check THIS out

liloe

It's my birthday today!
Joined
Jan 25, 2004
Messages
4,168
LOL: the text is too long, wtf....ok, cut down the useless stuff about PvE and some item stuff.


I will highlight the really cool stuff and one thing is more than highlighted =))

You can clearly see that WoW is doing DAoC really really good. Lots of these changes have been asked for for years and finally a lot of dreams will come true =)

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

Dark Age of Camelot
Test Version 1.76a Release Notes
Guild System Enhancements
May 26, 2005

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


INTRODUCTION TO THE GUILD PATCH

As our players know, the community in any online game is of paramount importance to enjoyable gameplay. The backbone of that community is contained in the player guilds and alliances in the game. As such, after discussions with our community, we have focused this patch on improvements and revisions to our player guild system.

We also know that artifact durability and the availablity of single line respecs are a concern for our players. We have listened to your feedback on these issues and present new systems in these areas in this patch.

We will introduce many changes to the guild system over the next few weeks. The first systems that we will introduce today are a guild merit point and reward system, an automatic guild dues system and a new guild level system. Details on these systems are listed below.

This is only version A - there will be more changes to come throughout 1.76. Keep your eyes on the patch notes!



GUILD SYSTEM CHANGES

We have greatly enhanced our existing guild system in this version. This first version of 1.76 incorporates a few guild systems players will notice immediately on Pendragon. There is much more to come in 1.76.


Guild Merit System

If you are in a guild, you can now earn 'Guild Merit Points' for your guild. You earn these by leveling, getting new realm ranks, completing master levels and getting certain levels of trade skills.

- Guild Merit Points can be achieved by any character on an account achieving certain milestones, and are earned for a guild provided that the character is in the guild. If a character is guildless when he achieves a milestone, no Guild Merit Points are awarded.

- The rewards are greater for the first time that a character hits a milestone in a given achievement on that server. Secondary achievements on that server and account will receive a reduced reward.

- For example, the first time that a player achieves Master Level 5 on a server, his guild will receive 100 Guild Merit Points. Every additional character on that account and server will only award 50 Guild Merit Points for Master Level 5.

- Note that these achievements are measured by account and server. So if once character on an account 'passes' the highest achieving character on that account in that achievement, then the guild will recieve the first time award.

- Players will receive a message when they've earned guild merit points for their guild.


Rewards for the primary character of each area of achievement:

- Levels 2-50: You get a certain number of guild merit points per level. (Value: These scale from 6 at level 2 to 253 at level 50.)

- RR 2+: You get a certain number of guild merit points per RR. (Value: 3*(RR-1)^2.)

- ML 1-10: You get a certain number of guild merit points per ML completed. (Value: 20*ML completed.)

- Tradeskill 700, 800, 900, or 1000: You get a certain number of guild merit points per each of these levels. (Value: Tradeskill level -600.)


Rewards for all secondary characters of each area of achievement:

- Levels 45-50: You get the same 45-50 reward as a primary guilded character, but no reward below 45.

- RR2+: Same reward as a primary guilded character.

- ML 1-10: Half the reward that the primary guilded character receives. (Value: 10* ML completed.)

- Tradeskill 1000: Slightly less than half the reward that the primary guilded character receives. (Value: 250 points.)


Guild Bonuses From Guild Merit Points

- Guilds can spend their guild merit points to get up to five merit bonuses.

- The current guild command is "/gc buff <1-5>" to select the guild bonus. Note: This command will most likely change before this system goes live.

- Merit bonuses cost 1000 guild merit points and will be applied to everyone in the guild. The bonus provided to the guild by the merit point system, as noted in /gc info, lasts 24 hours.

- Guild members must have permission from the GM in order to select bonuses for the guild. ("/gc edit buff Y" would be the command to allow a certain rank permission to grant the guild bonus buffs.)

- The bonuses available to be granted to a guild are:

Master Level Experience Bonus - 20%
Craft Haste Bonus - 5%
Artifact Experience Bonus - 5%

Realm Point Bonus - 2%
PvE Experience Bonus - 5%


Guild Levels

All current and future guilds have been granted a leveling system. This system will track a guild's level levels based on the amount of guild realm points a guild has. Some guild features, such as guild dues, will require a minimum guild level to activate.

