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Maintenance, May 23

trailturtletrailturtle Posts: 5,496 Perfect World Employee
edited May 2013 in Super News Network
Maintenance tomorrow will begin at 7 AM Pacific (server time). This maintenance should last between an hour and a half and two hours.

The Forum Malvanum alert will be going live as soon as the maintenance ends -- you won't have to wait until noon.


Start time: 7 AM Pacific, 5/23
End time: ~8:30 - 9 AM Pacific, 5/23
Post edited by Unknown User on

Comments

  • theravenforcetheravenforce Posts: 7,140 Arc User
    edited May 2013
    I like the look of the new vehicles...and I wasnt aware it was going to be so soon "Gar":wink:

    This new alert should be fun considering that vehicles are allowed :p
  • roughbearmattachroughbearmattach Posts: 4,784 Arc User
    edited May 2013
    Vehicles can be used in the Forum alert?

    LOL

    Ah, well.
    ___________________________________________________________

    Whoever you are, be that person one hundred percent. Don't compromise on your identity.
  • thebrainstemthebrainstem Posts: 50 Arc User
    edited May 2013
    Huh... seems flying heroes slowly sink while in the arena. Weird, and kind of annoying.

    It's a bit strange that most of the rounds have no time limits -- and then suddenly, time limit.

    And in some of the waves (Qularr for sure at least once), the cutscene to start up the next round started before we'd even killed everything.

    The oxygen-raged Kzash (???) hounds are kind of awesome, though.
    ___________
    @brainstem
  • theravenforcetheravenforce Posts: 7,140 Arc User
    edited May 2013
    Dat bug...Round 7..final mob do NOT appear..something to do with a wall error....

    Causing the round to fail and making progression impossible.

    Hotfix please :3
  • bwdaresbwdares Posts: 1,517 Arc User
    edited May 2013
    Huh... seems flying heroes slowly sink while in the arena. Weird, and kind of annoying.

    It's a bit strange that most of the rounds have no time limits -- and then suddenly, time limit.

    And in some of the waves (Qularr for sure at least once), the cutscene to start up the next round started before we'd even killed everything.

    The oxygen-raged Kzash (???) hounds are kind of awesome, though.

    They sink because they are on the moon, like the moon base...I have no idea why that is, but at least they are consistant :)

    The Hounds look Awesoe, i do agree. I just wish the Alert had a more epic feel. Your told it is supposed to be this great honor to battle there yet there is no one there to see you...oh well.

    I will do this alert for the costume pieces or fork out the Globals in the Auction house.
    #Mechanon!(completed) #New Zones! #Foundry!
  • thebrainstemthebrainstem Posts: 50 Arc User
    edited May 2013
    Dat bug...Round 7..final mob do NOT appear..something to do with a wall error....

    Causing the round to fail and making progression impossible.

    Hotfix please :3

    Confirmed; just had this happen on Round 7. We cleared the arena and the game acted as if there were more mobs to be killed. Timer ran down, we lost.

    I believe it was a PSI round.


    @bwdares: Well... still frustrating to constantly sink, but, I suppose consistency is good. Thanks for the info!
    ___________
    @brainstem
  • theravenforcetheravenforce Posts: 7,140 Arc User
    edited May 2013
    Confirmed; just had this happen on Round 7. We cleared the arena and the game acted as if there were more mobs to be killed. Timer ran down, we lost.

    I believe it was a PSI round.


    @bwdares: Well... still frustrating to constantly sink, but, I suppose consistency is good. Thanks for the info!

    Update on Bug: Tried this route twice now..kill them off quickly and go into the tunnel whilst they are spawning..either this or drag them back into tunnel, the final mob will spawn and you'll be able to progress.

    However a more annoying bug is the one we reported in PTS >_>, namely the Ironclad/Duratok timer. It starts directly after the round before it is completed. So instead of starting the round with a comfortable 2:15 mins everyone is subjected to a post cutscene timer of around ~1:40 mins. Which in most circumstances is NOT enough to complete the duo.

    However it is slightly possible with around .5 sec to spare...if you use extreme DPS....which not everyone can put out..especially in a NON level gated PUG style event...

    The timer needs to be fixed so it starts AFTER the cutscene..like all the other timers...

    Also..as a side note...this is yet another alert which pushes Tanks and Support Players to the side as well as melee players (in some instances). Shame really, I was hoping that this event would be aimed at least towards tanky builds since its all about Gladitorial combat etc...
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