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panachier
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Postby panachier » May 13, 2009 13:58

just 2 questions:

is horse tradable? so people with different chars can let him in house and take it before playing. or ask smdy to mule it

can we have a some infos about the important changes due to the 1.64 patch?
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Haldan
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Postby Haldan » May 13, 2009 14:17

Horses are not tradeable due to the fact that quests are needed to be done. For a single person this probably sounds hard, but we consider horses and especially the thoroughbreds and advanced warhorses to be an achievement that needs some work to get. Another point is the fact that in order to get an advanced warhorse you will have to travel to Agramon.

Nymeros
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Postby Nymeros » May 13, 2009 14:43

I am a new player (on Uth at least), but these seem like AWESOME changes that will really bring back that great Classic feel. I was a bit concerned with the dev decisions of late, but this really restored my faith in you guys, especially the old RA's. I'm just so happy. :D

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Aerynn
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Postby Aerynn » May 13, 2009 15:46

Some classes will beneficiate from the 1.65 and no custom old RA were it finaly implemented but the classes that will suffer the most will be hybrids and especially the valewalker since going back to version 1.65 is also a conflagration nerf.
For those who decided to play such classes because of their group utility in the 1.80 version, will you offer a class respec ?

I know this is a class specific request and probably your position is "we can't content everyone, you had your fun as hybrid now just reroll if you're not happy, we just care about community feeling, not individual's". That I can understand, it's your server, we just play on it. Anyway I'd like to have your answer about the respec possibility so that hybrid players know if they have to forget about all the time investment they made into their beloved character and can decide what to do now accordingly, either carry on playing their hybrid, reroll or just crawl into a corner and sulk.

***
As you wrote that we had to start by the question : what will 1.65 patch and old RA system change?
Let me answer quickly as for valewalkers: it will drastically reduce the utility of this class for RvR and thus reduce the fun playing such class since it's mainly derived from puppeteering our little characters during fights. If you remember that old time some years ago, the "classic feeling" for valewalker was having no place in a RvR group except if no other class was available and even people usually prefered to wait for another pure tank than to group a valewalker.

1) cc duration time drastically increase
new RA: determination and purge timer 15 or 5 minutes
old RA: no determination and purge timer 30 minutes, but possibility of group purge timer 30 minute.
As a consequence, people will prefer grouping a tank with determination that will be dealing whatever the anti-cc RA status and the possibility to cast demezz.
As for the possibility of casting during root, it doesn't change compared to now (but mind that targets just run out or spell range or ask someone to NS so the longer the root the less the utility too).

2) melee damage drastically decrease (something like 30% less damage in melee situation)
1.80 conflagration is the second style of an anytime chain
1.65 conflagration is the fourth style of the evade chain, you have virtually no chance to use in in RvR.
Consequence, back to spamming taunt style instead of detaunt+conflagration, no more proc style. As for using the side chain, it's only possible on stunned or not moving target and where you could land twice the anytime chain during a 8s rear stun time, you will only use side chain once if no risk of breaking cc around. As a consequence people will prefer rouping a pure tank that deals more.

3) group RA utility drastically dicrease
new RA: ichor, baod, RA 5L 300hp 50% ablative recast 10min
old RA: no ichor, no baod, RA 5L 500hp 50% ablative recast 30min

By the way this point has already been made by another player whose main is valewalker in one the previous threads about old RA last summer (http://www.uthgard-server.net/modules.p ... pic&t=7303)
Cespx wrote:Well in my opinion it would be fair to grant class respec also with old ra system. Iąve chosen VW cause i knew all his ras, styles etc and in was in my opinion nice class to take. Now some of you want to completely mixed my class so i ask for class respec. It should be fair when i have at least a small influence on what and how i like to play.

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Excited22
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Postby Excited22 » May 13, 2009 16:08

Haldan wrote:The prices are by no means a joke.


oof 8O
in my opinion its a tad heavy on the pocket :p

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Dialia
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Postby Dialia » May 13, 2009 16:18

i agree with aerynn :roll:

especially that with the beloved char...you put all your time to get a sc and rr > one patch and all is senseless, cause an rvr grp take a full tank instead of you.

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Runis
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Postby Runis » May 13, 2009 16:19

@ Aerynn

Runis wrote:This should be a big question mark for all uthgard players, because one day you might too wake up with a nerfed char, even grp char, or with no bps, like it happened before (remember the bps removal?) . Waste of time or not, playing here became something like a random rule server, that staff think of over night.


