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 Post subject: Re: AoC - update
PostPosted: Mon Dec 15, 2008 6:35 pm 

Joined: Sun May 25, 2008 9:16 pm
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Location: Scotland
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But at the moment, casters don't need any more buffing. Spellweave just the first rank of it, gives a necro for example 100% crit chance on grip of death.


It always did:P


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 Post subject: Re: AoC - update
PostPosted: Mon Dec 15, 2008 9:29 pm 

Joined: Tue May 27, 2008 1:13 pm
Posts: 183
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Ye.. ! Just dont like how tos have turned out.. they are way to op:p!
But i like the way aoc turning out to be.. hope it gets better and better!
I rly like games that the fights isnt 5min long.. and 2 skilled ppl can down 4-5ppl or more..
Lets hope it gets better and better:)!


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 Post subject: Re: AoC - update
PostPosted: Tue Dec 16, 2008 1:27 am 

Joined: Sun May 25, 2008 10:59 pm
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Silvane wrote:
But at the moment, casters don't need any more buffing. Spellweave just the first rank of it, gives a necro for example 100% crit chance on grip of death.


It always did:P


Like Smart says Mael, it's a bit mental. They buffed it like crazy. Necs are taking out clothies and light armour for fun. Op_Necro_01 grip of death crits you for 1.4k...1.2k...1.4k...etc And thats me with pvp gear and T3 BK buffs, lowest invuln is like 22% or something.

Saw a demo nuke a guildie yesterday for 5.7k, then blew me skyhigh with a detonate cause I was too busy laughing to be paying attention.

Log in respec to nightfall and try it :D

_________________
Tranca
Level 80 Assassin


I had a look at some of Cantra's videos, and well, which father wouldn't
be proud when his daughter shows behavioural patterns that resemble the
ones of a serial killer.


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 Post subject: Re: AoC - update
PostPosted: Tue Dec 16, 2008 1:40 am 

Joined: Sun May 25, 2008 10:59 pm
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Next pvp update.

Quote:
PvP Resources Hello!

I wanted to briefly take the time to expand a little bit on what was mentioned in the preview update notes for 1.04 about PvP resources. Here's what was said in the notes:

* Resource items will now have a chance of dropping in PvP. These will be PvP Resource items (a new mechanic introduced in Update 1.04). More info to follow...

PvP Resources Overview

PvP resources originate from resource nodes in the Border Kingdoms, Cimmerian End. There are 12 PvP resources being released with update 1.04. These resources are used to create new building materials for all tiers of Battlekeeps. The recipes to craft the new materials, learnable by architects, drop from chests also found in Border Kingdoms, Cimmerian End. The resources themselves, and the materials, may drop in PvP. This also means a player carrying these items has a chance to lose them to another player.

This is a first step down the road to making PvP more meaningful in larger world conflict terms. As these PvP resources are also used to repair damaged Battlekeeps, we fully expect and encourage world conflicts to spill over to the Border Kingdoms, since preventing an enemy guild from repairing or upgrading their Battlekeep is a perfectly valid tactic to prepare for taking it down. This is a change from the current system, where the standard city building resources gathered in adventure zones and resource & building playfields, are used to construct Battlekeeps.

Consequence System

As a reminder, the consequence system is disabled for the Border Kingdoms. This will prevent all players from safely harvesting from the new nodes without risk of PvP. Note this feature does not make any changes to how PvP XP is obtained.

The PvP resources, and building materials, may drop from PvP anywhere in the game. However, outside the Border Kingdoms they will only drop from players that give PvP XP. Additionally, murders have twice the chance to drop these items.

Future Plans

Moving forward, we are exploring additional ways to tie in PvP resources to other areas of crafting and the game economy, sometime after the initial launch of this system. As the PvP resources, and the recipes to make the building materials all originate in Border Kingdoms, Cimmerian End, the other Border Kingdoms - Aquilonian End, and Border to Kush - will likely see other PvP mechanics later down the line.

Hey all,

just adding some more information about the changes to the resources needed to construct battlekeeps in the borderkingdoms.

In the upcoming patch 4 there will be a change in how the Siege Battlekeeps are being constructed and maintained. The buildings will require a new type of Crafting Resources that are only obtainable in contested PvP areas.

Our goal is to continue to enhance the world PvP by introducing a higher purpose to participating in this type of PvP and provide more rewards. The introduction of the PvP resources should provide something to fight over, and at the same time introducing a new commodity to the market.

We have also received feedback from the community that the current cost for PvP Keeps are too high, and we want to reduce the amount of time it takes to obtain the needed resources, but at the same time not affect the regular Crafting systems. This system will give us the opportunity to tweak the individual systems to better fit with the different mechanics.

One very important new feature introduced with this system that I want to explain at the same time, is the new PvP loot system. These PvP resources will have a chance to drop off your character if you are killed in a PvP fight and your killer will be allowed to loot them.

You will lose up to 50% of the items when you are killed, this is a amount that can be tweaked for each individual item type so we are open for feedback on what you believe is a fair amount. This is a completely new system in Age of Conan, and will initially only be used for this purpose, but don’t be surprised if more items are introduced later on that will have the same rule set.

