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Title: 2.2.0 patch notes
Post by: Xanthippe on September 25, 2007, 01:11:16 PM
Split body text:

http://forums.f13.net/index.php?topic=26294.0


Title: Re: 2.2.0 patch notes
Post by: Chimpy on September 25, 2007, 02:13:34 PM
I don't quite understand why they are lowering Freezing trap to 10 seconds when it never lasts more than 3 in PvP anyway, and it has a 30 sec cooldown /shrug.

I do like that polymorph, sap, and fears will be max 10 seconds as well though.


Title: Re: 2.2.0 patch notes
Post by: Xanthippe on September 25, 2007, 02:39:29 PM
My lvl 1 auction house alt just sold a cape.  I won't get the gold for it, however, for 3 more hours.  I wonder, is this for all characters or just lvl 1s?



Title: Re: 2.2.0 patch notes
Post by: Simond on September 25, 2007, 03:04:36 PM
My lvl 1 auction house alt just sold a cape.  I won't get the gold for it, however, for 3 more hours.  I wonder, is this for all characters or just lvl 1s?
Ooh, sneaky. I like.


Title: Re: 2.2.0 patch notes
Post by: Baldrake on September 25, 2007, 03:21:05 PM
Yeah, I got the same thing with my level 1 mule. I'm fine with it if it somehow harms the farmers.

Tangentially, I've been amused at the trouble some people are taking with their auction mules. Some people have started to dress them quite spiffingly. Tuxedos for mules are not uncommon. (And where do you get that shirt with the tie on it??)

My favourite auction mule name so far is "Tyra Banks".


Title: Re: 2.2.0 patch notes
Post by: Merusk on September 25, 2007, 04:19:27 PM
My lvl 1 auction house alt just sold a cape.  I won't get the gold for it, however, for 3 more hours.  I wonder, is this for all characters or just lvl 1s?



It must lower as you go up.. It was forcing an hour wait on my L70.  It's definitely targeted at the gold farmers, but I don't see how the hour wait slows them down.. other than making them wait for an hour. Oh noes.

Tangentially, I've been amused at the trouble some people are taking with their auction mules. Some people have started to dress them quite spiffingly. Tuxedos for mules are not uncommon. (And where do you get that shirt with the tie on it??)

The Tuxedo jacket comes with the tie.. unless you're referring to something else I can't think of atm.


Title: Re: 2.2.0 patch notes
Post by: Lum on September 25, 2007, 04:55:29 PM
Eh, I have a level 1 auctionalt and it doesn't bother me that much, I keep sales on a 24 hour cycle anyway. Log in, clean out the last day's sales, post the stuff I emailed from play characters.


Title: Re: 2.2.0 patch notes
Post by: Morfiend on September 25, 2007, 05:07:11 PM
I think it has to do with gold sellers using the AH to transfer gold now. They tell the buyer to list a piece of "tough jerky" for like 1000g or how ever much gold they bought. Then the goldseller goes and buys the jerky. And you have gold.


Title: Re: 2.2.0 patch notes
Post by: Baldrake on September 25, 2007, 07:09:19 PM
The Tuxedo jacket comes with the tie.. unless you're referring to something else I can't think of atm.

Ahhh, thanks.


Title: Re: 2.2.0 patch notes
Post by: Nonentity on September 25, 2007, 07:49:30 PM
ORC SHOULDER ARMOR HOLY GOD IT IS BACK AND HOW I HAVE MISSED YOU SO



Title: Re: 2.2.0 patch notes
Post by: Musashi on September 25, 2007, 07:55:08 PM
The Tuxedo jacket comes with the tie.. unless you're referring to something else I can't think of atm.

Ahhh, thanks.

Think you mean this (http://www.wowhead.com/?item=10321).


Title: Re: 2.2.0 patch notes
Post by: SurfD on September 25, 2007, 10:20:11 PM
-  Dragon's Breath: The movement-slowing component of this spell is now properly considered a Snare. Immunity and clearing effects will now  work properly with it.

