Tesla Monkor
Fledgling Freddie
- Joined
- Jan 1, 2004
- Messages
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Dark Age of Camelot
Test Version 1.75 Release Notes
RvR Missions
March 17, 2005
===================================
INTRODUCTION TO RVR MISSIONS
We polled our customers, talked to our team leads, and read over tons of player feedback. We're very proud to present the results of this research and design to you here in version 1.75. Thanks in no small part to our players, we hereby introduce a brand new RvR adventuring system called RvR Missions. We thank the Dark Age of Camelot community for their help in providing the vital feedback that led to the development of this new feature.
"RvR Missions" is our name for a unique system allowing players to accept Personal, Group or Realm Missions that can ultimately play a pivotal role in the war raging in New Frontiers. There are many exciting possible missions within the system, suitable for forces of all sizes. One person can make a difference by uncovering a single enemy or scouting out an area. A noble band of brothers can play their part by patrolling their border or protecting a supply caravan from attack. The mission system even includes the full scale defense of the realm in the form of daily goals suggested to all players in the Frontiers.
Come join the battle!
RvR Mission NPCs
Each realm has its own RvR Mission Generals, as well as numerous RvR Mission Commanders. RvR Mission Generals are located in all six portal keeps in New Frontiers, while Commanders are located at all of a particular realm's friendly keeps and upgraded (level 3 or higher) towers.
Hibernia's Realm Generals:
Vegda: Crauchon Gorge - Druim Ligen
Sonvan: Mount Collery - Druim Cain
Midgard's Realm Generals:
Hagir: Yggdra Forest - Vindsaul Faste
Bruki: Uppland - Svasud Faste
Albion's Realm Generals:
Kogis: Forest Sauvage - Castle Sauvage
Muris: Snowdonia - Snowdonia Fortress
Note: While Realm Generals will give you a choice of many different types of missions, be aware that Realm Commanders will only assign certain random missions and will not give you a choice to change them.
Mission Types
- Personal Missions - These missions are intended for those players who choose to go it solo in the Frontiers. Personal missions primarily lead players to areas of New Frontiers where they can find challenging encounters with enemy NPCs and even other players. Missions of this type are specifically designed to allow a single player a high chance of achievement and a reward. Personal mission types are: scout an area in the enemy lands, find an enemy assassin and slay him, kill a certain number of enemy guards, and kill a certain number of enemy players.
- Group Missions - Designed specifically for groups, these missions concentrate on specific siege targets in the Frontiers - primarily single towers, low level keeps and the newly implemented caravans (more information below on caravans). Group Mission types are: capture an enemy tower, capture an enemy keep, kill a certain number of enemy guards, destroy an enemy caravan, and kill a certain number of enemy players.
- Realm Missions - These missions are generated to everyone in a given realm. No action on the part of the player is required in order to receive this type of mission, as this mission type's goal is to encourage all members of a realm to work together for a common cause. Realm Mission types are: capture an enemy keep and all of that keep's towers. (For version 1.75, we will also implement two other Realm Missions that involve gaining control of Darkness Falls and opening an enemy relic gate.)
When RvR Missions Can Be Obtained
- Personal Missions - These may be granted by a General or by a Commander. Once a player has a personal mission, a new Personal mission cannot be obtained for 30 minutes, or until the current Personal mission is complete - whichever occurs first.
- Group Missions - These may be granted by a General or by a Commander. There are no timer restrictions on Group Missions. However, only the group leader can accept or cancel a Group Mission.
- Special note: Group and Personal missions can and will often be available to players at the same time. Because of this, when a player has a Personal Mission calling for the same action as a Group Mission, the Group Mission will take priority and must be completed before the Personal Mission. For example, if the Group Mission calls for the group to kill 25 enemy guards in Albion, and the Personal Mission calls for the player to kill 15 enemy guards in Albion, the credit for the first 25 guards killed will go to the group and the 15 after that will go to the player (or players if more than one group member has the same Personal Mission). This rule only applies when the mission is the same. For example, if the group's mission calls for 25 Albion guards to be killed, while the player's Personal Mission calls for 15 guards from Midgard to be killed, they can both be achieved simultaneously.
- Realm Missions - These are granted to all players in each realm at 7 a.m. EST each day. Once a Realm Mission is complete, a new one will not be granted to the realm for 60 minutes.
How To View Your Missions
- For now (on Pendragon), you may use the /task command to view all of your currently active missions. Once this system goes live, players will be able to view their missions in the quest journal.
Rewards And Credit
- All three mission types award experience, gold and realm points. Rewards are granted at the time the mission is completed.
