Vengeance

Vengeance => public => Topic started by: Zutroy on May 25, 2004, 07:34 PM

Title: 1.70S
Post by: Zutroy on May 25, 2004, 07:34 PM
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Dark Age of Camelot

Test Version 1.70s Release Notes

May 25, 2004


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NEW THINGS AND BUG FIXES


- The check which prevents players from joining groups in combat now only applies to PvE combat. Groups engaged in RvR combat can freely bring new players into the group.

NEW FRONTIERS


- The '/release' functionality for the frontiers and battlegrounds has been changed. '/release' will take you to the nearest border or portal keep for your realm. '/release bind' takes you to your bind point.

- Players are no longer able to teleport when dead.

- There is now a five second timer when trying to teleport. You must meet the teleport criteria at the beginning and end of the five seconds or you will not port (i.e. if you run away from the portal stone right after clicking teleport or if someone captures your destination, you will not teleport).

- The realmwar map no longer appears on death. Please note that the realmwar map can still be pulled up, by using /realmwar, but you will be unable to teleport.

- You can now repair less than 5% of a keep piece or gate if you don't have enough wood. However, you must have at least enough wood to repair 1% of the piece.


RvR Death Penalty System

As part of the New Frontiers expansion and based on player feedback, we have decided to change the way our death penalty works in RVR combat. The existing system often results in gameplay with very little strategy, where people mindlessly fling themselves at a target over and over. Enemies are rarely worth realm points after the first few minutes, and all around it’s not very interesting or fun. The new system allows the player to make strategic decisions, gives more value to player resurrection, and provides an incentive to strategize attacks rather than relying on “the zerg rush.” We will obviously be watching the feedback closely, and we will make adjustments as necessary. There is plenty of discussion and varied opinions on this subject here at Mythic, and we look forward to your feedback helping us to make the final decisions.

- There is now a 20 second timer before a player can release (via the command /release) from an RvR death.

- If a player releases from an RvR death, a RvR Death Sickness is applied to the character. This Death Sickness lasts for three minutes and is incurable (with one exception, Restore the Soul). Please note that this is completely separate death sickness from the current PvE death sickness, which will remain in-game for PvE deaths. And, as always, the PvE death sickness will be curable at a Healer.

- If a player is resurrected from an RvR death, a much shorter RvR Death Sickness is applied to the character. This Death Sickness lasts up to 30 seconds and is incurable (except with Perfect Recovery). The duration of this Sickness can be reduced by the type of resurrection spell used. Currently:

Tier 1 Resurrection - 26 seconds
Tier 2 Resurrection - 23 seconds
Tier 3 Resurrection - 13 seconds
Perfect Recovery - 0 seconds (again, this should have no RvR Death Sickness)

(Edit to add - these are spec line rez spells.)

- Both resurrection Death Sickness and /release Death Sickness can be completely cured by the Master Level 8 Perfector ability, Restore the Soul.

- With a single Death Sickness (resurrected or released based Sickness), the player will get a 20% decrease in offensive power and a 20% movement rate reduction. Multiple Death Sicknesses can stack with each other, for cumulative effects. In other words, if the player dies a second time while still bearing the icon for Death Sickness, he will have two icons, his movement will be decreased by 40%, and suffer a 40% decrease in offensive power - at least until the first icon drops.


Realm Points and Player Deaths

- For five minutes after any death (RvR or PvE death), the player will receive a 50% reduction to realm points gained for enemy realm kills. In other words, if you have recently died, you will be limited in your ability to earn realm points. (Again, we are looking forward to player feedback, and as this is Pendragon, this is not necessarily the final system.)

- For five minutes after any death (RvR or PvE death), the player's realm point "worth" (the amount of realm points received when this player is killed by another player) is reduced by 75%. In other words, recently killed targets are now worth 25% more than they have been in the past, AND the time limit is half as long as it is on live servers. (Again, we are looking forward to player feedback, and as this is Pendragon, this is not necessarily the final system.)


Realm Ability Changes and Fixes

- (Pendragon Only) Players now correctly keep their Realm Rank 5 unique Realm Ability after a realm respec.

- (Pendragon Only) Players are now granted their Realm Rank 5 unique RA upon logging in if the character is over Realm Rank 5.

- Delving the effect of the Fury of Nature ability will now give the correct value.

