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-l- Edgtho -l-
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Postby -l- Edgtho -l- » Mar 21, 2015 13:57

i thought so aswell (already years ago) but i never found any information about it.




1.85
Tränke mit Mehrfachladungen

Alle existierenden Alchimietrank-Rezepte produzieren nun Tränke mit drei Ladungen. Bitte beachtet, dass dies Tränke, die vor dem Patch hergestellt wurden, nicht betrifft. Neu hergestellte Tränke werden die korrekte Anzahl von Ladungen haben.
Es wurden zu jedem Alchimietrank Rezepte mit sechs und neun Ladungen hinzugefügt. Alchimisten haben nun die Möglichkeit, jeden ihrer Tränke entweder mit drei, sechs oder neun Ladungen herzustellen.
Wegen der Änderung, dass Tränke mehrere Ladungen enthalten, können nach dem Patch hergestellte Tränke nicht mehr an NSC-Händler verkauft werden.
Die Rezepte in Alchimie wurden neu angeordnet, um die neuen Mehrfachladungs-Tränke besser in die Liste einzupassen.

Alchimietränke - Änderungen

Die Wirkungsdauer der Stärke-, Konstitutions-, Geschicklichkeits-, Erleuchtungs-, Kraft-, Schwung-, Scherbenhaut- und Tempo-Tränke wurde von 10 Minuten auf 20 Minuten angehoben.
Die Wirkungsdauer der Kräftigungs-Tränke wurde von 2 Minuten auf 5 Minuten angehoben.
Der Verbesserungswert der Stärke-, Konstitutions-, Geschicklichkeits- und Erleuchtungs-Tränke wurde von 20 auf 34 angehoben.
Der Verbesserungswert der Kraft- und Schwung-Tränke wurde von 30 auf 51 angehoben.


we can see in this patchnote that normal buff potions were increased in their duration from 10 to 20 minutes
we can also see that invorgation potions were increased from 2 to 5 minutes

and this is the onlything i have:
we correctly implemented the invorgation potions on uthgard with 30 seconds.
but nowhere we can find this 30 seconds duration, the onlything we can see is the 2 minute duration of the invorgation potions.

so from where we have this correct 30 seconds? who gave a proof of this?
whoever it was he maybe could know how to find a proof for the 1 minute duration for buffpots also.



to my prior post: all videos i found from salisbury are group videos or solo videos after the darkness rising implementation (championbuffs - made buffpots unnecessary)

i checked now again all patch notes from 1.70(nf) to 1.88new archery) and found nothing :C

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-l- Edgtho -l-
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Postby -l- Edgtho -l- » Mar 21, 2015 14:11

Version 1.85 Release Notes ► - Tradeskill and Class Changes - September 6, 2006



http://camelotherald.wikia.com/wiki/Pat ... rsion_1.85


nothing about tradeskill changes to be found in this one. i really dont know why :) (since its named tradeskill change)



complete patchnotes -> http://www.darkageofcamelot.com/content/patch-notes

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Trishin
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Postby Trishin » Mar 21, 2015 14:22

Check out this and you will know why:
http://camelotherald.wikia.com/wiki/Pat ... sion_1.85F

If you want to investigate this further please write to me in a PM so we don't get off topic in here :)
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Razzer
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Postby Razzer » Mar 21, 2015 14:39

Trishin wrote:If pots were changed from ~1 minute timers to 10 minute timers it should be in a patch note? That seems like a big change you would put in a patch note.


I remember the 1 minute recast timer for potions or charges. With the patches the amount of charges and the duration got increased and the recast lowered - it is now at 5s with 1.100.
If it is 10min recast on Uthgard than maybe it is just wrong?!

@Edgtho

The tradeskill changes are in 1.85b and f but obviously didn't make it in the final patch.
Uthgard till 2003!

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-l- Edgtho -l-
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Postby -l- Edgtho -l- » Mar 21, 2015 14:48

Razzer wrote:
Trishin wrote:If pots were changed from ~1 minute timers to 10 minute timers it should be in a patch note? That seems like a big change you would put in a patch note.