- In order to receive credit for Realm and Group Missions, players must be within 8000 units of the objective when it is completed.
New Encounter Types
- Assassins - Enemy NPC assassins will be dispatched to patrol friendly towers. Players on Personal Missions are encouraged to go and find these assassins and kill them. These assassins will only attack players who have these types of missions.
- Caravans - NPC caravans will roam between friendly beachhead keeps. Enemy groups are encouraged to find and disable these caravans. (Please note that a caravan currently consists of a horse and some guards. We will be integrating more appropriate art for caravans before 1.75 goes live.)
NEW THINGS AND BUG FIXES
Tooltips
We have added tooltips to a number of items in the interface, to better explain their functionality or to provide useful feedback.
- For spells on your quickbar or active effects, you will now see the name of the spell and a duration/disabled timer, if appropriate.
- Based on player feedback, we have modified the tooltips from their original form in the 1.74 patch to make them smaller and less obtrusive.
Character Statistics Page
To help players better understand item bonuses, item bonus caps, and evaluate items, we have added a system of tooltips to your character statistics page that will display all relevant information.
- Hovering over any stats display (Strength, Constitution, etc) will now bring up a tooltip that will list base stats, item bonus, item cap, item bonus waste (bonus that exceeds your current cap), bonuses from spells/buffs, and any bonuses from RAs or class specific abilities.
- We have changed the layout of the main statistics page to include a new section that displays your current resists for each damage type. A tooltip will display bonus information broken out in the same way as statistics.
- We have slightly changed the rules about when stats are highlighted, to give better feedback to players. Your natural level is now considered to be base stat, item bonuses, and realm ability bonuses. When you are above this value (from buffs or spells) the statistic will be colored green. When below this value (from debuffs) the statistic will be colored red.
- Anytime you are missing Constitution due to a PvE death, the Constitution stat will be colored red as a reminder to visit a Healer.
Multiple Quickbar Support
To allow players to use an ever-increasing amount of abilities, we have added multiple onscreen quickbars.
- These quickbars are fully independant from other quickbars on your screen, enabling players access to up to 300 seperate quickbar ability slots, with 30 onscreen at once.
- You may activate multiple quickbars by opening your Options Menu (via the button on the Character Stats page).
- Optionally, you may toggle quickbars with the command '/quickbar Qbar# 1/0' (for example, to enable quickbar 2, use /quickbar 2 1)
- To access abilities on second and third quickbars, you may use the Alt (2nd Quickbar) and Control (3rd Quickbar) keys, plus the corresponding number. You may only use these shortcuts if you have 'Ctrl Modifier' and 'Alt Modifier' turned on in the keyboard configuration.
- To switch between quickbar pages on the second and third quickbars, you can use Alt-Shift-# and Ctrl-Shift-#
- The /qbind command has been updated to take a quickbar as an additional argument (example: /qbind 1 2 2 will bind a key to Quickbar Page 1, Slot 2, QuickBar 2)
Character Creation Changes
- Kobolds will now correctly list that they can become Warlocks in the Character Creator. They could always become Warlocks, it was just not shown in the list of advanced classes that they could become.
- You will now get an appropriate error message when entering a name that is too short.
Housing Changes
- Only the character that actually owns a personal house may pick up or place vaults and consignment merchants. Previously, any character on the account could pick up vaults and consignment merchants even though only the character that owned the house could place them.
- Players may now use the repo merchants for missing vaults and consignment merchants, even if the house itself is still in the player's possession. Previously, repo merchant use was restricted only to players who lose the entire house.
- Houses will now need to be completely emptied of all items in the house and in the garden before the house can be upgraded or downgraded.
World Changes
- In 1.74 the stack size of many common sell loot items was increased. Unfortunately mistakes were made in the corresponding value adjustments, resulting in decreased sell values for these items. The items have been returned to their correct sell value in 1.75.
NEW FRONTIERS NOTES
- The monster population in the Frontier zones has been slightly reduced.
CLASS CHANGES AND FIXES
General
- We have addressed an issue that would cause the following spells in the following lines to occasionally skip a pulse: Crusader's Ward line, Body/Mind/Energy/Heat/Cold/Earth Ward line, Soul Ward line, Brisk Wind line, Ease of Movement line, Chant of the Brawl line, Song of Rest line, Body/Spirit Bolstering Chant line, Energy/Heat/Cold/Matter Diminishing Chant line, Effervescence line, Nature's Revenge line, Guardian's Encouragement line, Chant of Endurance line, and the Greater Battle Zeal.
- We have addressed an issue with certain charm spells that could potentially cause the charm to drop without getting two sequential resists. This affects the following spells: The Minstrel's Captivating Melodies charm line and the Mentalist's Illusory Enemy charm line.
