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Anarchy Online Daily Update

(PC: MMORPG) | Posted by Rendelius @ Monday - September 24, 2001 - 15:07 -
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In reaction to the turmoil that occured after the last patch, the daily AO update is of special interest :-). Here's what Funcom had to say after the 12.6 patch that seems to have ruined the fun in the game:

    The reactions to our patch on Friday have been massive, and we will try to explain what the purpose of the patch was, and what the effects of the adjustments have been.

    The patch changed the balance between characters and monsters doing combat in a way that hit a number of players very hard. All players didn’t feel the effect, but mid- to high- level characters have had trouble with monsters they would normally be able to easily manage.

    The adjustment we made to game balance was on the test-server for a week, but unfortunately, we still didn’t see the negative effects of it. Here is what happened:

    We fixed a bug with a timer related to attack speed that gave both players and monsters a faster attack rate, leading to shorter fights. With the shorter fights, players wouldn’t be able to fit in as many special attacks as they used to, or as many heals as they used to. With monsters not having working special attacks, the effect on the players was larger than on the monsters, resulting in monsters being a lot harder to kill, especially on high levels. This was fixed in the patch earlier today, as it was not intended to work like that.

    However, the execution rate of nano programs works from a different timer, and the increased speed in executing the programs was intended, and has therefore not been changed. This was done to make it a little easier on those characters who rely on nano formulas.

    Between all the controversies, we did see a lot of things in the patch that worked out the way they were supposed to. Our logs show a decreasing number of client crashes, which was one of the most important changes in the patch. We also implemented an automatic shutdown of players moving too fast due to speed-hacks, and we put in a zone-wide chat in all playfields.

    To finish off, we would like to explain how the numbering on the patches on the test server work, as that has created a little confusion and misunderstanding. We start out a patch called 12.6. When we found that patch to be lacking, we introduced a new version of that patch called 12.61. We continued that until 12.63 before we put it to the live server. When it went live, we called it 12.6 which was the comprised effort of the 12.60 series we had on the test server. This numeric identification of patches will always be the same.

It is said there is now a 12.6.2 patch that is supposed to fix some things. Let's hope so, for the sake of the game...
 
 
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