other beta testers

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BLaPP

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any of the current beta testers have a tao or wizard they want to let me test and you can test my 34 sin ? similar level preferred , dont want to re-level one to 34 not got the time atm

/kingcobra
 

Laylas

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Jun 2, 2013
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Wow you sound like a well picked tester! You may aswell not even be on there hahahaha
 

d1craig

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Wow you sound like a well picked tester! You may aswell not even be on there hahahaha

non of the testers where picked because they had "the right stuff" to be able to test... or are you better informed than the rest of us?

every tester was suppose to be randomly picked from the pool of people who like the facebook page, from that information non of them where picked because they are/where good testers.
 

d1craig

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any of the current beta testers have a tao or wizard they want to let me test and you can test my 34 sin ? similar level preferred , dont want to re-level one to 34 not got the time atm

/kingcobra
this is why the testing is taking longer then it should, unless you can be asked to level multiple players and check things you wouldn't normally do then there is no point in being a tester.

KC has and always will be a lazy leveller ;p he just likes to moan and cry about being left out of drops from hunts :P

also from most streaming I have seen the majority of testers are doing a great job but half the time their sat in safe zones!
I think the server is ready for a release date with updates and tweaks carried out on the weekly maintenances.

/itchi
 
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Hyd

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Pretty much all of the content accessible by lvl 40's has been tested. Without a level boost we are limited.
 

d1craig

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Pretty much all of the content accessible by lvl 40's has been tested. Without a level boost we are limited.
so the level 40 content can be released to go live :P im sure there isn't much 40+ content in-game any ways right?

/itchi

---------- Post Merged at 04:07 PM ---------- Previous Post was at 04:07 PM ----------

Pretty much all of the content accessible by lvl 40's has been tested. Without a level boost we are limited.
so the level 40 content can be released to go live :P im sure there isn't much 40+ content in-game any ways right?
 

DeadGirl

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so the level 40 content can be released to go live :P im sure there isn't much 40+ content in-game any ways right?

/itchi

---------- Post Merged at 04:07 PM ---------- Previous Post was at 04:07 PM ----------


so the level 40 content can be released to go live :P im sure there isn't much 40+ content in-game any ways right?

How? Archer/Sin isn't completely finished, content is irrelevant if the chars aren't done.
 

Koriban

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Pretty much all of the content accessible by lvl 40's has been tested. Without a level boost we are limited.

This, pretty much. Simply waiting on next content update / boost / endgame testing at this point.
 

d1craig

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How? Archer/Sin isn't completely finished, content is irrelevant if the chars aren't done.

there nothing been mentioned by Sam about the Sin class not being fully complete, he only said that archer wasn't complete if I recall his last facebook post.

/itchi
 

isen

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Pretty much all of the content accessible by lvl 40's has been tested.


I can think of a few things that don't seem to have been tested yet.

* Guild creation using Woomahorn

* Guildleader has function to add/kick member, change a members guildrank, edit guildrank name

* Guildmembers have none of the above

* Guilds can make/break alliance

* Able to correctly submit for Sabuk war using Zumarelic

* Sabuk wars start/end at the correct time ( and on the correct day)

* Enemy guilds can pk each other within the Sabuk war zone without gaining PK points

* Guild attack mode does not hit allies during Sabukwar

* NPCs vanish correctly at the start of a Sabuk war

* NPCs reappear correctly at the end of a Sabuk war

* Sabuk wall holder guild members can telehome using telehome scrolls

* Other guilds/players cannot use telehome scroll

* Sabukwall holder guildleader can add/remove Sabukwall funds

* Any player not a Sabukwall guildleader cannot remove Sabuk wall funds

* Archers/gates/walls can be bought/repaired using Sabukwall funds

* Guildwar function works

* Killing enemy guild members does not give PK points
 
Last edited:

Hyd

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I can think of a few things that don't seem to have been tested yet.

* Guild creation using Woomahorn [Tested - Hyd]

* Guildleader has function to add/kick member, change a members guildrank, edit guildrank name [Tested - Hyd]

* Guildmembers have none of the above [Tested - Hyd]

* Guilds can make/break alliance

* Able to correctly submit for Sabuk war using Zumarelic

* Sabuk wars start/end at the correct time ( and on the correct day)

* Enemy guilds can pk each other within the Sabuk war zone without gaining PK points

* Guild attack mode does not hit allies during Sabukwar

* NPCs vanish correctly at the start of a Sabuk war

* NPCs reappear correctly at the end of a Sabuk war

* Sabuk wall holder guild members can telehome using telehome scrolls

* Other guilds/players cannot use telehome scroll

* Sabukwall holder guildleader can add/remove Sabukwall funds

* Any player not a Sabukwall guildleader cannot remove Sabuk wall funds

* Archers/gates/walls can be bought/repaired using Sabukwall funds

* Guildwar function works

* Killing enemy guild members does not give PK points

Would require a ZumaRelic & another guild to be created to test the others.
 

d1craig

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I can think of a few things that don't seem to have been tested yet.

