We have detected that cookies are not enabled on your browser. Please enable cookies to ensure the proper experience.
Results 1 to 8 of 8
  1. #1
    Join Date
    Nov 2008
    Posts
    913

    E & G Test Dummy - Where did it go?

    One of the features I made the most use of in the old Tavern was the Test Dummy. Considering this update addresses some much-needed DPS nerfs, DPS testing would seem to be of high importance. However, I no longer see a test dummy in the new Tavern. Can we please have a test dummy in future iterations of the Tavern? Or, perhaps if I've missed it somewhere, could someone point me in the right direction?

    Edit: Yes, I've searched the forums, but I've not found any posts addressing the absence of the Test Dummy. Feel free to direct me to those posts.
    While you burn at the stake, I dance with the flames. I take what you love and leave you in tears. I am relentless, unpredictable, and waiting for your last breath.

  2. #2
    Join Date
    May 2007
    Posts
    718
    You could go to either a teleportation door to a place of appropriate level, or to the ettenmoors and fight those dummies. I dont think there are any dummies currently in the E & G tavern though.
    Baldigar, 105 Burglar on Landroval

  3. #3
    Join Date
    Jun 2010
    Posts
    1,977
    Quote Originally Posted by pittcrew1 View Post
    You could go to either a teleportation door to a place of appropriate level, or to the ettenmoors and fight those dummies. I dont think there are any dummies currently in the E & G tavern though.
    Correct. There are no longer any 'testing dummies' for use in the E&G tavern. Perhaps one day they will return much improved.
    Crell-L85-Champion - Riddermark ; Swego-L85-Burglar ; Kotvi-L95-Runekeeper
    Delego-L85 Hunter ; Stodden-L51-Captain ; Edhul-L61-Loremaster
    Deglorion - SoA XP Disabler

  4. #4
    Kehleyr's Avatar
    Kehleyr is offline The Lord of the Rings Online Team
    Join Date
    Jul 2006
    Posts
    0
    Quote Originally Posted by PerfectApproach View Post
    One of the features I made the most use of in the old Tavern was the Test Dummy. Considering this update addresses some much-needed DPS nerfs, DPS testing would seem to be of high importance. However, I no longer see a test dummy in the new Tavern. Can we please have a test dummy in future iterations of the Tavern? Or, perhaps if I've missed it somewhere, could someone point me in the right direction?

    Edit: Yes, I've searched the forums, but I've not found any posts addressing the absence of the Test Dummy. Feel free to direct me to those posts.
    The previous test dummy was kind of thrown together at the last minute, and therefore never really worked properly. It consistently kept people locked in combat and caused other problems.

    Since other dummies can be found in the game, and teleportation doors were added back to the tavern so you should be able to easily get to these dummies, it was decided to not replace the Tavern dummy when the revamp was done. There is no current plan for it to return.

  5. #5
    Join Date
    Nov 2008
    Posts
    913
    Quote Originally Posted by Kehleyr View Post
    The previous test dummy was kind of thrown together at the last minute, and therefore never really worked properly. It consistently kept people locked in combat and caused other problems.

    Since other dummies can be found in the game, and teleportation doors were added back to the tavern so you should be able to easily get to these dummies, it was decided to not replace the Tavern dummy when the revamp was done. There is no current plan for it to return.
    I guess my biggest gripe with the existing landscape dummies is the thing I liked the most about the E & G dummy: It stayed in combat. When DPS-parsing a Fire RK, we have to stay in combat for a couple of minutes while our DPS settles out. On the landscape dummies, combat drops after 15 seconds, wiping any dots and incurring an attunement drop. Is there any way we could improve the landscape dummies to stay in combat for an extended period of time? Perhaps make it so that they auto-accept sparring requests? Or perhaps invent some kind of "drop combat" that would allow us to stay in combat as long as our blue bar could keep us?

    Allowing us to stay in combat for longer than 15 seconds improves the quality of DPS parsing in 3 ways:
    1) Longer parses provide more accurate measurements.
    2) REALLY long parses allow us to obtain power utilization metrics in addition to DPS.
    3) Specific to fire RK's, combat drops on the 15-second dummies before we are able to get all our DoT's ticking. I frequently don't reach full DPS before combat drops.

    I know that staying in combat after leaving the DPS arena was a nasty bug, but can't Turbine make improvements to the existing dummies to make them more suited to long-term parsing? I'm sure the technology exists; the pieces just need to be assembled.
    While you burn at the stake, I dance with the flames. I take what you love and leave you in tears. I am relentless, unpredictable, and waiting for your last breath.

  6. #6
    Join Date
    Jun 2010
    Posts
    1,977
    Quote Originally Posted by PerfectApproach View Post
    I know that staying in combat after leaving the DPS arena was a nasty bug, but can't Turbine make improvements to the existing dummies to make them more suited to long-term parsing? I'm sure the technology exists; the pieces just need to be assembled.
    I imagine there's a built in DPS meter somewhere that's already used for testing class balance. Is there any way this functionality could be enabled on bullroarer in such a way so that players can toggle it on to view it when testing class revamps or large-scale difficulty tweaks?
    Crell-L85-Champion - Riddermark ; Swego-L85-Burglar ; Kotvi-L95-Runekeeper
    Delego-L85 Hunter ; Stodden-L51-Captain ; Edhul-L61-Loremaster
    Deglorion - SoA XP Disabler

  7. #7
    Join Date
    Aug 2007
    Posts
    1,872
    Quote Originally Posted by PerfectApproach View Post
    I know that staying in combat after leaving the DPS arena was a nasty bug, but can't Turbine make improvements to the existing dummies to make them more suited to long-term parsing? I'm sure the technology exists; the pieces just need to be assembled.
    RKs and Wardens may be the classes most effected by the 15s combat timer on landscape training dummies, but every class has problems created by this implementation. While it makes sense for the landscape to have this system, It would be great to get something equivalent to the old E+G training dummy returned to beta. It really is an important tool to effectively working out how changes to various combat elements are working out in a controlled manner.

    Beyond this, I'd bet there is a tidy sum of mithril coins or TP that could be collected if you ever made a Training Dummy available for player housing. Putting it inside a kin/personal house with the option for the owner to restrict access would get around the problems seen with the old E+G dummy and allow players to stay in combat from when they first attacked the dummy, until they left the house.
    Last edited by spelunker; Mar 18 2014 at 06:37 AM.

  8. #8
    Kehleyr's Avatar
    Kehleyr is offline The Lord of the Rings Online Team
    Join Date
    Jul 2006
    Posts
    0
    Quote Originally Posted by PerfectApproach View Post
    I know that staying in combat after leaving the DPS arena was a nasty bug, but can't Turbine make improvements to the existing dummies to make them more suited to long-term parsing? I'm sure the technology exists; the pieces just need to be assembled.
    Sounds like a great suggestion for the Live boards.

 

 

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •  

This form's session has expired. You need to reload the page.

Reload