So after about a month of rework, it looks like we're ready to start testing a new raid/group system. As anyone familiar with these sorts of changes knows, they often break quite a few things, and sometimes make the situation worse. Hopefully that's not the case here.
However, since the changes are so massive, we're going to open up the test server in the next couple of days to folks and test real scenarios to make sure things are working properly. Since test is fully independent, the question arises: what's in it for me?
For testing, we'd like to simulate proper raids and groups. To that end, if you are willing to put together a raid and walk through a proper test of the system, we will transfer loot from one encounter to the corresponding characters on live. The encounter you want not up? We're willing to pop any encounter of your choice for testing. This is only open to one encounter per guild right now, so pick your targets wisely. If we have future rounds of testing, we may do it again. If you need an encounter popped, it's best to coordinate that with the GM/dev staff before you're assembled so you're not waiting around with a raid and nothing to do!
Rules:
- 18-man encounters only (for now). You're welcome to kill anything you like to test, but we will only transfer loot from full raids. It can be a lower tier target I guess, but we want at least 15 or so people to participate so we've got three active groups.
- You need to kill the target legitimately. If something bugs out, offer is null and void, sorry
- Need to do proper clears, etc. The goal is to test things as close to a real scenario as possible, this means clearing and doing other things you'd normally do
- This is targeted at guilds and other established groups just because of logistics. If you want to do a PUG that's fine, but we reserve the right to deny loot transfers. It's best to check with us if you want to PUG something so you don't waste your time
- ALL LIVE RULES APPLY! Don't consider the testing server a free-for-all; we expect you to follow normal rules there as well
- Gear and such is that in place as of the morning of 10/25. No we won't transfer newer items. Logins are the same, you will just select the Test server at server select. If it is Locked, we are currently not allowing new players in, so check back later.
What we need tested, specifically:
- Groups form correctly, carry across zones, handle disconnects/disbands appropriately
- Ditto raids, especially handling people going linkdead (this ideally means some people pull the plugs on their connections)
- People are appropriately kicked out of group/raid when they leave and don't return in an "incomplete" state (some people see them in raid/group, some don't, etc.)
- Raid management features work - you should be able to use the raid console to move people around, etc. Note that there are some limitations, like reassigning group leaders, but from a practical perspective this seems to be minor
- HP/mana/endurance packets work
- /makeleader (for groups) and other commands work
- Cross-zone invites work
- Out-of-group raid members work
- Spells/songs hit all group/raid members as appropriate
- Other funky edge cases you can think of
Please use this thread to report issues, and please check to see if someone already reported it. /bug is too much noise for this, and I think posting here is the best way to get things fixed quickly.
However, since the changes are so massive, we're going to open up the test server in the next couple of days to folks and test real scenarios to make sure things are working properly. Since test is fully independent, the question arises: what's in it for me?
For testing, we'd like to simulate proper raids and groups. To that end, if you are willing to put together a raid and walk through a proper test of the system, we will transfer loot from one encounter to the corresponding characters on live. The encounter you want not up? We're willing to pop any encounter of your choice for testing. This is only open to one encounter per guild right now, so pick your targets wisely. If we have future rounds of testing, we may do it again. If you need an encounter popped, it's best to coordinate that with the GM/dev staff before you're assembled so you're not waiting around with a raid and nothing to do!
Rules:
- 18-man encounters only (for now). You're welcome to kill anything you like to test, but we will only transfer loot from full raids. It can be a lower tier target I guess, but we want at least 15 or so people to participate so we've got three active groups.
- You need to kill the target legitimately. If something bugs out, offer is null and void, sorry
- Need to do proper clears, etc. The goal is to test things as close to a real scenario as possible, this means clearing and doing other things you'd normally do
- This is targeted at guilds and other established groups just because of logistics. If you want to do a PUG that's fine, but we reserve the right to deny loot transfers. It's best to check with us if you want to PUG something so you don't waste your time
- ALL LIVE RULES APPLY! Don't consider the testing server a free-for-all; we expect you to follow normal rules there as well
- Gear and such is that in place as of the morning of 10/25. No we won't transfer newer items. Logins are the same, you will just select the Test server at server select. If it is Locked, we are currently not allowing new players in, so check back later.
What we need tested, specifically:
- Groups form correctly, carry across zones, handle disconnects/disbands appropriately
- Ditto raids, especially handling people going linkdead (this ideally means some people pull the plugs on their connections)
- People are appropriately kicked out of group/raid when they leave and don't return in an "incomplete" state (some people see them in raid/group, some don't, etc.)
- Raid management features work - you should be able to use the raid console to move people around, etc. Note that there are some limitations, like reassigning group leaders, but from a practical perspective this seems to be minor
- HP/mana/endurance packets work
- /makeleader (for groups) and other commands work
- Cross-zone invites work
- Out-of-group raid members work
- Spells/songs hit all group/raid members as appropriate
- Other funky edge cases you can think of
Please use this thread to report issues, and please check to see if someone already reported it. /bug is too much noise for this, and I think posting here is the best way to get things fixed quickly.