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Nezix
Phoenix Knight
 
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Joined: Oct 27, 2012 08:41

Postby Nezix » Apr 28, 2016 02:30

dvonipaja wrote:With the beginning of Alchemy and Spellcraft, those crafts were able to add jewels and potions to craft diminutive ram receips => but can't remember if it was before or after toa (seems it was before NF though but not sure)


I know that was not during 1.65 - and I think it was in NF.

Actually in 1.65, as a Alch / SCer you:
1) Cannot build siege
2) Cannot operate siege

1.09:
Once you have acquired a "siege weapon" (via the siegecraft skill, see below),
use "/control" to assume control of it. Anyone who has the siegecraft crafting
skill will be able to assume control of a siege engine.
In the future,
additional classes will have this ability as well. Only one person can be in
control of a siege weapon at a time.


1.66:
- Spellcrafters and Alchemists have been granted 1 point in Siegecrafting. Note that this is not "full" siegecraft - spellcrafters and alchemists will not be able to raise their siegecraft skill as high as other crafts. This change in our approach to siegecraft and Spellcrafters and Alchemists allows them to utilize the new Master Abilities, while still allowing us to add additional siege related abilities to these crafts in the future.
Nezix - 50 Minstrel <The Band>

Merlin: Arthur, what is best in life?
Arthur: To crush your enemies, to see them driven before you, and to hear the lamentations of their Lurikeens.

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Astealoth
Eagle Knight
 
Posts: 924
Joined: Jul 10, 2008 00:00
Location: Upstate NY

Postby Astealoth » Apr 28, 2016 02:56

pweet wrote:Byebye "balanced" 8v8 fights. Well wasnt going to happen with 20% relic bonuses anyway.


ITT: people who want to play meaningless WoW style BGs in an RvR game

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Mauriac
Myrmidon
 
Posts: 199
Joined: Jul 05, 2011 21:05

Postby Mauriac » Apr 28, 2016 03:00

pweet wrote:Byebye "balanced" 8v8 fights. Well wasnt going to happen with 20% relic bonuses anyway.


perhaps. but at the same time this might encourage some of the 8v8 guilds to lead some relic raids to even out the playing field.

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holsten-knight
Lion Knight
 
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Joined: Jul 15, 2009 00:00
Location: Hamburg

Postby holsten-knight » Apr 28, 2016 11:10

Or sabotage the relic raids of the own realm once the distribution is fair, to prevent an unbalance for their 8v8 fights.

You all know this is gonna happen, at least every now and then. :?

Gerbald
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Posts: 1546
Joined: Jul 01, 2005 00:00

Postby Gerbald » Apr 28, 2016 11:28

I found this in the 1.60 patchnotes, will this also be implemented?:

[i]Characters who are defending their home frontier against invaders with a corpse summoner in their realm will now receive a 15% RP bonus for each enemy relic they currently control (Up to a 60% total bonus) to recognize the added difficulty of defense in this situation and as an additional relic reward. [/i]

P.S.: And why is my BB code not working?

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Lasastard
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Joined: May 28, 2009 00:00

Postby Lasastard » Apr 28, 2016 12:09

Astealoth wrote:
pweet wrote:Byebye "balanced" 8v8 fights. Well wasnt going to happen with 20% relic bonuses anyway.


ITT: people who want to play meaningless WoW style BGs in an RvR game


Ah, I see, because "zerging" is meaningful (no, let's not even start a discussion on what is and isn't meaningful in a computer game).

I think pweet probably has a point, but I hope that this perceived "issue" motivates a more diverse play style, even amongst "8vs8" players. I certainly wouldn't mind raiding a keep every now and then ^^
Last edited by Lasastard on Apr 28, 2016 12:17, edited 1 time in total.
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Caemma
Phoenix Knight
 
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Joined: Oct 14, 2011 21:15
Location: Unknown

Postby Caemma » Apr 28, 2016 12:16

Oswaldo wrote:
Cadam wrote:most important question for me: will there be portable keeps and hastener?
i guess insta port to another realm wont be enabled, right?