- The following unique Realm Abilities are now ready for testing on Pendragon.

Champion - Badge of Valor
Nightshade - Remedy
Ranger - Desperate Bowman
Berserker - Ferocious Will
Runemaster - Rune of Utter Agility
Savage - Blissful Ignorance
Warrior - Testudo


Siege Changes

- You can now load stacks of ammo into catapults. When selected, the catapult will continue to fire from the stack until the ammo runs out or another type of ammo is selected.

Title: 1.70S
Post by: Axecleaver on May 26, 2004, 10:50 AM
I think there are some positive changes in there -- the 13 second rezsick means zut can actually look forward to doing full damage after we let people kill him then rez him.

But I don't like the 50% reduction in RP. Some classes (sorc) die more than others early in the fight and this penalizes them a lot more than others.

Title: 1.70S
Post by: Sodom on May 26, 2004, 02:38 PM
Hmmm... if they're gonna saddle a toon with multiple rez sicknesses, it proves that status effects can hang around after a death. I think there should be a push for immunities (mez, etc) to stick around after a rez as well.
Title: 1.70S
Post by: Zutroy on May 26, 2004, 03:23 PM
Well, I'm willing to give this new system a shot if they tweak AoM a bit and change the timer on charge 3 to longer than 1 minute. I don't mind dying if I have a shot at avoiding it, it's just with these abilities as they are, there's no way I can avoid it.
Title: 1.70S
Post by: Zutroy on May 26, 2004, 08:57 PM
===================================


Dark Age of Camelot

Test Version 1.70t Release Notes

May 26, 2004


===================================

NEW FRONTIERS


- (Pendragon Only) RvR Death Sickness can no longer be right-click removed.

- It is no longer possible to finish repairing a target which comes under attack during the repair process.


RvR Death Penalty System - Take Two

As part of the New Frontiers expansion and based on player feedback, we have decided to change the way our death penalty works in RVR combat. The existing system (as it plays out on Pendragon with our new terrain) often results in gameplay with very little strategy, where people mindlessly fling themselves at a target over and over. Enemies are rarely worth realm points after the first few minutes, and all around it’s not very interesting or fun. The new system allows the player to make strategic decisions, gives more value to player resurrection, and provides an incentive to strategize attacks rather than relying on “the zerg rush.” We will obviously be watching the feedback closely, and we will make adjustments as necessary. There is plenty of discussion and there are varied opinions on this subject here at Mythic, and we look forward to your testing and feedback helping us to make the final decisions.

- There is a 20 second timer before a player can release (via the command /release) from an RvR death.

- If a player releases from an RvR death, a RvR Death Sickness is applied to the character. This Death Sickness lasts for three minutes and is incurable (with one exception, Restore the Soul). The player will get a 30% decrease in effective power (meaning that everything is now affected - healing, spell damage, spell duration, melee damage, etc) and a 20% movement rate reduction for each Death Sickness icon of this type.

- Please note that this is a completely separate death sickness from the current PvE death sickness, which will remain in-game for PvE deaths. And, as always, the PvE death sickness will be curable at a Healer.

- If a player is resurrected from an RvR death, a different RvR Death Sickness is applied to the character (unless Perfect Recovery was used, in which case there is no Death Sickness). The 30% decrease in effective power still applies, but there is no movement penalty of any kind. This Death Sickness lasts up to three minutes and is incurable (with one exception, Restore the Soul).

- The duration of this Sickness can be reduced by the type of resurrection spell used. Currently:

Base Line Resurrection/Egg of Youth - 2 minutes, 48 seconds
Tier 1 Spec Resurrection - 2 minutes, 31 seconds
Tier 2 Spec Resurrection - 2 minutes, 13 seconds
Tier 3 Spec Resurrection - 1 minute, 28 seconds
Perfect Recovery - 0 seconds (again, using Perfect Recovery means there is no RvR Death Sickness)

- Both resurrection Death Sickness and /release Death Sickness can be completely cured by the Master Level 8 Perfector ability, Restore the Soul.

- Multiple Death Sicknesses can stack with each other, for cumulative effects. In other words, if the player dies and releases a second time while still bearing the icon for Released Death Sickness, he will have two icons, his movement will be decreased by 40%, and suffer a 60% decrease in effective power - at least until the first icon drops. If a player dies and releases, and then dies and is resurrected while the first icon is still active, he will have a 60% decrease in effective power, but only a 20% movement penalty.

