G
Gef
Guest
Found this on the IGN boards, some REAL cool looking stuff coming our way! Read and enjoy ..
PS. If this has been posted before then I appologise, I didnt see it
PS. If this has been posted before then I appologise, I didnt see it
This is basically just being taken from posts i've come across. no i wasn't there, so don't ask me questions
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taken from: http://vnboards.ign.com/message.asp?topic=32157312&replies=2
Lots of crafting info from the crafting team, some inside scoop on Shrouded Isles, some talks with Sanya and Scott, and the quest people as well.
First, the order of their current priorities:
1.) Spellcrafting and Alchemy
2.) Guild Housing..not much info on this, the artwork is done, but still a lot to work out.
3.) Shrouded Isles
First off, Spellcraft and Alchemy are (at this time) going to be introduced simultaenously. The projected date to go onto Pendragon (not set in stone) is August 1st.
Spellcraft and Alchemy will be seperate Tradeskills, i.e. if you are an Armourcrafter, you cannot learn Spellcraft and vice versa. You can however learn both Spellcraft and Alchemy. The way it is slated to work, is that depending on the level of the item, and the quality of the item, you will have a base pool of points that can be used up by imbuing the item with stat adds an resists. The highest item shown today would have a pool of 35. An example was adding +10 STR to an item. This would be done by the spellcrafter creating a certain type of jewel, then using the jewel to imbue the item, and in the case of a jewel that adds +10 STR, that would cost 7 points of the items point pool. If I understand correctly, you can have up to 7 different types of stats on an item, but your stat caps still come into play. The high end jewels should cost in the range of 28g to craft. Not too expensive, but not a real high profit margin either.
Alchemy will be used to craft dyes, poisons, potions, proc'ed items, particle effects and a couple of others. Up to about the 500 level, all you can do with Alchemy is make dyes and poisons. White dye is still out due to coding and graphics engine issues. The only limitations to "Alchemized" items will be your pocketbook.
Items will be altered similarly to the way you can repair items via a trade window with a switch.
Again, I will try to post more details when I d/l my pictures of their presentation.
Shrouded Isles will use a new version of the graphics engine, and you will see an improvement even in the original areas. They showed used Camelot hills, and it looked stunning. Reflective surfaces, leaving a wake in the water, nicer landscaping images (i.e. trees looked full, not like cardboard cut-outs), and smooth animations when transitioning into combat mode or switching items on the fly were what we were shown.
Not in yet, but in the works (as of now, anyway, all of this is subject to change), one new race for each realm, and 2 new classes for each realm.
Hibernia gets a half-tree, half-man race, the protectors of the Firbolgs. Albion gets an underground type of race, slaves of the Arawn. Midgard gets a neaderthal type of race.
Hibernia will get a new caster and a hybrid if I recall correctly, the hybrid wearing cloth and wielding a scythe. Midgard gets a naturistic hybrid and a monk type, including hand to hand combt on that one. Albion gets a necromancer, and a cleric type of hybrid, i.e. half melee, half caster.
People who do not buy Shrouded Isles will be penalized only in that they cannot go to the new isles or dungeons on them, and they cannot be the new races or classes.
Mark Jacobs (Jacobsen?), the President of Mythic, made only one promise all day long. He promised that NONE of the DAoC staff will be pulled to work on Imperator, and that the design alone will take over six months before they even start development.
Issues in the works:
-Scott Jennings got two new ideas for the Herald today, both of which he said should be implementated in the next week or two.
1.)In addition to showing how many RP's a guild has, it will show how many RP's a guild averages per guild member.
2.)In addition to showing how many RP's a player has, it will show the number of RP deaths that player has as well.
-Ideas to making See Hidden not quite as powerful are being bantered about, but they stand firm on that something had to be done.
-The horrid level 15 Defender's Epic Quest in Albion will be given an alternate path so that it doesn't take a week of running to do. Apparently it was the first one they did, and in retrospect, they admit to making a mistake.
-Idea to balance out Realm Populations on various servers are being discussed, with the current favorite being to give exp bonuses to underpopulated realms, making it easier to level, and more incentive to join that realm.
-The next thing the Strike Team is working on is RvR issues, including the issue of mass CC's. Not nerfing them, but perhaps making it easier for melee's to break mezz. Resist was not said, making it easier to break was.
