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Old 11-27-2013, 03:38 PM   #1
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Default List of Changes and Game Notes - Version 1.10.6 (In progress)

Hey all,

We're opening up this thread to share the changes and improvements that will be added as time goes by in the next version of the game. All the changes that in time will be included in this thread will belong to the 1.10.6 version of the game.

Gameplay / Invasions:

-New: Forts at the War Zone now include 2 guards at the tower, near the flag. These guards will be able to cancel the fort capture as long as they're alive. This avoids other players from easily capturing the fort with almost no resistance by hiding within.
-Fixed: The flags in the "Shaanarid" and "Imperia" castles have been relocated to balance the distance that separates the flag from the guards when they try to cancel the "capturing process". Until now, the flag at Eferias Castle was significantly closer to the guards when compared to other castles.
-Modified: The invasion dragons' AI has been improved and their vision range has been amplified. This modification will allow dragons to perform a better job, specially under ranged attacks.

Gameplay / General:

-Fixed: Issue where the Relic Carrier wasn't being able to cast a mount.
-Fixed: Issue where a recently revived character was, under certain circumstances, triggering the "Revive" animation after interacting with a fort/castle door.
-Fixed: Issue where the the Loot Chance multiplier was multiplying the amount of dropped items from the creatures aside from altering their chances.
-Modified: The creature's loot system has been modified. The creatures from categories such as "Chief"; "Champion" and "Epic" now grant the same loot chances to all characters involved in combat. (See note).

Note: Creatures used to deliver their loot based on a formula that took into account several parameters such as damage done and received by the player, assistance, etc.

This formula ended up being obsolete due to the diverse balance modifications performed through the pass of time and it became notorious in the new dragon instances.


Gameplay / Balance:

-Fixed: Issue where the effect from the powers "Summon Imps" and "Summon Zombies" was being completely interrupted when any of the creatures summoned died. The desired effect for this is that each imp or zombie works as an independent entity. This correction may possibly require that these powers go through small modifications in the future, after analyzing their impact in-game.

Last edited by Frosk; 12-16-2013 at 07:56 PM.
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Old 12-05-2013, 05:32 PM   #2
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Quote:
Originally Posted by Frosk View Post
Gameplay / Invasions:

-New: Forts at the War Zone now include 2 guards at the tower, near the flag. These guards will be able to cancel the fort capture as long as they're alive. This avoids other players from easily capturing the fort with almost no resistance by hiding within.
-Fixed: The flags in the "Shaanarid" and "Imperia" castles have been relocated to balance the distance that separates the flag from the guards when they try to cancel the "capturing process". Until now, the flag at Eferias Castle was significantly closer to the guards when compared to other castles.
Game notes updated.
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Old 12-05-2013, 06:50 PM   #3
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The guards in tower of forts, sweet!! No more scary surprising fort captures! Also the new modification of looting seems promising but I'll not hold my breath, have to wait till practical results are out.

LOL......guys wtf? Really? Imps and Zombies? Do people even use them after lvl 20 or max 30? Please start the balance work on warlock already. We need something defensive as both the offensive counterparts (barb and marks) have really better defense than locks. (Spring/Mobility, UM/SOTW, Low Profile)

Why not give us (locks) "Allahed's Wind Stroke - The Warlock becomes naturally allied with neighboring winds which makes movement faster". It can be a self buff or an ally buff similar to onslaught :P
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Old 12-05-2013, 07:15 PM   #4
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thats nice =)
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Old 12-05-2013, 07:16 PM   #5
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The bug with invisible fused gloves is not fixed. I got a pair of level 59 conju ones fused to bloodmaster ones which are invisible on my lamai conju (uga in ignis) no matter what i do.

A fusing what is lost...
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Old 12-21-2013, 02:50 AM   #6
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Quote:
Originally Posted by Cresto008 View Post
The guards in tower of forts, sweet!! No more scary surprising fort captures! Also the new modification of looting seems promising but I'll not hold my breath, have to wait till practical results are out.

