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New Frontiers Update 
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Post New Frontiers Update
http://www.darkageofcamelot.com/article ... ate-coming

New Frontiers Update is Coming!
Posted by Development | 2013 Dec 06 16:35 -0500 GMT

Banners have been raised, commands shouted, and battles fought. Towers have been razed, Keeps overrun, and Relics captured. What we’ve long called “New” Frontiers has hosted hundreds of thousands of players over its lifespan who have fought tooth and nail for every inch of terrain. So long, in fact, that New Frontiers has been in use much longer than Old Frontiers ever was. Which brings us to the point of this posting: On December 12th, 2013 The New Frontiers Revamp is coming to Pendragon!

Below you will find our outline of planned changes. Click the ‘More’ Button to read on!



Please note that these are not final patch notes, which will have the finer details, but the breadth and scope as well as the ‘what’ of the revamp will be made clear. In addition to the forthcoming patch notes, we’ll be doing a live Q&A session to explain the ‘how’ and ‘why’ for some of our changes as well as answer any other questions you all are certain to have.

First, this revamp is only Part One. Part Two will focus on Keep fights, Siege mechanics, Relic bonuses, and overall Realm incentives for participating in the Realm War. Part One will focus on Layout, Porting, Boating, Movement, and RvR Objectives.

Second, we want to take your feedback into account before and after these changes go Live. We want to get this right, even more than usual, due to the magnitude and fundamental nature of these changes. Please submit feedback, hop on Pendragon when the changes appear there, and participate in our to-be-announced Q&A session.

Without further delay, here are the changes!

Keep and Tower Layout


The changes outlined in this section largely have to do with Tower removal, Keep and tower moves, and a few impassable area edits. Combined with the changes outlined in the Porting section, we hope to focus action into essentially the four zones of Agramon, Hadrian’s Wall, Odin’s Gate, and Emain Macha as the default state of the Realm War.

These changes are intended to free up some space, in these four zones particularly – well as the rest, in order to allow for greater freedom of movement without running into NPC guards and safe areas. We view these changes as necessary given the amount of players we expect to be traveling and fighting within the zones at any given time.

That said, the goal is not to prevent the Realm War from ever reaching the center zones or relic keep zones, but rather to require a more planned and staged assault of a realm in order to do so. And when that assault happens, still facilitate quick and predictable action around that invasion.

Players should first break through one of an opposing realm’s milegates, then establish a foothold by capturing the realm’s dock (more on this later), and finally by establishing port to one of the 2 remaining beachhead keeps in each realm.

Additionally, we want to facilitate predictable, yet still varied, action. Predictable can sometimes have a negative connotation but in our view here it is a positive. Predictable thoroughfares and locations that players can venture through and to in order to find action help facilitate player strategies and behaviors that are conducive to a Realm’s defense, offense, reinforcement, and general fun.

Conversely, in the Frontiers currently it can be too unpredictable at times where an invasion will occur or a fight will happen that players can spend too long running, boating, or porting around just looking for an enemy to engage.


Albion Frontier Changes:

Image


Hadrian’s Wall

All Berkstead towers have been removed
Caer Berkstead has been moved further east against the zone wall
Erasleigh Outpost (4) has been moved north on top of the plateau.
Benowyc Guardtower (1) and Outpost (3) have been removed
Caer Benowyc, Benowyc Watchtower (2), and Benowyc Spire (4) have been set to a permanently “ruined” state with no guards. These structures can no longer be captured or attacked.


Pennine Mountains

Erasleigh Spire (3), Boldiam Outpost (3), Sursbrooke Spire (4), and Renaris Outpost (4) have been removed


Snowdonia

The boat dock and associated NPCs have been removed
Hurbury Outpost (3) and Hurbury Spire (4) have been removed


Forest Sauvage

The boat dock and associated NPCs have been removed
Renaris Spire (3) and Renaris Outpost (4) have been removed


Midgard Frontier Changes:

Image


Odin’s Gate

A few paths have been cut through the impassable terrain near Nottmoor Faste.
All Nottmoor towers have been removed
Nottmoor Faste has been moved further north and west against the zone wall
Bledmeer Watchtower (2) and Outpost (3) have been removed
Bledmeer Faste, Bledmeer Guardtower (1), and Bledmeer Spire (4) have been set to a permanently “ruined” state with no guards. These structures can no longer be captured or attacked.