I remember the 1 minute recast timer for potions or charges. With the patches the amount of charges and the duration got increased and the recast lowered - it is now at 5s with 1.100.
If it is 10min recast on Uthgard than maybe it is just wrong?!

@Edgtho

The tradeskill changes are in 1.85b and f but obviously didn't make it in the final patch.



now i am courious if you left salis before or after the change :D

and its not the recasttimer on 10 minutes, it should be the duration on 1 minute (not 10 minutes)
and my point is why have we 30 second invorgation pots on uthgard, when there is no proof of 30 sec duration?
in this patchnotes (die deutschen sind die live notes - http://daocpedia.eu/dindex.php/Patch )
there is the 2minute to 5 minute change and we cant find a 30 second to 2minute change for endureg pots.
why have we 30 second duration endureg on uth?
-> because someone gave a proof of it!

and this proof i need to prove what i am saying with 1 minute duration for all buffpots exept endureg.
sadly i cant search the bugforum on uth :C





p.s. if i could find a prove, i would post it, but i cant find any. and noone else wants to gimp potions anymore, exept me.

i can just repeat... classic daoc should be like dark souls 2 :D

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Thalien
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Postby Thalien » Mar 21, 2015 14:56

Buffpots on Salisbury had 10 minutes duration. 1 min buffpots don't make any sense at all.
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Razzer
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Postby Razzer » Mar 21, 2015 15:05

Now I'm confused ... 1 min duration?? oO

Here is a alchemy guide from 2002 and you can see the buff potions have 10min duration.
In the text it speaks of 8 or 10min for craftable pots:
http://www.sarouk.net/daoc/spellcrafting.html
Uthgard till 2003!

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-l- Edgtho -l-
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Postby -l- Edgtho -l- » Mar 21, 2015 15:06

Thalien wrote:Buffpots on Salisbury had 10 minutes duration. 1 min buffpots don't make any sense at all.



what u say about the 1 minute duration is exactly what i thought when i used my potions on my sb on salisbury.
i was really demotivated after i have seen this 1 minute duration.

and there is a sense in 1 minute duration timers,
- people have to chose which pot they use
- buffclasses keep their advancement

btw thalien do you remember the 30 second duration on salisbury for endureg?
or the 2 minute duration? this 5 minute duration for sure, since it was the last time before salis died/got clustered.

nvm since i have no proof anyways, lets stop being ot :D

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-l- Edgtho -l-
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Postby -l- Edgtho -l- » Mar 21, 2015 15:11

i see the small picture below, with the 10 minute duration and 3 sec casttime but i still cant understand it, because i am 100% sure about this pot thing because i was so ****** off from that on salisbury that i rerolled shaman instead of going on with sb sh!t :D



Buff potions (STR, CON, DEX, QUI, STR/CON, DEX/QUI, Acuity)
Non-combat healing potions (HP, Endurance, Power)
Combat healing potions (HP, Endurance, Power)
Damage shield potions
Haste potions
Regeneration potions (HP, Endurance, Power)
Endurance debuff poisons (all styles require more endurance to use)
Long-term disease Damage over Time poisons (“CLERIC!”)
Attack speed reduction poisons

Some buff potions are 8 minutes in duration, others are 10 minutes in duration.


now i am courious, which potion got 8 minutes?

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Scalado
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Postby Scalado » Mar 21, 2015 15:15

Although this is all really quite academic, considering the total reset has already been decided, the reasons for the declining population before the wipe are worthy of consideration in order to avoid a repeat in the future. However, I also see a potential danger in these pontifications. People are often frustratingly incapable of escaping their own point of view. Accordingly, everyone tries to assert their own, emotional version of why Uthgard's population diminished (be it the removal/addition of custom features, SI, Old RAs/New RAs, Elitism/Casualness, staff policies, etc.).

I'm not a full-blown deconstructionist - I think we can arrive at an approximation of the truth, but certainly not from arguments obviously laced with personal interest. For example, removal of barrels may be inconvenient, but does it really affect population? Is it even possible to set up a test that could causally link the two? The problem is that the truth can be counter-intuitive, rendering shotgun judgments useless.

