1.70U - Because I Just Finished Cleaning Out the Feedback Folders

Lejemorder

Fledgling Freddie
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Jan 9, 2004
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891
http://www.camelotherald.com/more/1502.shtml

Here's the latest and greatest, my dear ones. Remember! This is on Pendragon, and is therefore subject to changes and feedback-based revision!



(EDIT: I should say, these are coming up soon. I'll delete this edit when we're live.)

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


Dark Age of Camelot

Test Version 1.70u Release Notes

May 28, 2004


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



NEW THINGS AND BUG FIXES


- (Pendragon Only) Pets hit by damage adds should no longer print incorrect messages to their owners.

- All medallions of passage now have delve information.



NEW FRONTIERS


- (Bug Fix) The swamps around Dun Bolg, Caer Erasleigh, and Hlidskialf Faste will now slow your movement as you wade through them.

- (Bug Fix) If you are in the Albion, Hibernian, or Midgard Frontier zones, the realmwar map will open to your current Frontier by default. Anywhere else in the world, it will open to show your home realm by default.

- It is no longer possible to salvage enemy siege equipment or siege equipment being controlled by someone else.

- (Bug Fix) The Cleric, Healer, and Druid versions of the healer hookpoint guards will now correctly heal friendly players with the proper spell.

- Guards positioned on keep walls should now adjust their position when the keep is upgraded, maintaining their position on the top of walls.

- A single guard has been added to each dock in the Frontiers. This new guard can see through stealth and will attack any enemy who gets too close.


Player Controlled Boats

- New player controlled boats can now be purchased from the dock merchants at the various docks in the new Frontiers. The boat merchants will attempt to place boat owners on the boats they purchase as soon as the boat is placed in the water. Please note that Trials of Atlantis boats cannot be used in New Frontiers.

Scout Boat - Requires at least one person to launch at minimum speed (395 units) and has a total capacity of 8. The maximum speed is 500 units.
Galleon - Requires at least two people to launch at minimum speed (290 units) and has a total capacity of 16. The maximum speed is 500 units. The galleon has two siege hookpoints.
Warship - Requires at least four people to launch at minimum speed (80 units) and has a total capacity of 32. The maximum speed is 500 units. The warship has four siege hookpoints.

- For each person under the total capacity that is not on the boat, movement speed is decreased approximately 3%. If a boat has less than the minimum requirement, the boat cannot be moved.

- The player controlled boats have hitpoints and can be damaged and sunk.

- Boats can only be built in your home frontier and cannot be picked up once they are placed in the water. Once a boat is placed in the water, the boat object in your inventory is removed.

- The controller of the boat can set the boat to be public or private using the '/vset' command.

- Players hook onto attach points on boats after boarding.

- Players cannot move, cast, attack, or perform any other actions while sitting on a boat. Players can only be attacked using targeted range attacks. AE spells, mezzes, roots, and melee attacks will not affect players on boats.

- Players can move to an attach point near a siege hookpoint on boats. Siege equipment can be built on these hookpoints while the boat is stopped. Siege equipment on these hookpoints can be fired while the boat is moving or stopped.

- To prevent players from jumping off of boats by mistake, a new '/disembark' command has been added. You will need to use this command to get off any boat in New Frontiers. Trials of Atlantis boats will remain unchanged.


RvR Death Penalty System

- There is now a maximum of two of each of the two types of RvR death sicknesses (released and resurrected sickness) which can be on a player at any one time.


Realm Ability Changes and Fixes

- The True Sight realm ability has been removed. Characters with this realm ability will have the ability stripped and the realm skill points refunded upon login.

- Mastery of Stealth now modifies stealth detection as well as stealth movement and is now available to all archer and assassin classes. The following shows the progression for each level of the realm ability (the bonuses are cumulative):

Mastery of Stealth I - Cost 1 - +5 Stealth Move Speed and +75 Stealth Detection
Mastery of Stealth II - Cost 3 - +5 Stealth Move Speed and +100 Stealth Detection (10%/175 unit total for 4 points)
Mastery of Stealth III - Cost 6 - +5 Stealth Move Speed and +125 Stealth Detection (15%/300 unit total for 10 points)
Mastery of Stealth IV - Cost 10 - +5 Stealth Move Speed and +150 Stealth Detection (20%/450 unit total for 20 points)
Mastery of Stealth V - Cost 14 - +5 Stealth Move Speed and +175 Stealth Detection (25%/625 unit total for 34 points)

- Camouflage counters the Mastery of Stealth bonus, allowing an archer to only be seen at the normal range (this is the same way this works on live with See Hidden). Shadowblades, Nightshades, and Infiltrators do not gain any benefit from Mastery of Stealth when detecting or being detected by other Nightshades, Infiltrators, and Shadowblades.

