1.70 RvR changes - oo-er...

legaoniel

One of Freddy's beloved
Joined
Dec 27, 2003
Messages
284
Discuss!

"

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


Dark Age of Camelot

Test Version 1.70s Release Notes

May 25, 2004


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



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. "
 

SoulFly

Can't get enough of FH
Joined
Dec 22, 2003
Messages
2,803
Tards at Mythic really got it ALL WRONG again.

Those new resurrection thingies suck arse. >_<
 

Balbor

Fledgling Freddie
Joined
Feb 9, 2004
Messages
688
so know they are not only rewarding killing players that are RS but they are snaring them as well to make them easyer to catch
 

Wai

Fledgling Freddie
Joined
Jan 20, 2004
Messages
198
given a choice between fighting someone with full offensive capability and movement for 100% rp, or chain killing someone who can't run away if needed, can't hit as hard for 25% rp i know which i'd chose

Bring on teh camping of ligen/CS imo

(and as a side note, nice to see mythic really know wot thier player datebase wants /sarcasm)
 

Eleasias

Can't get enough of FH
Joined
Dec 22, 2003
Messages
1,094
Fast editing Wai, was gonna point out you get 25% instead of 75% ;P
 

Lejemorder

Fledgling Freddie
Joined
Jan 9, 2004
Messages
891
i like it :)

only 13 sec rs if u get an 100% ress instead of 5 min.¨
b4 u hitted for 50% less in 5 mins, now u hit for 20% less en 13 sec :).

i really like this part:
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.

Its now offical Mythic dont like Zergers :)
 

Svartmetall

Great Unclean One
Joined
Jan 5, 2004
Messages
2,467
"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."

That is in all probability the single most fucking retarded thing I have ever seen from Mythic. FFS...they seem to want to herd people into RvR by any means necessary and they make it even HARDER to earn RPs...?
 

Kreig

One of Freddy's beloved
Joined
Dec 24, 2003
Messages
484
Basically imo it will be pointless getting ressed in certain situations, i can just see it now in a keep take being spamed by gtae seige ammo and spells and other nastyness pbae in rooms and what not, being offered a res by xxxx reser, accepting and dieing shortly after.

Looks like /release and wait 20 secs 4tehwin! Then port back where ever by which time the geh new rvr sickness will have worn off.
 

acei

Fledgling Freddie
Joined
Dec 22, 2003
Messages
387
Since most of the people posting won't have tried NF i must say that these changes were NEEDED!!!... Almost 50% of the time no one was getting RP's on NF because the person they killed had just died, it's so quick to get out ot the frontier that people are getting out in the frontier 5 seconds after dying so they have a long time until they're worth RP's again. At least with the new system it will encourage people to wait until they're worth their full RP amount before heading out into the frontier and if they do head out with the RS on them they know the risks and are at least worth "some" RP's.
 

Sigurd

Banned
Joined
Dec 25, 2003
Messages
911
:puke: Thanks again Mythic. Stacking RS sickness.... this is getting stupid beyond belief. You gain less after you die?? WHY? Classes who get targetted first in 8vs8 and thus die first make the least RPs, and in sieges us fighter types have a pretty short survivabiltiy rate... GG again Mythic. Most of the playerbase wanted to gain RPs whilst dead, so... Mythic gives them the opposite :clap: :clap: :clap:
 

Kagato

Fledgling Freddie
Joined
Dec 22, 2003
Messages
3,777
Ok so first they make it easier and quicker to get straight back into the action after a death in RvR with some good changes, and now they go and reverse it all again by making you sit in your TK waiting for your timers to go ! I'd rather of spent that time travelling back again or doing something at least.
 

Iceflower

Fledgling Freddie
Joined
Dec 31, 2003
Messages
529
<You gain less after you die?? WHY?

They stated they did that because it became unbalanced when people could continue to fight after being rezzed, get full rp from kills while not being worth anything themselves if getting killed again. Doubt you would enjoy a situation where you kill enemies and not getting full rp for them, do you?

The idea is commendable, implementation sounds like it got a few harsh sideeffect for the easy targets in groups.
 

Archeon

Fledgling Freddie
Joined
Dec 29, 2003
Messages
2,047
Some of its good, I can understand how if they reduced the duration of Res Sickness they'd want to add somthing... but still, a snare? :eek7:

Very much like the /release and group invite bits. I hate it when i'm trying to join a group and some muppet is busy getting wtfpwned by stealthers, or CK campers :D
 

serious

Fledgling Freddie
Joined
Jan 25, 2004
Messages
80
legaoniel said:
Discuss!

