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Greetings citizens of Agon.

The following update is probably the largest in scope and importance to ever hit the Darkfall servers and addresses many of its current issues.

The first and foremost is that it provides reasons for players to go out in the world and play the game actively in order to obtain upgraded items that will give them an edge in combat as well as character progression.

The second, and equally important, is to give meaning to *Full loot* again. Yielding a high level item should make you tremble in excitement when you use it, hurt you when you lose it, and exhilarate you when you find it on someone's dead body.


It addresses the issue of people having “full banks” filled with either resources, gear, or both.
It levels the playing field between old characters and newer characters, especially between those who managed to accumulate wealth from frowned-upon methods, and the hard-working “savers”. Older characters will still have a small starting advantage but those who start playing the game more actively can catch up within days. From a game economy’s perspective, there cannot be a greater time to return to Darkfall than this *economy restart/gold rush* update.
It addresses localization to a great extent. Rare materials will no longer be gained from anywhere in the world but from specific locations that are expected to be heavily contested and fought over. We are trying to achieve conflict through resource inequality. Player Holdings will play a huge role in this and the value of owning one or more will become crucial. Player House value has also increased.
It addresses the complicated recipes required to craft everything.
It makes the environment more dangerous and the PvE encounters quicker but much harder.
It speeds up instant travel which will result in finding fights faster.
It introduces the new inventory system, aimed to improve the QoL of all players, and makes inventory operations faster and more intuitive.
It addresses character advancement through prowess as well as the acquisition of Dominion required by clans to have fun.




Now for the specifics


Essentially we are introducing a new layer of economy above the existing one, i.e. a ‘soft wipe’

Gear Changes

All current weapons and armor are now called “Aged”. All aged armors have 4 less in protections compared to how they were before. All aged weapons also do 4 less damage than before.
Any new armor that is crafted (or dropped) now has +3 in each protection. New weapons also do +3 damage than before.

Example: A player using ‘new’ leenspar armor and weapons vs a player using aged leenspar armor and weapons, will do 7 more damage to him, while receiving 7 less damage than before.(e.g Inflict 30 damage, receive 16 damage)
The point is to give players who use the new items a definite, yet not too overpowering, advantage.

Resources

Similar to gear, all current rare materials, as well as base materials are now called ‘Aged’. Ages resources cannot be used in any new crafting recipe, however they can be converted. Most of the Aged materials can be converted at a ratio of 100:1 (100 aged materials + Gold, for 1 new material).
The environment will now only produce ‘new’ resources. New resources are used in the new crafting recipes for gear.





Rare resources

Essences no longer drop from the environment, and are no longer used in crafting recipes. The main rare resource needed to craft high end gear, is now rare ores. Rare ores can be found in selected locations in the world. The ‘best’ place to find one, will be from a Clan City node. Note that all clan city nodes including farm/grove now also have a chance to drop a rare ore.

Only 2 cities in the world will have a chance to produce Theyril Ore: Angfrost and Apautan. The reason for this is that they are probably the least fortified cities which will invite even more city raiding and conflict.

Only 4 cities in the world will have a chance to produce Leenspar Ore: Izkand, Calfardar, Ul Hamra, Elharrat.

You will generally find that Theyril can be found in the North only, and Leenspar can only be found in the “South”.

Only 8 cities in the world will have a chance to produce Neithal Ore: Sweetwater, Alberworth, Caxtla, Tiquiya, Long March, Aradoth, Kvitstain, Andruk.
The remaining cities will produce Veilron/Selentine Ore. Note that the cities that drop Theyril Ore, will also drop the other rare materials. Same goes for Leenspar cities, etc.

We expect this change to increase the value of cities dramatically, and promote conflict, drama, and many dead bodies.

The 2nd best place to get rare ores is by killing the corresponding Golems, that also follow the localization theme of cities (Theyril in the north, Leenspar in the South).
The 3rd best place to get rare ores is by harvesting Supernodes, that follow the same localization theme of Cities and Golems.

Rare ores can also be found in very small quantities in player houses’ deployed gardens/trees, village rewards, and top treasure map/chests.