- We have moved the level 2 buff spells for all Naturalist and Acolyte base classes to level 1.
Master Ability Changes and Fixes
- The duration of the Speedwarp debuff has been reduced from 60 seconds to 30 seconds.
Base Classes
- The Naturalist base class will now receive the Minor Bark Skin spell at level 1.
- The Acolyte base class will now receive the Aura of Shielding spell at level 1.
Armsman
- The Polearm style, Distract, now has an improved growth rate for its style damage.
Bard
- The hotbar icons for Rhythm of Earth and Rhythm of Nature now have the correct color border.
Cabalist
- All simulacrums now have updated models when using the Catacombs client.
Necromancer
- Necromancer pets can no longer be confused. Necromancer pets were not supposed to be affected by confuse spells, as the confuse effect can potentially take the pet outside of the leash range of the Necromancer, making the Necromancer unable to defend himself when the pet was dispelled.
Runemaster
- The Runemaster spell line, Raven Drove, no longer delves as having a 20 second recast timer.
Valkyrie
- Valkyries will no longer have the Odin's Lesser Aura spell stuck in their spell list after receiving a higher level version of the spell.
Vampiir
- The Vampiir will no longer use a casting animation when casting the Restoration spell.
Warlock
- Warlocks are able to combine certain abilities in ways that, in conjunction with a few of their high damage spells, significantly overpowers them. This is exaggerated even more because the amount of damage done by certain Warlocks spells is so high. To help mitigate this issue, we have reduced the damage for the following Hexing spell lines:
2 Lesser Beguiled Pain – Damage: 10
3 Beguiled Pain – Damage: 15
8 Greater Beguiled Pain – Damage: 34
13 Lesser Beguiled Pain – Damage: 66
18 Beguiled Injury– Damage: 77
24 Greater Beguiled Injury – Damage: 97
34 Lesser Beguiled Hex – Damage: 135
43 Beguiled Hex – Damage: 168
49 Greater Beguiled Hex – Damage: 191
5 Infernal Sore – Damage: 9/pulse
9 Infernal Eruption – Damage: 15/pulse
19 Infernal Rot – Damage: 37/pulse
30 Infernal Degeneration – Damage: 55/pulse
41 Infernal Infection – Damage: 76/pulse
46 Infernal Erosion – Damage: 88/pulse
Dark Age of Camelot
Test Version 1.75 Release Notes
RvR Missions
March 17, 2005
===================================
INTRODUCTION TO RVR MISSIONS
We polled our customers, talked to our team leads, and read over tons of player feedback. We're very proud to present the results of this research and design to you here in version 1.75. Thanks in no small part to our players, we hereby introduce a brand new RvR adventuring system called RvR Missions. We thank the Dark Age of Camelot community for their help in providing the vital feedback that led to the development of this new feature.
"RvR Missions" is our name for a unique system allowing players to accept Personal, Group or Realm Missions that can ultimately play a pivotal role in the war raging in New Frontiers. There are many exciting possible missions within the system, suitable for forces of all sizes. One person can make a difference by uncovering a single enemy or scouting out an area. A noble band of brothers can play their part by patrolling their border or protecting a supply caravan from attack. The mission system even includes the full scale defense of the realm in the form of daily goals suggested to all players in the Frontiers.
Come join the battle!
RvR Mission NPCs
Each realm has its own RvR Mission Generals, as well as numerous RvR Mission Commanders. RvR Mission Generals are located in all six portal keeps in New Frontiers, while Commanders are located at all of a particular realm's friendly keeps and upgraded (level 3 or higher) towers.
Hibernia's Realm Generals:
Vegda: Crauchon Gorge - Druim Ligen
Sonvan: Mount Collery - Druim Cain
Midgard's Realm Generals:
Hagir: Yggdra Forest - Vindsaul Faste
Bruki: Uppland - Svasud Faste
Albion's Realm Generals:
Kogis: Forest Sauvage - Castle Sauvage
Muris: Snowdonia - Snowdonia Fortress
Note: While Realm Generals will give you a choice of many different types of missions, be aware that Realm Commanders will only assign certain random missions and will not give you a choice to change them.
Mission Types
- Personal Missions - These missions are intended for those players who choose to go it solo in the Frontiers. Personal missions primarily lead players to areas of New Frontiers where they can find challenging encounters with enemy NPCs and even other players. Missions of this type are specifically designed to allow a single player a high chance of achievement and a reward. Personal mission types are: scout an area in the enemy lands, find an enemy assassin and slay him, kill a certain number of enemy guards, and kill a certain number of enemy players.
