Anhai
Player-
Content count
14 -
Joined
-
Last visited
Community Reputation
1 NeutralAbout Anhai
-
Rank
Lurker
Recent Profile Visitors
650 profile views
-
Erm... to close your client you literally press the "Quit" button (or alt+f4). And the stuck at authenticating thing is most probably because of the heavy ddos on the login server. (Which means that millions, if not more login requests are sent to Elysium's login server every second, slowing down the processing of your login request)
-
If you think that torrents are such a security issue, you can try asking someone who has already downloaded the client to zip it and get it to you using some file-transfer program. (Though this can be much more insecure, unless you know the person)
-
Thank you for your explicite refreshing of my memory.
-
If I remember correctly, the old Nostalrius PvP was in the middle of the Ahn'Quiraj war efforts, so around patch 1.8 - 1.9 and the PvE server was around Blackwing Lair, so around 1.4 - 1.5 (this info is not accurate). They have announced that the fresh PvP server will start on 1.2.
-
So let's get 1 notion straight first: the PvP flag concept. If you are flagged for PvP, you can be attacked by players from the opposing faction. When you attack a player or a NPC from the opposing faction, you will automatically be flagged for PvP. Normally, there is an option to disable the PvP flag, which will disable it if no PvP action has been taken in the last 5 minutes. Now, there are 3 types of zones: Friendly (marked with a green name on the minimap), Contested (orange name) and Hostile (red name). In Friendly territory you cannot be attacked by players from the opposing faction unless you attack them first. In Hostile territory you can be attacked by anyone from the opposing faction, but you cannot attack anyone who hasn't attacked you first (who is not flagged for PvP). The difference between PvP and PvE servers lies in how Contested areas are managed. On a PvP server, you will automatically be flagged for PvP when you enter a Contested area, so you can be attacked by any player from the opposing faction. The "disable PvP flag" option is disabled in Contested areas while on a PvP server. On a PvE server, if you want to be able to attack other players, you have to flag yourself for PvP by either attacking players (that are flagged for PvP) or NPCs from the opposing faction. You can raid and do battlegrounds on both server types, this is the only major difference between them. (another major difference would probably be the players)
-
It's a nice suggestion, but it just wouldn't have the same impact on the game experience (and it would just be a burden for the devs, for 1 test). It would be rather boring going into a zone where you wouldn't be killed by everything on sight. I think everyone who has ventured in a high-level zone, at least once during the stress test, has been on a constant look-out for high-level mobs, intuiting the aggro range and/or being happy when a mob had aggro on another player and they could pass safely. It's kind of an intense experience . P.S.: Nothing is/is supposed to be easy in vanilla, so venturing in a high-level zone at level 1 is just another challenge to overcome .
-
Stress Test #1 Over! Reflections & What's Next
Anhai replied to Shenna's topic in Official Information
If you were talking about an older game than WoW, I would have said that it probably wouldn't run at all . It won't be much of a performance improvement since there is not much graphics to improve, though. 1080 sounds like an overkill for the game. Let's hope it won't actually kill it ). Jokes aside, I'm not sure that the game supports 4k. -
Stress Test #1 Over! Reflections & What's Next
Anhai replied to Shenna's topic in Official Information
You don't have to bring insults in a matter of simple divergence of oppinion. @Ghazkhull, he's not being ignorant, just overly-realistic combined with the disappointment of having lost a good server and in fear of it happening again. About "Molten WoW"... back when it was Molten (1-2 years ago), yes, it was full of bugs, but it got wiped just about then, then Warmane was built upon it. The server features a great 1x Wotlk progressive realm (which had a peak population of about 11-12k back in April, now it goes up to 6-7k) and a 5x realm with 12k players from 4 PM to 8PM (GMT+2) and 1-2k queue. I've met players from all over the world there, so about the popularity, I'd say the server it's quite popular while also offering a pretty good experience. Sorry for not being on point, I shouldn't have brought up another server, but I wanted to make a point. Not everything that you know it's true might also be true (truth is in the eye of the beholder anyways, it's relative, etc.). You are expressing your opinion, I appreciate that, though. @TheHappyCatsTail, instead of calling people ignorant, try coming up with a counterargument to what they say. @everyone, instead of bringing insults into a conversation, either improve your argument or accept defeat (you don't have to say that publicly since it's against human nature ) @Ghazkhull, instead of being negative (since negativity can spread like a plague) about a topic, try reversing the logic and be positive about it (ex. instead of how long until nost will shut down again, go like: let's see how much it will last; by changing mentality in this way you will be surprised and content when it will last for 1 more day instead of living with the constant shadow of shutdown over your head and when it happens (if it happens) to be even sadder) Now, let's get back on the topic . -
Stress Test #1 Over! Reflections & What's Next
Anhai replied to Shenna's topic in Official Information
I think that it will last more than a month for several reasons. First, having in consideration that Blizzard isn't stupid, of course they know about the project, about a project they kicked out intentionally at Blizzcon, and they may try to shut it down, though it's their own fault they are in this mess. They will try, but will they succeed? They brought down Nost because Nost decided to comply to the letter from Blizzard. If they ignore the letter, what else can they do? DDoS can be migrated (though I'm not sure if they have the time/will they bother to, since they have Legion to cater for), if the government shuts them down (highly unlikely, don't know the law so I don't know if it is able to do this), they can just save the core, database and migrate it to another country. If you want to keep up a project, you will find the means to do it. There are countless private servers out there from which probably all of them get regular shut-down requests from Blizzard. That doesn't mean that they will or Blizz is able to shut them down. -
Stress Test #1 Over! Reflections & What's Next
Anhai replied to Shenna's topic in Official Information