- A guild's level is visible by using the /gc info command. This will also be visible on the Camelot Herald.


Guild Dues

Guild Dues are intended to provide funding to guilds by its members in order to allow the guild to perform the routine tasks required for the smooth operation of the guild.

- Players may use the command "/gc due <1 or 0>" to turn guild dues on or off. When they are on, 2% of all looted coin goes to the guild bank. Pendragon Note: There is currently no way to withdraw money from the guild bank.

- Guild members must have permission from the GM in order to turn dues on or off for the guild. ("/gc edit due Y" would be the command to allow a certain rank permission to turn dues on for the guild.)

- In order for a guild to collect guild dues, the guild must be level 5.



SINGLE LINE RESPECS

- Players can now purchase a single line respec anywhere in the game world by using the "/respec buy" command. Using "/respec buy" will only allow the player to buy a single line respec if they do not already have one.

- In their lifetime, players are eligible for nine discounted single line respecs, and unlimited single line respecs at full cost. The full cost scales based upon the player's level. For example, the first time a level 50 player purchases a single line respec, it will cost 2 platinum; and the ninth time will cost 43 platinum; with the tenth and final cost of 50 platinum. A level 10 player will be able to purchase respecs for much, much less. (Note that we will post a chart detailing the costs of single line respecs for every level and tier before 1.76 goes live.)

- When "/respec buy" is used, the player will receive a dialogue box stating how much the respec is and how much the next respec will be. At this point, the player may accept or decline the respec. Upon acceptance, the money will be automatically deducted from the player's inventory. If the player does not have enough money for the respec, it will fail.

- Players may use the "/respec buy" command from anywhere in the game to purchase a respec, but players must go to their trainers in order to use the respec they've purchased.


Respec Command Enhancement

- The "/respec" command has been improved upon in order to offer more feedback for failed "/respec " attempts. Available skills on the player will now be listed out if the command fails in order to assist in its usage.



ARTIFACT DURABILITY REPAIR

IMPORTANT said:
- Durability loss has now been removed from artifacts. Once repaired at a smith, all artifacts will be reset to full durability and will no longer lose durability.

- Condition loss on artifacts will still occur. Artifacts will now cost significantly more than standard weapons, armor and items to get the condition repaired.

- Note that when repairing an artifact for the first time, durability loss will figure into the initial cost, as well as condition.

- With these changes to durability, artifacts can no longer be repaired by players.

- Repairing artifacts at player houses will no longer provide the house discount.



NEW THINGS AND BUG FIXES

- Players who are protecting, guarding, intercepting or bodyguarding someone will now see who they are performing the action for in the right click/tooltip.

- Delving artifacts will no longer display "100% exp earned towards level X" and will instead be between 0 and 99%.

- Player names in the looking for group window will now be server specific.

- Using the mez feedback or stun feedback buff on Ceremonial Bracers and Gem of Lost Memories will no longer put the player in combat.

- When delving ranged weapons, the range of the weapon is now displayed.

- Caravan Missions will no longer be overwritten by Personal Missions in the quest journal.

- Most Hasteners throughout the Realms will now respond to the key word "movement".

- The teleportation NPCs found in the Border Keeps, Shrouded Isles and the housing zones have been changed so that you simply need to speak to them to select your destination to teleport instead of purchasing a necklace. Additionally, locations have been added to each teleporter to allow players to reach important locations without having to make multiple teleports. The exception to this is the teleport to Catacombs, which can still only be reached through the capital cities.

- Several monsters were not returning home as they should or when they should, resulting in a number of potentially bugged or exploitable encounters. This has been addressed throughout many encounters in the game.

- Oil and ram interaction has been altered. Properly timed boiling oil attacks (poured while a ram is attacking the door beneath the oil pot) will now hit the ram, and players on the ram will take damage accordingly.

- (Galladoria) Players will no longer be dropped into the water when teleported out of the tunnel leading to the Olcasgean's room.

- (Gaheris) A rock giant wizard that was spawning inside the keep wall at Caer Benowyc has been moved.