Huh wha now?  Since when did DB slow you? Its a 3 second disorient, not a snare.  Or did they mean Cone of Cold?


Title: Re: 2.2.0 patch notes
Post by: Selby on September 25, 2007, 11:39:42 PM
-  Blackrock Spire: The gems for the Seal of Ascension are now a 100%
   drop from Overlord Wyrmthalak, War Master Voone and Highlord Omokk.
Nice.  Too bad it's about 2 years too late.  Nothing sucked worse than going through this instance 2-3 times and not having ANY of the gems drop.  I had to have run this instance for months and only ever wound up with 1 of the gems.


Title: Re: 2.2.0 patch notes
Post by: SurfD on September 26, 2007, 12:12:16 AM
-  Blackrock Spire: The gems for the Seal of Ascension are now a 100%
   drop from Overlord Wyrmthalak, War Master Voone and Highlord Omokk.
Nice.  Too bad it's about 2 years too late.  Nothing sucked worse than going through this instance 2-3 times and not having ANY of the gems drop.  I had to have run this instance for months and only ever wound up with 1 of the gems.
Yeah, they seem to be "Tweaking" much of the old world content to make it more accessable, with things like the UBRS key change, and the change to old world Reputation grind amounts.


Title: Re: 2.2.0 patch notes
Post by: Calantus on September 26, 2007, 03:44:29 AM
-  Dragon's Breath: The movement-slowing component of this spell is now properly considered a Snare. Immunity and clearing effects will now  work properly with it.

Huh wha now?  Since when did DB slow you? Its a 3 second disorient, not a snare.  Or did they mean Cone of Cold?

DB has a slow and a disorient built into the effect. If I had to guess I'd say PVP trinket on DB would have removed the disorient but you'd still be snared prepatch. Same for if there was an immunity (like beast within) I'm guessing you would have still been snared. /shrug


Title: Re: 2.2.0 patch notes
Post by: Xanthippe on September 26, 2007, 11:08:08 AM
I think it has to do with gold sellers using the AH to transfer gold now. They tell the buyer to list a piece of "tough jerky" for like 1000g or how ever much gold they bought. Then the goldseller goes and buys the jerky. And you have gold.

On my server, I see tough hunks of bread for 200g - and I'll see a bunch listed by one seller.  I'm wondering if this is how farmers get their gold to their distributor.

I don't have the nerve to try this, but a person could make note of the names of a seller, make a new alt, slightly change one letter (make it a funny one with a dot over it or something) and then list tough hunks of bread for 200g. 



Title: Re: 2.2.0 patch notes
Post by: Ironwood on September 26, 2007, 11:14:03 AM
I've got lots of nerve.

I'll let you know how I get on.


Title: Re: 2.2.0 patch notes
Post by: Goatdude on September 26, 2007, 02:44:26 PM
The AH delay is going to put an annoying delay in my transfer of gold from horde hunter to my alliance resto shaman. :(

The delay probably helps with slowing down gold sellers and account hackers/liquidators. The gold can pass through less hands and probably easier to track?


Title: Re: 2.2.0 patch notes
Post by: SurfD on September 26, 2007, 04:01:40 PM
-  Dragon's Breath: The movement-slowing component of this spell is now properly considered a Snare. Immunity and clearing effects will now  work properly with it.

Huh wha now?  Since when did DB slow you? Its a 3 second disorient, not a snare.  Or did they mean Cone of Cold?

DB has a slow and a disorient built into the effect. If I had to guess I'd say PVP trinket on DB would have removed the disorient but you'd still be snared prepatch. Same for if there was an immunity (like beast within) I'm guessing you would have still been snared. /shrug
Do you have any proof of this? I ask this as a fire mage with DB, and i can say i have never noticed a Slowing / snareing effect with dragons breath.  3 second disorient yes, but slow / snare? never.  If i wanted to slow someone, i would use Cone of Cold.  Why would we have 2 aoe abilities, on the same cooldown timer, with essentially the exact same effect?


