1.76c

Gamah

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

Dark Age of Camelot
Test Version 1.76c Release Notes
Guild System Enhancements
June 9, 2005

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


THE GUILD PATCH CONTINUED

This version introduces more upgrades to the guild system in Dark Age of Camelot, specifically the addition of the following systems: Guild Missions, Social and News Interface, Guild Dues, and Guild Banners. All of these systems are described in detail below.


Guild Mission System

The purpose of the Guild RvR Missions system is to build a sense of unity within the guild by encouraging guild members to work together with each other to achieve common goals. Accomplishing Guild RvR Missions provides meaningful rewards to the guild as a whole.

- Guild leaders (rank 0 GM players), by default, may obtain Guild RvR Missions by talking to the RvR mission General. Guild leaders may also, by permission, allow other guild members to obtain Guild RvR Missions. (Type "/gc info" to view the new commands.)

- To obtain missions from the General, the guild leader selects the "Guild Mission" option, and then selects the enemy realm in which the mission is to be conducted. Upon selecting the enemy realm, the mission is granted to the entire guild.

- When a mission is chosen, each member of the guild will have the mission display in the quest journal.

- Once a guild mission is granted, the guild will be required to complete all of the following (in any order) to receive the reward:

Complete 20 kill enemy missions.
Complete five guard kill missions.
Take 5 towers belonging to a particular realm.
Take 2 keeps belonging to a particular realm.

- Successful completion of a guild mission results in the following rewards for the guild: 4,000 guild realm points, 100 guild bounty points, a 24 hour 2% bonus to all magical damage and a 24 hour 2% bonus to all melee damage.


Social Interface And News System

The social interface is a new system designed specifically to provide players with vital information about their guilds, alliances, realms, realm mates and realm news events - all provided at the touch of a button and with the use of an intuitive new "Social" window.

- All players may use the social interface. However, use of the guild command buttons (such as promote and demote) still require permission from the rank 0 guild leader. If a player has permission, the buttons will be available. If a player does not have permission, the buttons will be grayed out.

- The social interface contains three tabs. The first tab, News, lists all relevant realm news - Realm Vs. Realm Global, Realm Vs. Realm Local and Player Vs. Enemy. The second tab, Guild, lists all guild members. The third tab, Alliance, lists all alliance members. Each tab is explained below.

- News Tab: The news tab contains three categories of events - Realm Vs. Realm Global, Realm Vs. Realm Local and Player Vs. Enemy. Realm Vs. Realm Global news lists any realm activity pertaining to the capture and release of keeps and towers; Realm Vs. Realm Local news lists the last five players to have achieved new realm ranks; and Player Vs. Enemy lists the last five players to have achieved level 50 or to have achieved 1000 skill in a tradeskill. (Note that we are planning on further additions to each of the three realm news categories.)

- Guild Tab: The guild tab lists all players in a guild, as well as provides added functionality to guild members. Use of this tab allows the player to sort through all guild members, whether online or not, by level, class, rank, group, zone/last online or by any notes attached to the players listed. This tab contains a "Note" button, which allows the player to place upon himself (or upon others if the player is a guild leader with permission) a special instruction. For example, if Joe goes on a dragon raid, he may wish to place upon himself a note that says "On dragon raid. Meet at Cornwall or send for more information." (Note that for longer notes, the player will not see the entire message in the window, but mousing over the note will display the entire note in a tooltip.) To grant a member of the guild permission to use notes, the command is: "/gc edit <rank> note <y or n>".

- The guild tab also houses the new guild banner purchase interface, which is explained in the "Guild Banner System" section below.

- Alliance Tab: The alliance tab lists all players in an alliance. Use of this tab allows the player to sort through all alliance members, whether online or not, by level class, group, zone/last online or by the guild the player is in.


Guild Dues System

The Guild Dues system allows guild leaders to amass guild funds, which can then be used for various guild efforts - such as paying for a house, for example.

- At guild level 5, a guild leader can choose to activate guild dues. To do so, the guild leader would use the following command: "/gc due #" - where # is 1 for on and 0 for off.

