3 months of summer and a Grab Bag

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Nezix
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Postby Nezix » Nov 01, 2015 21:45

Keoki wrote:If and when Uthgard opens, will it have BGs like on live or BGs like on classic? Also, will people play the BGs or skip to end-game RvR? What's so fun about live is having a main toon for each BG, such as Thid, Molvik and CV... then have a main for NF. I'm not sure how Uthgard will operate. Maybe someone could shed some light on a relatively new player to freeshards. Thank you.


From the grab bags:
3. What are the Battleground setups?
Abermenai - Levels 15-19 - Highest allowed realmrank: 1L2

Thidranki - Levels 20-24 - Highest allowed realmrank: 1L3

Murdaigean - Levels 25-29 - Highest allowed realmrank: 1L5

Caledonia - Levels 30-35 - Highest allowed realmrank: 1L9


As far as I know, the Uthgard vision is to make it at close to 1.65 accurate as possible. So if it was that way in 1.65, there is a 99% chance it will be that way on Uthgard 2. Not everything can be perfectly researched but that should give you an idea.
Nezix - 50 Minstrel <The Band>

Merlin: Arthur, what is best in life?
Arthur: To crush your enemies, to see them driven before you, and to hear the lamentations of their Lurikeens.

Oswaldo
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Postby Oswaldo » Nov 01, 2015 23:25

there never was a 15-19 bg back in the days, only 3 bgs between the lvls of 20-35
- Honey Badgers
- Winkz

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Abydos
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Postby Abydos » Nov 01, 2015 23:54

Oswaldo wrote:there never was a 15-19 bg back in the days, only 3 bgs between the lvls of 20-35


1.60
http://camelotherald.wikia.com/wiki/Pat ... rsion_1.60
1.60 patch notes wrote: BATTLEGROUND NOTES

Version 1.60 has a couple of large changes to the battleground system. The intent of these changes is to get more players involved in RvR at lower levels by incenting them with experience points. There are two major parts of these additions: we've added a new lower-level battleground for those players levels 15-19, and now you can gain lots of experience by completing each Battleground.

Experience for Battlegrounds

We've added a system for experience rewards for completing each battleground. Basically, when you complete a battleground, you can go to a new special NPC that will give you a medal. That medal can be taken to another new NPC and turned in for a significant amount of experience points.

To complete a battleground, you must achieve three objectives (note that only the keep raid must take place in the Battleground, the rest can be achieved in standard RvR):

1. Participating and living through a successful raid on a central keep that has been held by the enemy for at least 45 minutes

2. Being at the realm point cap for that battleground

3. Being in the level range for the battleground, plus one level.

Please note that the realm points need not all be earned in the battleground - they can be gained in standard RvR as well. Once players have participated in a keep raid and reached the required Realm Point level, players go to a new NPC in their home city and receive their medal of valor.

You can only receive the medal for a battleground if you are within the level range for that specific battleground, plus one level. For instance, you can only receive the Thidranki medal if you are between 20 and 25.

ALSO PLEASE NOTE THAT THE MAXIMUM RP FOR EACH BATTLEGROUND REMAINS UNCHANGED. IF YOU EARN MORE THAN THE MAXIMUM RP ALLOWED IN A PARTICULAR BATTLEGROUND AND YOU HAVE NOT YET TAKEN THE CENTRAL KEEP, YOU WILL NOT BE ABLE TO ENTER THAT BATTLEGROUND, AND THUS WILL NOT BE ABLE TO GET YOUR MEDAL OF VALOR.

Medal NPCs

Camelot: Commander Kise can be found on the porch of his house by The Mug.

Jordheim: Ostaden who is repairing his equipment at the local smithy.

TirNaNog: Mobryn who resides in a house near the Chamber of Arms.

After receiving the medal, players may turn in the medal and receive a substantial experience reward. Please note that battleground medals must be used within one level of the level cap for a battleground. For example, you can turn in the medal and receive the experience reward for Thidranki at 25 but not at 26 or above. You can only turn in one medal per battleground.

Battlefield Experience NPCs

Camelot: Sir Dinairak is in the royal library.

Jordheim: Aiesill is in the great hall.

TirNaNog: Rheollyn is in the palace courtyard.


New Low-Level Battleground

Additionally, a new battleground, Abermenai, has been opened for players to get their very first taste of RVR action at an earlier level. Characters can enter Abermenai if they are level 15-19. The realm point cap for this battleground is lower than Thidranki(125), but high enough so that players can purchase their first realm abilities at an earlier level.

cheese01551
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Postby cheese01551 » Nov 02, 2015 01:37

any update? or 4 months more of comments and 0 info

LOL

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Keoki
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Postby Keoki » Nov 02, 2015 16:40

Thanks for the info on the BGs. I should've seen that posted elsewhere. Looking forward to Uthgard opening. Thanks again.

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Equade
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Postby Equade » Nov 02, 2015 17:25

Can someone clarify for me what the stat caps are, in terms of soft and hard, should there exist any?