Title: Re: 2.2.0 patch notes
Post by: Musashi on September 26, 2007, 04:26:55 PM
-  Dragon's Breath: The movement-slowing component of this spell is now properly considered a Snare. Immunity and clearing effects will now  work properly with it.

Huh wha now?  Since when did DB slow you? Its a 3 second disorient, not a snare.  Or did they mean Cone of Cold?

DB has a slow and a disorient built into the effect. If I had to guess I'd say PVP trinket on DB would have removed the disorient but you'd still be snared prepatch. Same for if there was an immunity (like beast within) I'm guessing you would have still been snared. /shrug
Do you have any proof of this? I ask this as a fire mage with DB, and i can say i have never noticed a Slowing / snareing effect with dragons breath.  3 second disorient yes, but slow / snare? never.  If i wanted to slow someone, i would use Cone of Cold.  Why would we have 2 aoe abilities, on the same cooldown timer, with essentially the exact same effect?

I think he meant that the disorient effect slowed players in that it puts distance between you and your foe.  The way I read that patch line item, it means that they now consider it a snare in addition to a disorient for the purposes of things like trinkets removing it.  Grats on the nerf!  I kid.

As to why you have two, it's because of the effects of +damage.  One is for mages in fire gear, and one is for mages in ice gear.

I think they probably made this change to make fighting differently spec'd mages a little more homogeneous, at least for melee.


Title: Re: 2.2.0 patch notes
Post by: Sogrinaugh on September 26, 2007, 05:55:43 PM
-  Dragon's Breath: The movement-slowing component of this spell is now properly considered a Snare. Immunity and clearing effects will now  work properly with it.

Huh wha now?  Since when did DB slow you? Its a 3 second disorient, not a snare.  Or did they mean Cone of Cold?

DB has a slow and a disorient built into the effect. If I had to guess I'd say PVP trinket on DB would have removed the disorient but you'd still be snared prepatch. Same for if there was an immunity (like beast within) I'm guessing you would have still been snared. /shrug
Do you have any proof of this? I ask this as a fire mage with DB, and i can say i have never noticed a Slowing / snareing effect with dragons breath.  3 second disorient yes, but slow / snare? never.  If i wanted to slow someone, i would use Cone of Cold.  Why would we have 2 aoe abilities, on the same cooldown timer, with essentially the exact same effect?

I think he meant that the disorient effect slowed players in that it puts distance between you and your foe.  The way I read that patch line item, it means that they now consider it a snare in addition to a disorient for the purposes of things like trinkets removing it.  Grats on the nerf!  I kid.

As to why you have two, it's because of the effects of +damage.  One is for mages in fire gear, and one is for mages in ice gear.

I think they probably made this change to make fighting differently spec'd mages a little more homogeneous, at least for melee.
I'm willing to bet they didn't mean Dragon's Breath at all, i think they meant blastwave.  Previously, blastwave was an uncharacterized debuff (paladins could not cleanse it).  Blastwave has a snare, not dragon's breath.

BUGS:
A)  Anyone else having their sound effects fucked up?  My priests casting sounds are gone (though the impact part of the spell sound is their, such as when smite hits, but the "wind up" portion of hte spells sound effects are gone).  I noticed that the patch had reset the # of sound channels down to the minimum, i tried restoring it to the level i had before and still same issue.
B)  Wierd font change?  Anyone know how to restore the previous font?  I find the new one irritating and pointless
C)  Amount of monitor relestate opened bags are now taking is also annoying.  Previously, my characters bags, all opened took up 2 "rows" of space, and were significantly smaller.  This is not a resolution change.  I tried increasing and decreasing resolution and then putting it back to my previous setting (1280x960) and bags still hogging stupid amounts of room when opened.