CLASS CHANGES AND FIXES


Resurrection Changes

In order to address situations where resurrection overwriting and power loss occur, we have made the following changes to the resurrection system:

- If a player declines your resurrection, or the resurrection timer has run out, you will get the power expended on the resurrection refunded back to you.

- Higher value resurrection spells will overwrite lower value resurrection spells that have been cast on a player. Power will be refunded back to the player that cast the resurrection spell that was overwritten.

- If a lower value resurrection spell lands after the player has a higher value resurrection spell cast on them, power will be refunded to the player that cast the lower value resurrection spell and the spell will not overwrite the higher value resurrection that is already on the player.

- If two players cast the same value resurrection spell on the player, the first spell to land will be cast on the player and the second will be refunded back to the caster.

- Perfect Recovery resurrections will overwrite spec (and base) line resurrection spells (power refund will occur for the player who has had their resurrection overwritten).


Realm Ability Changes

- We have increased the amount of crowd control duration reduction for each level of Determination. The new values for each level of Determination are as follows:

Determination 1: 4% reduction to crowd control duration
Determination 2: 8% reduction to crowd control duration
Determination 3: 20% reduction to crowd control duration
Determination 4: 38% reduction to crowd control duration
Determination 5: 55% reduction to crowd control duration


Master Level Ability Changes

- We have reduced the types of wood that can be summoned with the Summon Wood master ability to two types: ironwood (common summon) and duskwood (rare summon).


Secondary Speed Changes

With the secondary "caster" speed adjustment in 1.75, the highest caster speed, when used in combination with sprint, was faster than the highest Bard, Skald, or Minstrel speed. We did not intend for secondary speed users to be able to exceed the values received from primary speed users, so we are changing secondary caster speed values to compensate for primary speed values. Note that these values are still higher than the values before v1.75

- We have decreased the speed bonuses for the following spell lines:

Sorcerer - Amplify Movement
Theurgist - Brisk Wind
Enchanter - Effervescence
Warden – Guardian's Encouragement
Healer – Ease of Movement
Runemaster – Token of Movement


General Changes and Fixes

- The Mercenary and Blademaster class ability, Flurry, can now be used on enemy realm guards and keep lords.

- The icons for the Sorcerer's and Mentalist's group power regeneration spells have been changed.

- The following speed spell lines will no longer occasionally skip pulses: Ease of Movement (Runemaster), Amplify Movement (Sorcerer), Brisk Wind (Theurgist).


Animist

- Turrets will now correctly scale when the Convoker ability, Summon Mastery, is used.


Armsman

- Armsmen will no longer be interrupted during the crossbow draw time when using the Snapshot realm ability.


Bainshee

- The delve information for the Commanding Call spell line now correctly includes the spell function and description.


Berserker

- Dwarf Berserkers will now shapechange into a smaller version of the bear model when Berserk ability is used.

- The standard bear model has had its scale increased to standard Troll height.


Bonedancer

- Fixed a bug that was causing the fossil mystic and fossil seer pets to have extremely high resist rates on their spells.

- The fossil mystic's lifetap spell has been changed to a direct damage spell to further reduce the resist rates seen with these pets. Please note the damage type and damage values have not been changed.

- The fossil mystic, fossil archer, and fossil healer pets will no longer run away indefinitely from their attackers.

To provide the Bonedancer's subpets with buffs that are more appropriate for their subpets' abilities, we have swapped the pet buff lines in the Darkness and Bone Army specialization lines.

- The Dex/Qui pet buff spells in the Bone Warrior (Bone Army spec) line have been changed to Str/Con pet buffs.

- The Str/Con pet buff spells in the Bone Mystics (Darkness spec) line have been changed to Dex/Qui pet buffs.


Cleric

- We have increased the proc rate for the Cleric's RR5 ability, Retribution of the Faithful.


Enchanter

- We have added two group damage add spells to the Enchantment spec line. The spells are available at the following spec levels:

35 Dazzling Arms - 7.9 dps
45 Radiant - 10.0 dps


Hero

- The reuse time for the Spirit of the Hunt ability has been lowered from 30 minutes to 20 minutes.