I.e. str soft cap at 300 then diminished returns (50% of str value for those points?) until hardcap at 350?

Also, will endurance be subject to the massive nerf from uthgard in order to make it 1.65-like? I have plenty of sources, both video and analogies, telling of upwards 5 minutes of running with just tireless1 and then having 50% of endurance regenerated.
Long wind 2 + Tireless 3 wouldn't even be enough for perma sprint.

Huge impact on rvr as you'd have to carefully select which styles to use and when to use them. Assuming an endu pot wont just give you unlimited style-spam endurance.
Uth1: Equade rr10 ranger, Fight rr7 sb, Sinwar rr6 thane
Genesis: Swift rr7 champ, Reaperinho rr6 vw, Sinwar rr5 eld
Uth2: NS, VW and Eld

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shade
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Postby shade » Nov 03, 2015 11:37

Where is the age of explorers?

As much as I like theorycraft (I did a lot of that back in the days), in my opinion it should be the second (or third) step after exploring a system.

I know we can't turn back the wheels of time, and what's out, is out (in terms of numbers and theorycraft).

I also understand that the devs take "live-like" as a general guideline, which is a good thing as it prevents them from a lot of unnecessary philosophical discussions (anyone who has been in some organization knows that those discussions can easily eat up 100% of your time, energy, and motivation).

But what I don't understand (at all!) is how players are asking to implement, or demand to know, the 42nd digit of any stat, multiplier, growth rate, cap, duration, percentage, or whatever. And, when those are implemented, any single item needs to be present like in "the old days".

So, why is this? Do people have some old "the-perfect" template stored safely on a secret floppy disk, which they will get out on Uthgard 2.0 "to rule them all" like they did back in the days? Do they want to re-live their glorified past/youth/childhood which they remember?

If so, there's plenty of "oldschool days DAOC porn" out there on Youtube (I could check my old floppies for some more, should you need some.)

Otherwise, I suggest to admire the game itself, rather than some (highly modified/glorified) memories of some old time "snap shot" of DAOC.

The game always evolved, which is an essential part of the game. Not only due to changes made to the game, but also changes to perception of the game. Some play styles just appeared years after they could have, because no-one discovered their power.

So, why not just wait for the relaunch, and rediscover some new details in a very old game, which revives the spirit of trying and learning (an essential part of DAOC), instead of re-doing our old movements, re-arranging our old quickbars and re-citing our old wisdom like robots/zombies ;)


--
tl;dr

I'm not asking to make changes to the game intentionally, not in the least.
But what's the motivation for requesting this number, or that number, to be some specific value?
Let's re-live the old DAOC spirit, instead of attempting to re-do an old trick we once figured out (which is bound to fail anyways).
“DAOC is not about what you can log. It's about what you can play :> ”

Uthgard 1.0: <Die Lettanten> Ivia - 8L8 Nightshade - Lone Enforcer since 8L1.
Uthgard 2.0: <Illuminated Stormriders> Oxy - Hero; Ivia - Nightshade.

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Foneb
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Postby Foneb » Nov 03, 2015 13:47

Problem/discussion arised erlier because staff removed/nerfed stuff thatwa snt gamechanging but rather convinient for the players (barres, rvr missions. Tajendi) claming they tried to be livelike as possible while keeping other/inconvinient custom stuff like no buffbots or shroom cap . that discrapency. Made most of the discussions/problems since it suggested the players that the staff isj ust safistic and hides behind the livelike goal
Hiois - Ranger 9lX Uth 1.0
Hiois - Enchanter 6lx Uth 2.0
Mugad - Warden 4lx Uth 2.0
Esigil - Druid 3lx Uth 2.0
Hioisx - Nightshade 1lx Uth 2.0

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Njor
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Postby Njor » Nov 03, 2015 13:53

Foneb wrote:Problem/discussion arised erlier because staff removed/nerfed stuff thatwa snt gamechanging but rather convinient for the players (barres, rvr missions. Tajendi) claming they tried to be livelike as possible while keeping other/inconvinient custom stuff like no buffbots or shroom cap . that discrapency. Made most of the discussions/problems since it suggested the players that the staff isj ust safistic and hides behind the livelike goal


barrels are bad btw

cheers

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shade
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Postby shade » Nov 03, 2015 14:27

If, by the time we know about the caps and barrels, the first ranger will have skilled too high in PF, I guess he will be doomed for eternity, and never get the chance to respec. A broken body, and a broken soul :D
“DAOC is not about what you can log. It's about what you can play :> ”

Uthgard 1.0: <Die Lettanten> Ivia - 8L8 Nightshade - Lone Enforcer since 8L1.
Uthgard 2.0: <Illuminated Stormriders> Oxy - Hero; Ivia - Nightshade.

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Scalado
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Postby Scalado » Nov 03, 2015 14:47

shade wrote:tl; but I did read it


There is no alternative to absolute adherence to a certain patch goal, for players and staff alike, because there is literally nothing else one could agree on.