In addition to that you should think to reroll a grp char, especially a hib one.

And please staff do not feel offended by this , its my personal oppinion, its a free talk.

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Zakoraya
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Postby Zakoraya » May 13, 2009 17:18

I am also concerned about how much impact will be felt by the Valewalker class :(
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exarch
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Postby exarch » May 13, 2009 17:30

Mastery of Water, yay!

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Elwin
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Postby Elwin » May 13, 2009 17:50

I wonder one thing, what increasing exp bonus have in common with improoving soloing? I am not a solo player but i see no sense in it.
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Argyl
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Postby Argyl » May 13, 2009 18:05

Well, could be nice , Could

but , this is a lot of work.

And whats about the missing pets meanwhile , put on the last of priority list again for the next two years ? Hoorey

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Haldan
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Postby Haldan » May 13, 2009 18:29

Elwin, in the past we could see that higher exp-boni used to motivate players to move into certain areas to benefit of these boni. Considering the current number of players on Uthgard we assume that by introducing exp-boni and other interesting features we may encourage about at least 100-200 players to move into our main RvRzone. As we could see in the past these encouraged players are the seed of a more dynamic rvr behaviour, because instead of just doing 8vs8 RvR they used to ...

- gain exp within their zone; note that Agramon offers more boni which means possible movement between HW/OG/EM <> Agra
- defend their zone/boni
- aid in attemps to attack keeps/towers

As a Soloer you should always consider the possibilities of such a dynamic system, because the offered possibilities are now more than just camping a milegate or Agramon-Routes. Now you have the choices ...

- camp mielgates
- camp agramon-routes
- hunt exping players
- hunt questing players
- hunt players that are hunting your realm mates

As Staff we are only able to offer you possibilities. If you use these offered possibilities is your own choice.

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Amadeth
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Postby Amadeth » May 13, 2009 18:54

Nymeros wrote:I am a new player (on Uth at least), but these seem like AWESOME changes that will really bring back that great Classic feel. I was a bit concerned with the dev decisions of late, but this really restored my faith in you guys, especially the old RA's. I'm just so happy. :D

spread the love :)

i also am impressed... keep up the good work devs :D
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Zarkor
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Postby Zarkor » May 13, 2009 23:24

Haldan wrote:Elwin, in the past we could see that higher exp-boni used to motivate players to move into certain areas to benefit of these boni. Considering the current number of players on Uthgard we assume that by introducing exp-boni and other interesting features we may encourage about at least 100-200 players to move into our main RvRzone. As we could see in the past these encouraged players are the seed of a more dynamic rvr behaviour, because instead of just doing 8vs8 RvR they used to ...

- gain exp within their zone; note that Agramon offers more boni which means possible movement between HW/OG/EM <> Agra
- defend their zone/boni
- aid in attemps to attack keeps/towers

As a Soloer you should always consider the possibilities of such a dynamic system, because the offered possibilities are now more than just camping a milegate or Agramon-Routes. Now you have the choices ...

- camp mielgates
- camp agramon-routes
- hunt exping players
- hunt questing players
- hunt players that are hunting your realm mates

As Staff we are only able to offer you possibilities. If you use these offered possibilities is your own choice.


Ok.. a few things are starting to concern me tho.

- The fact that no staff responds to the VW/hybrid tank issue pointed out by Aerynn and partially myself. (besides that they said they will open up a discussion forum, which kind of makes this more bareable)

- The fact that (according to Haldans post here) devs seem to have no understanding whatsoever about how to actually really improve the current RvR system. I'm sorry but 'giving more possibilities' is actually NOT improving the small man / solo RvR action, and in no way leads to more quality 8man RvR. More possibilities (due to xp boni attracting more ppl to agramon/frontier zones) to MAYBE encounter enemy players are just silly due to 2 simple facts.

1: The zones are too big / spread out, even more so now that half of the frontiers give reasonable XP boni. (Even with a (RR5)horse, as a soloer it's plain ridiculous to check every agra spot + every (half)frontier zone spot due to the amount of time it takes to travel there for who knows, maybe 1 inc / 1 grp xpers that wont come back... ?).
2: There just aren't enough players to have such a big area where incs MIGHT be because it makes looking for incs WAY too unrewarding.
It's like saying oh you can do this or that or maybe this.. which will have to make u pick ONE option, cus u can only be at one place at a time and hope an enemy is in the same place at the same time so hopefully u can kill him and wait 1 more hour for the next one. No, no, no, NO! This doesn't work to encourage more players to RvR!

