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Eclipsed
Alerion Knight
 
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Postby Eclipsed » Apr 04, 2011 07:19

A bow shot of 800 would have to be a critshot, since damage cap is only like 500-600 if your target has no armor on with a normal shot. And on a Critshot, you can not get critical hits. And yes you can get good critshots that high ... on an assasin, not warrior. At least i never seens anything that high on high AF classes. Also i think that ranger is spec for full bow or almost full bow, with lower melee. Old ra's will make that impossible to preform.
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Spamer
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Postby Spamer » Apr 04, 2011 08:47


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Jezzmin
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Postby Jezzmin » Apr 04, 2011 09:33

Spamer wrote:http://img836.imageshack.us/i/oneshot.png/
One example


I guess that was before some bug that enabled critshots to have an additional crit was fixed ;)

Spamer
Guardian
 
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Postby Spamer » Apr 04, 2011 09:34

Ok now he gonna shot only 999
Btw smt intresting to read
http://vnboards.ign.com/daoc_lancelot/b ... 3123677/p1

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Lasastard
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Postby Lasastard » Apr 04, 2011 10:45

Trishin wrote:
[...]

Also we will work on a dynamic port timer system which influence the port timer according to how many keeps your realm owns. This should also improve the desire for taking keeps. How much it will influence the port timer is an unknown as of now.

A support line system like seen in NF will be worked on too, so it will be possible to port to keeps directly. The full details of this is still in the work. So feel free to share your thoughts of how this could work out best.

Also we will be looking at our port system, to make it more attractive to go in RvR in the late evening hours where action might be slowing down. This will most propably result in a lower port timer compared to primetime hours.

[...]

Old RA

Bad news here I am afraid. Due to a major setback in the way they were being implemented, we are basically back to start regarding the implementation of old RAs. We will of course look into getting these fixed as soon as possible however please do not ask for a release date soon. To be a bit more detailed we had some issues with old RAs overriding our current RAs which was not intended. Also we want to make both, the old and new RA's coexist in code, so if it doesnt work out as thought, there would be a fallback possible. On top of that Nayru, the main developer of the RA's, is currently quite busy in RL.



Just reading this again raises red flags with me, I can't help it. These things that you describe above as possible solutions to the problems plaguing RVR right now were all fully implemented in NF. So you are now back to re-implementing essential NF features but on the OF maps. May I ask why? This whole process makes less and less sense. OF has inferior zone design, that's just fact. And the keeps are buggy and unappealing. So you traded a perfectly fine working RvR Zone with superior keeps and the features that you consider an improvement over the current OF design for a broken zone with numerous flaws only to now put in all the features from aforementioned zone, taking us back to the original status quo minus the better keeps and open zone. Say what?^^

Not to mention that the main draw for doing OF in the first place, the RAs, are back to the drawing board now. How about sticking with the NF zone, work on the old RAs and then, perhaps, if you feel that the NF zone doesn't work well with the old RAs (cant think of why, but who knows), you can put back OF. But right now all you got is a lot of loose end and what appears to be a very vague and somewhat inconsistent concept.
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Daedron
Myrmidon
 
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Postby Daedron » Apr 04, 2011 12:37

Again you are not saying a word about implementing Old RAs. Why don't you just say that it is not gonna be released at all because you keep people waiting, especially people who see that the current system is crap and needs way more than just faster mob respawns. Wohooo.
Hi!

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scythe111
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Postby scythe111 » Apr 04, 2011 12:51

Sahand wrote:Again you are not saying a word about implementing Old RAs. Why don't you just say that it is not gonna be released at all because you keep people waiting, especially people who see that the current system is crap and needs way more than just faster mob respawns. Wohooo.


They said old RA's are basically a year out.

Well, since when they say "soon" that happens in 6 months, so I just extrapolated a bit.

Nymeros
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Postby Nymeros » Apr 04, 2011 14:47

Lasastard wrote:Not to mention that the main draw for doing OF in the first place, the RAs, are back to the drawing board now. How about sticking with the NF zone, work on the old RAs and then, perhaps, if you feel that the NF zone doesn't work well with the old RAs (cant think of why, but who knows), you can put back OF. But right now all you got is a lot of loose end and what appears to be a very vague and somewhat inconsistent concept.


This is actually a pretty good idea.

