31.07.2004, 10:33
Quote:NEW FRONTIERS NOTES
- All characters have been stripped of their realm abilities and their points refunded upon login.
- As a part of the New Frontiers expansion, the line of sight code has been revised to improve the keep battle experience. Players will not be able to use area effect spells to damage others through keep walls/gates. Keep guards will also obey line of sight rules when attacking enemy players.
- The Passage of Conflict dungeon is open for exploration. This dungeon replaces the original three dungeons that led to Summoner's Hall in the old frontiers zones. Entrances to the Passage of Conflict may be found in Jamtland Mountains, Pennine Mountains, and Breifine.
- The '/release' functionality for the frontiers and battlegrounds has been changed. '/release' takes you to the nearest border or portal keep for your realm. '/release bind' takes you to your bind point.
- /gc info now displays the following in regards to keeps - Outpost controlled and its current level, the update timer and the cost for the hourly update, the total time to upgrade the keep/tower from 1 to 10, and, if the keep/tower is currently upgrading/downgrading, it shows the level it is moving to and how long until it gets there.
- There is a five second timer when trying to teleport at portal stones. You must meet the teleport criteria at the beginning and end of the five seconds or you will not port (i.e. if you run away from the portal stone right after clicking teleport or if someone captures your destination, you will not teleport).
- Players have the option of right-clicking on keep and tower doors in order to teleport inside/outside of keeps/towers. Note that 'enter' and 'exit' commands will also work at these doors.
- Pets will accompany their masters on keep-to-keep teleports with the exception of Animist and Theurgist pets.
- Pets and Brittleguards will be teleported through doors with their owners, except for pets set to 'Stay' or pets which aren't within 1000 units of their controller, which will not teleport through doors with their controller.
- Only one instance of a given type of combatant can be purchased at any given time per keep piece. For example, if you already have a runemaster attached to a hookpoint on a keep piece, you cannot attach another runemaster to that piece.
- Hookpoints check versus the max active for a given piece when the keep is upgraded/downgraded. For example, if a keep with a merchant on an amenity hookpoint drops to level 1, the amenity merchant goes away as there are no amenity hookpoints active at that level. Likewise, if there are three guards on a level 10 wall, and the keep drops to level 1, you will lose two of them, keeping the most recently purchased one. However, if the most recent one is on a hookpoint that ceases to exist (such as the points on the second level of a tier 4 wall), you will lose him as well.
- Combatants purchased off hookpoints have their cost increased linearly from 10 to 75 based off of the upgrade level of the keep.
- Hookpoints that have become inactive, either through the object or monster being destroyed or their 30 minute timer expiring, will continue to block further purchases for a period of five minutes.
- At Keep Upgrade level 10, a new honor guard contingent will spawn around the Keep Lord to protect him.
- Players who attempt to log in near a keep that is owned by an enemy realm will be moved to a "safe point" at their border keep (or portal keep in the Battlegrounds).
- The PvP immunity timer in Frontiers regions has been changed to 5 seconds from 120.
- You can repair less than 5% of a keep piece or gate if you don't have enough wood. However, you must have at least enough wood to repair 1% of the piece.
- RvR death messages include region names when applicable (for example: Joe was just killed by Harry in Bratag Woods).
- We have added additional information to the bounty point, realm point, and experience earning messages to tell where the bonus earnings came from.
- Players need to take all four towers in order to teleport into a keep. Note that the central keep still determines supply chains.
- A single guard has been added to each dock in the Frontiers. This new guard can see through stealth and will attack any enemy who gets too close.
- A prescience node has been placed at each Frontier dock. These nodes are permanent and cannot be attacked.
- Melee attacks against a destroyed object (keep doors, pieces, etc) no longer print out damage messages, but instead print out the 'no effect' message. Attempting to cast on destroyed walls and doors will now prevent you from doing so.
- Players can no longer do positional styles on doors.
- Delve information has been added for standard and RvR resurrection illness effects.
- We have enabled a new set of ambient battle sounds that play when you are in RvR combat of sufficient size.
- Volley no longer has a minimum range restriction.
- Damage adds correctly apply to arrow shots fired from Volley.
- Volley no longer bypasses bladeturn spells.
- Trebuchets, rams, other large siege equipment, and boats have smaller clickable areas to make it easier to select targets when they are onscreen.
- Players under the PvP ruleset (Mordred) will not have any of the new types of RvR death sicknesses applied to them.
- (PvP & PvE Rulesets) /Release takes you to the nearest border keep, regardless of realm.
- Keep doors under the PvE ruleset are equivalent to a level 5 keep door.
Realm Ability System
- With this version, all characters (including players not currently New Frontiers enabled) are stripped and refunded of all realm abilities upon login. Please visit your class trainer to train in the new system.
- All realm abilities have delve information. Players can view the details of the new realm abilities by clicking the "Info" button on the class trainer when highlighting an ability before training it, or by delving the ability on the character sheet once it has been purchased.
- For more information on the Realm Ability System for New Frontiers, please see http://www.camelotherald.com/newfrontier...lities.php
RvR Death Penalty System
As part of the New Frontiers expansion and based on player feedback, we have decided to change the way our death penalty works in RVR combat. The existing system often results in gameplay with very little strategy, where people mindlessly fling themselves at a target over and over. Enemies are rarely worth realm points after the first few minutes, and all around it’s not very interesting or fun. The new system allows the player to make strategic decisions, gives more value to player resurrection, and provides an incentive to strategize attacks rather than relying on “the zerg rush.”
- There is a 20 second timer before a player can release (via the command /release) from an RvR death.
- If a player releases from an RvR death, a RvR Death Sickness is applied to the character. This Death Sickness lasts for three minutes and is incurable (with one exception, Restore the Soul). The player will get a 30% decrease in effective power (meaning that everything is affected - healing, spell damage, spell duration, melee damage, etc) and a 20% movement rate reduction for each Death Sickness icon of this type.
- Please note that this is a completely separate death sickness from the current PvE death sickness, which will remain in-game for PvE deaths. And, as always, the PvE death sickness will be curable at a Healer.
- If a player is resurrected from an RvR death, a different RvR Death Sickness is applied to the character (unless Perfect Recovery was used, in which case there is no Death Sickness). The 30% decrease in effective power still applies, but there is no movement penalty of any kind. This Death Sickness lasts up to three minutes and is incurable (with one exception, Restore the Soul).
- The duration of this Sickness can be reduced by the type of resurrection spell used. Currently:
Base Line Resurrection/Egg of Youth - 2 minutes, 48 seconds
Tier 1 Spec Resurrection - 2 minutes, 31 seconds
Tier 2 Spec Resurrection - 2 minutes, 13 seconds
Tier 3 Spec Resurrection - 1 minute, 28 seconds
Perfect Recovery - 0 seconds (again, using Perfect Recovery means there is no RvR Death Sickness)
- Both resurrection Death Sickness and /release Death Sickness can be completely cured by the Master Level 8 Perfector ability, Restore the Soul.
- Multiple Death Sicknesses can stack with each other, for cumulative effects. In other words, if the player dies and releases a second time while still bearing the icon for Released Death Sickness, he will have two icons, his movement will be decreased by 40%, and suffer a 60% decrease in effective power - at least until the first icon drops. If a player dies and releases, and then dies and is resurrected while the first icon is still active, he will have a 60% decrease in effective power, but only a 20% movement penalty.
- There is a maximum of two of each of the two types of RvR death sicknesses (released and resurrected sickness) which can be on a player at any one time.
- The Veil Recovery realm ability will shorten all timers by 20% for each level of the Veil Recovery ability that you have.
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