Jamtland Mountains

Glenlock Outpost (4) has been moved east across the river and just into the zone of Uppland
Glenlock Spire (3), Blendrake Spire (3), and Hlidskialf Outpost (4) have been removed


Yggdra Forest

The boat dock and associated NPCs have been removed
Arvakr Outpost (3) and Arvakr Spire (4) have been removed


Uppland

Glenlock Outpost (4) in Jamtland has been moved east across the river and just into Uppland
The boat dock and associated NPCs have been removed
Fensalir Outpost (4) and Fensalir Spire (3) have been removed


Hibernia Frontier Changes:

Image

Emain Macha

All Crimthainn towers have been removed
Dun Crimthainn has been moved further west against the zone wall
Crauchon Watchtower (2) and Outpost (3) have been removed
Dun Crauchon, Crauchon Guardtower (1), and Crauchon Spire (4) have been set to a permanently “ruined” state with no guards. These structures can no longer be captured or attacked.


Breifine

nGed Outpost (4) has been moved west and north across the river
nGed Spire (3), Bolg Spire (4), and da Behnn Spire (3) have been removed


Mount Collory

The boat dock and associated NPCs have been removed
Scathaig Spire (3) and Scathaig Outpost (4) have been removed


Cruachan Gorge

The boat dock and associated NPCs have been removed
Ailine Outpost (3) and Ailine Spire (4) have been removed


Porting


Permanent Portal Keeps
With this revamp, one of our major goals was to facilitate a more staged, progressive, and predictable avenue for attack, defense, and reinforcement. This means utilizing the Agramon milegates as natural defense points and the island of Agramon as a major thoroughfare. However, Agramon can only work if players have consistent and predictable access to the island.

With that in mind, we will be introducing one Permanent Portal Keep inside each realm’s frontier with the following attributes:


Unattackable and uncapturable
Very High Level Guards
Open courtyards with no inner keep
Relatively close and equidistant to Agramon



The following existing keeps in each realm have been altered to be PKs:


Albion players will teleport to Caer Berkstead
Midgard players will teleport to Nottmoor Faste
Hibernia players will teleport to Dun Crimthainn




Portal Ceremony


The portal ceremony is back!

Returning the ceremony, along with the permanent portal keeps, helps give the Realm War a more predictable reinforcement pattern that will facilitate realm organization and grouping.


The ceremony will occur on the classic side of each realm’s border keep (where it’s always occurred) on top of the portal pad.
When /releasing in the Frontiers now, players will zone back to the classic side of the Border Keeps as well. We realize zoning after each death can be an inconvenience but it should actually help increase performance over longer play sessions and on the game as a whole as zoning clears out a lot of the excess data on the game client and server.
The ceremony will occur every 3 minutes instead of the old value of every 15.
The ceremony will port everyone standing on the pad to the portal keeps mentioned above with no need to wear a necklace. Because of this, apprentice teleporters have been placed just outside of the portal pad that will see to your normal porting needs.
There will be a teleport NPC inside each Portal Keep that will teleport you back to the classic side of the Border Keep.


Image


Portal Stones and Keep Porting changes

Realm portal stones have been removed from the following locations and these locations can no longer be teleported to via the remaining stones:

In Albion:

Caer Renaris
Caer Hurbury
Caer Benowyc
Castle Sauvage Border Keep
Snowdonia Border Keep


In Midgard:

Fensalir Faste
Arvakr Faste
Bledmeer Faste
Svasud Faste Border Keep
Vindsaul Faste Border Keep


In Hibernia:

Dun Ailinne
Dun Scathaig
Dun Crauchon
Druim Ligen Border Keep
Druim Cain Border Keep


Portal stones in the Relic Towns will now only teleport players to the classic side of Border Keeps.

The remaining Portal Stones will function as before:

The center keep in each realm, permanent portal keep, and two invade-able beachhead keeps in each realm can be teleported to with the standard 5-second wait time
For the center and invade-able beachhead keeps, the requisite amount of towers will still need to be controlled in order to port.


Boating


In addition to porting and the layout affecting the flow of realm defense and invasion, boating is another important aspect. As such, the following changes and limitations have been placed on purchased boats:


Docks and associated NPCs in the Relic Keep zones have been removed.
Center Keep and Merchant Keep docks are still available.
Center Keep docks will only have boat tickets available that take players to the mouth of their own realm’s river.
Merchant Keep docks will only have two boat tickets available for purchase, one to each opposing realm.
The drop-off locations of the Merchant Keep tickets will be on the opposite coast from the Portal Keep.
In between Benowyc and Erasleigh in Albion
In between Bledmeer and Blendrake in Midgard
In between Crauchon and Bolg in Hibernia
The Merchant Keep docks will be capture-able objectives. The Center Keep docks will not be capture-able.
A realm will be unable to purchase boat tickets that take them to an opposing realm until that opposing realm’s dock is captured.
When a dock is captured in 1 realm, BOTH other realms will be able to purchase tickets and boat to that realm. In other words, when the Benowyc dock is captured by Hibernia or Midgard, both Hibernia and Midgard will be able to boat to Albion.
When a Merchant Keep dock is captured, the home realm will not be able to purchase tickets from either dock.
Players already on boats when a dock is captured will be able to continue their boat ride.
Merchant Keep docks will have asymmetrical encounters that control who owns them:
Defending realm Dockmasters will be protected by 2 orange-red guards and 1 red-purple guard captain. These guards will have a small agro radius and be stationary, but once attacked will have long cast ranges and be difficult for less than half a group to defeat in a reasonable amount of time.
When a dock is captured by an enemy realm, the dock will be protected by 4 red-purple guards and 1 purple guard captain. These guards will have a small agro radius and be stationary, but once attacked will have long cast ranges and be difficult for less than a group to defeat in a reasonable amount of time.
When a dock is captured, the opposing realm’s guards will immediately spawn along with their realm’s prescience node.
When an enemy guard contingent is defeated, the home realm’s guards will immediately spawn along with the dockmaster and prescience node.