The system, as I imagine it, would only match you up with players (with its limitations/problems), it wouldn't teleport you to your dungeon, so it will only help you find a group faster, without you trying to find that "LFM x, need dps" in an endless global chat. I agree that it would be troublesome, but according to the patch notes, there existed such a system, at least in concept. Since Blizzard is stupborn, the actual functionality is unknown, so we can only guess what it was supposed to do. The actual fact is that the patch notes imply the existence of such a system, thus it would be part of an "original vanilla experience". Again, this would only help you find a group faster, not help you reach your destination faster or go through less PvP to get there. But I do see all your points that it would complicate things, and it maybe something vanilla players are not used to. I can see why it would be a pain for the devs as well. Not knowing a system's true functionality can be a pain when implementing it. -
Stress Test #1 Over! Reflections & What's Next
Anhai replied to Shenna's topic in Official Information
The system might actually work if you match players according to their active spec. If you assume that prot is for tanking, resto is for healing, etc, it can be implemented. If you make a function to get the player's current spec on queue and connect it through the assumptions to one of the three roles, then restrict the matchmaking to tank-3dps-heal, with some additional grouping optimizations (to make it faster), the system can actually work, though it probably would be more like a wotlk rdf than how the system was working in vanilla. -
Stress Test #1 Over! Reflections & What's Next
Anhai replied to Shenna's topic in Official Information
I suppose the meeting stone can't possibly know if you are willing to play a tank or a healer or simply a dps since it probably doesn't have a variable which players can check when they wanna play a specific role. Yes, the system can check for classes which have tank/healing specs to place you in a group with them, but that would either force tank/healing able classes to do that or just force the extra players to leave. I can see where the system can fail. Thanks for the prompt response and info . But low level dungeons ARE capped at 10 players, right? -
Stress Test #1 Over! Reflections & What's Next
Anhai replied to Shenna's topic in Official Information
I have no idea what meeting stones are supposed to do (I've only used them post-BC, where they are used purely for summoning purposes), but I found those patch notes which get me confused: Patch 1.7.0: - Meeting Stones A number of miscellaneous improvements have been made that should allow for better group forming when using the meeting stones. You will no longer be kicked from the meeting stone queue when a player declines a group invite or when inviting someone that is already in a group. You will now be informed that you have left the meeting stone queue when the group leader logs out. Tanks and Healers will now be immediately added to the group by the meeting stone when they are the 5th member of the group. You can now be added to a group by the meeting stone when that group contains characters that have disconnected. Patch 1.6.0 - Players now receive an error message if they try to join a meeting stone queue and are in a raid or are not the party leader. Patch 1.5.0 - Innkeepers around the world now have a gossip option that lets you join a meeting stone directly from the innkeeper rather than going to the location of the meeting stone. Also these Innkeepers will now have background lore about each of the dungeons. - Levels Required for meeting stones have been increased. The intent is that a group will not receive party members from a meeting stone that don't really have a chance of completing the dungeon. - Meeting Stones have had their rules for what players are grouped with what other players relaxed. This means groups who use meeting stones (or innkeepers) should have their groups formed much more quickly than they were previously. Patch 1.3.0 Meeting Stones Meeting Stones are located outside of each dungeon to help players find a group to adventure with in the dungeon. The meeting stone will try to find you a viable five-person group by looking for a tank, a healer, and so on. As time passes and you are unable to find a group, the meeting stone will become less picky about who it groups you with. Patch 1.3.0 (not related to meeting stones) Dungeon Player Caps All dungeons now have a cap on group size to limit the number of players that may enter the dungeon. It was necessary to add this cap as raiding these dungeons trivialized much of the content. Because of this change we can now look to adding better loot to them during future content patches. With that in mind, the dungeons below now have the following caps: Onyxia/Molten Core - 40 members Blackrock Spire - 15 members (was changed in a later patch to 10) Diremaul - 5 members All other dungeons in the game will be capped at 10 members. Several dungeons will be re-examined for balancing in light of this change. In addition, will have their loot improved significatnly for the next content patch. (other high-level dungeon were added to this list in later patches, like strath/scholo) Edit: found it. Patch 1.10: High-Level Instance Changes Along with the new Armor Sets, the high-level 5-10 man dungeons have received some changes regarding loot. Many items have been improved in quality and use. In addition, several epic items, such as Headmaster's Charge and the Runeblade of Baron Rivendare, have had their drop rates significantly increased. In order to preserve the challenge of these dungeons, they have had their instance caps lowered. Stratholme, Scholomance, and Blackrock Depths now allow a maximum of five players inside, and Blackrock Spire allows a maximum of ten. -
Stress Test #1 Over! Reflections & What's Next
Anhai replied to Shenna's topic in Official Information
Since over the last few patches all classes got a talent rework and we are running an 1.12 client, I don't think that the talents will be 1.2. Some of the mechanics were also reworked over the patches (like haste/slow, or some spell interactions, I just checked the patch notes file that came with the client), but some mechanics will be kept like they were in 1.2. One example would be the 8-debuff cap until patch 1.8. Not sure about other mechanics. Instances and items should be kept as they were in 1.2, but I have some questions regarding this: 1) Will the dungeon caps evolve as they did in the patch notes? (ex. scolo/strath weren't capped to 5 players at first, and other low level dungeons have a 10 player cap, I checked the patch notes for this); 2) Will the raid resets evolve as in the patch notes (no cooldown in first the few patches, then with variable cooldown depending on the raid)?; 3) I read some interesting things about the meeting stones in the patch notes and I haven't understood their full functionality, are they supposed to work like a group finder, and if yes, will they work?
