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Post by phelps on Mar 17, 2009 22:01:47 GMT -5
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Post by phelps on Mar 17, 2009 22:02:18 GMT -5
Introduction : he 1.27 update brings mainly improvements of the various game systems, a better balancing of classes, new quests alignment, new challenges, improving the forgemagie and the farming system and all sorts special. The game systems (management of armor, health, life insoignable, tackle, among other initiatives) and spells have been revised to provide greater complementarity classes and make more flexible the creation of groups in. We hope also renew a portion of the gaming experience by offering more opportunities for players to win their struggle. We focused primarily on upgrading the tactical aspect of the game by developing the management capacity of the space, increasing the possibilities to modify and interact with the positions of those allies and enemies. We are aware that these changes will change to some extent how you play, but we make all these changes in the common interest we share with you, that make the game better. These major changes will help us in the future to continue to evolve the game further development and tactical play. We know that some of our decisions are not easy to understand and sometimes you have great difficulty in understanding the relevance of our choice when we seek to change the game we now take the initiative in detail and comment on the Most of the changes we make in explaining why we make these decisions and our goals.
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Post by phelps on Mar 17, 2009 22:02:51 GMT -5
Beta:
This update 1.27 is currently being beta-test. Any changes that are listed may be required to change in the coming weeks. This phase of beta test will last about three weeks. If we are not satisfied with the outcome of these stages of beta testing, operation of certain gaming systems or the relevance of certain changes, we then take the decision not to include them in the updated 1.27. All these changes in our game systems potentially involve many side effects, we rely on you to remain focused and we see all behaviors that seem abnormal or not the intentions that we described when we explain our goals. As usual, we expect feedback from you smart, relevant and thoughtful, constructive interventions that will enable us to collect your opinions and to improve the game.
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Post by phelps on Mar 17, 2009 22:03:21 GMT -5
Heroic Server:
- The experience gained on the server by performing heroic quests, is multiplied by 3. The experience is multiplied by 6 for the quests if the character is dead and has not yet reached the maximum level he has managed to achieve before I die. We want to enhance the experience of gains made by the quests on the heroic server, in order to diversify the ways to advance his character.
- When fighting JCJ on the heroic server, experience fly opponents from 5 to 10%. This change allows us to encourage players to advance their characters by winning battles JCJ.
- The maximum level reached in a trade with a heroic character in the server is kept to provide a bonus experience trades multiplied by 6 until the character reaches the maximum level it had attained in his profession before dying. We want to enable artisans heroic server, to more easily capitalize on the time they have invested in their character and become operational easier after the death of the character.
- Characters that have points of dishonor pay 25% of their experience to their opponents when they are defeated in PvP. Characters that have points of dishonor can not disable their JCJ (their "wings" are visible at all times) as long as they retain the points of dishonor. The "wings" of the characters who have aligned dishonor points are holes and torn so that their owners are clearly identifiable. We want people who own dishonor points are targeted and that the counterparties to the aggression of neutral are most important to deter attacks against neutral without completely banning them.
- It is no longer necessary to select the option "show servers that are not of my community" to show the heroic server by default in the list of game servers.
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Post by phelps on Mar 17, 2009 22:03:48 GMT -5
Objects:
- Wooden Wings improved: the level is increased and the characteristics are improved.
- Abraton Sombre: the recipe and the requirements are simplified.
- The weight of objects is reviewed équipable (particularly for objects team whose weight was 1 pod).
- The resale price équipable many items is increased (particularly for objects team whose resale prices to NPC was kamas 1).
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Post by phelps on Mar 17, 2009 22:05:14 GMT -5
Quests alignment:
We've added 10 new quests alignment for each alignment (40 quests to 50) and a quest for additional order. All quests have been revised alignment to operate correctly the quest log. Quests alignment can also get experience points. We've added the ability to change policy by conducting a search.
Donation of alignment:
We decided to change the entire alignment of the gifts in this update. The old alignment donations essential bonuses in combat that were not balanced and they significantly affect the gaming experience in fighting non JCJ. Many players tend to choose a sequence alignment with the sole purpose of enjoying a bonus in combat used outside of PvP. We decided to replace the old battle bonus by bonus usable outside of combat.
Heart Vaillant Agenda / Ordre du Rare Heart
Ménalt disciple / follower of Djaul (20) - Loss of additional energy to the enemies defeated: 200 points - Use potions assault level 1 (1 case of aggression)
Ecuyer / Surineur (40) - Loss of additional energy to the enemies defeated: 400 points - Use potions assault level 2 (2 boxes of assault)
Order of Spirit Salvador / Order of the Spirit unhealthy
Disciple of Jiva / Disciple of Hecate (20) - Use potions resurrection.
Apprentice / Apprentice Dark (40) - Use potions release.
Order of eye / Order of the Eye Putrid
Silvosse disciple / follower of Brumaire (20) - Use potions to objouflage.
Spy / Spy Dark (40) - Use potions camouflage still.