-The crafting team's number one priority is bolts and proper titles. The title thing seems to be some kind of wierd programming problem. Apparently bolts got lost on a list or something like that. Also, the crafting team was, IMHO, the most responsive and helpful group there today.
-The idea of giving crafters an additional 50% of vault space after they hit 1K, and the possibility of renting more space thereafter.
I can't remember the rest, ask questions, and if it sparks a memory, I'll answer it.
Items on a low priority, or a dead horse (for now)
-Horses..still in the works, but a low priority.
-Sanya, when asked directly, said that she had been informed that due to the original MUD (I still don't know what a MUD is) that DAoC is based on, it is almost a certainty that you will never have more than 4 character slots. In a later Q&A, Matt Firor was asked, and responded that if it is at all possible, it will be done.
-Realm restrictions, such as placing a cap on the population for a server, to help balance a realm, will never happen.
-Coding Clerics, Healers, Etc. to have their Spell lists better organized is on a list, but apparently is tough because of how the spels are generated...Scott Jennings seemed to give me a bit of confusing double-talk on this one, but i could just be a network guy trying to understand software.
-Respecc will ONLY be introduced when Mythic feels that the vast balancing issues are nearly complete, or are as complete as they can be. This seemed to mean that you should NOT expect it in the next patch.
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taken from : http://vnboards.ign.com/message.asp?topic=32151193&replies=5
CLASSES
Hibernia
Animist - a mage specked in plants with good direct damage and flora-based pets
Valewalker - dress is best described as a Grim Reaper with a green thumb. Cloak and Scythe included. He's a mage with plenty of melee.
Midgard
Bonedancer - nothing surprising, he's a necromancer I guess. Animates dead animal bones, cracks heads with a +3 femur.
Savage - a light tank with the new "hand-to-hand" skill.
Albion
Necromancer - Cleric based chain armor wearer specked in 1Hand slash weapons (hello!!) whose powers include having undead pets and life xfers.
Reaver - this guy is a Necro-Paladin. He basically has chants like any Paladin, only instead of warm and fuzzy chants, they're nasty little things that have negative effects on enemies.
RACES
Hibernia gets Sylvanians.
Albion gets Inconnu, kobold sized albinos.
Midgard gets Valkyns, some kind of Ape-man
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Taken from: http://vnboards.ign.com/message.asp?topic=32152623&replies=8
Let's see if I can possibly remember everything. (What a day!)
- Shrouded Isles
each realm gets 6 new zones: 1 city, 2+ new dungeons, and is completely PvE it seems
the engine looks GREAT, better than Morrowind because DAOC artists > Morrowind artists
they showed Camelot hills - the engine will make old areas look better - trees were SO detailed
vertical terrain will be possible, real cliffs, canyons, etc -- notice how current DAOC has nothing but rolling terrain, textured various ways - a engine limitation (THATS why hibernia looks like a golf course )
water looks good
they showed off an Ice dungeon... WOW it looked great. reflections, transparentcy, etc.
reflections & better transparentcy on player models & armor too
each realm gets 1 race and 2 classes
hibernia gets a new island which is under attack by formorians, the ("Sylvani" ?) join hibernia realm -- they are dryad / tree men, about celt-size, precursor to firbolg and celts' nature magic
new classes - Animist, plant controlling pure mage, and Valewalker a scythe-wielding cloth/leather magic/melee hybrid
midgard's new island (home of Troll Fathers) under attack by primative nethanderal men (sort of), their new race is a split off of the attackers called the "Valkyn" .. they look like a kobold / man hybrd (sort of) best looking race out of the three, very cool looking in my opinion!
midgard classes get the Bonedancer which can raise dead animals to do his bidding (thurgist-like pets??) and the Savage which is a light tank with hand-to-hand skill and can use weapons like claws, etc
albion gets Avalon, which is under attack by dragon-men led by Morgan le Fay. Morgan le Fay angers the king of the underworld and he joins the Albion realm. The new race is the "Icconnu" they are short, albino, dark skinned, underworld dwellers. New classes are the Necromancer (like EQ shadowknight almost) and the Reaver which has chants which cause negative effects