LOL......guys wtf? Really? Imps and Zombies? Do people even use them after lvl 20 or max 30? Please start the balance work on warlock already. We need something defensive as both the offensive counterparts (barb and marks) have really better defense than locks. (Spring/Mobility, UM/SOTW, Low Profile)

Why not give us (locks) "Allahed's Wind Stroke - The Warlock becomes naturally allied with neighboring winds which makes movement faster". It can be a self buff or an ally buff similar to onslaught :P
I totally agree. instead of fixing the major stuff, they are fixing some fucking zombies summons that conju uses... who the fuck use this shit in RvR? no support conju would carry summons in the first place....i mean wtf is wrong with NGD?
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Old 12-21-2013, 10:23 AM   #7
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I don't like the extra guards to prevent capping in forts. What I'm afraid of is that it is in effect a nerf on hunters, in particular their stealth ability to hide in a fort and cap it later. This is how hunters can be a decisive influence in fort battles. We'll see how it plays out. As for annoying behaviour in the wz: the most annoying is still ganking. I don't expect or want any action taken against ganking though. It's part of the game.
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Old 12-21-2013, 01:53 PM   #8
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No one can nerf a hunter who got 2 rings & a ammy ... OMG they are few, Hunters who cant afford them wont get stealth advantage :0 another pay to win thing wtf... maybe with troll i might be able to kill both guards :3

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Old 12-21-2013, 02:42 PM   #9
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modifying a fort mechanism just to suit a class is not an approach I am comfortable with.

Hunters need a whole vision. Not piecemeal fixes as I read above in last few pages.
1. Vision for hunters for RvR. I don't think there has really been one.
2. Hunter with pets in RvR. There is no vision for that either.
3. Where does a hunter fit ? Melee, short mid range( 10- 20) mid range (25).

Once you define all this then you can proceed with a concept for the class from the ground up.

Of course , all this is stunted by the shared tree system.

Same applies to forts. In my view, under no circumstances should a single player be able to ninja a whole fort. Placing 2 guards is a decent solution yes but will it give the impact one is looking for?

I had a whole radical view on that. Of course it may be impossible to do but I am merely dealing with the theoretical and not the actual these days.

1. Eliminate fort levelling
2. Mechanism could be that you have to kill all the NPCs in the forts to enable flag for capture. Add visual aids like gate health bar , capture progress bar on flag.
3. Gate is weak, emphasis on open fort with AI guards and live players as the emphasis.
4. New gold sinks.
4a. gate rebuild gold sink.
4b. purchase guards who have died. (this idea sucks , maybe lol)
4c. Option to purchase special guard captain such as mage captain or warrior captain.
5. Gate and guards will not re spawn except in circumstances of a reset like invasions. (Maybe.Maybe not. I haven't quite worked this one out yet)
6. Optionally, have a forward position away from forts that must be captured ( simple point no doors/walls, weakish guards) in order to unlock requisite fort gate for attack.

I won't go further, I an trying to cut back on long posts these days.

Last edited by bois; 12-21-2013 at 04:05 PM.
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Old 12-21-2013, 05:31 PM   #10
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Quote:
Originally Posted by roonwick View Post
ganking ( ...) It's part of the game.
ganking is like one of the most boring and unfair parts of the game. fighting fair shoud be encouraged...
IMO hunters should not be able to cast in the first 3 seconds after uncamoing
or at least no CC...


Quote:
Originally Posted by roonwick View Post
This is how hunters can be a decisive influence in fort battles
this is how camo and stalker are even more abusive... IMO camo and stalker should have more llike a "transport" aspect.... i mean takin groups-or single player-to a place they couldn't go w\o invisibility... but to solo a fort?

even the obvious run (from fight) and (escape with) camo... it is another thing that could dissapear IMO
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