The potions of aggression can automatically attack a character in a line that passes enemy in the assault of the potion. Once the fighting started, the potion is losing its effect, and therefore can be used to run automatically only aggression. The potions of aggression can attack the invisible characters.
The resurrection potions can resurrect a ghost or a character transformed into a tombstone.
The potions release can force a character transformed into a tombstone to free his soul. These potions allow priests to prevent their enemies resurrect allies.
The potions of objouflage can be transformed into some pieces. The character returned to its appearance when it tries to move.
The potions can camouflage still make himself invisible, but the character finds his appearance when he tries to move.
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Post by phelps on Mar 17, 2009 22:06:05 GMT -5
The new temples Dopeuls class:
It is now possible to face free once every 22 hours, the Dopeul its class as well as other classes. The period of 22 hours can address the Dopeuls once a day in the same time slot. Players can also face Dopeuls up to 200. Dopeul the face of his class reported more experience of facing the Dopeul other classes. With each victory against a Dopeul class, players earn a token (Doplon). They can get against these tokens, their sort of class, the bunch of keys to keep weekly, a guildalogemme, or the possibility of lowering the level of one of their spells in order to retrieve the exit point. The characteristics and spells all have to face Dopeuls been reviewed.
A lot can be forgotten against 7 Doplons of his class, or against 1 Doplon of each class. Players have the opportunity to forget their spells, to make eg 1 fight against Dopeul of their class for 7 days or face the Dopeuls of 12 classes for a spell to forget a lot faster.
The temples of classes can now return to points of energy for the people who disconnect. We created potions temple class, which allow you to teleport directly into the temple of a class.
This upgrading of the temples of class is expected to create new meeting points for the players, learn how spells of other classes in their face Dopeuls and gradually gain experience points and rewards with an investment of time reduced.
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Post by phelps on Mar 17, 2009 22:06:32 GMT -5
System keychain key dungeon weekly
In exchange for a token Doplon obtained by winning a battle against a Dopeul of his temple, the custodian of the temple can offer a bunch of keys of dungeons weekly.
This key ring is a quest item not exchangeable which allows access to all the dungeons of the game without using a key, once per week. Thus, once you have this object, if for example you want to enter the dungeon of Bouftous and in the dungeon of the Champs, the guardians of these dungeons will offer to use the keys on your keyring and you can again use the key after a week.
This system keychain key allows players to discover more easily the dungeons of the game and encourage players to discover and rediscover occasionally various dungeons of the game.
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Post by phelps on Mar 17, 2009 22:06:52 GMT -5
Challenges:
We added over 30 new challenges, and rewards of the old challenges have been reviewed in order to be better balanced, they are now taking better account of the number of allies, enemies and the difficulty of achieving the challenge.
- Economy: the challenge is launched only if the group level monsters is below the level of the group of players.
- The fighting in arena now receive two simultaneous challenges, like the fighting carried out in the dungeons.
- Challenges and Cruel Suspension are considered stranded when a monster is killed without complying with the requested order.
- The challenges and Mystical Barbarian are considered stranded when a prohibited action is used.
- The challenges can not fail because of the enemies.
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Post by phelps on Mar 17, 2009 22:08:19 GMT -5
Forgemagie:
General:
The old system forgemagie generates results that are too random and was not suitable for high-level objects, which statistically could not be improved, other than relying on chance (the average probability of success does not usually compensate malus in case of failure of forgemagie). We have therefore reviewed forgemagie system to make it more coherent, balanced and less frustrating.
The bonus granted by the runes of forgemagie are fixed to make it more predictable forgemagie (attention, this change is not yet available on the test server).
Whatever the level or characteristics of an object, the probability of improving a natural effect (now based on the object) is fixed up to 85% of its maximum value.
The difficulty of improving the value of the bill is based on the strength of the effect and its status (natural or not). The power of an effect corresponds to its relative power in Thursday An initiative is, for example, considered less powerful as a point of vitality.
The difficulty to achieve the maximum effect is a constant 85% to 100% of the maximum value of the effect. However, over 85% of the maximum effect, a penalty of success is applied.
The difficulty to overcome the basic value of a maximum effect increases when the maximum effect is reached. The addition of natural effects is penalized by a penalty of success, but is of course always possible.
There are now four possible outcomes after an attempted forgemagie:
- The value of the effect increases and no n'effet is reduced (critical acclaim).
- The value of the effect increases and a diminishing effect.
- The value of the effect does not increase and no effect is reduced. This result occurs if any side effects can be reduced.
- The value of the effect does not, and an effect is small (critical failure).
Management failures:
During an unsuccessful attempt to forgemagie and the value of an effect should be reduced, the effects unnatural or exceeding the maximum core values are selected first. The effects whose power is similar to the effect that is enhanced are also priorities. If you try to add an effect whose power is very important and you fail, a power which is closest is selected to be withdrawn.