There are hasteners at keeps yes.
No instant port no, but if the population is low then the porters will port faster.

RvR population, or total? :D

Edit: yeah, damage bonuses are quite insane at some point :|
There was a time when Uthgard 1.0 existed and maaaany toons and arrpees arose... but now:
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m0e
Myrmidon
 
Posts: 94
Joined: Jan 20, 2010 01:00

Postby m0e » Apr 28, 2016 12:27

holsten-knight wrote:Or sabotage the relic raids of the own realm once the distribution is fair, to prevent an unbalance for their 8v8 fights.

You all know this is gonna happen, at least every now and then. :?


Could be hard to figure out if some people are griefers, but lets hope the GMs will have an eye out and are willing to punish such behaviors.

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Cadam
Gryphon Knight
 
Posts: 282
Joined: Nov 19, 2009 01:00
Location: Paraguay

Postby Cadam » Apr 28, 2016 14:26

Oswaldo wrote:
Cadam wrote:most important question for me: will there be portable keeps and hastener?
i guess insta port to another realm wont be enabled, right?


There are hasteners at keeps yes.
No instant port no, but if the population is low then the porters will port faster.




so... being a hib means running to emain?

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silenced
Phoenix Knight
 
Posts: 1072
Joined: Sep 28, 2006 00:00

Postby silenced » Apr 28, 2016 14:32

Gerbald wrote:I found this in the 1.60 patchnotes, will this also be implemented?:

Characters who are defending their home frontier against invaders with a corpse summoner in their realm will now receive a 15% RP bonus for each enemy relic they currently control (Up to a 60% total bonus) to recognize the added difficulty of defense in this situation and as an additional relic reward.



The Corpse Summoner was removed in 1.61 or 1.62 again, it was too OP for Albion. Made my 2 buffbots close to RR3 by just rezzing a few dead people in a keep, for example.
Albion Forever!

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infii
Myrmidon
 
Posts: 65
Joined: Mar 30, 2013 15:30

Postby infii » Apr 28, 2016 14:34

Cadam wrote:
Oswaldo wrote:
Cadam wrote:most important question for me: will there be portable keeps and hastener?
i guess insta port to another realm wont be enabled, right?


There are hasteners at keeps yes.
No instant port no, but if the population is low then the porters will port faster.




so... being a hib means running to emain?


Yes, but at least hibs can instantly start running again after a wipe and don't have to wait on the plate like the other realms. :grin:
Kaasi - Shaman

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Nezix
Phoenix Knight
 
Posts: 1138
Joined: Oct 27, 2012 08:41

Postby Nezix » Apr 28, 2016 14:52

silenced wrote:The Corpse Summoner was removed in 1.61 or 1.62 again, it was too OP for Albion. Made my 2 buffbots close to RR3 by just rezzing a few dead people in a keep, for example.


I see no record of corpse summoner changes after 1.60.

1.55:
- If you take over an enemy's keep and that realm has at least one of your relics, if you upgrade the keep to level 10 it will spawn a corpse summoner NPC. If you die in PvP and type /transfercorpse "keep name" without the quotes your corpse will transfer to that keep, although you will still need to be resurrected once you get there. Note that enemy players can kill this NPC and if they do so, the /transfercorpse command will be unavailable to you for that keep until he respawns (in one hour).

1.56:
- Dying a standard PvE or Suicide fall death should no longer allow you to use the corpse summoner. PvP deaths are not affected by this change.
- Corpse summoners can no longer summon corpses while in combat.
-Realm v. Realm - Frontier Keeps: Corpse Summoners will no longer appear at Bledmeer Faste, Dun Crauchon and Caer Benowyc.

1.56e:
- The corpse summoner for Hildskialf Faste will now spawn at the correct keep.
- The corpse summoner at Nottmoor Faste has been moved away from the wall.

