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Nayru
Developer
Developer
 
Posts: 8834
Joined: Jan 08, 2007 01:00

Postby Nayru » Feb 16, 2014 23:12

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Hello everyone!

We are hard at work and the world is taking shape. We've expanded our staff by adding some new friendly faces to our staff. Please welcome Gnome, Cragoon and Baiden.

After internal discussion and gathering information from players, we have decided to set 1.65 as our stated patch goal opposed to 1.69 before. This was the last patch before ToA hit live servers and is seen by us as the most consistent state of the game we could bring. Our vision for the server remains, "provide a classic experience of Dark Age of Camelot that represents the state of the game in 2003".

We have seen nice progress on implementing Old RA's which have all passives implemented and active RA's are about 70% done. There will be further tests, research and detail work going on there as its one of the more critical subsystems. Theres also quite some detail work on existing class features going on. XP gain rules have been corrected to work better and in general give more XP than before.

Original start locations have been restored, and our world reflects these changes. Cotswold, Mularn, and Mag Mell are once again growing and thriving villages, and the Shrouded Isles portal has found it's way back to its proper location. Shrouded Isles comes alive more and more each day.

As a side task, work has begun implementing all housing marketplaces, stable masters, horse routes, and house lots. All housing zones will be available to ensure sufficient house lot supply.

Also, we're excited to announce our staff has been making progress with the aid of a number of helpers in gathering important information to crack open the secrets of defense penetration. Hundreds of man hours have produced very promising results already.

We look forward to sharing more progress with you soon.

Warm regards,
Your Uthgard Staff.

munchies
Myrmidon
 
Posts: 90
Joined: Aug 12, 2013 12:22

Postby munchies » Feb 16, 2014 23:17

Cant wait to play already, you guys are doing a great job! A little slow, but hey, perfection takes its time :)

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Byun
Gryphon Knight
 
Posts: 243
Joined: Dec 13, 2012 15:25

Postby Byun » Feb 16, 2014 23:26

I'd really like to see if you could add buff shears to the custom list then. Why should you make a 12 year old game even easier? Why should players benefit from doing less during the fight?
I think removing this is a huge step back and takes a lot of the difficulties during a fight. Managing to shear a target and to rebuff your own grp members when they are sheared.

edit1: remove my like pls, shouldnt like this crap before i read it -.-
Last edited by Byun on Feb 16, 2014 23:31, edited 1 time in total.
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t-bone
Myrmidon
 
Posts: 154
Joined: Jun 14, 2011 16:12

Postby t-bone » Feb 16, 2014 23:26

jesus christ. You got me back. 1.65 HALLELUJA!
Bards will cry w/o MOC though :D 8O

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EternitySphere
Myrmidon
 
Posts: 134
Joined: Mar 25, 2010 01:00

Postby EternitySphere » Feb 16, 2014 23:28

You should consider posting the differences between 1.65 amd 1.69 so the playerbase can have a chance to discuss/debate the differences between the 2 patches.
Alb - Eternitys, Eternityz, Spectres, Prophecy, Phantasm, Swarm
Mid - Spheres, Cicada, Aalea

Eternitys - If were allowing custom changes, why would the staff choose to remove a very very good and highly accepted custom change such as barrels? Then on top of that, use the "it's livelike" excuse as a reason for removing them? If staff are so concerned about livelike and that's the direction the staff wish to go, I'd fully support a 100% livelike server. However if there are custom changes on the server, then using the "livelike" excuse is being nothing more then hypocritical.

Staff - Locked!

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Snigel
Eagle Knight
 
Posts: 564
Joined: Jun 19, 2009 00:00
Location: M A R S

Postby Snigel » Feb 16, 2014 23:29

interesting
Satas Hakx - various artists

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Foneb
Eagle Knight
 
Posts: 640
Joined: Jan 15, 2010 01:00

Postby Foneb » Feb 16, 2014 23:32

EternitySphere wrote:You should consider posting the differences between 1.65 amd 1.69 so the playerbase can have a chance to discuss/debate the differences between the 2 patches.

this. im kinda lost what changed.
Hiois - Ranger 9lX Uth 1.0
Hiois - Enchanter 6lx Uth 2.0
Mugad - Warden 4lx Uth 2.0
Esigil - Druid 3lx Uth 2.0
Hioisx - Nightshade 1lx Uth 2.0

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Austerim
Alerion Knight
 
Posts: 2743
Joined: Dec 15, 2010 16:27

Postby Austerim » Feb 16, 2014 23:37

Infiltrators get their 9 second stun back so that + double PA. 8) Cleric/Shaman/Druid lose buff shears. We'll lose a bunch of nice small changes also.

http://camelotherald.wikia.com/wiki/Pat ... rsion_1.65
http://camelotherald.wikia.com/wiki/Pat ... rsion_1.69
[3:10pm] <myrmidon^> You have to be a c*** to be awesome at daoc
[3:10pm] <myrmidon^> that's what I learnt
[3:11pm] <Frosty_> then why does austerim suck
lordgriffon wrote:Oh by the way... ever seen a group of 8 smite clerics? Or play against a group like that? I have. Absolute devastation. The group that runs up against them can't kill them fast enough because smite clerics have sooooooo many tools at their disposal combined with decent ranged damage with 8 of them dudes doing it!

