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Rocx

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Everything posted by Rocx

  1. Hi all, We've just completed the bulk of moving character and guild information to Project Fire. As we have said in the past, Project Fire is a fresh start in nearly every way. Therefore a very limited amount of old data is moved. Here is what is carried over: Basic character information such as name, race, class, appearance, play time Basic guild information such as name, information, MOTD, emblem Guild memberships Friends lists Vote Points Anything not in the above list will not be transferred. Note about guilds: Although guilds and guild member lists have been transferred, it has reset all guild rank and permission data. All members are on the default (Initiate) rank, and guild masters need to set up ranks and permissions again.
  2. A lot of maintenance needs to be done on the network while the servers are down, and converting old data takes time too. Not to mention all the tests we need to run. So there will be some bit of time between old Reaper shutting down, and new Reaper coming online.
  3. Sorry about the silence. We're still here and working on it. Some people ended up being not as reliable as we thought and it slowed down development.
  4. Vote Points are displaying in-game again
  5. Please stop replying to your own topic under different accounts. Over half the posts in this topic are from the same IP address.
  6. Discord was considered, but in the end after testing both, we went with Curse
  7. Update: Email addresses are no longer hidden on the Game Panel. If you did not remember your email address, please take note of it now before the change, and if it is invalid we advise that you take steps to correct it.
  8. Yes, a percentage of their price will be returned to you as store credit. Titans Grip won't be available on the store
  9. Rocx