Let us have normal NF until you're ready to implement OF.

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Rufus_The_Hermit
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Postby Rufus_The_Hermit » Apr 04, 2011 15:01

Jezzmin wrote:I guess that was before some bug that enabled critshots to have an additional crit was fixed
of course it was. Someone doing 999 with a bow in Uthgard? pffff You bet it was pre-2007.

I guess that on what depends on many archers the old RAs can fail at will and draw back to new RAs... even for rangers. It will be a mercy shot on quite some archers out there... It sure will be for mine, as it will loose its last utility: finding other stealthers.

About the news of making keeps more interesting, lets wait and see. I can not imagine how can those keeps possibly be any more attracting then they alreade are (not) now. Since they are atop those hills, one only gets LOS if he is too far away or so close that could spit on a wall and only doors can be destroyed and so on... this kind of thing can not be changed. They have already said they intended to make those keeps more interesting, I think it is little likely but again, lets lets wait and see.

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Celteen
Alerion Knight
 
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Postby Celteen » Apr 04, 2011 15:14

Rufus_The_Hermit wrote:I can not imagine how can those keeps possibly be any more attracting then they alreade are (not) now. Since they are atop those hills, one only gets LOS if he is too far away or so close that could spit on a wall and only doors can be destroyed and so on... this kind of thing can not be changed. They have already said they intended to make those keeps more interesting, I think it is little likely but again, lets lets wait and see.

I remember back on classic we could push out with our melee mid grp and inside again without this horrible "in combat door not useable". So this could be a viable way to defend a keep, but the timer destroys it and hence even this tactic is not possible and nuke defense is not as well.
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tonhl
Myrmidon
 
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Postby tonhl » Apr 04, 2011 21:51

Great Changes!
Can't wait to see them implemented..especially the RVR ones!! :)

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Dragoonn
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Postby Dragoonn » Apr 05, 2011 14:49

tonhl wrote:Great Changes!
Can't wait to see them implemented..especially the RVR ones!! :)


yes like teleport on keep...................
So with just 20 people running in emain u'll wait hours before inc!

Bah i repeat i dont like that custom thing...

decide... OLD style 100%... or NEW style 100%.. for me is the same....
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vangonaj
Alerion Knight
 
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Location: Galpen

Postby vangonaj » Apr 05, 2011 15:05

Dragoonn wrote:
tonhl wrote:Great Changes!
Can't wait to see them implemented..especially the RVR ones!! :)


yes like teleport on keep...................
So with just 20 people running in emain u'll wait hours before inc!

Bah i repeat i dont like that custom thing...

decide... OLD style 100%... or NEW style 100%.. for me is the same....


Im agree.
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MrFixit
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Postby MrFixit » Apr 05, 2011 15:18

It is fantastic to hear this great news. I recently went on a break and had conflicts coming back due to the overall lack of dev. communication. I see now that it was due to some RL issues and I greatly look forward to hearing more from you all, especially the new devs. I hope everything goes smoothly with the transition and am very enthusiastic about the upcoming changes.

Thank you for the old RA setback - happy accident IMO

MrFixit
Ritzz
Pianoman
There is no escape but death - Your life is just a murder train a-comin'

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MrFixit
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Postby MrFixit » Apr 05, 2011 16:04

I would like to also take a moment to point something out - now that I have taken the time to read the majority of the TLDR posts. Alot of folks are complaining about "Keep it 100% classic or 100% new".

To me, this is a backwards concept and needs to be done away with. Lets begin with the fact that this server, at it peek time and most active doesn't have the population that the old classic system was designed around. If a few well placed "custom" changes make it better for all then why not over look them. Over look them in the same manner we all overlook Tajendi I and II and the sexy items that come with those zones.

Further - these Devs have been around much longer than most of us have and have a much better knowledge of what the system does and how it works with the sin curve that the population balance is. If they feel that a little custom functions will help - how about this for an idea - TRUST THEM?

Ill end with my traditional argument - Its free people...they don't MAKE us donate or anything...if they want to make a change they can and no amount of complaining will sway them. A well thought out argument against it might...but not some comment like "Don't do that...its stupid" or "That's gonna mess things up..."

/rant

MrFixit
Ritzz
Pianoman
There is no escape but death - Your life is just a murder train a-comin'

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