Login or Register
::  Home  ::  Downloads  ::  Your Account  ::  Forums  ::
- Login -
Nickname

Password

Don't have an account yet? You can create one. As a registered user you have some advantages like theme manager, comments configuration and post comments with your name.
 
- Uthgard Menu -


Home
Forums
IRC
Screenshots
FAQ




Server Rules
Uthgard Staff
Uthgard Herald


 
- Languages -
Select Interface Language:

English French German
 
Uthgard Forum :: View topic - RvR System Information: Old Frontiers
 
 Forum FAQForum FAQ   SearchSearch   MemberlistMemberlist   UsergroupsUsergroups 
 ProfileProfile   Log in to check your private messagesLog in to check your private messages   Log inLog in 

RvR System Information: Old Frontiers

 
Post new topic   This topic is locked: you cannot edit posts or make replies.    Uthgard Forum Forum Index -> General Information
View previous topic :: View next topic  
Author Message
Nayru
Ingame Administrator
Ingame Administrator


Joined: Jan 08, 2007
Posts: 4500
Location: Germany

PostPosted: Sun Nov 08, 2009 11:23 pm    Post subject: RvR System Information: Old Frontiers Reply with quote

The frontier area

We have decided to offer you the whole frontiers area. Thus the area might let you think it would be way too big, but you will see that was the best to do. Using one single zone only would lead to a battleground layout which is way too small. In addition there are only a few hotspots, which is good, because you will find enemies at the hotspots. But if there would be only one hotspot, the problem of our past RvR zones would be given: No alternative in case of a dominating enemy realm. So instead of logging out directly, now you can move into another region.
There are 7 keeps and 2 relic keeps per realm region, so there are 21 keeps and 6 relic keeps in all regions. One might think this is too much, but there is no need to make use of all these keeps. You can, but you do not have to do so. However this may bring some change to the RvR gameplay, as you will often have encounters in different zones.
If you are beginning your journey to the frontiers and you don't know where to go, maybe you just head to Emain Macha, as it became the primary RvR area on the official servers.

You can find an overview map here: http://tekener.com/cgi-bin/maps/maps?realm=frontiers&lang=de#OldFrontiers


Access to the frontiers

The frontiers can be accessed easily. If you want to defend your own lands, just go outside of a borderkeep and the frontiers will be in front of you. If you wish to attack enemy realms, you will have to check your borderkeep for a medaillon merchant. These merchants sell magic medaillons which will allow you to be teleported to far away lands by using the ancient power of the circle teleporter in your borderkeep. You will have to equip those medaillons into your necklace slot to use the teleportation magic. Often the teleportation masters gather at the platform and hold their ceremony. Of course you can use their magic to get into the battlegrounds or other locations, too. Do not forget to re-equip your own necklace after the teleportation!
If you decide to fight in an enemy region, you might want to get back or travel to another realm's region. There are circle teleporters in the portal keeps, too, who will teleport you.
Remember: You cannot bind in enemy regions. If you die and release, you will return to your last bindpoint.


Classic Patch

Originally there were no maps for the frontiers. We have created a patch (as mod for DAoCPortal) which contains maps for the frontiers. It will also enable the dot on your map, that shows your and your groupmembers's positions.

Due to the many changes on the official servers, you will have to install the patch in order to be able play. The patch enables the access to the old frontiers. To install it you need the newest version of DAoC Portal. If you do not install it, you cannot access the frontiers.

Installing the patch

(1.) If you don't have it, install the latest version of DAoC Portal: http://www.daocportal.net/?page=downloads&file=client
(2.) Download the patch file: http://www.uthgard-server.net/downloads/uth_classic.dmm (md5: 2cd3aca42893e8417956747aaf079ecb)
(3.) Save the file to the <DAoCPortal>\mods\ directory. If such folder does not exist, just create it.
(4.) Start DAoCPortal, click on Client -> ModMgr; accept the license after you carefully read through it; and then set up the Mod Mgr "like this":



The patch can be used with other .dmm files (like Tajendi) without any problems.
Attention: If you want to keep playing on other servers, you must uninstall the patch whenever you want to play there. A good idea would be to make a copy of your client instead of patching everytime.

For those players who play on Linux: The patcher is supported by Linux. Just run the Modmanager directly instead of the whole portal. The DAoC Portal directory contains the ModMgr.exe. Get mono and run it as described below. Do not emulate it with wine.

Quote:
mono ModMgr.exe <daoc path>



Here is a preview of the Emain Macha map:




Darkness Falls

Compared to the access ruleset that we had until the old frontiers release, the new access system is very simple. There are 21 keeps and not one single tower. The realm with the majority of keeps gets access to Darkness Falls. If two realms have the same amount of keeps, nothing changes. Your realm always needs more keeps than the other realms have to cause an access change. When the access gets changed, the old "owner" realm will have the known 15 minute timer until Darkness Falls finally closes.

Please note: There are portals to Darkness Falls in all relic keeps. So if you decide you want to go to Darkness Falls from there, you can enter if your realm has access.