- When activated, 2% of all looted coin will be automatically deducted and directly deposited into the cashbank of the guild.

- The guild leader will be able to set permissions for members to deduct money from the guild bank. Do do so, use the following command: "/gc edit <rank> withdraw <y or n>".

- Note that since this command has always been in the game, guild leaders will want to ensure it's not already activated for ranks they do not wish to have this ability.

- Every member will be able to view the guild money through the interface.


Guild Banner System

This version marks the introduction of our guild banner system. With this system, players will be able to, via the social interface, buy, summon and then utilize special banners which are intended to be visible rallying points on the RvR battlefield that give various beneficial effects to surrounding guild members and groupmates.

To buy and summon a guild banner, a player must meet the following requirements:

- Use the "Buy" and "Summon" buttons on the social interface or use the "/gc buybanner" and "/gc summon" commands.

- Be in an outdoor frontier zone or a frontier dungeon zone.

- Be in a group. If the player leaves the group, the banner’s effect drops and the banner remains up for 30 seconds - giving the player a chance to rejoin the group. (Even if rejoining the group, however, the player will need to re-summon the banner.)

- Be in a guild.

- Have guild banner permissions from the guild leader. To grant guild members permission to buy or summon banners, the commands are as follows: "/gc edit <rank> buybanner <y or n>" and "/gc edit <rank> summonbanner <y or n>".

- Only one member of a group may have a banner summoned.

- Only one member of a guild may have a banner summoned.


Special rules regarding guild banners:

- The guild banner will last for 30 minutes, at which time it will become inactive and will need to be resummoned.

- If the carrier of the guild banner is killed, the banner will drop to the ground, at which point the banner is up for grabs by carrier's own group or the enemy group that killed the carrier. If the enemy group captures the guild banner, the guild whose banner was captured will not be able to buy another banner for 24 hours.

- If the carrier of the guild banner is killed by a monster, any other player, friend or enemy, may pick up the banner. Again, if it is captured by an enemy, the guild whose banner was captured cannot buy another banner for 24 hours.

- In the near future, before this goes live, captured guild banners will be useable as trophies in housing.

- Guilds must be level 7 or above in order to purchase banners (see the Guild Leveling system notes).

- Guild banners cost guild bounty points. Costs are weighted based on the guild's level. The higher the level of the guild, the more expensive the banner. When clicking the "Buy" button, players are presented with an accept/decline window before a purchase is actually made, which also states how many bounty points the banner will cost. This allows the player to decline the purchase if it's deemed too expensive.


Guild Banner Effects

- Spells on banners will emit short duration PBAOE buff spells around the banner's carrier.

- Each class archetype will summon a different banner with a different effect.

- Banner effects will be restricted to group members and guild members of the banner's carrier. Group members will receive 50% of the designed bonus for the banner. Guild members within 1500 units will receive 100% of the designed bonus for the banner.

- If a player with a banner joins a group that already has a banner, the group banner will take precedence and the player joining the group will lose his banner.

- Players receive the effect of whatever banner grants the highest bonus - in most cases, guild banners.

- Spell Resist Banner - Banner of Warding: 10% bonus to all magic resistances. (Pendragon note: This currently stacks with other effects. This will be changed so that it does not stack before it goes live.)

- Melee Resist Banner - Banner of Shielding: 6% bonus to all melee resistances. (Pendragon note: This currently stacks with other effects. This will be changed so that it does not stack before it goes live.)

- Crowd Control Duration Banner - Banner of Freedom: -6% reduction to the time effect of all Crowd Control.

- Haste - Banner of Besieging: 20% reduction in siege firing speed. (Note that this effect does NOT stack with Warlord.)


Class Associations With Banners

Albion Classes associated with each banner

- Spell Resist: Wizard, Theurgist, Sorceror, Cabalist.

- Melee Resist: Armsman, Mercenary, Reaver, Paladin.

- Crowd Control: Necro, Friar, Infiltrator, Scout.