- The Warrior unique realm ability, Testudo, now announces to the surrounding area that the player has activated it. Testudo now places an ability icon on the user's effects bar when activated. Please note that this icon is not the same as the realm ability's hotbar icon.

- There is now a 10 second delay between typing /resurrect and self-resurrecting when using the Sputin's Legacy unique realm ability. The message reported when typing /resurrect without Sputin's Legacy active is clearer.

- Using the Savage unique realm ability, Blissful Ignorance, now triggers all available Savagery buffs the player has available automatically.

- Damage over time spells no longer print damage messages, add to monster aggro, or attempt to perform a lifetap if the damage dealt has been removed through the Remedy unique realm ability.

- Heals cast as a result of realm abilities (First Aid, etc) are no longer halved in effectiveness if the target is diseased.

- Realm abilities that are cast as spells now set their re-use timers when the spell is actually cast, not when the ability is used. Realm ability spells that are interrupted via combat or moving during casting should no longer set their re-use timer.

- Styles will now only cast spreadheals if the Warden unique realm ability, Fury of Nature, is active.

- Delving the Mastery of Concentration effect now shows the proper degradation amount of spell effectiveness.


Quests - Albion

- A Prelude to War - The Albion Scout now gives players the correct directions to the elven village.



TRIALS OF ATLANTIS WORLD NOTES


Djinn Stones

- (Pendragon Only) The Djinn Stones will now correctly teleport players to Vindsaul Faste.



COOPERATIVE & PVP SERVER


Capital Cities

- The Medallion Masters inside Camelot, Jordheim, and Tir na Nog will now also provide a 30 minute duration strength buff and hastener speed to aid players inside the city. The strength buff is automatically removed if the player leaves the capital city before the buff expires.


omg it actully manage assasians to get TS out of daoc :)

but i think it sound fair with Mastery of stealth :)
 

Dracus

Fledgling Freddie
Joined
Dec 24, 2003
Messages
2,242
Tbh it just shows mythic really doesnt have a clue! Very sad imo...

/Dracus
 

Lejemorder

Fledgling Freddie
Joined
Jan 9, 2004
Messages
891
Dracus said:
Tbh it just shows mythic really doesnt have a clue! Very sad imo...

/Dracus

im pretty sure it are due to the americans they have made the change and also in that direction.

and nobody can know if the changes are good or bad as they rework how archers and assasian can see each other.
 

Big Ugly

Fledgling Freddie
Joined
Dec 23, 2003
Messages
140
Lejemorder said:
- The True Sight realm ability has been removed. Characters with this realm ability will have the ability stripped and the realm skill points refunded upon login.

- Mastery of Stealth now modifies stealth detection as well as stealth movement and is now available to all archer and assassin classes. The following shows the progression for each level of the realm ability (the bonuses are cumulative):

Mastery of Stealth I - Cost 1 - +5 Stealth Move Speed and +75 Stealth Detection
Mastery of Stealth II - Cost 3 - +5 Stealth Move Speed and +100 Stealth Detection (10%/175 unit total for 4 points)
Mastery of Stealth III - Cost 6 - +5 Stealth Move Speed and +125 Stealth Detection (15%/300 unit total for 10 points)
Mastery of Stealth IV - Cost 10 - +5 Stealth Move Speed and +150 Stealth Detection (20%/450 unit total for 20 points)
Mastery of Stealth V - Cost 14 - +5 Stealth Move Speed and +175 Stealth Detection (25%/625 unit total for 34 points)

- Camouflage counters the Mastery of Stealth bonus, allowing an archer to only be seen at the normal range (this is the same way this works on live with See Hidden). Shadowblades, Nightshades, and Infiltrators do not gain any benefit from Mastery of Stealth when detecting or being detected by other Nightshades, Infiltrators, and Shadowblades.
interesting :D

/ponder
 

Archeon

Fledgling Freddie
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Dec 29, 2003
Messages
2,047
The sound of Boat vs. Boat combat (what I assume the hookpoints are for) doesn't sound that interesting if only 4 or 5 people can have an active roll in it :(


Oh yes, and the single guard at docks will break the game. We're all doomed, etc, etc, etc...
 