For this reason, I am glad of Blue's stubbornness concerning server policy and patch level. There really is little else to go by, because forum posts and even polls are not an accurate representation of the community. Even if they were, certain group interests may be detrimental to the server's overall health. Individuals may argue against their own long-term self-interests (e.g. good RvR activity) for short-term gain (e.g. don't wipe my char). While it was apparent that the population of Uthgard declined, I advise caution when determining the causes.

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Postby ZerGlinG » Mar 21, 2015 16:00

i always thought the 30 sec. duration of endureg pots is bulls*it.
no real use at all. it felt like a joke. oO
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Seksy
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Postby Seksy » Mar 21, 2015 16:14

Whatever the Cause for Uthgards slow decline could be a number of things, but for sure it was not the players who caused it. Those in charge must act accordingly to how the state of the server is currently. If there is an influx of new players maybe boost exp a little, Setup Xp bonus days and such to promote new players or returning players. We must encourage the constant growth of the server because depending on RL, New games, Rage quit, etc, people will leave and without an intake of new players we will end up like Uthgard 1.0. Events are a great way to encourage players that would have not logged that day to come online and maybe get addicted again.

The biggest problem I see here is that the staff has stopped acknowledging Genesis as a threat when it still is. Whether or not Genesis is a bad server doesn't matter because it hold 400-500 people everyday prime time, those are a lot of players that I'm sure Uthgard would love to have. The convenience on that server is quite high with draughts and instant port timers. It's not very difficult to make money so players are geared in less time. If the server was to ever drastically improve then simply because of it's casual nature would become an even greater threat. The Casual players are what make a server and maybe uthgard fails to acknowledge this. RvR will always be hard for Casual players because they are always at a disadvantage and no matter what there is really no way of making rvr casual friendly. The best thing we can do is promote a growing population by reducing unnecessary time sinks which are only that.

If Uthgard had Draughts and RvR missions(just two examples) the server would still be mostly classic and Genesis would instant die. We can't have two servers splitting the population when it's already not so high. Uthgard would still be harder then Genesis, but it would improve those time sinks and increase the options players have to encourage RvR. I know a few players when told about Uthgard single pots say they refuse to play here and who knows how many more wont. I really see no downside to a few changes which in the long run will improve the server.

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Postby Seksy » Mar 21, 2015 16:20

-l- Edgtho -l- wrote:- buffclasses keep their advancement


This is such BS and you know it. When Uthgard comes back I want you to deny buff classes in your 8man and only use pots/charges. Then lets see how long that lasts..... Your group will instantly die vs even the worst players.

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Trishin
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Postby Trishin » Mar 21, 2015 16:23

Seksy wrote:... If Uthgard had Draughts and RvR missions(just two examples) the server would still be mostly classic and Genesis would instant die...


While this is very important to you. I am not sure it is to everyone else.
Got any questions? Submit them to me and I will try to get them answered in our grab bag !
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Infinitum
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Postby Infinitum » Mar 21, 2015 16:39

Whilst everyone has an opinion... Scalado has pretty much hit the nail on the head.

Buff barrels/draughts is a completely subjective topic based on what the individual thinks is more convenient for them...Lets use me for example:

I played Infinitum 100% solo against hard 1v1 competition or multiples; I had no option but to be fully buffed 95% to ensure I had a solid chance at victory. This in turn required me to run buff potions when there was no barrel/draught options available - I had no issue what so ever in having to run individual pots and having to run back to my house and fill up my inventory. The issue I had was having to constantly replace them on my qbar after every use (although I can accept it and carry on) but now the staff have kindly added the new feature which means I wont have to do this anymore. I believe this is a fantastic compromise for the community and shows that whilst the GM's wont budge they are willing to see that certain game mechanics can be implemented to improve player experience without effecting balance per say.

All I care about is playing the game and having fun, running buffs etc is a bonus that players can have but it shouldn't be completely easy for them to use it. The fact I have to spend 30 minutes to re-fill my house vault and run back after five runs or so does not bother me as it's a choice I have made to improve my chances - and it is as always optional.
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