With the current player base, this idea will just not work. Creating more possibilities without giving ONE, and only one main / obvious option is only good when the action is packed too much in one place. But as it stands now, it is the opposite! Players have a hard time finding enemies, this is a serious problem that needs to be dealt with WITHOUT trying to involve more XPers into the zone. There are enough people, just no campable passsing points (former MGs), which is vital for smallman RvR to be worth it. There needs to be a spot where soloers/small mans can go to and be SURE to meet incs if there are any around. At the moment crossrealming is even being encouraged due to people not knowing where to look for enemies. So people log onto another realm, do /who Agra just to know whether there are enemies around or not, let alone finding them.

The only viable solo / small man RvR option on a server with this amount of people actually RvRing, is to camp the SPAWN of incs, especially on lowpeak hours, because that is the only way to be sure whether there are enemies to fight or not. However, this is just not possible in the current situation. If you able to effectively camp a spot like this, you might aswell log because chances are too low to find anyone, especially in a zone with this size.
In turn, this creates a very unhealthy RvR zone, which is only doable when everyone is actually out there (high primetime), which is very annoying, especially for people playing on lowpeak hours.


Again, a vital factor causing the recent complaints is the lack of a decent hotspot/route campable for soloers / small grps. What we see on the forums tho, is that 95% just complains about the change, instead of trying to find the cause of the issue and giving solutions to it.



An underperforming engine will never perform better by adding fuel. Adding more fuel will only help after repairing the engine itself.

To make things clear, this is not ment as a dev bashing post, but more as an attempt to ring the alarm bell to look deeper into the broken RvR mechanic we have now. A server having this amount of international (all over the globe) players is not capable of using the current system fluidly. If I have offended any of the staff, I hereby offer my apologies, my only intend is to try and make you aware of the actual problem and possible solutions (which I have posted before).
The incredible LWRP decrease is an indication of a mechanical error that can not be fixed by XP related measures. This is an RP crisis, which needs to be faced and dealth with before it starts expanding towards affecting the whole server population. The LWRPs factor can be taken for the amount of RvR action and thus inderectly for the amount of fun people are having while RvRing, which is in fact what we're all here for; enjoying ourselves.


To be honest, I'm hoping to get some feedback from the staff about this.


~ ~ ~


On a side note: @ Zippity: saying BGs are 'so popular' and comparing them to level 50 RvR is not as easy as it sounds. You can not compare the leveling gameplay (with BGs as the ONLY option to the RvR aspect of the game) to lvl 50 gameplay that has almost no other aspect than RvR.
Of course BGs are successful, I don't think anyone here wants to grind a toon because lvl 50 PvE is so awesome. DAoC is about RvR, and the possiblity to do so while XPing is great, the only option there is to do that tho, are BGs, which is of course making them succesful as there is no other option to choose if you want to RvR. In that aspect it would
become more comparable if there were BGs in Agramon form and BGs in BG form to give 2 options to RvR instead of BGs being the only one at that lvl. I can imagine people preferring the BGs because the Agramon edition would require too much effort. However BGs are not intended for to be used as a fulltime, final RvR zone, which is why they should not require the same amount of effort as lvl 50 RvR.BGs are not ment to remain your final source or RvR. They provide a way of enjoying RvR in an instant because they create a break from the boring grind. There is no point in making BG RvR as intensive and dangerous as Agramon, since it would become just not attractive enough compared to PvE to get to 50.
At level 50 though, RvR is the only real option left to improve your character and really enjoy the game (unless you're a gear/raid fanatic). Here, I don't think everything should be there for you in an instant, because it will only become boring in the end. Playing BGs is good for a few days/weeks, but gets old rather quickly. That's why there needs to be more danger involved, more gain from winning and more pain from losing (of course, this shouldn't be exaggerated, there most definately is a limit to this) to make end RvR remain challenging, fun and more rewarding. Getting things without having to do an effort for it sounds attractive, but gets old sooner than expected imo, which is why end RvR is (and should be) tougher than BG RvR. This is also the reason why 'Instant Servers' tend to die out relatively quickly compared to Uthgard.

nixian
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Postby nixian » May 13, 2009 23:43

I agree

we need bottlenecks :) not shotgun rvr :p

however I do kinda like the improved lvl spots in emain/odin/hadrian

it DEF gives a viable rvr zone XP area for when not owning DF which is nice and should attract some players

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