Results 11 to 20 of 69
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07.09.2012, 12:47 #11
What they need to do is fix exitNameHash and get dump map markers working again. It's like on one build, exitNameHash works 60% of the time (sometime it returns 0 or dump map markers don't return anything), then next build, it don't even work at all.
They need to fix it and make it return the exitNameHash 100% of the time for explorearea to work. That is the only issue I am seeing, other than this issue also (Link:Random Dungeon / Different elevations or wall / Exit Problem) but haven't gotten any updates on a solution.
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07.09.2012, 14:39 #12
If you guys bothered to read the forums more, you would have seen threads that got heated about this and other basic updates.
Anyways in short.
The devs claim that ExploreArea is working as intended, it still may get stuck on world object but that is about it.
They also basically said screw you DB you are lowest priority since you are working(somewhat) while HB is breaking.
They also basically said they are short staffed BUT, never fear, they are taking on more games to support.
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07.09.2012, 15:07 #13
this thread is focused SPECIFICALLY on RANDOM DUNGEON "FULLY" WORKING
and nop, me, the OP didint talk anything about process load, under staff etc... or trying another flame thread...
just random dungeon fully working,
this thread and my words are trying to make the devs make an official announcement regarding to ONLY random dungeon
either they say its not going to happen, or what , i goal for them making an "official statement"
AND MAKE IT STICKIED...
i feel that random dungeon FULLY WORKING is critical part of the ENGINE itself, and the effectiveness of the profiles (and profile writers)rely on this feature.
im not going to start talking about bans .. effectiveness etc... PLEASE LETS NOT, but im sure, Lead Profile writers and even Plugin programmers is carefully watching this feature and waiting....
remember the goal is to make the devs official statement about ONLY "FULLY WORKING RANDOM DUNGEON", either positive or negative,
pls just make .......
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07.09.2012, 15:22 #14
everyone should just stop complaining about shit they paid for not working and go play epic fish story!
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07.09.2012, 16:21 #15
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07.09.2012, 16:35 #16
Would not doubt it. That is not what I said though. More then once it was stated that DB is low priority because HB is broken with the latest game update. So for the last month they have been putting most all effort onto that. Also that they were short staffed due to current game volume with the current number of staff members. In the same thread either by Apoc or Tony do not recall who, also made a statement to the fact they have another major game bot coming out.
I have/did send an email on Tuesday I believe so I figure I could/should hear something today. In regards to most of what was in the stream thread and a few other things. Since they were all nuked and Tony posted saying to email bossland.
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07.09.2012, 17:03 #17
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08.09.2012, 02:33 #18
let us know too, ill be bumping this thread, hopefully flamers would stay away so that we could get an OFFICIAL statement before this thread close....
to everyone, ill repeat, I aim to hear an OFFICIAL statement regarding random dungeon either POSITIVE or NEGATIVE. ill take it, just make one...
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08.09.2012, 03:05 #19
Why do u want random dungeons so far?
Act3 is the endgame of botting , all it's random dungeons are filled with frustrating mobs.
(reffering to keep depths)
Swift Skull Cleavers.
Demonic Tremors.
Fallen Maniacs.
The barracks / Fortified bunker is a massive dungeon and when the bot dies inside it will lose 2-4 mins to get back to where it was.
Towers have succubus in them that reduce your armor alot as monk causing you to die + Phasebeasts.
Generally i would say even if they add random dungeons the diffrence would be minimal for act3 botters.
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08.09.2012, 03:11 #20


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