Title: Re: 2.2.0 patch notes
Post by: Kail on September 26, 2007, 07:22:06 PM
A)  Anyone else having their sound effects fucked up?  My priests casting sounds are gone (though the impact part of the spell sound is their, such as when smite hits, but the "wind up" portion of hte spells sound effects are gone).  I noticed that the patch had reset the # of sound channels down to the minimum, i tried restoring it to the level i had before and still same issue.

I'm having this problem, too.

Haven't noticed any difference in the font (aside from some minor differences in the little white pip in the corner of the hotkeys that aren't assigned to a number) or in the backpack display, though.


Title: Re: 2.2.0 patch notes
Post by: LK on September 26, 2007, 07:26:42 PM
BUGS:
A)  Anyone else having their sound effects fucked up?  My priests casting sounds are gone (though the impact part of the spell sound is their, such as when smite hits, but the "wind up" portion of hte spells sound effects are gone).  I noticed that the patch had reset the # of sound channels down to the minimum, i tried restoring it to the level i had before and still same issue.

Did you restart your client afterwards before checking it out again? The settings won't save without a restart.


Title: Re: 2.2.0 patch notes
Post by: Calantus on September 26, 2007, 07:50:47 PM
-  Dragon's Breath: The movement-slowing component of this spell is now properly considered a Snare. Immunity and clearing effects will now  work properly with it.

Huh wha now?  Since when did DB slow you? Its a 3 second disorient, not a snare.  Or did they mean Cone of Cold?

DB has a slow and a disorient built into the effect. If I had to guess I'd say PVP trinket on DB would have removed the disorient but you'd still be snared prepatch. Same for if there was an immunity (like beast within) I'm guessing you would have still been snared. /shrug
Do you have any proof of this? I ask this as a fire mage with DB, and i can say i have never noticed a Slowing / snareing effect with dragons breath.  3 second disorient yes, but slow / snare? never.  If i wanted to slow someone, i would use Cone of Cold.  Why would we have 2 aoe abilities, on the same cooldown timer, with essentially the exact same effect?

It's built into the disorient so that the target moves slowly while under the disorient effect. Blind has a similar effect. For a look at what happens when a CC/disorient doesn't also have a slow component look at fear. Now having said that I don't know what was wrong with the snare before if anything, I'm just pointing out where the snare is.


Title: Re: 2.2.0 patch notes
Post by: Numtini on September 26, 2007, 08:26:40 PM
My sound effects are fine. At least so far.

On the bags thing, have you tried checking the "use UI scale" and fidgeting with this? It's one of the things they monkeyed with.

For me the big one is they broke widescreen. Probably wouldn't be quite as irked by it if I hadn't bought a widescreen monitor last week.


Title: Re: 2.2.0 patch notes
Post by: Jayce on September 26, 2007, 09:06:56 PM
Yeah, I noticed the large bags thing too, and someone on my guild boards pointed me to the UI scale control.  That did the trick.  My setting ended up being about 2/3 toward the right.


Title: Re: 2.2.0 patch notes
Post by: Selby on September 26, 2007, 09:18:22 PM
Haven't noticed any difference in the font (aside from some minor differences in the little white pip in the corner of the hotkeys that aren't assigned to a number) or in the backpack display, though.
This is the only thing I noticed.  My sound was VERY loud after patching though.  Had to spend some time tweaking it down again.


Title: Re: 2.2.0 patch notes
Post by: Chimpy on September 26, 2007, 10:24:56 PM
Haven't noticed any difference in the font (aside from some minor differences in the little white pip in the corner of the hotkeys that aren't assigned to a number) or in the backpack display, though.
This is the only thing I noticed.  My sound was VERY loud after patching though.  Had to spend some time tweaking it down again.

Yeah, they could have at least kept the master volume settings the same, I about shit my pants when I opened wow and the music was turned up to 11.