Movement


With the removal of permanent boating and the focus on running being the primary means of travel outside of the portal ceremony we have some exciting changes coming to movement speed.


The Hastener NPC buff Speed of the Realm will be increased from 150% to 170%.
The bounty gem speed buffs will be increased from 150% to 170%.
The last level Sorcerer, Theurgist, Healer, Runemaster, Enchanter, and Warden speed chants will be increased from 156% to 176%.
Mount Saddles and Armors will now have a +54% speed increase attached to them.
When combined with a horse (which has a 150% speed bonus) the player will be able to travel at 204% speed – or the same speed as a Skald, Minstrel, or Bard.
Mounts will maintain their multitude of restrictions and disadvantages:
Players must stand still for 3 seconds to call their mount
Shapeshifts will prevent being able to mount
Mounts will not dive
Mounted players are bigger targets
Players will be unable to mount when indoors or underground.
Mount Saddles and Armors are craftable items in the Metalworking line.
Mount Saddles and Armors will all have the same 54% speed increase but will be differentiated by their art and use requirements:

Crafted:

o Heroic Saddle (Champion Level 0) (still have to be level 50 for this)
o Heroic Light Armor (CL1)
o Heroic Medium Armor (CL3)
o Heroic Heavy Armor (CL5)
o Sinister Saddle (CL1)
o Sinister Light Armor (CL2)
o Sinister Medium Armor (CL4)
o Sinister Heavy Armor (CL6)
o Mystic Saddle (CL2)
o Mystic Light Armor (CL3)
o Mystic Medium Armor (CL5)
o Mystic Heavy Armor (CL7)

Dropped:

o Albion/Midgard/Hibernia Saddle (CL5)
o Albion/Midgard/Hibernia Light Horse Armor (CL8)
o Albion/Midgard/Hibernia Medium Horse Armor (CL9)
o Albion/Midgard/Hibernia Heavy Horse Armor (CL10)


RvR Objectives


Ruined Keeps


Ruined Keeps are meant as a break in the terrain and defensible locations that players in smaller forces can venture to try and hide from, defend against, or to ambush larger forces passing by. Ruined Keeps and Towers will also provide a Realm point and Bounty point bonus for fighting in and around them similar to normal keeps. Once again, there are no NPCs in or around these structures, the doors are open, and the keep outer walls have several holes in them.
[img]
http://www.darkageofcamelot.com/sites/d ... 9%20(Small).jpg[/img]


Capture-able Docks

These docks provide a realm objective that rewards the capturing players with TBD items and other rewards and their realm with access to valuable boat routes. Preventing the capture of your realm’s Merchant Keep dock will also be the first step of preventing a full scale invasion.


Image

Milegates

The Agramon milegates are largely unchanged with the revamp but will be much more of a focal point of action. They are each realm’s first line of defense and the first place to overrun when invading another realm. Milegate Doors will now remain permanently open. The guard house doors on the 2nd floor of the milegates will be more easily destroyed but still only function for the home realm’s players when they are up.


Minotaur Relics

Minotaur Relics in the frontier have had their locations and bonuses changed and one new one has been added. The restrictions on frontier Minotaur relics spawning and several of them requiring players to be grouped in order to hold them have been removed. They will always be spawned and available on the map now. The locations of Minotaur relic holders will still be displayed but the bonuses should now balance out this penalty more.