The problem is that the systems' dynamics are so complicated I doubt even the original developers fully grasped them. A work of art (or body of science, for that matter), especially one created collectively, transcends the understanding of any one individual. This is also why the game was eventually patched into oblivion because the developers themselves failed to understand what made their game truly great.

All we have to go on is the memory of that awe-inspiring dynamic in the old days. Times and tactics have changed, yes, and a perfect recreation is therefore impossible (you'd have to erase all experience of players and do the same historical patches to the game). What we do know is that ToA marked the declining point and that there was a certain "sweet spot" before that.

Now if we keep introducing new variables (a lesson from Uth 1.0), we cannot hope to recreate even an approximation of the old experience. How do we know if a seemingly "minor" thing doesn't have a huge consequence for the entire server?

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shade
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Postby shade » Nov 03, 2015 15:19

Live had two problems:

1) new content was introduced faster than it could be balanced (to generate money).
2) balance problems were not** solved by nerfs (to keep subscriptions), but by upgrading other classes. This could not converge to stability.

Uthgard has a little bit of 1) and 2). They introduced Tajendi, and could not manage to un-do its impact on balance (although they announced/tried to). On a plus side, they can introduce nerfs because they can mostly ignore nerf QQ (no paid subscriptions). However, they had the policy not to break templates (which I understand), so they could not remove items or stats, plus I'm quite certain they could not have even if they wanted to... imo their item database was messed up that it was hard/impossible to keep track of custom changes made to some items (dps, speed, quality, stats,...), and Uthalis made that even worse (it encouraged custom weapon modifications).

I hope that with the new code base and without adding custom content, problems 1) and 2) will be obsolete, and balancing can be done from that point. Reproducing 1.65 is a good starting point for that, but not the ultimate state of Uthgard 2.0 I suppose.


**almost, I remember doublefrost :P
“DAOC is not about what you can log. It's about what you can play :> ”

Uthgard 1.0: <Die Lettanten> Ivia - 8L8 Nightshade - Lone Enforcer since 8L1.
Uthgard 2.0: <Illuminated Stormriders> Oxy - Hero; Ivia - Nightshade.

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Fortyseven
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Postby Fortyseven » Nov 03, 2015 15:20

This subforum is English only! Please refrain from using other languages here.

Posts removed.
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Lasastard
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Postby Lasastard » Nov 03, 2015 16:04

I sometimes wonder if this niggling about details isn't missing a bigger issue. I don't really think the "average" DAoC player is too concerned with class balancing - not like solo AMG campers or the 8vs8 crowed are anyway. What I think is much more important to those players is "accessibility", especially when it comes to RvR. They are not overly competitive but enjoy the original concept of the game - big zerg battles, keep fights and stuff like that.

So if you really really want to get these players engaged, you'll have to lower the barrier to enjoying RvR. Back in the day, Uthgard had Agramon and instant teleport to where the action was. And then look at Old Frontiers - that setup is a huge PITA for "random" players. Huge maps and a dwindling population doesn't make for epic fights. Remember that live servers had 3000 players online during prime time, and many of these where keen to go out into the frontiers. Now take Uthgard - maybe 700 players on a decent night, divided into 8vs8 Enthusiast, lone wolfs camping AMG and the rest rerolling toons over and over to get some enjoyment out of the battlegrounds.

So no matter how perfect you'll get the code, how exactly you can match the patch level - this will not fix the overall problem of people not participating in RvR because the OF Setup plus player numbers does not support it well enough.

At the minimum you'll need instant teleporting to keeps, removal of RvR sickness by NPC healers (which was a feature of live DAoC, something Blue always refused to believe) and some community work (events, for example).
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Galandriel2
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Postby Galandriel2 » Nov 03, 2015 17:34

Scalado wrote:
shade wrote:tl; but I did read it


There is no alternative to absolute adherence to a certain patch goal, for players and staff alike, because there is literally nothing else one could agree on.

The problem is that the systems' dynamics are so complicated I doubt even the original developers fully grasped them. A work of art (or body of science, for that matter), especially one created collectively, transcends the understanding of any one individual. This is also why the game was eventually patched into oblivion because the developers themselves failed to understand what made their game truly great.

All we have to go on is the memory of that awe-inspiring dynamic in the old days. Times and tactics have changed, yes, and a perfect recreation is therefore impossible (you'd have to erase all experience of players and do the same historical patches to the game). What we do know is that ToA marked the declining point and that there was a certain "sweet spot" before that.

Now if we keep introducing new variables (a lesson from Uth 1.0), we cannot hope to recreate even an approximation of the old experience. How do we know if a seemingly "minor" thing doesn't have a huge consequence for the entire server?


how talks you than?
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[12:46] <Roundhouse_> actualy galandriel and blackbeard the master challenges out on heavytanks
[23:52] <Skarz> u are best skald i seen for long time

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