* Guild creation using Woomahorn

* Guildleader has function to add/kick member, change a members guildrank, edit guildrank name

* Guildmembers have none of the above

* Guilds can make/break alliance

* Able to correctly submit for Sabuk war using Zumarelic

* Sabuk wars start/end at the correct time ( and on the correct day)

* Enemy guilds can pk each other within the Sabuk war zone without gaining PK points

* Guild attack mode does not hit allies during Sabukwar

* NPCs vanish correctly at the start of a Sabuk war

* NPCs reappear correctly at the end of a Sabuk war

* Sabuk wall holder guild members can telehome using telehome scrolls

* Other guilds/players cannot use telehome scroll

* Sabukwall holder guildleader can add/remove Sabukwall funds

* Any player not a Sabukwall guildleader cannot remove Sabuk wall funds

* Archers/gates/walls can be bought/repaired using Sabukwall funds

* Guildwar function works

* Killing enemy guild members does not give PK points

non of them things are stuff you would need private testing for... making a guild is not game breaking, neither is owning sabuk wall.

anyway im sure all this stuff will be working.. it was on AceM2.
 

Carribean

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Feb 18, 2013
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I can think of a few things that don't seem to have been tested yet.

* Guild creation using Woomahorn

* Guildleader has function to add/kick member, change a members guildrank, edit guildrank name

* Guildmembers have none of the above


* Guilds can make/break alliance

* Able to correctly submit for Sabuk war using Zumarelic

* Sabuk wars start/end at the correct time ( and on the correct day)

* Enemy guilds can pk each other within the Sabuk war zone without gaining PK points

* Guild attack mode does not hit allies during Sabukwar

* NPCs vanish correctly at the start of a Sabuk war

* NPCs reappear correctly at the end of a Sabuk war

* Sabuk wall holder guild members can telehome using telehome scrolls

* Other guilds/players cannot use telehome scroll

* Sabukwall holder guildleader can add/remove Sabukwall funds

* Any player not a Sabukwall guildleader cannot remove Sabuk wall funds

* Archers/gates/walls can be bought/repaired using Sabukwall funds

* Guildwar function works

* Killing enemy guild members does not give PK points

the red stuff works as it should :P


delete this post didnt see hyds post thankyou
 

isen

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Oct 1, 2013
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Would require a ZumaRelic & another guild to be created to test the others.


the red stuff works as it should

Thanks for the replys :)

non of them things are stuff you would need private testing for... making a guild is not game breaking, neither is owning sabuk wall.

I'm not suggesting that these features are gamebreaking, or that they need to be tested during the closed portion of the beta, but i think they should be tested before live.

I'd be more than happy if they were left for testing in a open beta if there is one.

anyway im sure all this stuff will be working.. it was on AceM2.

Weapon stores bought all ores on acem2, they didn't at the start of beta.

Sailor NPC teleported people to PI on acem2, it didn't at the start of beta.

Wizards could use a pickaxe in acem2, they couldn't during a phase of beta.

Changes to one area of the game files could have unforseen effects on seemingly unrelated areas of the game, so i think that as much as possible should be tested after each patch is applied.

It's one of the reasons i'd like an open beta period (followed by a wipe) somewhere between closed and live, it doesn't need to be long, but it would mean that tested features are re-tested to make sure that a later patch didn't break a working part of the game.
 
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Koriban

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Weapon stores bought all ores on acem2, they didn't at the start of beta.

Sailor NPC teleported people to PI on acem2, it didn't at the start of beta.

Wizards could use a pickaxe in acem2, they couldn't during a phase of beta.

Changes to one area of the game files could have unforseen effects on seemingly unrelated areas of the game, so i think that as much as possible should be tested after each patch is applied.

It's one of the reasons i'd like an open beta period (followed by a wipe) somewhere between closed and live, it doesn't need to be long, but it would mean that tested features are re-tested to make sure that a later patch didn't break a working part of the game.

Spot on.