Uruz (Agramon)

Provides 10% bonus to RP/XP/BP/Coin
No mob encounter
Found in the center of Decayed Lands


Farsia (Pennine):

Currently 10% Heal Bonus
Changing to 50% siege haste buff for individual holder, siege lore buff to the group, and +75% siege protection for up to 20 targets in radius of holder
Now found on the plateau in between Benowyc and Erasleigh


Thatanu (Hadrian's):

Currently 10% Heal Bonus
Changing to 10% Heal bonus + 3% RP/BP/Coin/XP buff (both group-only)
Found in the same place south of Berkstead

Benun (Jamtland):

Currently 50% Siege Protection
Changing to 50% siege haste buff for individual holder, siege lore buff to the group, and +75% siege protection for up to 20 targets in radius of holder
Now found on the coast in between Blendrake and Hlidskialf

Unver (Odin's Gate):

Currently 75% Siege Protection + 70.0 Essence Damage (which actually means damage to objects like doors/siege/fonts etc.)
Changing to 10% Aura of Health + 3% RP/BP/Coin/XP buff (both group-only)
Moved west onto the plateau closest to Bledmeer


Temel (Breifine):

Currently 10% bonus to XP, BP, RP, Coin, and CLXP
Changing to 50% siege haste buff for individual holder, siege lore buff to the group, and +75% siege protection for up to 20 targets in radius of holder
Now found on the coast in between Bolg and da Behnn

Mahir (Emain):

Currently 10% bonus to XP, BP, RP, Coin, and CLXP
Changing to 5% melee/magic crit + 3% RP/BP/Coin/XP buff (both group-only)
Now found on the hill overlooking where Crauchon Outpost (3) used to be, behind the gorbachend encampment.




Individual Objectives



Doppleganger Quests have returned!

The Doppelganger Quest makes its return as a permanent feature of the Frontiers. This popular quest will remain the same in how it generally works except for a few very important changes:


Doppelgangers will no longer grant RPs or BPs when killed
The amount spawned in each realm will be increased to 6 at a time, from a potential 24 locations and 1 of 3 in Agramon.
Doppelgangers will instead drop a Realm-specific Shard
Doppelgangers in Albion will drop an Albion Shard
Doppelgangers in Midgard will drop a Midgard Shard
Doppelgangers in Hibernia will drop a Hibernia Shard
Doppelgangers in Agramon will have a chance to drop any of the 3 shards
/Using these Realm specific shards will grant players a random shard piece that can be combined with the other 2 types of shard pieces into a very rare item.
Albion Shards can be /used to obtain Shard 1 of 3 items
Midgard Shards can be /used to obtain Shard 2 of 3 items
Hibernia Shards can be /used to obtain 3 of 3 items
Players will need each 1, 2, and 3 shard pieces in order to obtain a complete item from the turn-in NPC. This will require players to venture to opposing realms regularly to be able to obtain these high-end items. There will be no leveling up or other process involved with the items once all 3 shard pieces are turned into the NPC.
ML10 Weapons, some ML10 armor, other rare items, new Mythirians, and rare mount armor are examples of some of the obtainable items.
The realm specific shards will also have a chance to drop stacks of rare alchemy components and siege ammunition instead of the item shard pieces.
The standard Doppelganger quest rewards will still be available as well.

Keeps

In an effort to incentivize the Realm War, we have increased the bonuses realms receive for keep ownership. Additionally, we’ve altered the amount of keeps required for each bonus since the maximum amount of keeps a realm can ever own is now 13 instead of 21. Finally, realms now start off receiving the first 3 bonuses listed and will lose them as they are invaded.


Image

As you can tell from the picture, Darkness Falls access is once again only controlled by Keeps owned instead of both Keeps and Towers.


These changes and those yet to come are designed to improve the RvR experience in many ways. We are looking forward to this update, and it is our fervent hope that you enjoy the ‘new’ NF experience.

We’ll see you in the Frontiers!

John Thornhill
Lead Designer
Dark Age of Camelot

_________________
FIX my Empathy !!!!!!


Sat Dec 07, 2013 3:03 am
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Post Re: New Frontiers Update
http://www.darkageofcamelot.com/article ... -pendragon

Patch 1.115 Comes to Pendragon!

Highlights

NEW New Frontiers is here! Check out the changes to your Realm’s battlefields!
New Capture-able Docks, Boating Changes, and More!
Speed Changes! Move about the New Frontiers quickly and easily!
New RvR Objectives! A new twist on old monuments!
The Doppelgangers are back, and uglier than ever. Read about the updated rewards!
Check out the changes to the Labyrinth!




New Frontiers Changes (Ywain Only)

Layout Changes

Hadrian’s Wall

All Berkstead towers have been removed
Caer Berkstead has been moved further east against the zone wall
Erasleigh Outpost (4) has been moved north on top of the plateau.
Benowyc Guardtower (1) and Outpost (3) have been removed
Caer Benowyc, Benowyc Watchtower (2), and Benowyc Spire (4) have been set to a permanently “ruined” state with no guards. These structures can no longer be captured or attacked.


