Features added
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Hello Community!
This time we can offer you a couple of new elements:
- As far as technical development is concerned, we spent most of our time to spice up the mobs to improve their authenticity. For some of the mobs this means great changes in aggro behavior, speed, etc. The following days will bring more adjustments such as charm types and general mob resistances. - Also, you might have noticed even more performance fixes for our server. Our current estimated player capacity is about 700 players. Due to this fact we decided to increase our efforts on attracting and keeping new players. As a first step we are now offering banners which you can find under General Information. Please make use of them if you want to help in increasing our popularity. Besides that we are planning to start a newsletter which will be sent out regularly. It is our intension to reach former players who might be persuaded to come back and give our server another try. - Another plan is to upgrade our homepage. In the near future we want to offer more information by relocating forum content (i.e. ~100 sticky threads) for a better and more structured overview. This will be accompanied by a link list (which might also contain Uthgard-related sites for guilds and realms). However, it is also important that all realms show some effort in integrating any new players. We rely on your help to make Uthgard grow! - The auctioneers are now in final revision phase. We hope to have them back in service during the next week. - Schaf is currently planning to set up a system for realm-internal boat routes. - Our world-building team reports the conclusion of their dungeon check to minimize wall-add encounters. If you still experience any please write a proper bug report. - The current flow of bug reports, however, has decreased significantly. So, once again we'd like to point out that we need your feedback for any error - item or mob - that you notice. - The next major project will be a "zone overhaul". The goal is to check all zones for various environmental deficits such as naked mobs or unordered spots. At the same time, we are going to add missing paths and mobs. A first impression can be seen in Lough Derg. This concludes this week's news... Have fun playing! |
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I'm one of them new players then
![]() I really realyl like Uthgard so far although the grinding is kicking in ![]() Also I'd like to thank the admins. It looks like a great server (although i've hardly spoken to anyone else on the server) and you're doing a great job |
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Thanks
![]() The world- and levelbuild is still under development. There are still alot of things to come to ease the grinding by offering a few alternatives. |
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Welcome Maidrion!
![]() To attract more people, maybe it would be good to implement all the skills and specialization for the partially implemented classes. For example, I have been told the animist class in the hibernia realm wasn't really implementend (I have never seen any animist on the uthgard server by the way ![]() Other classes know the same fate and it reduces the gameplay possibilities on Uthgard. Well, at least it's my opinion. ![]() |
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and btw., the new dragonzonemaps from 1.9x look nice, would be cool if you could implement them
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The pets are beeing worked on... to implement them correctly we still need todo alot of testing and AI fixing. I know other shards have these classes but most of the implementations are just workarounds instead of solid systems. Currently the cabalist is beeing worked on.
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