Moriath

I am a FH squatter
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Dec 23, 2003
Messages
16,209
Think the ts and mos changes are much more balanced tbh
 

Tesla Monkor

Fledgling Freddie
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Jan 1, 2004
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More balanced? Not even close.

Instead of 30 points we (archers) now have to pay 4 RA points more to get 250 less range. (We move 25% faster in stealth. Great. I don't want to get even close to those melee monsters, but am given no choice.)

It was already hard to use our main weapons on assassins with TS3 (The range being ludicrously short), and now it is even less.)

Nothing changes in NF for Hunters. We lose more than we gain, still bottom of the pile in stealther land.
 

Moriath

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Dec 23, 2003
Messages
16,209
your comparing it to the TS that was .... thats not the point the point is balance. You now get to see the assassins at the same time they see you which gives you the chance to avoid them.

TS that was was not implemented .. you think any assassin is going to spend 30 points for this i dont think so .. 10 points maybe but no higher.

This gives you the opportunity to avoid the assassin and allows the assassin the opportunity to avoid you without getting an arrow in the butt ... archers won't be the rp cows they are atm as their stealth gives the same as assassins.

The TS as was wasn't balanced .. it made assassins RP cows for archers .. especially assist archers .. now its more balanced.

You can't say that just because assassins have has sh that you should now have a major advantage .. they are looking for balance not to make archers assassin killers.

Any archer with more than mos1 should be able to avoid pa / bs2 and therefore giving you a much higher survival rate.

You really can't compare TS that was never live to this. This is balance giving all the same access to abilities in stealth. TS was never balanced.
 

Ethild

Fledgling Freddie
Joined
Dec 29, 2003
Messages
499
I do realise its hard to judge without seeing the global changes in RvR play style NF will bring, but my main concern is that these detection distances are not enough from an archer point of view.

Currently its quite feasible (and happens fairly frequently) that I can TS randomfotminfeel and move to say 1500 range... and start shooting. Said infeel (presuming he doesnt evade my crit shots anyway) can run from that distance and still beat me in melee. Admitedly thats normally because of DF which gets a nerf soon, but I hope you can see why I still have concerns.

The distance I can shoot from is getting decreased, IP is getting decreased, and viper is increasing the env potential for assasins. If I can often lose 1v1 (after getting the jump with bow) in the current state, I can't help thinking that the future is looking worse.
 

Moriath

I am a FH squatter
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Dec 23, 2003
Messages
16,209
yup sure and ts as it stands can get an archer in shite .. but i would say it gives the the choice to a) if you are grouped with others to take out said assassin or b) evade the assassin ... well with hunters and rangers anyway having a speed shout if the assassin decideds to pursue without stealth. If he has seen you.

It doesn't give you a chance to open p at max range and shoot the assassin .. it give you a choice depending on what you are doing / state of ra's etc .. and i think the melee of hunters will be better against assassins in nf with pd and all coming in ..

TS as it was is over powered .. I dont think there is a way to give archers range / perma ts that would be balanced. At keep situations perma ts is wayyy over powered .. perhaps not 1v1 but u have to think of all situations as it would be easy to have an archer with perma ts or 2 at each climb point and thus leave the assassins as nothing to do in what is supposed to be a major part of NF keep takes.
 

Driwen

Fledgling Freddie
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Dec 23, 2003
Messages
930
Moriath said:
TS as it was is over powered .. I dont think there is a way to give archers range / perma ts that would be balanced. At keep situations perma ts is wayyy over powered .. perhaps not 1v1 but u have to think of all situations as it would be easy to have an archer with perma ts or 2 at each climb point and thus leave the assassins as nothing to do in what is supposed to be a major part of NF keep takes.

uhm archers still have perma TS? Its called different now, but for 10 points you get 300 units, which is probably enough to spot assassins on a climb point. Also mastery of stealth is more useful for archers than it is for assassins, assassins can only see archers and minstrel with it and only if the archers camouflage is down, while archers can see everyone except for other archers when their camouflage is up.