"

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


Dark Age of Camelot

Test Version 1.70s Release Notes

May 25, 2004


===================================
- 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.)

"


well isnt this a nice hidden caster nerf, will mythic ever learn that everybody is goin for the "soft" targets first??? stealthers kill caster, melee kills casters, casters kill casters....sigh.

with all the good things melee get from ToA now they get even more benefits from NF.

S.
 

katt!

Fledgling Freddie
Joined
Dec 22, 2003
Messages
711
serious said:
well isnt this a nice hidden caster nerf, will mythic ever learn that everybody is goin for the "soft" targets first??? stealthers kill caster, melee kills casters, casters kill casters....sigh.

with all the good things melee get from ToA now they get even more benefits from NF.

S.
..and 1.69 was the last time you saw a sorc on top10 lastweek rps xD
 

Morchaoron

Fledgling Freddie
Joined
Dec 22, 2003
Messages
2,714
the movment reduction completely SUCKS!!

getting snared after getting ressed... bah...

imagine what a pain this must be for sorcs...
 

Alithiel

Fledgling Freddie
Joined
Dec 23, 2003
Messages
648
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.
This is a much needed change! :clap:

- 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.)
This is a bad idea. There are enough cowards who hold back because they don't want to be the first to die and miss out on the rp's without encouraging this kind of selfish behaviour by penalising those who are prepared to get stuck in.

- 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.)
This, on the other hand, is a good idea. It is generally a symptom of zerging that people try to pick out the targets that are still worth rp's, as people try to maximise the amount of rp's that they get out of the battle. Hopefully this will encourage people to play more tactically!
 

CliffyG

Fledgling Freddie
Joined
Apr 2, 2004
Messages
223
I quite like the sound of it, the snare does seem a bit annoying but nothing more, it doesn't last long, even stacked max would be 30 secs.
 

Asty

Fledgling Freddie
Joined
Jan 21, 2004
Messages
805
:eek:

Such useless and retarded addition as usual. Wonder if they'll ever realise that it might be better to sit back and do nothing instead of do stupid stuff.
 

Ralgedi Smurf

One of Freddy's beloved
Joined
Jan 27, 2004
Messages
413
Ballad said:
How gay. Thank god I play on Camlann. :m00:

You mean thank god im retired? cause your sig says so :)

About the changes, i have no clue if they are good or not, think we need NF to be albe to say if it works ok.
 

Wai

Fledgling Freddie
Joined
Jan 20, 2004
Messages
198
Asty said:
:eek:

Such useless and retarded addition as usual. Wonder if they'll ever realise that it might be better to sit back and do nothing instead of do stupid stuff.


some things need to be changed, but not these things
As someone else sed, ppl wanted to get rp whilst dead i think, and this wouldn't be too bad a idea (never gonna be brought into game but not too bad a idea) and myhthic go and do the opposite.

And as someone else has stated it definatly is a caster/healer nerf, given the choice in fg v fg or even zerg v zerg how many times would u in all honesty target smth like a paladin over a sorc or cleric, or a moose moded hero over a chanter?

Simple fact is imo from frontiers onwards melee classes (especially stlong surviving ones) are gonna be class to be, can see the whole top 10 being pala's/hero's/warriors ect :eek:
 

Margaret

Loyal Freddie
Joined
Jan 11, 2004
Messages
261
The less-RPs-earned-after-death thing is really a slap in the face, especially to characters who're likely to get targetted early.

Let's look at, for example, sorcerers. If they get off their mez first, they -will- be the first to die, as the enemy players will have them targetted automatically. Typically they will then spend the entire fight facedown in the dirt and not earn any RPs anyway. In the rare event that they do get resurrected while the fight is still going on, they will now earn even less RPs than they would before.

It's a silly change, and if it makes it live I suspect a lot of sorcerers will be very upset.
 

[NO]Subedai

Fledgling Freddie
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Feb 7, 2004
Messages
1,600
what a load of crap. i sure hope they change this cuz 1.70 is looking more and more like that patch of death.
 

CliffyG

Fledgling Freddie
Joined
Apr 2, 2004
Messages
223
[NO]Subedai said:
what a load of crap. i sure hope they change this cuz 1.70 is looking more and more like that patch of death.

I thought they all were ;), nothing ever turns to be as bad as everyone thinks though.
 

Downanael

Fledgling Freddie
Joined
Dec 23, 2003
Messages
2,440
Well thtat patch is pure bollocks that for sure,Do mythic imagine caster's get too much rp's :confused: Outside hib that is


Fact you can join groups while they on RvR is nice tho
 

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