    I gotta problem

    We understand that many players have not kept their email up-to-date and no longer know what it is, and this will be a problem for them after the change. We advise these people to create a support ticket on the website, including any evidence that they own the account, such as PayPal receipts or the city/state that you registered the account.
  10. Hi all, Just a heads-up that we've replaced the IceCold Teamspeak with a Curse Voice server. Link to join is https://curse.com/invite/AVYcVb9yzU2zgYDdwFbZVA and is also on the homepage.
  11. The act of transmogging itself won't cost vote points. However some rare transmog displays may cost VP to get
  12. Yes, that restriction applies on PF too, but it's easily bypassed with a VPN which is why we can't tie any serious gear to honor. There will be stuff you can buy for honor, such as PvP trinkets, but you won't be able to buy stuff useful in PvE, that's all
  13. There won't be any commands for players. If we wanted to offer a feature like Morph to players, it would be through an item or NPC in the game
  14. VIP 1 will be equivalent to Tier 2, which is quite easy to farm because it's the lowest dungeon set. To reflect that, the price of it will probably be reduced. Kill Points will not be a feature at launch. All character statistics will be reset. There is not an instant respawn system in Project Fire. We wanted death to feel a little more meaningful. However as you saw in an earlier info post, dungeons will have convenient respawn checkpoints and you won't have to run to the entrance. At the moment it works the same way as retail, your ghost spawns nearby and you have to reclaim it. However this may not be final behavior for the arena.
  15. This is an advance notice of changes coming to accounts and authentication when Project Fire launches. Beginning at the launch of Project Fire, your IceCold Account will be identified by its email address, not username. The username will still be used as the display name on the forum, but no longer as any kind of login credential. You will log into the game and website using your IceCold Account email address and password. Therefore, we ask that you please verify that the email address on your account is up-to-date and correct. If not, you should fix that because it means you won't be able to log in anymore after the changes.
  16. This is an advance notice of changes coming to accounts and authentication when Project Fire launches. Beginning at the launch of Project Fire, your IceCold Account will be identified by its email address, not username. The username will still be used as the display name on the forum, but no longer as any kind of login credential. You will log into the game and website using your IceCold Account email address and password. Therefore, we ask that you please verify that the email address on your account is up-to-date and correct. If not, you should fix that because it means you won't be able to log in anymore after the changes. Click here to view the article
  17. Hello! We've decided that as development on Project Fire goes on, we should occasionally post development updates about some of the new content and systems you will encounter when it goes live. This one is about dungeon and raid systems in Project Fire. Please note that the realm is still in development and no details here are set in stone, and are subject to change based on feedback and testing. Dungeon Difficulties Most dungeons on Project Fire have 2 difficulties, Normal mode and Heroic mode. There are some major differences between them: Normal mode -Can be reset and repeated as much as you want during the week (An instances-per-hour limit does apply though). -Relatively easy. Mechanics are nerfed, and health/damage is reduced. Still challenging to do completely solo, but a skilled player could do it. 2 or more players would find it extremely easy. -Significantly less loot. The actual loot items that are dropped is the same as Heroic mode, but in very small amounts, and bosses are not even guaranteed to drop anything. Heroic mode -Each heroic dungeon can be completed once per day. They cannot be reset manually. -Challenging. Mechanics are in full operation, and health/damage is tuned for 5 decently geared players. 5-man groups are required, it would be impossible or extremely difficult to do it with less. -More loot. Bosses are guaranteed to drop loot, and more of it. Mechanics All bosses in Project Fire dungeons are fully scripted with challenging mechanics. Groups fighting these bosses will have to plan strategies and pay close attention to the fights to overcome them. Dungeon mobs also have mechanics, but these are much more simplistic and simply there to make fighting packs of mobs more interesting. Loot Dungeon bosses drop loot armor and weapons directly, they no longer drop tokens that you redeem for gear. A boss drops a certain number of random loot items, which are not guaranteed to be for your class or spec. All bosses in a dungeon share a loot table, to prevent you from needing to target specific bosses for loot items. Trash mobs do not drop loot. They drop tiny amounts of gold and/or vendor junk. Boss Encounter Systems -Boss fights are now handled properly by the instance. The boss fight area will become closed off from the rest of the instance while the fight is in progress (closing doors, etc). Players also cannot enter the instance while a fight is in progress. -There are also doors blocking the way forward that will not open until the boss in front of it is defeated. No more stealthing past bosses! -When a boss resets or wipes the group, it despawns for 30 seconds to allow the group time to recover. Kiting a boss outside it's encounter area, or going somewhere the boss cannot reach you, will cause it to reset. Combat Resurrections Combat resurrection limits are now enforced during boss encounters. The limits are as follows: 5-man dungeon bosses: 1 per encounter 10-man raid bosses: 1 per encounter 25-man raid bosses: 3 per encounter A combat resurrection only counts as "used" when the person actually accepts the resurrection, not when you cast it. Attempting to use resurrection spells after the limit has been met will result in an error message and the cast failing. Instance Respawning Respawning in instances has been improved for convenience. When certain bosses are killed, it saves as a "checkpoint". This means that if you die and release your spirit later on, you will not respawn at a graveyard outside the instance, but will instantly respawn at the last instance checkpoint. This saves a ton of time running back through long instance maps. The checkpoints also apply to entering instances-in-progress. If you clear half-way through an instance, then leave and re-enter it, you will spawn at the last checkpoint rather than the entrance.
  18. Hello! We've decided that as development on Project Fire goes on, we should occasionally post development updates about some of the new content and systems you will encounter when it goes live. This one is about dungeon and raid systems in Project Fire. Please note that the realm is still in development and no details here are set in stone, and are subject to change based on feedback and testing. Dungeon Difficulties Most dungeons on Project Fire have 2 difficulties, Normal mode and Heroic mode. There are some major differences between them: Normal mode -Can be reset and repeated as much as you want during the week (An instances-per-hour limit does apply though). -Relatively easy. Mechanics are nerfed, and health/damage is reduced. Still challenging to do completely solo, but a skilled player could do it. 2 or more players would find it extremely easy. -Significantly less loot. The actual loot items that are dropped is the same as Heroic mode, but in very small amounts, and bosses are not even guaranteed to drop anything. Heroic mode -Each heroic dungeon can be completed once per day. They cannot be reset manually. -Challenging. Mechanics are in full operation, and health/damage is tuned for 5 decently geared players. 5-man groups are required, it would be impossible or extremely difficult to do it with less. -More loot. Bosses are guaranteed to drop loot, and more of it. Mechanics All bosses in Project Fire dungeons are fully scripted with challenging mechanics. Groups fighting these bosses will have to plan strategies and pay close attention to the fights to overcome them. Dungeon mobs also have mechanics, but these are much more simplistic and simply there to make fighting packs of mobs more interesting. Loot Dungeon bosses drop loot armor and weapons directly, they no longer drop tokens that you redeem for gear. A boss drops a certain number of random loot items, which are not guaranteed to be for your class or spec. All bosses in a dungeon share a loot table, to prevent you from needing to target specific bosses for loot items. Trash mobs do not drop loot. They drop tiny amounts of gold and/or vendor junk. Boss Encounter Systems -Boss fights are now handled properly by the instance. The boss fight area will become closed off from the rest of the instance while the fight is in progress (closing doors, etc). Players also cannot enter the instance while a fight is in progress. -There are also doors blocking the way forward that will not open until the boss in front of it is defeated. No more stealthing past bosses! -When a boss resets or wipes the group, it despawns for 30 seconds to allow the group time to recover. Kiting a boss outside it's encounter area, or going somewhere the boss cannot reach you, will cause it to reset. Combat Resurrections Combat resurrection limits are now enforced during boss encounters. The limits are as follows: 5-man dungeon bosses: 1 per encounter 10-man raid bosses: 1 per encounter 25-man raid bosses: 3 per encounter A combat resurrection only counts as "used" when the person actually accepts the resurrection, not when you cast it. Attempting to use resurrection spells after the limit has been met will result in an error message and the cast failing. Instance Respawning Respawning in instances has been improved for convenience. When certain bosses are killed, it saves as a "checkpoint". This means that if you die and release your spirit later on, you will not respawn at a graveyard outside the instance, but will instantly respawn at the last instance checkpoint. This saves a ton of time running back through long instance maps. The checkpoints also apply to entering instances-in-progress. If you clear half-way through an instance, then leave and re-enter it, you will spawn at the last checkpoint rather than the entrance. Click here to view the article
  19. Updates to the status can be slow because of how its tracking the status. For example, we may have completed 95% of an item on the list, but it's still not 100% so no change to the tracker. So generally a bunch of things will get marked as Completed at the same time
  20. Vote Points are not counted as a currency because they are account-wide. Vote points on accounts will not be removed. IceGold is a currency, and the plans for it are currently undecided.
  21. Characters and guilds will carry over. However, their mounts, achievements, titles, inventories, currencies, etc. will not carry with them. This is because we are resetting the economy, and re-purposing most vanity items with new challenges to earn them. There is no vote armor/weapons in the new Reaper, because they become outdated and useless quickly. Old Reaper vote items will not refund back to vote points, as players have already had many months/years of use from them.
  22. None, they will function as they do on Retail. Probably another alpha for testing the stability of classes and certain PvE content, before a general beta for the rest of the content
  23. If you already bought a donation item that is removed in the re-design, the purchase is converted to account credit.
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