Title: Re: 2.2.0 patch notes
Post by: Phred on September 27, 2007, 12:23:45 AM
A)  Anyone else having their sound effects fucked up?  My priests casting sounds are gone (though the impact part of the spell sound is their, such as when smite hits, but the "wind up" portion of hte spells sound effects are gone).  I noticed that the patch had reset the # of sound channels down to the minimum, i tried restoring it to the level i had before and still same issue.

I'm having this problem, too.

Haven't noticed any difference in the font (aside from some minor differences in the little white pip in the corner of the hotkeys that aren't assigned to a number) or in the backpack display, though.

I had this problem and went poking around in config.wtf in the wtf folder. It turns out wow had hardware sound set off so I flipped the 0 to a 1 and everything seems fine now.



Title: Re: 2.2.0 patch notes
Post by: Merusk on September 27, 2007, 05:49:15 AM
For anyone else that still plays a hunter, take note that Feign Death is bugged.  It won't drop aggro if your pet is still attacking.
So, yeah, GG bliz.


Title: Re: 2.2.0 patch notes
Post by: Numtini on September 27, 2007, 06:21:12 AM

Quote
I had this problem and went poking around in config.wtf in the wtf folder. It turns out wow had hardware sound set off so I flipped the 0 to a 1 and everything seems fine now.

According to a dev post on the boards that's intentional, WOW is now software sound only.


Title: Re: 2.2.0 patch notes
Post by: Calantus on September 27, 2007, 08:09:39 AM
For anyone else that still plays a hunter, take note that Feign Death is bugged.  It won't drop aggro if your pet is still attacking.
So, yeah, GG bliz.

This is going to make leveling my level 41 hunter with a level 32 pet so much more fun than it already was.


Title: Re: 2.2.0 patch notes
Post by: Chimpy on September 27, 2007, 11:02:23 AM
For anyone else that still plays a hunter, take note that Feign Death is bugged.  It won't drop aggro if your pet is still attacking.
So, yeah, GG bliz.

Since when hasn't feign death been bugged?

Every patch something else about it breaks. I have barely used it in BC, of course, I am not raiding anymore either so that is probably a lot of it.


Title: Re: 2.2.0 patch notes
Post by: HaemishM on September 27, 2007, 11:25:07 AM
My sound has been having the issues mentioned above as well.

Also, my character frame and my target frame are now dropped about 2 inches below the top of the screen and I can't move them. I have X-Perl unit frames and I can't find anything to move them back up.


Title: Re: 2.2.0 patch notes
Post by: Merusk on September 27, 2007, 11:49:32 AM
For anyone else that still plays a hunter, take note that Feign Death is bugged.  It won't drop aggro if your pet is still attacking.
So, yeah, GG bliz.

This is going to make leveling my level 41 hunter with a level 32 pet so much more fun than it already was.

It may just be a KTM bug.. I'm not certain at this point.  There's a thread on the hunter forums about it, but I haven't checked it myself other than raiding last night.   I know my KTM chart didn't clear if the pet was still in combat.. seeing as I try NOT to pull the guy who can hit me for 14k, I didn't actually try to pull aggro and just stopped DPSing for a bit until I figured out to pull-off the pet, then feign.


Since when hasn't feign death been bugged?

Every patch something else about it breaks. I have barely used it in BC, of course, I am not raiding anymore either so that is probably a lot of it.

I haven't had any problems with it beyond it not being instant anymore.  They changed its functionality so you can't just hit it and begin shooting right away.  You have to let the animation fully complete and lay there.  Too many people bitching pre-bc about the feign-trap trick, so it was a belated change.  Ignore the fact that you can drop traps in combat now.


Title: Re: 2.2.0 patch notes
Post by: Fabricated on September 27, 2007, 12:28:12 PM
My sound has been having the issues mentioned above as well.

Also, my character frame and my target frame are now dropped about 2 inches below the top of the screen and I can't move them. I have X-Perl unit frames and I can't find anything to move them back up.
I haven't had that problem...have you updated to the latest version yet? Deleting your config files would probably fix it too.