Xedie
Eagle Knight
 
Posts: 736
Joined: Nov 20, 2010 04:28

Postby Xedie » Feb 17, 2014 00:09

Other changes between those patch goals:

- Introduction of Battlegroups (1.66)
- Introduction of Qbinds (1.68)
- Introduction of the quiver window (1.68)
- The group window and mini-group window now show the additional following states by changing the affected player's name to an associated color. (1.68) -> such as nearsight, poison, desease, ld etc.
- Introduction of Buffshears (1.69)
- Introduction of AE-Buffs (1.69)

All those things need to be removed as well :P

Sad day for uthgard :?
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Blue
Developer
Developer
 
Posts: 15822
Joined: Apr 22, 2005 00:00

Postby Blue » Feb 17, 2014 00:11

Xedie wrote:All those things need to be removed as well :P

No.
Xedie wrote:- Introduction of Battlegroups (1.66)
- Introduction of Qbinds (1.68)
- Introduction of the quiver window (1.68)
- The group window and mini-group window now show the additional following states by changing the affected player's name to an associated color. (1.68) -> such as nearsight, poison, desease, ld etc.

Will stay.
It's done when it's done. Thanks for your patience.
Every bug gets fixed. Sooner or later.

"It is an inescapable law of nature that the amount of satisfaction one gains from achieving something
is related to how hard it is and easy things can only elicit a fleeting superficial sort of pleasure."


Blue says, "you used macro tools or macro keyboard"
Pala says, "i am disabled. and i have a mechanic left hand that can be programed. its hard to play woith one hand"

[Appeal] Bxxxxxxxx: "why is RA first aid cann man i stealth use and not unstealth cann man ra if man use unstealth ?????????"
BannedUser: "i was not using automate game action my hand was fall on keyboard during i was sleep .... i was completly fall on keyboard ..."

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Liss
Eagle Knight
 
Posts: 535
Joined: May 26, 2009 00:00

Postby Liss » Feb 17, 2014 00:28

With this in mind, and if we could use it, I'm sure it would be no problems to fill up two or three pages on the bugforums.
Xedie wrote:- Introduction of AE-Buffs (1.69)

All those things need to be removed as well :P

This is going to hurt mid a lot, but who cares when we get:

An infinite amount of flying Animist shrooms!!!
ImageImageImageImageImage

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Isavyr
Gryphon Knight
 
Posts: 277
Joined: Dec 29, 2010 02:49

Postby Isavyr » Feb 17, 2014 00:32

Nayru wrote:XP gain rules have been corrected to work better and in general give more XP than before.


This has been touted for some time now, without exact details. From my memory, group bonus isn't that large, and so mentioning this seems a disingenuous way of implying Uthgard's experience will be noticeably better than before.

So for example, you kill a creature, it may look something like:

You have killed pygmy goblin! You have been rewarded with 88,237,102 experience (2,300,219 group bonus)!

So pretend the group bonus was wrong by 20%, then the group bonus will now be 2,760,000, and the total experience increase is 0.5%. Not even worth typing about. However, this is purely an example, and the group bonus may be higher.

Can you be more concrete with how much of an experience gain this change will be, from one full group to a full group with new formula?

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Austerim
Alerion Knight
 
Posts: 2743
Joined: Dec 15, 2010 16:27

Postby Austerim » Feb 17, 2014 00:37

I think the bonuses will now allow you to go past cap exp instead of doing nothing like it used to if you were already getting cap.
[3:10pm] <myrmidon^> You have to be a c*** to be awesome at daoc
[3:10pm] <myrmidon^> that's what I learnt
[3:11pm] <Frosty_> then why does austerim suck
lordgriffon wrote:Oh by the way... ever seen a group of 8 smite clerics? Or play against a group like that? I have. Absolute devastation. The group that runs up against them can't kill them fast enough because smite clerics have sooooooo many tools at their disposal combined with decent ranged damage with 8 of them dudes doing it!

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Celteen
Alerion Knight
 
Posts: 2326
Joined: Dec 20, 2010 16:52

Postby Celteen » Feb 17, 2014 00:43

Liss wrote:With this in mind, and if we could use it, I'm sure it would be no problems to fill up two or three pages on the bugforums.
Xedie wrote:- Introduction of AE-Buffs (1.69)

All those things need to be removed as well :P

This is going to hurt mid a lot, but who cares when we get:

An infinite amount of flying Animist shrooms!!!
ImageImageImageImageImage


Why would that hurt midgard? Charge up problem solved.

Without Buff Shears it just sucks, buttom spam ftw.
1.65 is just one huge alb love nothing else.
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Check out the Mampfer-Threads for more.
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t-bone
Myrmidon
 
Posts: 154
Joined: Jun 14, 2011 16:12

Postby t-bone » Feb 17, 2014 00:57

Without Buff Shears it just sucks, buttom spam ftw.
1.65 is just one huge alb love nothing else.


And this alb love is more than needed lol. pre 1.65 alb is useless

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