Gear/Crafting Changes

A new level of armor has been added below the Theyril Rank.
Special materials are now needed for the top 3 armor ranks. These can be found by killing the toughest monsters in the game.
Simplified all crafting recipes, so there are less “steps” involved (no more conversion materials), and the materials needed are not scattered around the world. For example Rank8 metal armor requires Leenspar ingots - Not Leenspar and Veilron.
Inferior materials, as well as refined rare materials no longer drop from the environment, and are not used for any new recipe. (they can be converted)
Reagents now can be crafted in bigger bulks (25 up from 4), making it faster for someone to get to action.
Changed recipes to have their cost better distributed across ranks.
Protections across pieces now more properly reflect their crafting cost.
Secondary attributes across pieces now more properly reflect their crafting cost. (Helmet will no longer give more secondary attribute than chest piece etc)
Leather recipes will now need slightly less leather than before, cotton recipes will require slightly more cotton than before.



Time to gear: What is expected is players in a typical gaming session to be able to craft 1 set of gear at Selentine/Veilron level, and have time to spare to test it on some unfortunate victims. If they want to invest more time into their preparing for battle, there are 3 more tiers to do so. The performance of gear is increased linearly, however the price is increased exponentially.


Harvesting

Harvesting has been reverted to a more semi-afk activity. However, node capacity has been reduced to 40 (down from 50). Node refill rate has also been reduced. This change will promote venturing to distant lands and fight its owners to get their resources.


Durability

Durability loss has been doubled (gear breaks twice as fast).
Durability for new gear has been doubled. This will effectively make old gear exit the game faster.
Durability loss from ganking has been removed, in order to increase the importance of “full loot”.


PvE

In order to make the world a more dangerous place to live in, the damage of all monsters has been increased by about 40% (varies depending on armor level/monster). At the same time health of monsters has been reduced from villains level and above: up to 40% health reduction at monstrosities level, and 50% at horror levels.


Teleportation

Teleportation cost has been changed to gold instead of runes for portal chambers. It now costs 500g per ‘hop’.
Teleportation sickness has been decreased to 10 minutes.
This change is to help players find fights faster.




AoI

AoI bonuses have been doubled, to further promote kingdom building.


Prowess

Diminishing returns for prowess gains have been removed. You will now earn full prowess points from killing any monster if you are a high prowess character.
Prowess gains from crafting and harvesting (feats as well as the action itself) decreased to 1/10.
Prowess gains from PvE increased to 4 times higher than before.



GUI

A new inventory system has been added, with vastly superior functionality and user friendliness. A lot of community suggestions were implemented during the making of this feature.
Vitalstat bars have been removed from the top of the screen, and can be repositioned freely using the “HUD edit mode”.



Map

Fog of war is now more transparent
Made the unexplored markers shown below the fog of war with a ‘?’ marker
Workstations in starting cities now have their own specific icons. This will help locate a desired workstation much faster.



Levy collector

Marker report on tooltip shown at 100% only for non-clan members, otherwise normally when they are updated for clan members


Villages

Capturable every 4 hours. Rewards have been adjusted accordingly.
Requisition rewards have been adjusted so villages produce much less rares materials than before.




Skills

New mining, herb gathering, skinning and logging mastery skills. These are required in order to harvest clan city nodes and use any rare harvesting tool.
New conversion skill that is used for converting old resources to new resources.
Ultimate skills now require an extra reagent.
Reagents have been added to vendors.
Non-mastery tools (pickaxe, wood-axe, sickle, skinner) are no longer usable on nodes that require mastery tools (clan city nodes).
Improved the cooking mastery skill advancement rate.
Digging distance restrictions have been shortened to a few meters from last dig spot.




Housing

Deeds can only be made by crafting (are no longer random drops).
Increased tenants to 10/20 from 4/9.
New painting decorations.




Treasure Maps

Treasure maps can only be found by sea-scrappers.


Feats

Replaced/Removed feats that refer to Aged materials


Selentine shop additions

Added new head wear and weapon skins (Be sure to check out the new Summer Bundle for a discounted price on all of these items)
All themed items are now available in store.
Added dyes.
Added reagents.
Added house decoration items.



In more details:

Bundles

Bundle of Frost Fest Cheer
Arms collector’s bundle
Halloween bag o’ tricks.
NEW: Summer bundle item. Contains: ( Heartbreaker, The Gavel, The Aspect of the Damned, Erodach’s Visage, Minotaur’s Visage and Bonecrew’s Visage)





House decoration items

Fountain
Solar Sphere
Small Golden Spire
Weather Vane
Cupboard
Oak Cupboard
Assorted Flowers
Bench with plants
Flower of arrangement
Potted Palm
Bookshelf
Large Bookshelf
Dragon Pillar
Flame Carrier Statue
Small table and chairs
Oak table and chairs
Bar Counter
Large Bar Counter
Niflheim Carpet
Yssam Carpet
Cairn Carpet
Rubaiyat Carpet
Mounted Badger Head
Mounter Bear Head
Mounted Deer Head
Mounted Goat Head
Mounted Lion Head
Mounted Minotaur Head
Mounted Tiger Head
Mounted Wolf Head