Title: Re: 2.2.0 patch notes
Post by: Jayce on September 27, 2007, 12:52:46 PM
For anyone else that still plays a hunter, take note that Feign Death is bugged.  It won't drop aggro if your pet is still attacking.
So, yeah, GG bliz.

This is going to make leveling my level 41 hunter with a level 32 pet so much more fun than it already was.


They definitely changed something about the pet aggro mechanic.  My Omen kept telling me "pet aggro" at random last night, and this was on my warrior, who (obviously) has no pet.


Title: Re: 2.2.0 patch notes
Post by: Morat20 on September 27, 2007, 05:30:25 PM
I'm hearing some noise that the patch broke Hunter's traps in PvE --- they're lasting 10 seconds, and getting resisted about 90% of the time. Haven't verified it myself.


Title: Re: 2.2.0 patch notes
Post by: Ironwood on September 28, 2007, 04:19:04 AM
Gargresh certainly wasn't an icy paragon of trapness last night ;  that would explain it, if true.


Title: Re: 2.2.0 patch notes
Post by: Phred on September 28, 2007, 04:31:34 AM

Quote
I had this problem and went poking around in config.wtf in the wtf folder. It turns out wow had hardware sound set off so I flipped the 0 to a 1 and everything seems fine now.

According to a dev post on the boards that's intentional, WOW is now software sound only.

Well hardware still seems to work in the ini file. It made a huge improvement in the sound on my system.



Title: Re: 2.2.0 patch notes
Post by: Phred on September 28, 2007, 04:33:32 AM
My sound has been having the issues mentioned above as well.

Also, my character frame and my target frame are now dropped about 2 inches below the top of the screen and I can't move them. I have X-Perl unit frames and I can't find anything to move them back up.

Using Fubar perhaps? Downgrade to the last 1.x version rather than using 2.x if you are. Or upgrade to his latest version assuming that one fixes it. Fubar is in the middle of a major rewrite atm. Actually 2 inches seems a bit too much to blame on fubar. Have you tried moving the frames while the config window is open? That works for me.





Title: Re: 2.2.0 patch notes
Post by: Chimpy on September 28, 2007, 08:21:46 AM
Gargresh certainly wasn't an icy paragon of trapness last night ;  that would explain it, if true.


Traps are buggy as hell. Some last 10 seconds, others last 30 (had one that I dropped the trap underneath him and he stayed trapped until my CD was up, so it had to last longer that normal) resist rates are not inconsistently higher for me, but they alwasy seem to resist at the worst time.

I thought the first day that they were all at the PvP length of 10 seconds, I then tested it and they do in fact last the full time if they work right.

Oh and on the FD not shedding aggro if the pet is attacking, I saw no sign of that last night when I had to save meself a couple of times, so it must just be whatever threat mod you use (and I don't use threat mods so I cannot test to make sure).



Title: Re: 2.2.0 patch notes
Post by: Goatdude on September 28, 2007, 09:28:29 AM
I had this problem and went poking around in config.wtf in the wtf folder. It turns out wow had hardware sound set off so I flipped the 0 to a 1 and everything seems fine now.

What was the name of the variable? I'm having the same problem with the sound.


Title: Re: 2.2.0 patch notes
Post by: Morat20 on September 28, 2007, 11:22:03 AM
Oh and on the FD not shedding aggro if the pet is attacking, I saw no sign of that last night when I had to save meself a couple of times, so it must just be whatever threat mod you use (and I don't use threat mods so I cannot test to make sure).
I can't verify FD -- I just realized recently that they changed it so that you had to let the animation finish (I kept wondering why my spastic half-FD wasn't shedding aggro) before you drop off the list, so I haven't had a chance to even play with that.

Traps are seriously bugged, though. I was getting a lot of irregularity last night with them.