Necromancer

- Added spell effects to the casting animations for the following spell lines: Regenerate Flesh, Cleaving Guardian, Poison Gasp, Strength of the Dead, and Develop the Servant.


Runemaster

- We have added two group damage add spells to the Darkness spec line. The spells are available at the following spec levels:

33 Greater Rune of Agony - 7.9 dps
41 Greater Rune of Misery - 10.0 dps


Sorcerer

- Fixed a bug where Shield of Immunity could not be fired after the Sorcerer was interrupted.

- Shield of Immunity can no longer be used when Mastery of Concentration is activated and vice versa. Due to this change, Sorcerers have been stripped of the Mastery of Concentration realm ability and their points refunded upon login so they may repurchase this ability if they choose to do so.


Theurgist/Wizard

- We have added two group damage add spells to the Path of Earth base line. The spells are available at the following levels:

35 Earthen Rage - 7.9 dps
45 Earthen Fury - 10.0 dps


Valkyrie

- The Valykrie group offensive procs will now scale based off the level of the player on whom it is cast.


Vampiir

- The hotbar icon for the RR5 ability, Mark of Prey, has been changed to the correct icon.

- (Bug Fix) Call of the Raven and Vengeance of the Raven now correctly have 15 second recast timers.

- (Bug Fix) Objects, such as siege equipment, will no longer provide power to the vampiir.


Wizard

- The Wizard's RR5 ability, Wall of Flame, will now correctly do damage on the last tick of the spell.



NEW FRONTIERS WORLD NOTES

- The dark depths of the North Sea have grown extremely dangerous as an ancient terror begins to stir.

- The shades inside the Passage of Conflict will no longer attack players while they are invulnerable.



Encounters - Albion

- A swamp creature calling itself the Marsh Lord has taken residence within the south west area of Avalon Marsh.

- An evil inconnu has been spotted roaming the depths of Campacorentin Forest.


Encounters - Midgard

- A leader has emerged amongst the svartalf outcasts that have taken up residence between Galplen and Gna Faste.

- A powerful svartalf sorceress has found a magical tome and has been heard chanting magical rites inside Myrkwood Forest.


Encounters - Hibernia

- A poison elemental has been spotted near Connla's Well in Shannon Estuary.

- An elf with the ability to draw power from the recently deceased has been found hiding in the Silvermine Mountains.


Item Notes

- Monsters whose levels were adjusted in 1.75 in classic zones have had their treasure tables adjusted to be appropriate to their new level (for those treasure tables that were not properly adjusted in 1.75).



TRIALS OF ATLANTIS WORLD NOTES



Oceanus Encounters

- Kraken and Leviathan will no longer suffer defensive penalties when in combat with a large number of attackers.

- Pets under the effect of the Kraken's ink cloud will tend to become confused and behave in irrational ways.

- (Trial 1.8) The visible effect on the shark that possesses the ruby is much more pronounced.



CATACOMBS WORLD NOTES



Item Notes

- Darkspire armor now has new graphics. Prior attained items from Darkspire will not be effected by this change. ( Comment: QQ for my helm )



TRADESKILL UPDATES

- New sets of level 51 armor are now available for each realm using the crafting lore of the denizens of that Realm's Catacombs city. These new sets include chest, legs, sleeves, boots and gloves can be crafted using small amounts of powdered aurulite which can be purchased from the aurulite vendors in the Catacombs cities. Each set has a unique skin that will only be visible using the Catacombs client (otherwise it will appear as the regular level 51 crafted armor).

- Alchemists and Spellcrafters can now bring their Seigecraft to 2% of their current primary skill (was previously 1%).

- Alchemy and Spellcraft ingredients will now sell back to merchants at 95% of their cost (instead of 50%).

- Spellcrafters should no longer see the recipe for +Pacification skill gems in thier recipe lists.
 

Dafft

One of Freddy's beloved
Joined
Jan 28, 2004
Messages
297
SINGLE LINE RESPECS

- Players can now purchase a single line respec anywhere in the game world by using the "/respec buy" command. Using "/respec buy" will only allow the player to buy a single line respec if they do not already have one.