Pennine Mountains

Erasleigh Spire (3), Boldiam Outpost (3), Sursbrooke Spire (4), and Renaris Outpost (4) have been removed


Snowdonia

The boat dock and associated NPCs have been removed
Hurbury Outpost (3) and Hurbury Spire (4) have been removed


Forest Sauvage

The boat dock and associated NPCs have been removed
Renaris Spire (3) and Renaris Outpost (4) have been removed


Odin’s Gate

A few paths have been cut through the impassable terrain to the south and east of Nottmoor Faste.
All Nottmoor towers have been removed
Nottmoor Faste has been moved further north and west against the zone wall
Bledmeer Watchtower (2) and Outpost (3) have been removed
Bledmeer Faste, Bledmeer Guardtower (1), and Bledmeer Spire (4) have been set to a permanently “ruined” state with no guards. These structures can no longer be captured or attacked.


Jamtland Mountains

Glenlock Outpost (4) has been moved east across the river and just into the zone of Uppland
Glenlock Spire (3), Blendrake Spire (3), and Hlidskialf Outpost (4) have been removed


Yggdra Forest

The boat dock and associated NPCs have been removed
Arvakr Outpost (3) and Arvakr Spire (4) have been removed


Uppland

Glenlock Outpost (4) in Jamtland has been moved east across the river and just into Uppland
The boat dock and associated NPCs have been removed
Fensalir Spire (3) and Fensalir Outpost (4) have been removed


Emain Macha

All Crimthainn towers have been removed
Dun Crimthainn has been moved further west against the zone wall
Crauchon Watchtower (2) and Outpost (3) have been removed
Dun Crauchon, Crauchon Guardtower (1), and Crauchon Spire (4) have been set to a permanently “ruined” state with no guards. These structures can no longer be captured or attacked.


Breifine

nGed Outpost (4) has been moved west and north across the river
nGed Spire (3), Bolg Spire (4), and da Behnn Spire (3) have been removed


Mount Collory

The boat dock and associated NPCs have been removed
Scathaig Spire (3) and Scathaig Outpost (4) have been removed


Cruachan Gorge

The boat dock and associated NPCs have been removed
Ailinne Outpost (3) and Ailinne Spire (4) have been removed



Porting Changes

Permanent Portal Keeps

The following existing keeps in each realm have been altered to be Portal Keeps:

Albion players will teleport to Caer Berkstead
Midgard players will teleport to Nottmoor Faste
Hibernia players will teleport to Dun Crimthainn

These keeps have the following attributes:

Unattackable and uncapturable
Very High Level Guards
Open courtyards with no inner keep
Relatively close and equidistant to Agramon
Siege weapons cannot be deployed around them
Captured relics will drop to the ground when relic holders approach the PKs

A portal stone inside that will teleport players to their realm’s centrally located keep, their Border Keeps, and any captured beach-head keeps in enemy realms

o It will be possible to port back to the PK from the centrally located keep in each realm and any captured keeps in enemy realms
o It will not be possible to port back to the PK from the Border Keeps


Portal Ceremony


The portal ceremony has been reintroduced as the main means players can be teleported to the new PKs
The ceremony will occur on the classic side of each realm’s border keep (where it’s always occurred) on top of the portal pad
When /releasing in the Frontiers now, players will zone back to the classic side of the Border Keeps as well. We realize zoning after each death can be an inconvenience but it should actually help increase performance over longer play sessions and on the game as a whole as zoning clears out a lot of the excess data on the game client and server
The ceremony will occur every 3 minutes instead of the old value of every 15
The ceremony will port everyone standing on the pad to the portal keeps mentioned above with no need to wear a necklace. Because of this, apprentice teleporters have been placed just outside of the portal pad that will see to your normal porting needs


Portal Stones and Keep Porting changes


Realm portal stones have been removed from the following locations and these locations can no longer be teleported to via the remaining stones:


In Albion:
Caer Renaris
Caer Hurbury
Caer Benowyc

In Midgard:
Fensalir Faste
Arvakr Faste
Bledmeer Faste

In Hibernia:
Dun Ailinne
Dun Scathaig
Dun Crauchon


Realm portal stones have been removed from the following locations and these locations can no longer be teleported from:


Castle Sauvage Border Keep
Snowdonia Border Keep

Svasud Faste Border Keep
Vindsaul Faste Border Keep

Druim Ligen Border Keep
Druim Cain Border Keep


Portal stones in the Relic Towns will only teleport players to the classic side of Border Keeps now


The remaining Portal Stones will function as before:

The center keep in each realm, permanent portal keep, and two invade-able beachhead keeps in each realm can be teleported to with the standard 5 second wait time
For the center and invade-able beachhead keeps, the requisite amount of towers will still need to be controlled in order to port