- Group Missions - Designed specifically for groups, these missions concentrate on specific siege targets in the Frontiers - primarily single towers, low level keeps and the newly implemented caravans (more information below on caravans). Group Mission types are: capture an enemy tower, capture an enemy keep, kill a certain number of enemy guards, destroy an enemy caravan, and kill a certain number of enemy players.
- Realm Missions - These missions are generated to everyone in a given realm. No action on the part of the player is required in order to receive this type of mission, as this mission type's goal is to encourage all members of a realm to work together for a common cause. Realm Mission types are: capture an enemy keep and all of that keep's towers. (For version 1.75, we will also implement two other Realm Missions that involve gaining control of Darkness Falls and opening an enemy relic gate.)
When RvR Missions Can Be Obtained
- Personal Missions - These may be granted by a General or by a Commander. Once a player has a personal mission, a new Personal mission cannot be obtained for 30 minutes, or until the current Personal mission is complete - whichever occurs first.
- Group Missions - These may be granted by a General or by a Commander. There are no timer restrictions on Group Missions. However, only the group leader can accept or cancel a Group Mission.
- Special note: Group and Personal missions can and will often be available to players at the same time. Because of this, when a player has a Personal Mission calling for the same action as a Group Mission, the Group Mission will take priority and must be completed before the Personal Mission. For example, if the Group Mission calls for the group to kill 25 enemy guards in Albion, and the Personal Mission calls for the player to kill 15 enemy guards in Albion, the credit for the first 25 guards killed will go to the group and the 15 after that will go to the player (or players if more than one group member has the same Personal Mission). This rule only applies when the mission is the same. For example, if the group's mission calls for 25 Albion guards to be killed, while the player's Personal Mission calls for 15 guards from Midgard to be killed, they can both be achieved simultaneously.
- Realm Missions - These are granted to all players in each realm at 7 a.m. EST each day. Once a Realm Mission is complete, a new one will not be granted to the realm for 60 minutes.
How To View Your Missions
- For now (on Pendragon), you may use the /task command to view all of your currently active missions. Once this system goes live, players will be able to view their missions in the quest journal.
Rewards And Credit
- All three mission types award experience, gold and realm points. Rewards are granted at the time the mission is completed.
- In order to receive credit for Realm and Group Missions, players must be within 8000 units of the objective when it is completed.
New Encounter Types
- Assassins - Enemy NPC assassins will be dispatched to patrol friendly towers. Players on Personal Missions are encouraged to go and find these assassins and kill them. These assassins will only attack players who have these types of missions.
- Caravans - NPC caravans will roam between friendly beachhead keeps. Enemy groups are encouraged to find and disable these caravans. (Please note that a caravan currently consists of a horse and some guards. We will be integrating more appropriate art for caravans before 1.75 goes live.)
NEW THINGS AND BUG FIXES
Tooltips
We have added tooltips to a number of items in the interface, to better explain their functionality or to provide useful feedback.
- For spells on your quickbar or active effects, you will now see the name of the spell and a duration/disabled timer, if appropriate.
- Based on player feedback, we have modified the tooltips from their original form in the 1.74 patch to make them smaller and less obtrusive.
Character Statistics Page
To help players better understand item bonuses, item bonus caps, and evaluate items, we have added a system of tooltips to your character statistics page that will display all relevant information.
- Hovering over any stats display (Strength, Constitution, etc) will now bring up a tooltip that will list base stats, item bonus, item cap, item bonus waste (bonus that exceeds your current cap), bonuses from spells/buffs, and any bonuses from RAs or class specific abilities.
- We have changed the layout of the main statistics page to include a new section that displays your current resists for each damage type. A tooltip will display bonus information broken out in the same way as statistics.
- We have slightly changed the rules about when stats are highlighted, to give better feedback to players. Your natural level is now considered to be base stat, item bonuses, and realm ability bonuses. When you are above this value (from buffs or spells) the statistic will be colored green. When below this value (from debuffs) the statistic will be colored red.
- Anytime you are missing Constitution due to a PvE death, the Constitution stat will be colored red as a reminder to visit a Healer.
Multiple Quickbar Support
To allow players to use an ever-increasing amount of abilities, we have added multiple onscreen quickbars.
- These quickbars are fully independant from other quickbars on your screen, enabling players access to up to 300 seperate quickbar ability slots, with 30 onscreen at once.
- You may activate multiple quickbars by opening your Options Menu (via the button on the Character Stats page).