- In their lifetime, players are eligible for nine discounted single line respecs, and unlimited single line respecs at full cost. The full cost scales based upon the player's level. For example, the first time a level 50 player purchases a single line respec, it will cost 2 platinum; and the ninth time will cost 43 platinum; with the tenth and final cost of 50 platinum. A level 10 player will be able to purchase respecs for much, much less. (Note that we will post a chart detailing the costs of single line respecs for every level and tier before 1.76 goes live.)

- When "/respec buy" is used, the player will receive a dialogue box stating how much the respec is and how much the next respec will be. At this point, the player may accept or decline the respec. Upon acceptance, the money will be automatically deducted from the player's inventory. If the player does not have enough money for the respec, it will fail.

- Players may use the "/respec buy" command from anywhere in the game to purchase a respec, but players must go to their trainers in order to use the respec they've purchased.


Respec Command Enhancement

- The "/respec" command has been improved upon in order to offer more feedback for failed "/respec " attempts. Available skills on the player will now be listed out if the command fails in order to assist in its usage.

ARTIFACT DURABILITY REPAIR

Quote:
Originally Posted by IMPORTANT
- Durability loss has now been removed from artifacts. Once repaired at a smith, all artifacts will be reset to full durability and will no longer lose durability.

Bye bye respec stones
 

Gryni

Loyal Freddie
Joined
Jan 21, 2004
Messages
216
Realm Ability Changes

- We have increased the amount of crowd control duration reduction for each level of Determination. The new values for each level of Determination are as follows:

Determination 1: 4% reduction to crowd control duration
Determination 2: 8% reduction to crowd control duration
Determination 3: 20% reduction to crowd control duration
Determination 4: 38% reduction to crowd control duration
Determination 5: 55% reduction to crowd control duration

random <- :wij: -> savage
 

Tiarta

Fledgling Freddie
Joined
Jan 9, 2004
Messages
695
lots of cool stuff and sorc nerf not so bad tbh.

but where is the warlock nerf ? :p
 

orbin

Fledgling Freddie
Joined
Jan 23, 2004
Messages
159
WL got nerfed in 1.75, they got -30% dmg reduction on the hex-dot and the hex-lifetap!


/Gashemi
 

censi

Can't get enough of FH
Joined
Jan 18, 2004
Messages
4,632
nah bollacks. just should make things slightley better.

are sorcs loosing moc? or just cant use stupid rr5 thing when moccing?
 

Tiarta

Fledgling Freddie
Joined
Jan 9, 2004
Messages
695
orbin said:
WL got nerfed in 1.75, they got -30% dmg reduction on the hex-dot and the hex-lifetap!


/Gashemi


well nerf more imo - you gotta hate that class : me ---> :twak: <-- warlock
 

liloe

It's my birthday today!
Joined
Jan 25, 2004
Messages
4,168
where is there a sorc nerf?

And no, sorces can repurchase MoC, they get points refunded cause they can't use their RR5 ability then anymore.....and that was the point where I saw where the sorc nerf is =)) hehe, didn't think about it like that before =)
 

Zoia

Can't get enough of FH
Joined
Jan 13, 2004
Messages
1,327
censi said:
nah bollacks. just should make things slightley better.

are sorcs loosing moc? or just cant use stupid rr5 thing when moccing?
They can't use MoC + SoI. \o/
They lose MoC and get their RA point back, but can buy it again if they will.

Edit: Pfff, liloe beat me to it. :p
 

Duzic

Fledgling Freddie
Joined
Jan 31, 2004
Messages
817
liloe said:
Realm Ability Changes

- We have increased the amount of crowd control duration reduction for each level of Determination. The new values for each level of Determination are as follows:

Determination 1: 4% reduction to crowd control duration
Determination 2: 8% reduction to crowd control duration
Determination 3: 20% reduction to crowd control duration
Determination 4: 38% reduction to crowd control duration
Determination 5: 55% reduction to crowd control duration


umm yeah tanks really need another boost tbh :m00: charge just isnt enough imo :puke:
 

Arkian

Fledgling Freddie
Joined
Jan 7, 2004
Messages
372
Good news for tanks Det5 + stoicism = 80% CC reduction
Scary for casters though I guess.
 