Boating


Docks and associated NPCs in the Relic Keep zones have been removed
Center Keep and Merchant Keep docks are still available
Center Keep docks will only have boat tickets available that take players to the mouth of their own realm’s river
Merchant Keep docks will only have two boat tickets available for purchase, one to each opposing realm
The drop-off locations of the Merchant Keep tickets will be on the opposite coast from the Portal Keep

o In between Benowyc and Erasleigh in Albion
o In between Bledmeer and Blendrake in Midgard
o In between Crauchon and Bolg in Hibernia


The Merchant Keep docks will be capturable objectives. The Center Keep docks will not be capturable
A realm will be unable to purchase boat tickets that take them to an opposing realm until that opposing realm’s dock is captured
When a dock is captured in 1 realm, BOTH other realms will be able to purchase tickets and boat to that realm. In other words, when the Benowyc dock is captured by Hibernia or Midgard, both Hibernia and Midgard will be able to boat to Albion
When a Merchant Keep dock is captured, the home realm will not be able to purchase tickets from either dock
Players already on boats when a dock is captured will be able to continue their boat ride
·Merchant Keep docks will have asymmetrical encounters that control who owns them:

o Defending realm Dockmasters will be protected by 2 orange-red guards and 1 red-purple guard captain. These guards will have a small agro radius and be stationary, but once attacked will have long cast ranges and be difficult for less than half a group to defeat in a reasonable amount of time
o When a dock is captured by an enemy realm, the dock will be protected by 4 red-purple guards and 1 purple guard captain. These guards will have a small agro radius and be stationary, but once attacked will have long cast ranges and be difficult for less than a group to defeat in a reasonable amount of time


When a dock is captured, the opposing realm’s guards will immediately spawn along with their realm’s prescience node
When an enemy guard contingent is defeated, the home realm’s guards will immediately spawn along with the dockmaster and prescience node



Movement

With the removal of permanent boating and the focus on running being the primary means of travel outside of the portal ceremony we have some exciting changes coming to movement speed


The Hastener NPC buff Speed of the Realm have been increased from 150% to 170%
The bounty gem speed buffs have been increased from 150% to 176%
The last level of Sorcerer, Theurgist, Healer, Runemaster, Enchanter, and Warden speed chants have been be increased from 156% to 176%
Mount Saddles and Armors will now have a +54% speed increase attached to them
When combined with a horse (which has a 150% speed bonus) the player will be able to travel at 204% speed – or the same speed as a Skald, Minstrel, or Bard
Mounts will maintain their multitude of restrictions and disadvantages:

o Players must stand still for 3 seconds to call their mount
o Shapeshifts will prevent being able to mount
o Mounts will not dive
o Mounted players are bigger targets
o Players will be unable to mount when indoors or underground


Mount Saddles and Armors are craftable items in the Metalworking line
Mount Saddles and Armors will all have the same 54% speed increase but will be differentiated by their art and use requirements:

Crafted:
o Heroic Saddle (Champion Level 0) (still have to be level 50 for this)
o Heroic Light Armor (CL1)
o Heroic Medium Armor (CL3)
o Heroic Heavy Armor (CL5)
o Sinister Saddle (CL1)
o Sinister Light Armor (CL2)
o Sinister Medium Armor (CL4)
o Sinister Heavy Armor (CL6)
o Mystic Saddle (CL2)
o Mystic Light Armor (CL3)
o Mystic Medium Armor (CL5)
o Mystic Heavy Armor (CL7)
Dropped:
o Albion/Midgard/Hibernia Saddle (CL5)
o Albion/Midgard/Hibernia Light Horse Armor (CL8)
o Albion/Midgard/Hibernia Medium Horse Armor (CL9)
o Albion/Midgard/Hibernia Heavy Horse Armor (CL10)

RvR Objectives

Ruined Keeps


The Ruined Keeps of Caer Benowyc, Bledmeer Faste, and Dun Crauchon will award 5% bonus realm points for fighting in and around them
Ruined Keeps and Towers cannot be attacked or captured
The Ruined Keeps and Towers have had all of their doors opened, siege towers spawned, and wall-holes made
All realm guards have been removed inside Ruined Keeps and Towers
Postern doors inside Ruined Keeps and Towers will work for all realms
Climb points on these keeps and towers have been disabled



Capturable Docks


Docks controlled by their home realm will have a Red con Dock Guard Captain and two Orange Dock guards; control flips when the Captain is defeated.
Docks captured by an enemy realm will have a Purple con Dock Guard Captain and four Red con Dock guards; control flips when the Captain is defeated.
Capturing a dock for your realm, or re-capturing your realm’s dock, will give each player of the capturing realm within the encounter’s radius 250 bounty points as well as a Silver-Bound Chest.