- The Veil Recovery realm ability will shorten all timers by 20% for each level of the Veil Recovery ability that you have.


Realm Points and Player Deaths

- While you are dead, you will now earn 25% of the realm points you would have earned if you were still alive.

- RELEASED AFTER DEATH - For three minutes after any death (RvR or PvE death), if the player releases, the player will receive a 50% reduction to realm points gained for enemy realm kills. In other words, if you die and release, you will be limited by 50% in your ability to earn realm points for three minutes.

- A released player will not be worth any realm points for one minute after death, and worth 25% of his total points for four more minutes after that. After five minutes, the player will be worth the full total. (As a point of comparison, on live servers, a player is worth no points at all for ten minutes after death.)

- RESURRECTED AFTER DEATH - There will be no penalty to the player's ability to earn realm points.

- Same as a released player, a resurrected player will not be worth any realm points for one minute after death, and worth 25% of his total points for four more minutes after that. After five minutes, the player will be worth the full total. (As a point of comparison, on live servers, a player is worth no points at all for ten minutes after death.) Please note that distance restrictions on realm points still apply.


Battlegrounds

- Experience rewards have been added which will be granted upon the successful keep capture in the battlegrounds from levels 1-44. Upon successfully killing the Keep Lord/Jarl/Chieftain, every eligible player inside the keep region will be awarded approximately 25% of their level in experience. This experience reward can be earned once per level for every level, up to level 44.


Realm Ability Changes and Fixes

- The following unique Realm Abilities are now ready for testing on Pendragon.

Healer - Sputin's Legacy
Shadowblade - Shadow Strike
Spiritmaster - Spirit Martyr

- The Sputin's Legacy unique Realm Ability for Healers has been redesigned. It is now an ability that can be used every 15 minutes, that gives the Healer a 30 second "window". During that window, if they die, they have an additional command they can use in addition to /release, '/resurrect'. Typing /resurrect will self-resurrect the healer with 10% power and health. Note that unlike the original Realm Ability design, this can be used by the Healer any time between death and the healer's auto-releasing to their bind point. The Healer can also release or be resurrected by another player if they choose.


Siege Updates

- (Pendragon Only) The recipes to deploy diminutive siege engines should now work properly.

- Players will now be able to hit targets which are above water with siege equipment.


Monsters

- Evern, his wraith drakes, and his wraith fairies have returned to Breifine.


Passage of Conflict

- A new demoness has appeared in the Passage of Conflict, forcing all others to pay her homage.

CAMELOT CLASSIC WORLD NOTES


Capital Cities

- The NPCs at each entrance of the capital cities will now also provide a 30 minute duration strength buff to aid players inside the city. The strength buff is automatically removed if the player leaves the capital city before the buff expires. Please note that these NPCs do not exist on Mordred or Gaheris.

Camelot - Minstrel Lucaris and Minstrel Olias
Jordheim - Skald Seisill and Skald Rumdall
Tir na Nog - Bard Eltonos and Bard Medrend


Quests - General

- (Pendragon Only) Completed quests will no longer clear from the player's journal upon attaining the next level.

TRIALS OF ATLANTIS WORLD NOTES


Item Notes

- The Tablet of Atlantis will now shapechange players into a large sobekite at level 5 and a smaller sobekite at level 10.

FOUNDATIONS NOTES


- (All Realms) There are now three new horse routes leaving each marketplace that head to another housing market. Every marketplace should now be within two horse rides of one another and most will be within one ride.

Title: 1.70S
Post by: Zutroy on May 26, 2004, 09:11 PM
I like the changes, but it seems to defeat their stated purpose of changing the system in the first place.
Title: 1.70S
Post by: Axecleaver on May 27, 2004, 12:25 PM
- While you are dead, you will now earn 25% of the realm points you would have earned if you were still alive.

That's the big one, long overdue IMO.

The XP changes for battlegrounds are super sweet as well. They shouldn't limit it to once per level though. Let people level up in BG's with keep takes, who cares?

I think I will have to experience them a little bit since the descriptions are very confusing. I am not sure how this will play out in real rvr.

The one minute thing makes it so people can still get rezzed, rebuffed, and run back out again if they're quick. Not sure why they put that back in.