Paintings

In the eyes of nature
Niflheim Homestead
The clearing
Yssam sunset
Fly with me
Lady Grey
The golden talon
The wax dragon
The treeline
Teleportation
A supernode
The salute
Ships
The lighthouse
The earth school
The cathedral




Tapestry

Niflheim Tapestry
Yssam Tapestry
Cairn Tapestry
Rubaiyat Tapestry
Large Niflheim Tapestry
Large Yssam Tapestry
Large Cair Tapestry
Large Rubaiyat Tapestry




Thank you for your continuous support and we're hoping that you will enjoy the patch. This patch is a collective effort from our team, to make the game a more enjoyable place for your endeavors.
We will make sure that this patch will be applied tomorrow by working through the night to ensure its delivery.

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Pograłbym, gdyby Ugh Arg wrócił. :'(

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Napisz do niego

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PostNapisane: 12 sie 2015, 05:34 
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bre napisał(a):
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Ugi, wróć.. :(

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PostNapisane: 12 sie 2015, 19:26 
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Dobry patch, nie wierzę. :o

Ciekawe czy wreszcie jakieś streamy będą na twitchu.


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PostNapisane: 12 sie 2015, 19:28 
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chyba juz za pozno.

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PostNapisane: 12 sie 2015, 19:58 
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Mendol napisał(a):
chyba juz za pozno.

Jak ktoś chce tochę pobiegać to po takim patchu właśnie. Podejrzewam, że będzie się przez pewien czas coś tam działo.
No, wracać dziewczyny i chłopaki.

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niestety cisza w eterze :(
chyba juz kazdy krzyzyk postawil na dfo, a szkoda w chuj.

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PostNapisane: 12 sie 2015, 20:45 
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Mendol napisał(a):
niestety cisza w eterze :(
chyba juz kazdy krzyzyk postawil na dfo, a szkoda w chuj.

A, Ty pewnie o tych swoich Aenimach i Oycach piszesz. Ja ich nie znam. Aenime to raz tylko w DFO widziałem, jak w bagnie kucał i głowę pod wodę chował. :P
Coś czuję, że np Bre będzie biegał. Bo tak ostatnimi czasy wymiatał, że jak nic palce go świerzbią, żeby do df wrócić.
Gosti pewnie też pogra. A ja wracam, żeby bić Zagendę. Jezu, patch ściągnięty serwey online!

Edit: ale nie mam subskrypcji, hehe :)

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PostNapisane: 12 sie 2015, 21:16 
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nie o nich pisalem :(

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PostNapisane: 13 sie 2015, 13:58 
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Proponuję wstrzymać się do momentu aż tego patcha nie fixną.
Wygląda na to, że bez hard wipa banków nic z tego nie będzie.

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PostNapisane: 13 sie 2015, 15:31 
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Fixną? Co jest nie tak?

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Ja tam sie nie dziwie, za moich czasow jak wydali patcha to musieli wydac 2 kolejne zeby ponaprawiac wszystko :P

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Loot tables są kiepsko zoptymalizowane. Największa wtopę zaliczyli z work orderami, które po patchu zwracały nowe składniki.

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dla mnie to niepojete, jak mogli spierdolic tak zajebista gre.

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Obstawiam kiepski management

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ale to nawet u nas robi sie z tym porzadek :(

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PostNapisane: 13 sie 2015, 19:15 
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bre napisał(a):
Loot tables są kiepsko zoptymalizowane. Największa wtopę zaliczyli z work orderami, które po patchu zwracały nowe składniki.

eee, to chyba nie takie straszne - naprawią, potem rollback do czasu wprowadzenia patcha i po problemie. Chyba, bo ja prawdę mówiąc się nie znam. :)

O, serwery leżą znowu. Ty Bre masz subskrypcje? Jakby co to zaloguj się czasem, byśmy się poduelowałi.

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PostNapisane: 22 sie 2015, 11:51 
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Mój dzienniczku, dziś zalogowałem się na kilka godzin - jak by tego AV nie nazywało, miał miejsce wipe (przedmiotów, nie postaci). Ciekawy okres - taki początek gry się z tego robi. Ludzie zbierają, farmią itp. Rozmawiałem z Mormem i zapisuję się do ratsów. Jakby ktoś miał ochotę to dawajcie.


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Da fuck! Trzeba było sprzedać konto kiedy była okazja : <

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