Milegates


Agramon Milegate doors will now always be open

Agramon Milegate gatehouse doors now function like Cathal Valley’s gatehouse doors in that they only work for players of the milegate’s realm but can be attacked

o These gatehouse doors will now teleport players into the gatehouse instead of open like normal doors
o These gatehouse doors have had their durability considerably reduced and are fairly easy to destroy with melee


Minotaur Relics


The restrictions on frontier Minotaur relics spawning and several of them requiring players to be grouped in order to hold them have been removed
They will always be spawned and available on the map now
Minotaur Relics in the frontier have had their locations and bonuses changed and one new one has been added:


Uruz (Agramon)

Provides 10% bonus to RP/XP/BP/Coin
No mob encounter
Found in the center of Decayed Lands


Farsia (Pennine):

Currently 10% Heal Bonus
Changing to 50% siege haste buff for individual holder, siege lore buff to the group, and +75% siege protection for up to 20 targets in radius of holder
Now found in between Caer Sursbrooke and Caer Erasleigh near the Great Drakes


Thatanu (Hadrian's):

Currently 10% Heal Bonus
Changing to 10% Heal bonus + 3% RP/BP/Coin/XP buff (both group-only)
Now found on the plateau in between Benowyc and Erasleigh


Benun (Jamtland):

Currently 50% Siege Protection
Changing to 50% siege haste buff for individual holder, siege lore buff to the group, and +75% siege protection for up to 20 targets in radius of holder
Now found on the coast in between Blendrake and Hlidskialf


Unver (Odin's Gate):

Currently 75% Siege Protection + 70.0 Essence Damage (which actually means damage to objects like doors/siege/fonts etc.)
Changing to 10% Aura of Health + 3% RP/BP/Coin/XP buff (both group-only)
Moved west onto the plateau closest to Bledmeer


Temel (Breifine):

Currently 10% bonus to XP, BP, RP, Coin, and CLXP
Changing to 50% siege haste buff for individual holder, siege lore buff to the group, and +75% siege protection for up to 20 targets in radius of holder
Now found on the coast in between Bolg and da Behnn


Mahir (Emain):

Currently 10% bonus to XP, BP, RP, Coin, and CLXP
Changing to 5% melee/magic crit + 3% RP/BP/Coin/XP buff (both group-only)
Now found on the hill overlooking where Crauchon Outpost (3) used to be, behind the gorbachend encampment



Individual Objectives


Royal Accountants have been placed in each realm’s new Portal Keep and will grant players 2 new Doppelganger quests!

o The new version of the quest ‘Anatomy of an Ancient Foe’ will reward players with their choice of Doppelganger Cloak
o The new version of the quest ‘A New Threat in an Old Form’ will grant players a large cache of Realm Points

Doppelgangers will no longer grant RPs or BPs when killed
Doppelgangers will instead drop a stack of rare Alchemy Components, a stack of rare siege ammunition, or a Realm Shard as follows:

o Doppelgangers in Albion will also have a chance to drop an Albion Shard which can be looted by any realm
o Doppelgangers in Midgard will also have a chance to drop a Midgard Shard which can be looted by any realm
o Doppelgangers in Hibernia will also have a chance to drop a Hibernia Shard which can be looted by any realm
o Doppelgangers in Agramon will also have a chance to have a chance to drop any of the 3 realm shards


Doppelgangers will only spawn in Agramon, the zones closest to Agramon in each realm, and the central zones in each realm
9 Doppelgangers can be up in each realm at once, out of a potential 24 locations
3 Doppelgangers can spawn on Agramon, out of a potential 10 locations
Doppelganger Lords have a chance to spawn in one of the 10 locations on Agramon

o Doppelganger lords resemble Apocolypse, Queen Kula, or Olcasgean
o Doppelgangers lords have a chance to drop any of the 3 realm shards
o Doppelganger lords will grant the Doppelganger Braceleot One-Time-Drop
o The quest for the OTD has been changed so that all players can get it once more

/Using these Realm specific shards will grant players a random shard piece that can be combined with the other 2 types of shard pieces into a very rare item

o Albion Shards can be /used to obtain Shard 1 of 3 items
o Midgard Shards can be /used to obtain Shard 2 of 3 items
o Hibernia Shards can be /used to obtain 3 of 3 items

Players will need each 1, 2, and 3 shard pieces in order to obtain a complete item

o Once all 3 shard pieces for a given item type have been obtained, players can simply /use one of the shards to create the item!
o Shard pieces can only be combined in this way when all 3 shard types are in a players inventory. It will not be possible to combine 2 of the 3 shards

ML10 Weapons, some ML10 armor, other rare items, new Mythirians, and rare mount armor are examples of some of the obtainable items after combining the item pieces



Labyrinth changes


The guards inside the Agramon Labyrinth towers have been removed
Zoning into the Labyrinth from Agramon now takes players to an obelisk in Nurizane's Crossroads
Exiting the Labyrinth to the Agramon tower is no longer possible. This zone line has been disabled