Kagato

Fledgling Freddie
Joined
Dec 22, 2003
Messages
3,777
Armsman

- Armsmen will no longer be interrupted during the crossbow draw time when using the Snapshot realm ability.


Its taking 4 years but Armsmen finally got some love !

Erm...ok maybe not :(
And for a minute there I thought i'd be wanted :eek:

Seriously though, the Det thing is good news, though detirmination still wont be as effective as OF with the duration bonus on most CC classes templates, but its still a good improvement.

Guild thingy is nice fluff but im not to interested in it personally.

Don't give a shit about the artifacts though, I use 0 in my template :flame:
 

vintervargen

Banned
Joined
Dec 23, 2003
Messages
2,779
- We have decreased the speed bonuses for the following spell lines:

Sorcerer - Amplify Movement
Healer – Ease of Movement




yes yes yes xDDD
 

Lorfo

Loyal Freddie
Joined
Feb 25, 2004
Messages
752
By the looks mythic finally realises what the daoc community want.
<3
 

Ckiller

Loyal Freddie
Joined
Jan 7, 2004
Messages
909
determination5= tanks rooted with 1.3min root is stuck 6-7 seconds according to tests sofar hmm

with resists ofcourse
 

Docs

Fledgling Freddie
Joined
Apr 9, 2004
Messages
515
Lots of nice changes here, only downside for me is the MOC+SOI nerf.
SOI + MOC nerf in solo fights dont bother me all that much though.

However, that does have its drawbacks even in groups.

Today when I get a charge tank on me I usually pop SOI+MOC so I
can continue to mess, root and interrupt even when someone is
hitting me, with this change I will have the choice of either surviving (SOI)
or popping MOC and dieing.
(unless I start LTing someone but then again, that only interrupts one enemy)

If you ask me this will in turn make alb CC easier to shut down and lessen
the effectiveness of alb groups since sorcs dont have any insta
amnesia etc. and therefore cannot CC if forced to use SOI.

Am I the only one to see this scenario?
 

Docs

Fledgling Freddie
Joined
Apr 9, 2004
Messages
515
Ohh, and another thing.

The only really sad about all this is that most of us will die of old age
before this goes live on the EU servers... :(
 

Coldbeard

Part of the furniture
Joined
Jun 14, 2004
Messages
5,183
Duzic said:
umm yeah tanks really need another boost tbh :m00: charge just isnt enough imo :puke:

Not all tanks can get charge.....
Det will be nice for my warrior!

oh and sorc rr5+moc nerf! ;D
 

Heta

Fledgling Freddie
Joined
Apr 21, 2005
Messages
2,273
Tiarta said:
well nerf more imo - you gotta hate that class : me ---> :twak: <-- warlock

warlock aint a threat after 1.75 realy, most of them stoped playing on US when they werent able to instant kill anymore, and in fg fights they are raped in the first second anyways ;)
 

Acrantophis

Fledgling Freddie
Joined
Dec 17, 2004
Messages
183
One time cost? some of the items on that image has 100% durability, hence it should cost the same once again?

For instance, Scalars on 100%dur, 95%condition and the cost was 924g to repair?

Seems like your a US player though so you have perhaps already tried it on pendragon? if so please post pics of what the costs are after the "initial" repair.

-Acran.
 

Garbannoch

Fledgling Freddie
Joined
Dec 27, 2003
Messages
557
Acrantophis said:
One time cost? some of the items on that image has 100% durability, hence it should cost the same once again?

For instance, Scalars on 100%dur, 95%condition and the cost was 924g to repair?

Seems like your a US player though so you have perhaps already tried it on pendragon? if so please post pics of what the costs are after the "initial" repair.

-Acran.


100% qual items have a hidden dur bonus of up to 35% (I think)... so even if it shows 100% dur on the delve it might miss up to 35 points
 

Docs

Fledgling Freddie
Joined
Apr 9, 2004
Messages
515
You get huge amounts of coin from RvR these days so if you ask
me the artifact repair cost will not even be noticable.

Besides, now ppl can show off their RvR gear on all the PvE raids.
It might not make all that much of an impact, but atleast more ppl
will have capped resists when they go PvEing ;)

The dur might go as high as 150% if I am not all wrong Garb.
 

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