Also is the stealth detection an addition to when you were supposed to see the other or not? So archers minimum range is 125 so with MoS3 its 425 or 300? As that means that assassins will always have the advantage on range vs archers (when both are specced at same lvl of MoS), except off course for camouflage for the archer. So I guess thats fair.
 

Tesla Monkor

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I'll admit that MoS will make it easier to avoid assassins, as long as your MoS level is higher than theirs - but to say that 'and i think the melee of hunters will be better against assassins in nf with pd and all coming in ..' is naive.

Melee hunters are losing their current IP, current purge and they MUST invest heavily in PD and AoM if they even want to stand a change against assassins. Said assassin will have Viper, and poke you with a nice Str/Con decrease poison, stealing about 500-600hp as well as razing your weaponskill. (And adding a DoT on you as well.).

My point is that Mythic is AGAIN giving archers a 'here, now you can atleast get away!'-band-aid, instead of fixing the fundamental issues with the class. (Like consistent damage output.)
 

Driwen

Fledgling Freddie
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Messages
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Tesla Monkor said:
I'll admit that MoS will make it easier to avoid assassins, as long as your MoS level is higher than theirs - but to say that 'and i think the melee of hunters will be better against assassins in nf with pd and all coming in ..' is naive.

if camou is up then you will see the assassin earlier when you have MoS 2 or 3 (depending on wether it adds to when you would see him without mos or not).
Also I think rangers are actually better in melee than hunters, but that doesnt matter much in the talk about MoS.

Basically I find MoS more balanced than the TS/SH that is around before NF and the TS in NF that has been removed. Also it does fit that assassins will have the longest range of detection, but they wont be able to force melee on me like they used to if I have MoS3 as I will see them at 300 or 425 range.
 

Neo

Loyal Freddie
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in the end the 12 alb stealthers moving together will win anyways.... :kissit:
 

Wai

Fledgling Freddie
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almost makes u wonder y bother playing a archer at all... oh unless u are perma camped at keeps and hope that enemy attacks with lots of assasins
 

Tesla Monkor

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People seem to have forgotten about Stealth Lore as well. No matter if you Camo or not, a stealther with 50 Stealth + Stealth Lore will see you from a mile distance and slaughter you. No amount of Mastery of Stealth is going to prevent that from happening.
 

Jaem-

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didn't like when SL was perma active, took the fun out of searching for people, I fear that the improved MoStealth will become like it. :/
 

Driwen

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Tesla Monkor said:
People seem to have forgotten about Stealth Lore as well. No matter if you Camo or not, a stealther with 50 Stealth + Stealth Lore will see you from a mile distance and slaughter you. No amount of Mastery of Stealth is going to prevent that from happening.

stealth lore has a very short duration in NF though, so you are only going to use it at locations where you know where stealthers will be. Stealth lore is in a way like current TS and if you know how to prevent getting TS'ed then you know how to prevent getting SL'ed. Also stealth lore range is long (dunno how big but i guess 900-1400), but it isnt 3k so stay at 3k from busy points(until you want to fight) and you might not even have a problem from other stealthers with SL. Also you will still see the assassin coming at you from 400 units away so you could prevent melee, unless you are outnumbered but then thats a different matter. Off course an other archer can still shoot you from that big distance, but then so could you.
 

Tuppe

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Moriath said:
yup sure and ts as it stands can get an archer in shite .. but i would say it gives the the choice to a) if you are grouped with others to take out said assassin or b) evade the assassin ... well with hunters and rangers anyway having a speed shout if the assassin decideds to pursue without stealth. If he has seen you.

hmm whit spymaster 9 ability you can stop hunter/ranger using speed shout, or any archers who you see and he trying run away from you.

9 Essence Flare - Summons PBAE Mez poison (10 second)
Essence Flare, a pbaoe mezz poison of 15 sec duration with a 700 radius.
 

