31.07.2004, 10:36
Quote:Realm Points and Player Deaths
- While you are dead, you will earn 25% of the realm points you would have earned if you were still alive. Please note that distance restrictions on realm points still apply.
- RELEASED AFTER DEATH - For three minutes after any death (RvR or PvE death), if the player releases, the player will receive a 50% reduction to realm points gained for enemy realm kills. In other words, if you die and release, you will be limited by 50% in your ability to earn realm points for three minutes.
- A released player will not be worth any realm points for one minute after death, and worth 25% of his total points for four more minutes after that. After five minutes, the player will be worth the full total. (As a point of comparison, on live servers, a player is worth no points at all for ten minutes after death.)
- RESURRECTED AFTER DEATH - There will be no penalty to the player's ability to earn realm points.
- Same as a released player, a resurrected player will not be worth any realm points for one minute after death, and worth 25% of his total points for four more minutes after that. After five minutes, the player will be worth the full total. (As a point of comparison, on live servers, a player is worth no points at all for ten minutes after death.)
Tower and Keep Claiming, Upgrading, and Maintenance
- There is no up front cost to claim a keep or set the upgrade level. You must have a full group of players to claim a keep.
- Keeps have an hourly guild bounty point fee based off of the current level of the keep. The fees per level are as follows: 50, 50, 50, 50, 100, 200, 300, 400, 500, and 1000.
- Keeps take varying times to upgrade based off of level. The upgrade times per level are as follows: 12 minutes, 12 minutes, 12 minutes, 12 minutes, 24 minutes, 1 hour, 2 hours, 4 hours, 8 hours, and 16 hours.
- There is no up front cost to claim a tower or set the upgrade level. You must have a group of at least four people to claim a tower.
- Towers have an hourly guild bounty point fee based off of their upgrade level. The fees per level are: 5, 5, 5, 5, 10, 20, 30, 40, 50, and 100.
- Towers take 12 minutes to level, regardless of level.
- The upgrade time for high level keeps is based on relic ownership. The times to go from level 5 to 10 are altered based off the following formula:
0 Relics owned - Upgrade time from level 5 to level 10 is 3.2 hours
1 Relic owned - Upgrade time from level 5 to level 10 is 8 hours
2 Relics owned - Upgrade time from level 5 to level 10 is 24 hours
3 or 4 Relics owned - Upgrade time from level 5 to level 10 remains unchanged (32 hours)
5 Relics owned - Upgrade time from level 5 to level 10 is 48 hours
6 Relics owned - Upgrade time from level 5 to level 10 is 64 hours
- The keeps and towers claimed by guilds have the appropriate difficulty levels. Keeps located in the guild's home frontier have the lowest difficulty while keeps located in an enemy realm's non-coastal regions have the highest difficulty. The difficulty level of the keep determines the amount of guild realm points rewarded per hour. For keeps, the guild realm points rewarded per hour is equal to 1000 times the difficulty level. For towers, the guild realm points rewarded per hour is equal to 100 times the difficulty level.
Temporary Keep and Tower Cost Reductions
- Underpopulated realms will receive a 50% reduction of cost bonus for all hookpoint purchases and maintenance costs of keeps in New Frontiers.
Hookpoint Purchases - 5 gold/5 bounty points/5 guild bounty points
Keep Maintenance Costs (based on current level) - 25, 25, 25, 25, 50, 100, 150, 200, 250, 500 guild bounty points
Tower Maintenance Costs per hour (based on current level) - 3, 3, 3, 3, 5, 10, 15, 20, 25, 50 guild bounty points
Relic System Changes
- Dropping a relic (or getting killed with a relic and it falling to the ground) sends a broadcast as to where the relic has dropped by region/zone or just zone if there is no region applicable.
- There is a realmwide broadcast when any relic gate opens telling which relic is vulnerable.
- Players can no longer be stealthed by the Blanket of Camouflage master level ability if they are holding a relic.
- Trades of relics from a player above water to an underwater player now fail.
- Players holding relics no longer gain a movement speed benefit from water breathing potions.
- For information on how to open the relic milegates for each realm and take a relic, please see the New Frontiers manual at http://www.camelotherald.com/newfrontiers
The Realm Point Pool
- As players are killed around a keep, bonus Realm Points are added to a Realm Point pool that is awarded on a successful capture or defense of a keep.
