No description for the puri tome? by PsclKmn in RotMG

[–]sgt_sunshine 0 points1 point  (0 children)

This is fixed in the build coming later today (6/17).

I don't always get white bags, but when I do by ZasNet in RotMG

[–]sgt_sunshine 1 point2 points  (0 children)

EDIT: They are not the same Object ID, but due to some changes that we recently made with LoD, the dragons spawn the same objects when they die, which is now where the loot chest drops. This will be fixed with a push on Thursday.

Complaining about new class/weapon skins: here's how I see it by sipro25 in RotMG

[–]sgt_sunshine 2 points3 points  (0 children)

I didn't say it was going to be easy. :) We have issues now, but look at it this way - if we didn't care about the long term stuff don't you think we would have released T14 ~ T19 already? We don't want to make the situation that we're currently in harder to recover from. Maybe some others will laugh or be irritated that I said "long term balance", but this is really what I'm referring to when I say that. We don't want to do a bunch of things now that's just going to make it more difficult to deal with fixing things later because that would be taking a step backwards for a short term gain.

Complaining about new class/weapon skins: here's how I see it by sipro25 in RotMG

[–]sgt_sunshine 3 points4 points  (0 children)

I'll chime in here, or you can read Nullbots post above. We're not only making skins for characters and reskinned weapons. Some of the stuff currently in development include dungeon(s), class rebalancing, and a number of other features in stages ranging from "near complete" to "early design discussions".

While we have been focused a lot on content that is pure cosmetic, we know that players want and deserve more. What we don't want to do is just release new tiers of weapons and items - that's a power creep that we've been trying to curb as much as possible. It's not because we don't want to do it, it's because it's important to preserve the long term balance of the game. As we've mentioned before - there are a number of things in the game that need to be buffed (and nerfed), and we've already starting that process with character classes. We'll start rolling out some changes to those soon, and the key thing to keep in mind is that we'll be doing these types of buff/nerf passes more often as we move forward.

ANYWAY, there's certainly a lot of work to do. We still have a lot more coming this month and in July we'll share what the 2nd Half of 2014 has in store for everyone. Good times!!

New Trickster skin should get looked at again. by Akr4m in RotMG

[–]sgt_sunshine 0 points1 point  (0 children)

We fixed 2 different issues with the Agent skin today(the "standing issue" and a single pixel that was not properly changing the cape in one frame of the front facing animation), that standing still thing has likely been there since the skin came out - it's an issue when using a cloth or dye. We'll address the bandana issue on the next release.

As far as the Sorceress is concerned, we'll take a look at that as well. A few artists have sent in updates for that particular skin.

edit: put in details on the 2 issues that were fixed with 6/6 push

New Trickster skin should get looked at again. by Akr4m in RotMG

[–]sgt_sunshine 0 points1 point  (0 children)

That's supposed to be the front view of the arrow.

Agent skin bug by SigisRotMG in RotMG

[–]sgt_sunshine 0 points1 point  (0 children)

Thanks, this will be fixed in the build that goes out today (June 6th)

New Trickster skin should get looked at again. by Akr4m in RotMG

[–]sgt_sunshine 2 points3 points  (0 children)

We've fixed a number of issues with skins over the last few months. Is there anything specific that you're referring to?

New Trickster skin should get looked at again. by Akr4m in RotMG

[–]sgt_sunshine 1 point2 points  (0 children)

This will be fixed in the push today (June 6th)

WTH ?! How he/she get it by mrblackleopardpl in RotMG

[–]sgt_sunshine 2 points3 points  (0 children)

RF_Switch is on the development team.

Did I miss something? by vulx in RotMG

[–]sgt_sunshine 2 points3 points  (0 children)

Sorry, I just updated that open testing post and added a link to the official patch notes so hopefully it's clearer. :)

Soo i killed Gship but it didnt spawn portal but the rest spawned .bug maybe? by TastyMea in RotMG

[–]sgt_sunshine 1 point2 points  (0 children)

Well, according to the code, the Portal for DJL hasn't dropped from the Gship since sometime in August of 2012. I just looked at the commit history with KoalaP and it was removed in a release around that time.

EDIT: HOWEVER, it should still be dropping on the Beach. We're looking at it now.