Tuppe

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part 2

anyway in keepsituations, what i have read there is guards whit TS, dunno if these are in climspots? but assasins still cannot live keeps like old days.

what i am looking, dunno if Tesla allso? archers, mainly hunters offcourse, survive time in this game.
IP, AP was tools, making hunter having change stand toe to toe assasins and start survive, in NF these removed and replaced whit subpar versions.
hunter as class is having serious problem and lacking surviving skills in rvr.

many says hunter/archers get alott tools in NF, what i have seen its those subpar choices and copple "must" ra:s.
arcers place anyway is in keeps, defending and attacking, usually comment what see in VN :) personally didnt make hunter for keepdefense and attacking, it was made for me to have fun in rvr, scouting around areas and maybe try kill some soloer who run too close me, probably this idea was in head when many made own hunter.
if i need be RL10 to be effective against inf who is RL2 (yes, he visit shortly in bg:s) and have slight change kill him, even i start whit bow, class have some serious problem.
 

civy

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Assassin classes wont bother with PA. They will see a archer and just run over unstealthed and smack them. With viper ra the debuffs and dots will be devastating.

If things go bad they push vanish and are safe.

Hunters/rangers have the option to hit run speed and leg it. Scouts will have to stand and melee.

This change is balance gone mad.

With luck WOW will hit the streets about the same time frontiers does.

edit: nerf auto spell checkers;)
 

Mavericky

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civy said:
Assassin classes wont bother with PA. They will see a archer and just run over unstealthed and smack them. With viper ra the debuffs and dots will be devastating.

If things go bad they push vanish and are safe.

Hunters/rangers have the option to hit run speed and leg it. Scouts will have to stand and melee.

This change is balance gone mad.

With luck WOW will hit the streets about the same time frontiers does.

edit: nerf auto spell checkers;)


Your forgeting that scouts get their shield throw RR5 ability, they can stun and clear out of the area if they wish to
 

civy

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Think you will find it's a single target root on a 15 min timer which removes the scouts abilty to engage in combat for 5 seconds longer than the root lasts.

It might be good if stealthers run solo, but we all know his mate(s) will just gank you anyway and you will be unable to fight back.


Throws shield at target, rooting them in place for 10 seconds (undimished by resists). Scout cannot attack for 15 seconds afterwards.
 

Kreig

One of Freddy's beloved
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Tuppe said:
anyway in keepsituations, what i have read there is guards whit TS, dunno if these are in climspots? but assasins still cannot live keeps like old days.

Whats the point of having Climb points and the Climb wall skill if it will be useless? Seems like mythic dont actually have a clue again, nvm when did they ever have a clue :(

Civy said:
Throws shield at target, rooting them in place for 10 seconds (undimished by resists). Scout cannot attack for 15 seconds afterwards.

Granted it is useless if u get attacked by more than one person but one on one it would be useful.
 

Balbor

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Kreig said:
Granted it is useless if u get attacked by more than one person but one on one it would be useful.

Also good if your part of a group and you need to take out a key healer or something
 

nikolas

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I never used TS or I did for a short while before binning it for IP... I guess for those who didn't have TS, this is a nice new RA to perhaps look forward to. I have to say as a Ranger I was gob smacked at how over powered TS seemed when watching Quinva in action on his vids.

I personally though TS was a little overpowered and a bit unfair but that’s just my personal opinion.
 

Hintshigen

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Tuppe said:
part 2

arcers place anyway is in keeps, defending and attacking, usually comment what see in VN :)


A good battle commander will have archers out scouting whether they are defending or attacking. You can hardly plan a proper defensive position or assault if you don't know the enemy's current position and movements.

Whenever I get the chance to lead I always have a map next to my computer and I use pieces from the risk board game to mark enemy location and direction. Then spread out my arsenal according to the situation presented. Saying that archers should just be kept back for keep defense and attacking is short changing them. While your assassins spread out in a much shorter range cleaning up any of their archers/stealthers...if they sent any out.

Though you have to make sure you can find some that know how to stay hidden and not let the enemy know they're out there.

Too often I see little to no planning in attacks it's always, get as many as you can and shove them at the enemy until they break. While effective not nearly as fun.

:)
 

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