- Haste: Cleric, Heretic, Minstrel.

Midgard Classes associated with each banner

- Spell Resist: Spiritmaster, Bonedancer, Runemaster, Warlock.

- Melee Resist: Warrior, Berserker, Savage.

- Crowd Control: Shadowblade, Hunter, Valkyrie, Thane.

- Haste: Healer, Shaman, Skald.

Hibernian Classes associated with each banner

- Spell Resist: Animist, Enchanter, Eldritch, Mentalist

- Melee Resist: Hero, Blademaster, Champion, Vampiir

- Crowd Control: Ranger, Nightshade, Valewalker, Warden

- Haste: Druid, Bard, Bainshee



NEW THINGS AND BUG FIXES

- Shepherd Master Level experience will now be awarded anytime someone in your group completes a step for which you already have credit. Previously, you had to also be working on or higher Master Level. (For example: an ML2 player could not receive MLXP for Shepherding a player on an ML6 step, even if they had already completed the step.)

- (Bug Fix) The Heretic's realm rank 5 ability "Fanaticism" will now only affect players that can recall to lords.



CLASS CHANGES AND FIXES


Realm Ability Changes And Fixes

- Clerics will now receive a message when Retribution of the Faithful procs on an enemy target and when the effect has worn off on the target.

- Anger of the Gods will no longer display 0.0 damage when delved.


Master Level Ability Changes And Fixes

- The master level ability "Focusing Winds" will now work correctly.

- The Faultfinder style has been removed and replaced with a Faultfinder ability. The ability is an object only damage add, with a reuse timer of 2 minutes. The damage add is a 20.0DPS bonus.


Hibernia Style Changes

- A hinder effect has been added to the Blades style, Brilliant Blade.


Armsman

- The Polearm style, Defender's Aegis, has had its effect changed from a hinder to a bleed.


Bainshee

- The hotbar icon for the realm rank 5 ability, Sonic Wall, has been changed to the correct icon.


Friar

- The Incense line of spells will no longer display a point blank spell effect graphic around the caster.


Heretic

- The hotbar icon for the realm rank 5 ability, Fanaticism, has been changed to the correct icon.


Valkyrie

- The Sword style, Odin's Clip, now has an improved growth rate for its style damage.



CAMELOT CLASSIC WORLD NOTES


Item Notes

- TRADESKILLS: The Legendary Spiked Flail recipes (Albion Weaponcraft) will now produce weapons with +DEX instead of +STR to better meet the needs of both Albion flexible weapon classes. These recipes now require "vapor essence jewels" instead of "fiery essence jewels". (Note: the Legendary Pick Flail recipes and products are unchanged.)



CATACOMBS WORLD NOTES


Quests - Midgard

- Precision Attack - Tronsil can now be found in the southern regions of Nyttheim.


Dungeons

- Monster camps in the Albion Aqueducts have been reduced in number. This fixes a bug where too many monsters prevented pet summoning classes from summoning their pets.



FOUNDATIONS NOTES

- Fixed a bug where a Piper in Sherborne would not sell or buy music tickets.


------------------------------------

Minstrels get the shit ability once again I see :touch:
 

xxManiacxx

Can't get enough of FH
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Hibernia Style Changes

- A hinder effect has been added to the Blades style, Brilliant Blade.


Armsman

- The Polearm style, Defender's Aegis, has had its effect changed from a hinder to a bleed.

^^ nice :( Remove hundered from albs and add hindered to hibs
 

Kagato

Fledgling Freddie
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Armsman

- The Polearm style, Defender's Aegis, has had its effect changed from a hinder to a bleed.


"Ok we gotta a problem, Defender's Aegis is completely redundant because it chains of the exact same rear style, Phalanx, that Defenders Revenge does, which has a 9 sec stun."


Mythic - "Ok lets change it from a Snare to a Bleed effect then."