- The Realm Point pool message reflects whether you have successfully defended or assaulted the keep.
Movement in New Frontiers
- Players move at 50% speed when wading in water.
- Players are slowed down when moving up hills with steep slopes.
- Some slopes are so steep that players cannot climb up them, though sliding down is permitted. There is a "slick rock" ground texture on many of the one-way areas in the game, to give players a visual indicator of these one way slopes.
- Please note that these effects will only take place in the New Frontiers areas, not anywhere else.
Battleground Siegemasters
- Siegemasters have been added to the portal keeps for all Battlegrounds. Prices for the equipment have been scaled based on the level of the battleground. Tokens from one battleground cannot be used in another battleground.
- There is one siegemaster per realm in the Proving Grounds (Level 1-4), The Lion's Den (Level 5-9), and The Hills of Claret (Level 10-14) Battlegrounds.
- There are two siegemasters per realm in Killaloe (15-19), Thidranki (20-24) and Braemar (25-29).
- There are three siegemasters per realm in Wilton (30-34), Molvik (35-39), and Leirvik (40-44).
- Note that since players will no longer need to purchase ammunition to use in the different pieces of siege equipment, no special ammunition has been included for the Battlegrounds. Normal ammunition is included with the new siege weapons.
- For those unfamiliar with siegemasters, here is how to use them: Purchase a token for the desired piece of siege equipment from the siegemaster. Turn in the token to the siegemaster and he or she will follow you. The siegemaster will follow you for a maximum of 10 minutes. Lead the siegemaster to the location you wish the siege equipment to be created at and right-click on the NPC. Answer the siegemaster's question and he (or she) will then create the piece of equipment. Once the equipment is made, the siegemaster will return to the portal keep so that someone else may purchase siege equipment. Watch out - siegemasters can be killed by enemy players!
Player Controlled Boats
- New player controlled boats can be purchased from the dock merchants at the various docks in the new Frontiers. The boat merchants will attempt to place boat owners on the boats they purchase as soon as the boat is placed in the water. Please note that Trials of Atlantis boats cannot be used in New Frontiers.
Scout Boat - Requires at least one person to launch at minimum speed and has a total capacity of 8.
Galleon - Requires at least two people to launch at minimum speed and has a total capacity of 16. The galleon has two siege hookpoints.
Warship - Requires at least four people to launch at minimum speed and has a total capacity of 32. The warship has four siege hookpoints.
- For each person under the total capacity that is not on the boat, movement speed is decreased approximately 3%. If a boat has less than the minimum requirement, the boat cannot be moved.
- The player controlled boats have hitpoints and can be damaged and sunk.
- Boats can only be built in your home frontier, away from enemy controlled keeps, and cannot be picked up once they are placed in the water. Once a boat is placed in the water, the boat object in your inventory is removed.
- The controller of the boat can set the boat to be public or private using the '/vset' command.
- Players attach onto seat hook points on boats after boarding. If the boat owner leaves the captain's seat (and no other passenger currently on the boat moves into the seat), the next passenger boarding the boat will automatically enter the captain's seat.
- Players cannot move, cast, attack, or perform any other actions while sitting on a boat. Players can only be attacked using targeted range attacks. AE spells, mezzes, roots, and melee attacks will not affect players on boats.
- Players can move to an attach point near a siege hookpoint on boats. Siege equipment can be built on these hookpoints while the boat is stopped. Siege equipment on these hookpoints can be fired while the boat is moving or stopped.
- To prevent players from jumping off of boats by mistake, a new '/disembark' command has been added. You will need to use this command to get off any boat in New Frontiers. Trials of Atlantis boats will remain unchanged.
Mein Leben glitt der Zeit davon
als mir im Traum ein Engel erschien
fing die Tränen auf die ich geweint
lächelte sanft und gab mir die Hand
ich mit ihm schritt in die Ewigkeit
ein letztes Leb' Wohl meine Lippen verließ
als mir im Traum ein Engel erschien
fing die Tränen auf die ich geweint
lächelte sanft und gab mir die Hand
ich mit ihm schritt in die Ewigkeit
ein letztes Leb' Wohl meine Lippen verließ