If this effect on an object has a power greater than that which must be removed, its probability to be removed is reduced (to avoid a failure when adding an effect with a very low power removes too easily a powerful effect as a gain of action point for example). The positive effects (bonus) can be reduced to a value of 0 and the negative (penalty) can not be reduced now that at least natural, it is possible to double the maximum value of a penalty.
Gains experience:
Gains experience for the job forgemage value is modified and now attempts to forgemagie on objects more powerful, as well as trying to add effects whose power is important. We want to promote the artisans who are progressing in their work in a natural way rather than only those who are progressing using large amounts of runes of power on very small objects at a low level.
Obtaining runes of forgemagie:
We plan to eliminate the possibility of crushing runes to get more powerful. When an object is broken in a crusher, its effects are more powerful, the more it will be possible to obtain powerful runes. Obtaining the most powerful runes is therefore breaking objects whose value effects is high. However, it is possible to recover runes low power, place them on the same object to create an effect for which the value is important to break this object to obtain more powerful runes.
Conclusion:
We modified this system to make the results more consistent and less volatile. The addition of several different outcomes will provide a compromise between success and failure. This new system improves the value of any effect (vitality, initiative, pods etc.) Regardless of its maximum value and whatever the level of the object. We do not want certain objects to be "destroyed" by the forgemagie and can not be improved.
Any object can be improved to its maximum statistics provided enough runes to forgemagie.
The improvement of the objects is now based more on investment in runes of forgemagie as lucky.
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Post by phelps on Mar 17, 2009 22:09:14 GMT -5
Runes of hunting:
The job hunting is diminished by the use of coercion of hunting weapons which are of relatively low and who do not follow the progress of weapons in the game we have decided to allow players to transform any weapon of the game handgun hunting.
By breaking a gun shot, players can obtain a rune fighter, which could then be used by forgemages to be placed on other weapons. The probability of success when trying to add rune hunting depends on the power of the weapon used.
We use the generic forgemagie for adding this effect to weapons. This addition adds value certain weapons that benefit from a different status (used as hunting weapons), to simplify the profession of hunting and provide new opportunities for forgemages.
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Post by phelps on Mar 17, 2009 22:09:46 GMT -5
Monsters:
- Minotot: Fate Destinos can now push more opponents placed on successive cells.
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Post by phelps on Mar 17, 2009 22:10:38 GMT -5
Management armor fixes:
The management of fixed armor is changed. We use 100% of the characteristic intelligence and 50% of the characteristic associated with the element of damage received, but the following formula:
Max (CaracElément, 50% + 50% Intel CaracElément)
For each source of elemental damage, therefore we take the maximum value between half the intelligence added to half the characteristic associated with the source of elemental damage and the characteristic associated with the source of damage.
For example, a character with more luck than intelligence, is therefore protect damage type water feature with his chance. A character who will be less fortunate than half his fortune added to half of his intelligence, protect water damage type, based on half of his fortune added to half of his intelligence.
We give much more importance to other characteristics that intelligence in the protection of the damage and the less we penalize people who have a low intelligence.
This new formula allows us to use more effectively the unusual characters that can now take advantage of points invested in other characteristics as intelligence, to defend themselves effectively in other elements.
As we use more than 100% of Intelligence and 50% of the characteristic associated with elemental damage received, we have changed almost all the armor of the game still to come as close as possible to the old elementary reduction.
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Post by phelps on Mar 17, 2009 22:11:21 GMT -5
Care system and living insoignable:
We believe that far too many tactics used in the current fighting as a team, based almost exclusively on the provision of treatment capacity sufficient to offset the adverse damage. This tactic must remain viable in our view, but we want to propose alternative tactics to diversify ways of solving the fighting to make the game more interesting and more tactical.
In addition to a diversification of opportunities for care through upgrading the capabilities of classes of secondary care and an overall improvement opportunities for management (the management of the position of allies and enemies through the modification spells, allows to adjust tactics are to avoid receiving damage), we wanted to reduce the overall power tactics of relying too much on care.
We believe that care are generally too powerful when used to compensate the damages received so infinite. So we decided to change the overall management of care. Thus, 10% of the damage received will be permanently insoignables in a fight. This modification allows to effectively tactics based mainly on care because people gradually lose hit points that they can not cure in the fight in progress.
The new care management can also limit the use of a single person playing the role of the "Tank" (a role which is to take damage in place of others) and throughout a fight. This technique should be viable and will remain, but indefinitely. We want to encourage players to manage more of the fine distribution of damage in the different characters that make up a group.
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Post by phelps on Mar 17, 2009 22:12:19 GMT -5
Spells:
Spells common and generic changes:
- Invocation of Arakne: the revival of the interval increased to 10 lots, 9, 8, 7, 6, and 5 towers at levels 1, 2, 3, 4, 5 and 6.
- The states considered critical can not be shunned by being worn by a character in the class Pandawa when granted, and are not removed when the person covered dies.
- We have improved the management of invisibility in the game, which would significantly reduce delays and bottlenecks caused by spells of invisibility.
- A character wears can not be tacle.
- Loss of points of movement and action are properly synchronized with the client after a désenvoûtement.
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