Important RvR Setup Change

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Caemma
Phoenix Knight
 
Posts: 1358
Joined: Oct 14, 2011 21:15
Location: Unknown

Postby Caemma » Jan 17, 2014 07:11

holsten-knight wrote:
Sumosan wrote:but: dont base teleportingsystem on stealthable keeps, choose centered keeps as suggested and everybody is happy. in fact its not that easy to defend oldfrontierkeeps, and theres huge differences between the three keepmodels also, but defending stealtherkeep? nearly impossible


So raiding a normal keep, where the enemies can port to even if it is under attack, should be more possible than defending a stealther keep?

Just position some player at the lord to defend him, might be even good rp.

Infact you could just improve lord to not suck vs a single stealther (there are videos that prove that) or a bunch of them.
And you could also disable teleport if the keep is under siege, that's it.

If you think a bit deeper, these keeps have always been "unimportant" for everyone since all could ninja them so easly, and no one would like to claim and upgrade them because of non-sense.. now they have some real utility --> IF the lord will became a bigboy and not a stupid npc that can be solokilled so easly (like increase magic resists? He block/parry/absorb melee dmg like a crazy but suffer magic/dot dmg too much)

Stealthers will camp the keep? Set some random position for teleport instead of in the middle all the time and there you go, after all it's a frontier ground, maybe guards red/orange (upgraded) could uncover assassins patrolling the walls/yard or when those try to climb walls (dunno if they are already able to do this) and prevent this "free camping"..

@Zippity: In my opinion, being too much "puritan" is wrong (and fact show it), you should aim to a classic oriented server, but you also have to realize that the games horizon in 2001 was far low than is now, so to make an example: travel for 10mins on a horse to change zone is a bit out of mind, and changing it DOESNT break the classic core of the game (wich is avoid Toa/Cata content etc.. and not nerfing/regress around meaningless if it has real impact or not) like teleporters in city/borderkeep do at the moment (and bindstones in boderkeeps).
And there are more of these "custom things" that doesnt touch this classic core but could make this server way better.
There was a time when Uthgard 1.0 existed and maaaany toons and arrpees arose... but now:
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Jdb12789
INVADER
 
Posts: 0
Joined: Jan 25, 2014 00:20

Postby Jdb12789 » Jan 25, 2014 00:25

Can anyone tell me if I have to have the whole DAOC game patched in order to play Uthgard?

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Aerewyn
Myrmidon
 
Posts: 107
Joined: Aug 08, 2007 00:00

Postby Aerewyn » Jan 25, 2014 04:36

Uthgard is closing on monday for an unknown amount of time
Jaziza - Alb/Tristan Sorceress 11L4
Aerendar - Alb/Tristan Cleric 8L5
Aziza - Alb/Tristan Minstrel 8L3
Jazilyn - Alb/Ywain - Merc 6L1
Tricksa - Mid/Ector Zerk 6L6

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Abydos
Game Master
Game Master
 
Posts: 6839
Joined: Jan 22, 2011 21:14

Postby Abydos » Jan 25, 2014 06:34

Jdb12789 wrote:Can anyone tell me if I have to have the whole DAOC game patched in order to play Uthgard?


Jdb12789, you can access Uthgard by connecting using the instructions found in our "How to Connect"
http://uthgard.net/howtoconnect

Please be aware, the server will close on Monday for a revamp for an unknown duration. You can read more about it at viewtopic.php?t=33190

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darklys
Warder
 
Posts: 49
Joined: Jan 10, 2013 21:01
Location: Minneapolis, MN USA

Postby darklys » Mar 05, 2014 08:18

Will there be any chance of a test server opening up before the official release of 2.0?

I think it would be nice for players to check out the 1.65 changes / SI changes / etc, and provide feedback.

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mordret
Myrmidon
 
Posts: 85
Joined: Jun 15, 2009 00:00

Postby mordret » Mar 05, 2014 13:56

darklys wrote:Will there be any chance of a test server opening up before the official release of 2.0?

I think it would be nice for players to check out the 1.65 changes / SI changes / etc, and provide feedback.


+1

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