PvP Resources
PvP resources are used to build and repair battlekeeps in the Border Kingdoms. This change will have no affect on already constructed buildings. Only when you need to repair a building or construct a new one will you be required to have the new set of items.

For now the resource nodes are only available in the playfield “Border Kingdoms, Cimmerian End”. This is done to centralize the PvP to one area to maximize the player to player exposure. We will monitor the situation and the testing on our test live servers to see if we should add them to the two other playfields as well. I can disclose that there are plans to add unique features to these playfields as well in the future to even out the balance of the three regions.

To harvest these PvP resources players are require to have completed the corresponding tiers of quests from the resource and gathering playfields. In other words, if you can harvest tier 1 crafting resources you can also harvest the tier 1 PvP resources.

At the release of this feature there are no rare resources available from these pvp nodes, but this is likely to change as we introduce new items in coming patches.

When a player harvest a pvp node there is a chance that an icon will flash on the Region map and Mini Map indicating that this node is currently being used. This Icon will stay for a short time before resetting to the normal node icon. So even if you are carefully picking your way around the outer boundaries of the resource areas there is a good chance someone else might be aware of your presence and decide to pay you a visit.

There are three tiers of resources placed in the playfield. The high end tiers are far rarer than the low end, but they will convert at a greater conversion rate than the more abundant resources.

The PvP resources will have to be converted into building materials in the same way as before to be used to construct the battlekeep buildings. The various tiers of battlekeeps require the same tier of building resources, which in their turn require the same tier of PvP tradeskill resources.

The recipes needed for this conversion can be found in three new NPC camps in the playfield “Border Kingdoms, Cimmerian End”. These items are placed out as items on a respawn timer, so they might not always be available if someone else has just picked it up.

These new recipes require that you are an architect of the corresponding tier to learn and use.

Item drop rules
Only items that have been set up to drop in PvP will be affected by this change. PvP item dropping is controlled by a percentage chance (0-100%).

If the items are part of a stack each individual items will be checked and a part of the stack will be dropped. So the size of a stack or the number of stacks will not affect the outcome of the amount of items dropped. If a player is a Murderer he will drop more items, crime does not pay.

A player will only drop PvP items if he is eligible for PvP XP. If he is affected by the diminishing return system and not provide any PvP XP he will still be able to drop items. Items will not drop if npc's do more than 10% of the damage and they will not drop if target is hit by guards.

There are two rules that are in effect in the world that is the exemption to the normal base rule sets. Firstly, In The Border Kingdom playfields any player at any level will always drop items, even if he is not within the PvP XP rules. You should not be able to harvest resources and pass them over to a lower level character for safekeeping. Secondly, there will not be any chance of dropping any items while participating in any of the PvP minigames.

PvP chests will follow the normal PvE loot rules (need/greed), the killer and his team/raid can loot. The victim will be given loot rights to the chest. So if he can make it back and his items were not looted, he will be able to reclaim them.

_________________
Tranca
Level 80 Assassin


I had a look at some of Cantra's videos, and well, which father wouldn't
be proud when his daughter shows behavioural patterns that resemble the
ones of a serial killer.


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 Post subject: Re: AoC - update
PostPosted: Tue Dec 16, 2008 6:52 pm 

Joined: Sun May 25, 2008 9:16 pm
Posts: 469
Location: Scotland
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seems interesting but i cba resub********************* edit;p :p


Last edited by Silvane on Wed Dec 17, 2008 2:24 pm, edited 1 time in total.

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 Post subject: Re: AoC - update
PostPosted: Wed Dec 17, 2008 1:33 am 

Joined: Sun May 25, 2008 10:59 pm
Posts: 105
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Silvane wrote:
seems interesting but i cba sesub :p


poof

_________________
Tranca
Level 80 Assassin


I had a look at some of Cantra's videos, and well, which father wouldn't
be proud when his daughter shows behavioural patterns that resemble the
ones of a serial killer.


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 Post subject: Re: AoC - update
PostPosted: Wed Dec 17, 2008 2:25 pm 

Joined: Sun May 25, 2008 9:16 pm
Posts: 469
Location: Scotland
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Aww your so mean :( :cry:


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 Post subject: Re: AoC - update
PostPosted: Thu Dec 18, 2008 6:08 am 

Joined: Sun May 25, 2008 10:59 pm
Posts: 105
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Silvane wrote:
Aww your so mean :( :cry:


Jk ofc hun, but whats a 1 month sub cost ? - like a tenner. 80 Nec, uhh prolly get pvp rank 2 in like 2 days, 3 in a couple of weeks. That's how powerful they are now.

_________________
Tranca
Level 80 Assassin


I had a look at some of Cantra's videos, and well, which father wouldn't
be proud when his daughter shows behavioural patterns that resemble the
ones of a serial killer.


Top
 Profile  
 
 Post subject: Re: AoC - update
PostPosted: Thu Dec 18, 2008 6:07 pm 

Joined: Sun May 25, 2008 9:16 pm
Posts: 469
Location: Scotland
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Not to mention reinstalling AoC, i just cba :D ill just sit it out till AIon arrives.


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 Post subject: Re: AoC - update
PostPosted: Thu Dec 18, 2008 6:42 pm 

Joined: Tue May 27, 2008 1:13 pm
Posts: 183
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whats alon?


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