Dirtybynature
Member
Is there any particular reason why when you port between channels you lost 2.5 as much? Please don't tell me this is a tax for using wedding ring.
For example, if you kill beta bosses or farm stones with two characters simultaneously and use a wedding ring on your second attacker to receive the full drop or kill count, your consumables—such as flame stones in your belt or ores in your equipment—will lose 2.5× the normal amount.Hi again,
Could you kindly explain the issue better? It would also be helpful if you included a video.
Warm wishes,
Essence.
I hope the staff communicates with each other? If the answer is yes then you can ask Dave, Anastasiya and Mamut from GM, or Vegas from devs. If not then check the email I also sent with the notification. I hope for the first option because it is easier for both parties 😃Hi again,
Could you kindly explain the issue better? It would also be helpful if you included a video.
Warm wishes,
Essence.
Then, before chapter 4, when everything worked normal- it was bug? Or what? XdDear all,
Upon further investigation, we can confirm that this is not a bug.
The consumption of timed items (such as Alchemy or Ores) is calculated in one-minute increments. When you teleport or change channels, the game session resets the active timer.
If an item is active for even a few seconds before a teleport occurs, the system rounds that usage up to a full minute. Frequent teleporting (specifically when jumping between bosses or channels) results in multiple 'rounding events,' which explains why consumables appear to deplete at an accelerated rate.
Hope this helps clear out the confusion around this topic.
Best regards,
Areya
Thank you for the detailed explanation. IF you change the timer/counting system from seconds to minute, I think this should be included in the patch notes. This is not some minor change that does not have any impact on the market or the server. You wrote a long ass about paragraph about improving team communication and now you come with your hat in hand saying that it was always like thisDear all,
Upon further investigation, we can confirm that this is not a bug.
The consumption of timed items (such as Alchemy or Ores) is calculated in one-minute increments. When you teleport or change channels, the game session resets the active timer.
If an item is active for even a few seconds before a teleport occurs, the system rounds that usage up to a full minute. Frequent teleporting (specifically when jumping between bosses or channels) results in multiple 'rounding events,' which explains why consumables appear to deplete at an accelerated rate.
Hope this helps clear out the confusion around this topic.
Best regards,
Areya
In a way, you are right, the team discovered that the minute was considered "used" when the minute was completed. Teleporting before that would cancel the counter, a glitch that was fixed.Then, before chapter 4, when everything worked normal- it was bug? Or what? Xd
I will pass the feedback on to the relevant department.Thank you for the detailed explanation. IF you change the timer/counting system from seconds to minute, I think this should be included in the patch notes. This is not some minor change that does not have any impact on the market or the server. You wrote a long ass about paragraph about improving team communication and now you come with your hat in hand saying that it was always like this