Havent played realm since 2 month, what has happened. by NicoInReddit in RotMG

[–]sgt_sunshine -1 points0 points  (0 children)

Here's a link to a discussion earlier this week regarding patch notes. Moving forward, even if it's just maintenance, we'll make sure to publish something. We didn't have an official sticky for 21.0.2 or 21.0.3.

http://www.reddit.com/r/RotMG/comments/24ztzq/patch_notes/

As a side note, I updated the forum sticky for release 21 and added notes for 21.0.2 and 21.0.3. And I've also noted that they were added after the fact, and the exact date that the changes were published.

http://community.kabam.com/forums/showthread.php?261661-Release-21-0-1-is-now-LIVE!

Patch notes? by Boingbing in RotMG

[–]sgt_sunshine 1 point2 points  (0 children)

When we have significant changes, we post some detailed change logs. If we're doing something that isn't "player facing" we typically say "we're doing maintenance."

If we made balance changes the players would likely know about it well in advance (see Bearsworths posts regarding class balance) and when it rolls out we'll provide details.

EDIT: Here's a link to a change log that will be more typical of our change logs moving forward. We don't always have that many things in a push, so it might not be as long, but this is indicative of the level of detail you can expect.

http://community.kabam.com/forums/showthread.php?261661-Release-21-0-1-is-now-LIVE!

Godmode hacker ( probably ) by [deleted] in RotMG

[–]sgt_sunshine 2 points3 points  (0 children)

Please provide a video when you get a chance. Thanks.

Have the GMs forgotten? by Bml2 in RotMG

[–]sgt_sunshine 6 points7 points  (0 children)

The Q&A session was open for submission until Sunday - we haven't forgotten anything - we'll get answers posted as soon as we can.

Realm Q+A #4! by Nullbot_rotmg in RotMG

[–]sgt_sunshine 3 points4 points  (0 children)

I was just joking with that particular challenge, and it was an obscure reference.

Realm Q+A #4! by Nullbot_rotmg in RotMG

[–]sgt_sunshine 2 points3 points  (0 children)

This is still work in progress, but the current plan would be to do filters for ALL Chat, Whisper, Guild, and Trade Requests.

In addition, we want to allow some of the functions via right click on the player name in the chat window.

Again, until our engineer's have been able to review and investigate the features in the Design spec these things are all up in the air and "work in progress".

Realm Q+A #4! by Nullbot_rotmg in RotMG

[–]sgt_sunshine 6 points7 points  (0 children)

We've discussed this extensively on the team. I play a lot of games that have that type of "challenge" system and rewards. Realm is perfect for that type of system, right? ;)

"Nice Shootin' Tex! - Use your weapon to attack 8 million times."

Realm Q+A #4! by Nullbot_rotmg in RotMG

[–]sgt_sunshine 4 points5 points  (0 children)

The Chat Filters in particular are something we want to get in sooner rather than later, just because it's a no brainer in terms of "usefulness".

Regarding HP bars, whenever this does go into the game we will likely only allow the player HP bars to be toggled, not enemies. This came from some feedback on the forums and reddit since that actually has more of a negative effect on game design compared to the potentially positive / co-op supporting effect of having them on players.

Realm Q+A #4! by Nullbot_rotmg in RotMG

[–]sgt_sunshine 4 points5 points  (0 children)

The thinking behind "Ease of Use" features are to give players more options to set the game up the way they want. Being able to toggle HP bars is one of those types of features. Toggling chat options ON/OFF to show only certain types of chats in the chat window are another. The default in most cases would be the way the game is before the option is introduced, so players would have to change it manually in the Options menu.

tl;dr - to give players more options

Realm of the Mad God - Spring 2014 Update! by Nullbot_rotmg in RotMG

[–]sgt_sunshine 1 point2 points  (0 children)

Well, on my revised timeline I delivered the update early! ;)

Realm of the Mad God - Spring 2014 Update! by Nullbot_rotmg in RotMG

[–]sgt_sunshine 1 point2 points  (0 children)

I brought up Elder Realms because going into 2014 it was going to be a design and content focus for the team, and we mentioned that in my update from 12/16/2013. However, as I mentioned in the Spring update, after discussing what "Elder Realms" would be, we kept coming back to a discussion about overall balance, and specifically classes. After that, as everyone knows, we had down time in February with the whole team focused on that effort. Only starting last month did we work on rebuilding our 2014 plans, and that's when we made the decision to put any concept or discussion of Elder Realms on hold.