Mob camp changes


Several Mob camps have been removed from Agramon:

o Pictish camps
o Giant Lusus in Starlight Lake
o Fiendish Minions in Decayed Lands
o Icestriders behind the Midgard milegates
o Cave Fairies behind the Albion milegates
o Grogans near the Albion milegate
o Feral Prowlers near the Hibernia milegate
o Huge Shadow Wolves near the Midgard milegate
o Plated Fiends in Decayed Lands
o Frogs behind the Albion milegate
o Tainted Stags in Decayed Lands
o All mobs on the Agramon land bridges


Some mobs still remain on agramon:

o Existing quest mobs
o New Doppelgangers
o Cave Fairies have been added near the tower between Alb and Hib MGs
o Undergoblin grunts
o Torcans
o Creeping Cave spiders


Charmable mobs have been added in and around each realm’s Portal keep to compensate for the mob removals on Agramon
Several Mob camps have been removed, moved, or added in Albion as noted:

o Legionnaires have been removed from their encampment near Benowyc’s dock
o Legionnaire’s near Benowyc Spire have been moved further south to the aqueduct ruins.
o Outlaw hunters in the trees south of Benowyc Spire have been removed
o Flatland Bounders south of Caer Berkstead have been removed
o Several legionnaires south of Berkstead have been consolidated to only one of the ruins.
o The Pictish encampment south of Berkstead has been removed
o The western basilisk youths have been moved from the north of Caer Sursbrooke to the south.
o Several miscellaneous mobs have been removed in the woods south of the Albion maze and north of Caer Sursbrooke
o A high level mob camp has been added nearby the Boldiam Spire

Several Mob camps have been removed, moved, or added in Hibernia as noted:

o Mobs found in the graveyard south of Dun Crauchon have been removed
o The Moss monsters around Dun Bolg have been removed
o The megafelids north of Dun Bolg have been removed
o The giant lusus in the swamp around Dun Bolg have been removed
o The grannies south of Dun Bolg have had their numbers reduced
o The bananach outside Dun da Behnn have been removed
o The cruiach demons have been moved to the northwest plateau in the southern half of Breifine
o Several of the mobs along the coastline north of Dun Bolg have been removed

Several Mob camps have been removed, moved, or added in Midgard as noted:

o The Wyvern’s west of Nottmooor have been moved further east between Notmoor and Glenlock
o The bone-eaters outside Nottmoor have been moved near where Glenlock Outpost used to be, west of Glenlock
o Several Frost Giants have been removed between Bledmeer and Blendrake
o The dire wolverines west of Blendrake have been removed
o Several frore liches and mature wyverns have been removed from southern half of the woods north of Blendrake
o The icestriders near the Passage of Conflict entrance have had their spawn radius decreased and number reduced
o A new high level mob camp has been placed near the new Glenlock Outpost’s location

General Changes

Weapons:

The Astral Mephtic Fang’s disease duration has been reduced to 20 seconds

Crafting

A fix has been implemented which allows all Toxic Poisons to be crafted again


Armor:

Infernal starkakedja (acuity) sleeves have had 1 point of strength removed from them and 2% spell damage added to them to put them in line with the other realm’s versions



Spell, ability and item use timers as well as durations now take into account time elapsed while offline
Boat speed has been increased
Deathspam radius has been reduced to about 1.5 zone lengths
Added more checks to detect and lessen the effect of the “Endo” bug
The Realm War Map player location marker now shows proper player facing
PBT spells no longer affect fire and forget pets
All crafted item use timers have been reduced to 90 seconds (down from 180 seconds). This fixes the issue with celerity charges not being their proper re-use timer length
Travel Quests between PvE Hubs in the three realms have been fixed

Class Changes
Bainshee

PBAoE pulse is capped at 9 pulses now. Players will have to recast the spell after the 9th pulse fires

Mauler

The level 41 Magnetism ability, Gift of Precision, can now be cast while meleeing like the other level 41 spec Mauler abilities in Power-Strikes and Aura Manipulation


Paladin

The endurance buff line of spells can now be cast while meleeing


Skald

The endurance reduction buff line of spells can now be cast while meleeing.

Quest Changes

The Pictslayer event has entered its final and permanent stage
Pict scout camps have been removed from the mainland zones
Pict scout camps have been removed from frontier zones except for the camp in Pennine Mountains, Jamtland Mountains, and Breifine
All existing Pictslayer quests will be disabled
A new quest has been added, “The Ongoing Pictish Nuisance,” which can be obtained from Sir Yvain in Albion, Sinfjotli Sigmundarson in Midgard, and Fionn mac Cumhaill in Hibernia

_________________
FIX my Empathy !!!!!!


Fri Dec 13, 2013 10:58 pm
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