3 months of summer and a Grab Bag
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From the grab bags:
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. |
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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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1.60 http://camelotherald.wikia.com/wiki/Pat ... rsion_1.60
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any update? or 4 months more of comments and 0 info
LOL |
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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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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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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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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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barrels are bad btw cheers |
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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
![]() “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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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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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 ![]() “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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Posts removed. |
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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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how talks you than? ![]() ![]() ![]() [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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