"WTF? "

Yet again Mythic prove they havent got a bloody clue.
 

gervaise

Fledgling Freddie
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Jan 4, 2004
Messages
388
^^^^^
/sarcasm on: You mean you feel the 9s stun is overpowered compared to the bleed. I feel sure we can nerf that inthe next patch ..... /sarcasm off

You surely understand that these changes - as Mythic recently stated in their reply concerning why it is taking soooooo long to issue a response to the TL reports are VERY carefully considered....

Bad keyboard I said /sarcasm off.
 

Docs

Fledgling Freddie
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Apr 9, 2004
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Is this some sort of nerf to prevent the armsman becoming to useful when
det 5 gets available?

I still cannot not beleive it, its actually quite hilarius, well not for Kagato.
But still, it is quite interesting to see them balancing the realms... :eek6:
 

Danamyr

Fledgling Freddie
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1,359
FFS!

My QQ is strong after reading the patch notes. Where are all the Class fixes? Another patch note and another missed opportunity to fix the 50 million things wrong with the Necromancer and all the other knackered toons :(

Grr...
 

Zaffa

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Doom DOOOOM!!!

zerg is gonna be stlong with clustering and now both roleplayers and powergamers out to get keep bonuses

allso small guilds are d0000000mmmed noooo!! :(
 

Mabs

J Peasemould Gruntfuttock
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aegis come off Phalanx
defenders revenge comes off Phalanx, used to come off defenders rage, lvl, er, 34 ? stun style > lvl 50 style, hence it was changed cos people were asking for it to be improved

grats mythic, clueless wonders :touch: :puke:



- Once a guild mission is granted, the guild will be required to complete all of the following (in any order) to receive the reward:

Complete 20 kill enemy missions.
Complete five guard kill missions.
Take 5 towers belonging to a particular realm.
Take 2 keeps belonging to a particular realm.

- Successful completion of a guild mission results in the following rewards for the guild: 4,000 guild realm points, 100 guild bounty points, a 24 hour 2% bonus to all magical damage and a 24 hour 2% bonus to all melee damage.


and that is just mini-relics for the larger zergy guilds, yeah, really smart :(
 

Heta

Fledgling Freddie
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CC reduction banner was rather lol, only hibs that actualy got a class that is regual to groups
 

Feyd

Fledgling Freddie
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Gamah said:
- Once a guild mission is granted, the guild will be required to complete all of the following (in any order) to receive the reward:

Complete 20 kill enemy missions.
Complete five guard kill missions.
Take 5 towers belonging to a particular realm.
Take 2 keeps belonging to a particular realm.

- Successful completion of a guild mission results in the following rewards for the guild: 4,000 guild realm points, 100 guild bounty points, a 24 hour 2% bonus to all magical damage and a 24 hour 2% bonus to all melee damage.
Is it just me who thinks that the requirements to complete a guild mission is kinda though compared to the low reward?
I mean - how many guilds can take a keep? And if more than 1 guild can work together and still both get credit for taking a keep, then how often do we actually see keeps change hands? (yes we do see it happen more than in OF, but do 2 keeps get taken everyday from every realm?
you will make close to 100 times the guild RP just from all the killing compared to the reward from the mission.
And the 'mini relics' - 24 hour - not that much effect imo since you cant make sure to have it on all the time like a real relic.
 

Zaffa

Can't get enough of FH
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im just wondering why one guild have to take 2 keeps... since they can only claim one? :(
 

Void959

Fledgling Freddie
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Feyd said:
Is it just me who thinks that the requirements to complete a guild mission is kinda though compared to the low reward?

I was thinking the same, though more on the lines of "bloody impossible". Perhaps the US server RvR dynamics are completely different, but I know excal is lucky to see even one keep change per day on average, and most of those are late night random takes - 12 vs 3 or something like that. So how the hell is one guild supposed to take two keeps at all? And if they do somehow manage they'll have racked up at least 100 times the pitiful 4000 RP bonus in the process.
 