- Optionally, you may toggle quickbars with the command '/quickbar Qbar# 1/0' (for example, to enable quickbar 2, use /quickbar 2 1)
- To access abilities on second and third quickbars, you may use the Alt (2nd Quickbar) and Control (3rd Quickbar) keys, plus the corresponding number. You may only use these shortcuts if you have 'Ctrl Modifier' and 'Alt Modifier' turned on in the keyboard configuration.
- To switch between quickbar pages on the second and third quickbars, you can use Alt-Shift-# and Ctrl-Shift-#
- The /qbind command has been updated to take a quickbar as an additional argument (example: /qbind 1 2 2 will bind a key to Quickbar Page 1, Slot 2, QuickBar 2)
Character Creation Changes
- Kobolds will now correctly list that they can become Warlocks in the Character Creator. They could always become Warlocks, it was just not shown in the list of advanced classes that they could become.
- You will now get an appropriate error message when entering a name that is too short.
Housing Changes
- Only the character that actually owns a personal house may pick up or place vaults and consignment merchants. Previously, any character on the account could pick up vaults and consignment merchants even though only the character that owned the house could place them.
- Players may now use the repo merchants for missing vaults and consignment merchants, even if the house itself is still in the player's possession. Previously, repo merchant use was restricted only to players who lose the entire house.
- Houses will now need to be completely emptied of all items in the house and in the garden before the house can be upgraded or downgraded.
World Changes
- In 1.74 the stack size of many common sell loot items was increased. Unfortunately mistakes were made in the corresponding value adjustments, resulting in decreased sell values for these items. The items have been returned to their correct sell value in 1.75.
NEW FRONTIERS NOTES
- The monster population in the Frontier zones has been slightly reduced.
CLASS CHANGES AND FIXES
General
- We have addressed an issue that would cause the following spells in the following lines to occasionally skip a pulse: Crusader's Ward line, Body/Mind/Energy/Heat/Cold/Earth Ward line, Soul Ward line, Brisk Wind line, Ease of Movement line, Chant of the Brawl line, Song of Rest line, Body/Spirit Bolstering Chant line, Energy/Heat/Cold/Matter Diminishing Chant line, Effervescence line, Nature's Revenge line, Guardian's Encouragement line, Chant of Endurance line, and the Greater Battle Zeal.
- We have addressed an issue with certain charm spells that could potentially cause the charm to drop without getting two sequential resists. This affects the following spells: The Minstrel's Captivating Melodies charm line and the Mentalist's Illusory Enemy charm line.
- We have moved the level 2 buff spells for all Naturalist and Acolyte base classes to level 1.
Master Ability Changes and Fixes
- The duration of the Speedwarp debuff has been reduced from 60 seconds to 30 seconds.
Base Classes
- The Naturalist base class will now receive the Minor Bark Skin spell at level 1.
- The Acolyte base class will now receive the Aura of Shielding spell at level 1.
Armsman
- The Polearm style, Distract, now has an improved growth rate for its style damage.
Bard
- The hotbar icons for Rhythm of Earth and Rhythm of Nature now have the correct color border.
Cabalist
- All simulacrums now have updated models when using the Catacombs client.
Necromancer
- Necromancer pets can no longer be confused. Necromancer pets were not supposed to be affected by confuse spells, as the confuse effect can potentially take the pet outside of the leash range of the Necromancer, making the Necromancer unable to defend himself when the pet was dispelled.
Runemaster
- The Runemaster spell line, Raven Drove, no longer delves as having a 20 second recast timer.
Valkyrie
- Valkyries will no longer have the Odin's Lesser Aura spell stuck in their spell list after receiving a higher level version of the spell.
Vampiir
- The Vampiir will no longer use a casting animation when casting the Restoration spell.
Warlock
- Warlocks are able to combine certain abilities in ways that, in conjunction with a few of their high damage spells, significantly overpowers them. This is exaggerated even more because the amount of damage done by certain Warlocks spells is so high. To help mitigate this issue, we have reduced the damage for the following Hexing spell lines:
2 Lesser Beguiled Pain – Damage: 10
3 Beguiled Pain – Damage: 15
8 Greater Beguiled Pain – Damage: 34
13 Lesser Beguiled Pain – Damage: 66
18 Beguiled Injury– Damage: 77
24 Greater Beguiled Injury – Damage: 97
34 Lesser Beguiled Hex – Damage: 135
43 Beguiled Hex – Damage: 168
49 Greater Beguiled Hex – Damage: 191
5 Infernal Sore – Damage: 9/pulse
9 Infernal Eruption – Damage: 15/pulse
19 Infernal Rot – Damage: 37/pulse
30 Infernal Degeneration – Damage: 55/pulse
41 Infernal Infection – Damage: 76/pulse
46 Infernal Erosion – Damage: 88/pulse