Title: Re: 2.2.0 patch notes
Post by: SurfD on September 28, 2007, 06:11:01 PM
I just realized recently that they changed it so that you had to let the animation finish (I kept wondering why my spastic half-FD wasn't shedding aggro) before you drop off the list
Bout fucking time.  I always hated the fact that hunters could just be running along full tilt, spam FD / Drop trap, and never even appear to "die" and suddenly you lost your target and were caught in a trap.


Title: Re: 2.2.0 patch notes
Post by: Phred on September 28, 2007, 06:14:06 PM
I had this problem and went poking around in config.wtf in the wtf folder. It turns out wow had hardware sound set off so I flipped the 0 to a 1 and everything seems fine now.

What was the name of the variable? I'm having the same problem with the sound.

SET SoundUseHardware "1"



Title: Re: 2.2.0 patch notes
Post by: Phred on September 28, 2007, 06:15:10 PM
I just realized recently that they changed it so that you had to let the animation finish (I kept wondering why my spastic half-FD wasn't shedding aggro) before you drop off the list
Bout fucking time.  I always hated the fact that hunters could just be running along full tilt, spam FD / Drop trap, and never even appear to "die" and suddenly you lost your target and were caught in a trap.

They dont have to feign to even drop a trap now.



Title: Re: 2.2.0 patch notes
Post by: Morat20 on September 28, 2007, 06:47:01 PM
I just realized recently that they changed it so that you had to let the animation finish (I kept wondering why my spastic half-FD wasn't shedding aggro) before you drop off the list
Bout fucking time.  I always hated the fact that hunters could just be running along full tilt, spam FD / Drop trap, and never even appear to "die" and suddenly you lost your target and were caught in a trap.
We had to do something with FD, since it was utterly useless in PvP.

However, that got replaced with visible traps, with a two-second arm time. You have to be a real idiot to step on one of our traps now. (And for kicks, they're all linked to the same 30s cooldown).


Title: Re: 2.2.0 patch notes
Post by: Xanthippe on September 28, 2007, 08:29:41 PM
Today on my little priest (63) tailor, I went from neutral to revered for Cenarion Circle with only something like 400 twilight texts.  550 rep per 10 text turnin, PLUS still get rep per twilight cultist kill after honored.

Nice.  Now I can make herb bags.


Title: Re: 2.2.0 patch notes
Post by: SurfD on September 28, 2007, 08:53:00 PM
2 new things i noticed today while messing around on my druid:

Herb gathering while in flight form is back, you just cant be "flying" (and thus safely out of all monster aggro range) while gathering herbs.  Still makes druids BAR NONE the most efficient herbalism class in the game.

The Booterang from Netherwing reputation quests now works in flightform!


Title: Re: 2.2.0 patch notes
Post by: Sogrinaugh on September 30, 2007, 08:49:16 AM
Haven't checked my other formulae yet, but blizzard massively reduced the material requirements for spellpower to rings and healing power to rings

went from requiring 8 large prismatic shards and 8 greater planar essences for the former to 2 & 2.  The healing power to ring is only 2 large prismatics and 3 greater eternals...  Noticed the change when i got my Violet Eye ring, and proceeded to immediately power my enchanting from 362 to 372. 


Title: Re: 2.2.0 patch notes
Post by: Threash on October 01, 2007, 01:02:13 PM


Oh and on the FD not shedding aggro if the pet is attacking, I saw no sign of that last night when I had to save meself a couple of times, so it must just be whatever threat mod you use (and I don't use threat mods so I cannot test to make sure).



FD wont put you out of combat if your pet is attacking, you still drop aggro.  Its trivial to fd/drink/shadowmeld/pet attack though.


Title: Re: 2.2.0 patch notes
Post by: Sogrinaugh on October 06, 2007, 10:37:22 AM
RE:  Sound issue

OK semi embarassing but in my defense i never had the previously mentioned sound issue before...

Under the sound properties in control panel, i had 7.1 suround selected... when i moved it to desktop stereo, all sounds restored...