Brite

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so much for the mid love patch hope,

only classes group friendly that get CC banner is friar and warden

hib love is what we wanted and we got it ! :eek7:


and gamah if you think minstrels are getting anymore love you are insane
 

Gamah

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Brite said:
so much for the mid love patch hope,

only classes group friendly that get CC banner is friar and warden

hib love is what we wanted and we got it ! :eek7:


and gamah if you think minstrels are getting anymore love you are insane

Not at all, but mythic has slowly screwed our group abilties, this was a chance to make us usefull again as the SUPPORT class we are supposed to be.
 

Darzil

Fledgling Freddie
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I guess the Armsman bleed thing may depend on the effectiveness of the bleed. If it's similar to Dual Shadows level, it'll make Armsmen more wanted for Epic PvE.

Not much good in RvR, though.

Darzil
 

UndyingAngel

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Feyd said:
Is it just me who thinks that the requirements to complete a guild mission is kinda though compared to the low reward?
I mean - how many guilds can take a keep? And if more than 1 guild can work together and still both get credit for taking a keep, then how often do we actually see keeps change hands? (yes we do see it happen more than in OF, but do 2 keeps get taken everyday from every realm?
you will make close to 100 times the guild RP just from all the killing compared to the reward from the mission.
And the 'mini relics' - 24 hour - not that much effect imo since you cant make sure to have it on all the time like a real relic.


With Tower Camping gone on the US servers keeps already change hands daily also the Relics have been moving about a lot over the past few days.. :<
 

Kalidur

Fledgling Freddie
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Zaffa said:
allso small guilds are d0000000mmmed noooo!! :(

Personaly i think theres far far far too many guilds in DaOC anyway, its not really anything special being in a guild (in DaOC). I'd much prefer a situation where people go out looking for a guild rather than guilds looking for people. adds so much more to the RP value of the game.
 

Brunore

Fledgling Freddie
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Gamah said:
Not at all, but mythic has slowly screwed our group abilties, this was a chance to make us usefull again as the SUPPORT class we are supposed to be.

support class.. tehn why the fuck do they have stealth?
 

Andrilyn

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Good thing they are making the Cleric RR5 better even if it's only some indicator when it's procced.
Hope 1.76d is something like:
We have changed the Cleric RR5 ability from 0% to 90% proc chance to adjust it to the other classes RR5 abilities.

But anyway those banners sound nice but those guild mission rewards are utterly crap, like people would want to take 2 keeps for +4k guild realm points..
 

Bleeker

Can't get enough of FH
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Andrilyn said:
Good thing they are making the Cleric RR5 better even if it's only some indicator when it's procced.
Hope 1.76d is something like:
We have changed the Cleric RR5 ability from 0% to 90% proc chance to adjust it to the other classes RR5 abilities.

But anyway those banners sound nice but those guild mission rewards are utterly crap, like people would want to take 2 keeps for +4k guild realm points..


speaking of RR5 abilitys..which one is the most useful and which one sucks the most? give reason aswell :)





the worst one ever is chanter rr5 ability: Searing Pet...wtf is it supposed to to? more then 3 feet away and *your pet is too far away to use that ability*

best one?.. warrior one seems nice (i know that from majsan useing it on us :eek7: )
 

Deepflame

Fledgling Freddie
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Bleeker said:
the worst one ever is chanter rr5 ability: Searing Pet...wtf is it supposed to to? more then 3 feet away and *your pet is too far away to use that ability*

I'd say Snapshot; Using your crossbow while running ftw!
 

Eva

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Bleeker said:
the worst one ever is chanter rr5 ability: Searing Pet...wtf is it supposed to to? more then 3 feet away and *your pet is too far away to use that ability*
It's actually quite good from interupting from what I remember in the early days of nf when we ran with chanter.
 

Andrilyn

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Bleeker said:
the worst one ever is chanter rr5 ability: Searing Pet...wtf is it supposed to to? more then 3 feet away and *your pet is too far away to use that ability

Must agree it's not that good but it's nice for PvE if you want to have all mobs on your pet, since the new code makes mobs sometimes go for people in the group when your focus pulling.
 

Shan

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Just for your info: This patch was noted as "Important class changes" in the topic at camelotherald.com

Important class changes :m00:
 

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