequent ones are succeeding, thus needing to wait long enough for another request. In our tests, about five minutes is enough time, though you'll probably have to re-enter the chat screen for the update to trigger.

    http://www.d3pforums.com/viewtopic.php?f=9&t=22338

    Specifically
    http://www.d3pforums.com/viewtopic.php?f=9&t=22338#p282992

    I never noticed that reply. Interesting. I'm apparently right in repeating what Demiurge told me, but no answer is given as to the cause of the problem. Plus ça change.
  • Demiurge_Kevin
    Demiurge_Kevin Posts: 23 Just Dropped In
    R70 does have a fix for chat history being unavailable in the first five minutes or so of the game being launched.
  • Moon Roach
    Moon Roach Posts: 2,863 Chairperson of the Boards
    R70 does have a fix for chat history being unavailable in the first five minutes or so of the game being launched.

    Which means it's a client fix, which means it was a bug in the client introduced in R69, in an area where there were no reported changes taking place.

    I now have a question ready to go for when the February Q&A thread opens up.
  • GothicKratos
    GothicKratos Posts: 1,821 Chairperson of the Boards
    Moon Roach wrote:
    R70 does have a fix for chat history being unavailable in the first five minutes or so of the game being launched.

    Which means it's a client fix, which means it was a bug in the client introduced in R69, in an area where there were no reported changes taking place.

    I now have a question ready to go for when the February Q&A thread opens up.

    Just because they don't note something, doesn't mean they aren't tweaking things in the background. Do you really want to hear about every time they change a couple lines of code to try and be efficient?
  • Moon Roach
    Moon Roach Posts: 2,863 Chairperson of the Boards
    Moon Roach wrote:
    R70 does have a fix for chat history being unavailable in the first five minutes or so of the game being launched.

    Which means it's a client fix, which means it was a bug in the client introduced in R69, in an area where there were no reported changes taking place.

    I now have a question ready to go for when the February Q&A thread opens up.

    Just because they don't note something, doesn't mean they aren't tweaking things in the background. Do you really want to hear about every time they change a couple lines of code to try and be efficient?

    Well, the question's more to do with testing and letting things out the door in a broken state, and whether that's a good thing. I have the sense of it, but I have ages to get the phrasing just right.

    But I do take your point that unless there's a planned noticeable effect there's probably no need to publicise it. Unless it's something really cool that you just have to share, that is.
  • lukewin
    lukewin Posts: 1,356 Chairperson of the Boards
    Moon Roach wrote:
    R70 does have a fix for chat history being unavailable in the first five minutes or so of the game being launched.

    Which means it's a client fix, which means it was a bug in the client introduced in R69, in an area where there were no reported changes taking place.

    I now have a question ready to go for when the February Q&A thread opens up.

    Just because they don't note something, doesn't mean they aren't tweaking things in the background. Do you really want to hear about every time they change a couple lines of code to try and be efficient?

    For a menial change that doesn't have much effect like the example below, don't need to hear about it. But for something as important as chat, yes. Since they aren't big fans of out of game coordination, having the in game chat working properly should be something they would want us to know about.

    - A little less math for you! When you’re choosing an ending time for an Event, the display of the time left until the Event starts or ends now includes days instead of just hours. Instead of seeing “31h 59m” left, you’ll see “1d 7h 59m.”
  • GothicKratos
    GothicKratos Posts: 1,821 Chairperson of the Boards
    @lukewin: I doubt they intended chat to become delayed/broken after their change, so there was likely no real reason to broach the subject in patch notes.
  • Spoit
    Spoit Posts: 3,441 Chairperson of the Boards
    Well they included all the ares yellow non-fixes in the notes, so...
  • GothicKratos
    GothicKratos Posts: 1,821 Chairperson of the Boards
    Why would you not include what you think is a fix to a known bug? There's a big difference between that and a UI tweak and a QoL tweak.
  • Spoit
    Spoit Posts: 3,441 Chairperson of the Boards
    Are you saying that the chat thing isn't a bug? or that it isn't known?
  • GothicKratos
    GothicKratos Posts: 1,821 Chairperson of the Boards
    I am saying the bug was introduced because of a tweak, not because they "updated" anything.
  • SnowcaTT
    SnowcaTT Posts: 3,487 Chairperson of the Boards
    Looks like this went live this morning, my Steam version just updated

    Ug - yeah.....I know folks have asked for animations to be turned off for a long time, it would be great if that feature would be given including turning off the Goon notification. It's a nice feature! And when I know what is happening and it happens turn after turn after turn, it's really increasing play time.
  • Losing seed teams will crush low level and transitional players.

    Terrible move D3, people did not complain about losing seeds, this is just a move to absorb all the ISO we're getting in double pvp and make LRs a worthless slog.

    Seed teams are necessary for the mpq circle of life, you take away the food at the bottom of the food chain and the whole thing will dry up. Please revert back as soon as possible to prevent killing the game
  • SnowcaTT
    SnowcaTT Posts: 3,487 Chairperson of the Boards
    LoreNYC wrote:
    Losing seed teams will crush low level and transitional players.

    Terrible move D3, people did not complain about losing seeds, this is just a move to absorb all the ISO we're getting in double pvp and make LRs a worthless slog.

    Seed teams are necessary for the mpq circle of life, you take away the food at the bottom of the food chain and the whole thing will dry up. Please revert back as soon as possible to prevent killing the game

    Are they all gone then? I haven't started Thor yet, I should go in and see I suppose. I have no argument about them in PVP - that's fine, I've only seen three seed teams for quite awhile anyway. Those they helped most are the 1*/2* rosters, who do need that early boost - but if three remain, it won't be that different.

    But the LR's: Lightning Rounds are -built- on the backs of seed teams. We won't know if they are gone until next week, but I am sorely tempted to simply quit if they are. I have been debating dropping money on the game for 4* covers, but I certainly won't if I can't level them from ISO - and LR's have provided 2/3rds of all the ISO I've ever earned (and it still isn't nearly enough, I could spend three times as much as I've ever earned in a day).
  • It seems like there's always the pause for the goon AP notification even when there are no goons which greatly increases the time it takes a turn to finish for the opponent.
  • SolidQ
    SolidQ Posts: 247 Tile Toppler
    Phantron wrote:
    It seems like there's always the pause for the goon AP notification even when there are no goons which greatly increases the time it takes a turn to finish for the opponent.
    Yes. That as hell long turns. They should remove that info panel. icon_evil.gif I don't need those info, how much goons add AP to them. IF someone need it, they can add it to options menu icon_e_smile.gif

    P.S Worst patch ever
  • DrNitroman
    DrNitroman Posts: 966 Critical Contributor
    SnowcaTT wrote:
    Looks like this went live this morning, my Steam version just updated

    Ug - yeah.....I know folks have asked for animations to be turned off for a long time, it would be great if that feature would be given including turning off the Goon notification. It's a nice feature! And when I know what is happening and it happens turn after turn after turn, it's really increasing play time.
    I just made run in TaT and while I agree that it's nice to clearly see AP gain... the whole thing quicky became unbearable: icon_e_surprised.gif
    between each turn I had to wait for the goon's notification banner, Daken healing banner, and sometimes Falcon animation for tile's buff!! I was often trying to move tile at the beginning of my turn only to see that I have still to wait for these animations.

    I think I'm not exaggerating when saying D3 has to make these animations way faster else it's the whole rythme of the game that will greatly suffer!
  • Phantron wrote:
    It seems like there's always the pause for the goon AP notification even when there are no goons which greatly increases the time it takes a turn to finish for the opponent.


    Goon AP notification already has me raging it is so BLOODY SLOW!