Again, before this patch, never had any missing sounds, so stil not sure what changed within WoW  to cause this.  Also i play music all the time on my comp (and never really fucked with the sound properties) and never noticed anything missing.

What im guessing is with the newer version of the sound engine they are using, the game is now correctly sending different sounds to other channels, in my case speakers that don't exist.  Previously, it didn't....



Title: Re: 2.2.0 patch notes
Post by: Jayce on October 06, 2007, 10:45:43 AM
I did notice that my orc started talking to me again after this patch.  ("I can't do that yet";  "I dont have a target")


Title: Re: 2.2.0 patch notes
Post by: Merusk on October 06, 2007, 11:54:39 AM
What changed is hardware vs software emulation.  WoW is exclusively software emulation now, so that fancy soundcard we all have?  May as well not have it. 

You can thank Microsoft and Vista, apparently.


Title: Re: 2.2.0 patch notes
Post by: Threash on October 06, 2007, 03:25:57 PM
Actually you are hearing yourself because the interface options got reset, just got to sound and turn off the "speak error messages" crap.


Title: Re: 2.2.0 patch notes
Post by: ajax34i on October 06, 2007, 11:09:23 PM
Yes it's all software emulation now, none of the hardware accelleration you might have on your sound card is used.  The effect for me was the disappearance of a slightly annoying sound bug, sound that sounds more synthetic now, and a bit of extra lag for the client.

I have in-game voice chat off.  It's horrible.


Title: Re: 2.2.0 patch notes
Post by: Jayce on October 08, 2007, 08:49:39 AM
I tried voice chat last night with a friend of mine.  No matter how high we cranked the mic gain, we couldn't make the client register our voices.  We didn't put a lot of work into it, since we have Vent and it still works fine.


Title: Re: 2.2.0 patch notes
Post by: Dren on October 08, 2007, 08:52:24 AM
All I know is that iTunes now streams in with no problems.  Before the patch, I was having all kinds of problems.

I have no need for the in-game voice chat, but got an advantage anyway!  Huzzah!


Title: Re: 2.2.0 patch notes
Post by: Merusk on October 08, 2007, 11:29:01 AM
I tried voice chat last night with a friend of mine.  No matter how high we cranked the mic gain, we couldn't make the client register our voices.  We didn't put a lot of work into it, since we have Vent and it still works fine.

Maybe youhave to boost the mic in the Windows settings, rather than using WoW's mic gain?  I dunno, I've got a Vent server, and no real need to use anything but it.. especially in battlegrounds.  No thx.


Title: Re: 2.2.0 patch notes
Post by: Jayce on October 08, 2007, 12:36:21 PM
I tried voice chat last night with a friend of mine.  No matter how high we cranked the mic gain, we couldn't make the client register our voices.  We didn't put a lot of work into it, since we have Vent and it still works fine.

Maybe youhave to boost the mic in the Windows settings, rather than using WoW's mic gain?  I dunno, I've got a Vent server, and no real need to use anything but it.. especially in battlegrounds.  No thx.

That was my next thought, but my motivation to make it work fizzled before I got there.  I'm pretty sure the Windows settings are right, since Vent works.


Title: Re: 2.2.0 patch notes
Post by: Ironwood on October 08, 2007, 01:23:18 PM
Use the wee icon beside the map to switch it off and on.

Honest.


Title: Re: 2.2.0 patch notes
Post by: Driakos on October 08, 2007, 05:25:38 PM
The in-game voice-chat works great for me, once I turned down my hardware acceleration on my sound card.  We dumped Vent.  Well, my Onyxia crew did.  The Hellscream bunch are still using TS.


Title: Re: 2.2.0 patch notes
Post by: Simond on October 09, 2007, 04:30:23 AM
Apparently, Blizzard is working on getting hardware support built back in to the new sound engine. Wonder who yelled at whichever Dev had "integrated voice chat" as their pet project?