Hey guys, just want to check in here and let you know what's going on.
You might have noticed I haven't been online much in the past 2-3 days, because I got really ill after new year's eve and had to do some work (not necronia related).
But I'm back and hopefully I'll do a lot of stuff tonight and over the next few days.
Unfortunately for Necronia, Tarjei's job had him go to Norway and he'll be there for a while focusing on his job, so I'm not sure how much activity he will be able to provide in terms of Necronia development, but I know that I'll be working a lot. Anyway, I'm continuing with my tests and fixes right now and here's a bit of a schedule on which you can expect things to go down:
- Ranged weapon fixes + weapon mechanic changes in general.
- Necromancer Mechanic/Spell Changes
- Saint rebalancing
- Wildheart Mechanic/Spell changes
- Applying a massive rebalance in terms of spell formulas for every single class.
My goal is to completely start from the scratch and take a base damage formula for each class tree, then expand their spells from that base formula, ensuring that spells are balanced over the range of all 4 classes in the branch as well as viable for use. This will also provide a great opportunity for the PVP to get balanced, because I'll be opening and working in every spell script, so I might as well take a few minutes for each of them to ensure that their damage/cc/other effects are not overpowered in PVP. In general, all PVE crowd-control is going to be 50% or 75% less effective on players.
I will also see, when I have time (but this will happen later) to rewrite monster spells in a way that will allow players to proc. some special debuffs on them effectively, for example
Silence (make them unable to cast spells).
Understand that this 'surgery' on the server might take some time before it's finished, but you'll notice changes happening, starting today.
Honestly, it's been hard to deduct what's going on exactly. From the information we have so far, something has been causing the network traffic to spike at times, which is rather suspicious, but doesn't look to be lasting longer than mere minutes. On the other side, the server seems rather stable now in terms of the scripts and everything, so that's not causing the lag either.
We have some tools monitoring the network as well as I/O traffic and memory usage, so we'll eventually figure out what's going on. DDoS was our first guess, but the chances of that being true are not the highest.