1.60:
Corpse Summoners are intended to help retrieve relics - some players are using corpse summoners to camp out in keeps and simply defend it, gaining Realm Points all the time. This had led to a situation where some Realms actively do not want their Relics. We're making two changes in this version to incent Realms to want to keep their Relics and to not over-use their Corpse Summoners.

1. Characters who are defending their home frontier against invaders with a corpse summoner in their realm will now receive a 15% RP bonus for each enemy relic they currently control (Up to a 60% total bonus) to recognize the added difficulty of defense in this situation and as an additional relic reward.

2. Characters now will not earn Realm Points in the 30 minutes following a resurrection at a corpse summoner.

That's it for patch notes w/ corpse summoner afaik.
Nezix - 50 Minstrel <The Band>

Merlin: Arthur, what is best in life?
Arthur: To crush your enemies, to see them driven before you, and to hear the lamentations of their Lurikeens.

Seksy
Eagle Knight
 
Posts: 922
Joined: Nov 21, 2012 08:44

Postby Seksy » Apr 28, 2016 19:34

Trishin wrote:Help us make sure they are live like for patch 1.65 during the beta.


I remember DF was always popular because of nice drops, hulk spot, and Legion. I fear things will be much different in Uthgard 2.0 as the basalt/brimstone gear is no longer available or the str/con neck off legion. Since Hulks are also nerfed what exactly makes DF something people want? Let's be real, the reason why you nerfed hulks was because of whining little girls crying about other groups tagging their mobs. So you decided to make the spot obsolete and wallah almost no one was in DF killing hulks anymore. While before we had groups forming constantly to kill hulks and groups taking keeps because DF was the best place to level/farm. Why do you make these decisions without thinking of the repercussions. Just like summoners hall why isn't DF a hot spot for loot? Yes we still have some decent drops from Worm but what other incentive do we have?

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Trishin
Game Master
Game Master
 
Posts: 5048
Joined: Apr 07, 2010 00:00

Postby Trishin » Apr 28, 2016 19:38

Seksy wrote:
Trishin wrote:Help us make sure they are live like for patch 1.65 during the beta.


I remember DF was always popular because of nice drops, hulk spot, and Legion. I fear things will be much different in Uthgard 2.0 as the basalt/brimstone gear is no longer available or the str/con neck off legion. Since Hulks are also nerfed what exactly makes DF something people want? Let's be real, the reason why you nerfed hulks was because of whining little girls crying about other groups tagging their mobs. So you decided to make the spot obsolete and wallah almost no one was in DF killing hulks anymore. While before we had groups forming constantly to kill hulks and groups taking keeps because DF was the best place to level/farm. Why do you make these decisions without thinking of the repercussions. Just like summoners hall why isn't DF a hot spot for loot? Yes we still have some decent drops from Worm but what other incentive do we have?


We don't want hulks to be custom, help us make that so. And for the loot that drops in DF, that has been revamped during our time being down, so I suggest you take another look at the loot you can get from legion, princes, worm, etc.
Got any questions? Submit them to me and I will try to get them answered in our grab bag !
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Gliss
Myrmidon
 
Posts: 143
Joined: Dec 20, 2012 18:39

Postby Gliss » Apr 28, 2016 19:49

Pff....... I remember soloing Hulks on my friar!
Currently playing on Hib/Uthgard: (Blood Feud) 50 Druid Gliss 50, 38 Warden Glliss, 50 Ment Glisseal,

Servers: Guin(Alb), all classic servers, Ywain
Realm: Guin(Alb), Classic(all 3), Ywain(all 3)
Guilds: Guin (Honored Circle, Vilgance),Classic(?),Ywain(SLC)

Characters:
Albs- Alaxx rr5 friar, Lillie rr5 minstrel, Zewky rr5 cleric
Hibs- Gliss rr10 druid, Glisseal rr9 eld, Zewk rr9 Hero, Zewks rr7 Warden
Mids- Glisseal rr6 Shaman,Blue rr6 Skald, Blueback rr6 runemaster

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