Relics

We have decided to implement all 6 relics. Each realm has a strength relic and a power relic. Strength relics give a bonus (in %) to all physical damage, power relics give a bonus (in %) to all magic damage. We have decided to get rid of the direct attribute bonus and to use the livelike damage bonus system.
Although we implemented these bonuses almost livelike, we have decided to halve the bonus per relic from 10% to 5%. We only had 3 relics until now, so with twice the amount of relics, the damage boost will stay the same. Many of you may have seen how hard it was to fight an enemy realm on live with 20% damage bonus. We wanted to avoid this.

Each realm of course has 2 relic keeps. Castle Excalibur, Mjollner Faste and Dun Lamfhota are the strength relic keeps. Castle Myrddin, Grallarhorn Faste and Dun Dagda are power relic keeps. If you raid an enemy relic keep, you can only bring the enemy relic to your own relic keep of the same type. For example if you are an Albion player and you want to raid Grallarhorn Faste in order to get the Horn of Valhalla, you will have to bring the Horn to Castle Excalibur. Strength relics to strength relic keeps, power relics to power relic keeps.
In addition you cannot pick up an enemy relic, if your own relic of the same type is not owned by your realm. To get back to the example, you could not pick up the Horn of Valhalla, if Merlin's staff would not be in Castle Myrddin (Albion's power relic keep).

Compared to the NF relic keeps, the OF relic keeps are easier to raid. Maybe even a really good group of 8 players can raid a relic. Of course this would take a long time. Thus we wanted to make relic raids a little bit easier. We will see how this evolves and if it has a negative effect, we might make the relic keeps stronger later.


Bonus system

There have been some changes to the bonus system. We have exchanged the attributes bonus from the relics to a damage bonus like it is used on the official servers, with the difference that we have halved the bonus. There are now 6 instead of 3 relics, so one realm can own 4 enemy relics and benefit from the bonus. That's twice the amount of the old system, so in total the values stay the same.
In addition we have decided to provide global experience bonuses instead of a zone-bound bonus like we had in Agramon and the bordering zones. We will check how the new regions will evolve and might change the regional bonuses later. The battleground bonus system stays the same. We might change that later.

Quote:
Relics

Per enemy strength relic:
+5% to physical damage
+5% to all realmpoints gained

Per enemy power relic:
+5% to spell damage and heals
+5% to all realmpoints gained


If the own relic of the according type (strength/magic) is owned by an enemy realm, you only get half the power out of the relics


Per enemy keep

+3% to all experience gained
+2% to all realmpoints gained
-2% to all crafting timers


Static:
+25% to experience gained in Darkness Falls
+40% to experience gained behind enemy milegates
+25% to experience gained in primary frontier zones
+15% to experience gained in secondary frontier zones
+5% to experience gained in tertiary frontier zones


Primary frontier zones: Hadrian's Wall, Odin's Gate, Emain Macha
Secondary frontier zones: Pennine Mountains, Jamtland Mountains, Breifine
Tertiary frontier zones: Snowdonia, Forest Sauvage, Uppland, Yggdra Forest, Cruachan Gorge, Mount Collory

Keeps

As mentioned above, we have decided to enable all keeps in the whole frontiers area. All of the regular keeps can be captured and claimed. If you wish to upgrade a keep, you can just talk to the keeplord and set an upgrade level. This is where the differences begin. By upgrading a keep at the lord, you will only upgrade the guardlevel. Opposite to NF, keepstructures cannot be upgraded. The keeplook will always stay the same. However you can upgrade the keepgate levels to boost up the doors's hitpoints. This has to be done manually by buying wood and dropping it on the keepgates. If you do not upgrade your keepgates, they will always stay on level 1 and can be cracked very easy.
There is a hastener in front of each keep who will provide the owning realm with speed of the realm.
There are some keeps with different keepgate layout. This is a known issue and not a bug. Not to forget those classes with the climb walls ability: Of course there are climbing positions at all keeps.


Siege weaponry

There are only 2 types of siege weapons available in the frontiers: Rams and catapults. There are no more trebuchets, pallintones and oil cauldrons. Siege weapons can not be moved. If you want to use a ram for example, you have to build it at the position where you want to use it (as close to the keepgate as possible). The minimum range between the keepgate and the position where you are crafting the ram has been reduced to fit for this setting. Opposite to NF, keepwalls can not be destroyed.
Some of those who have played in the old frontiers might remember that rams could not be upgraded. Therefore up to three rams could be used for one keep gate and they could only be used by one person. We have decided to keep the NF system of combining rams. The effect is the same and a combined ram looks much better than three overlaying rams. In addition we also decided to keep the possibility for realm mates to enter the ram and help swinging. Therefore only 1 siege weapon can be used on a keepgate.


RvR tasks

They were not implemented on live during the old frontiers times, but we could not see anything bad in them. RvR tasks/missions will still be available in the old frontiers as entertainment for the unexciting hours. The taskgiving generals have moved to the borderkeeps.


Horses

Although personal mounts were not available in the old frontiers on live servers, we have decided to keep them. Players do not really get a benefit from them against speeder classes, but get the possibility to roam through the lands a little bit faster when do not have a speeder class in their group.
The second horsequest that lead you to Agramon in the NF system have been edited. Instead of the stablemasters in Agramon, you will now have to talk to the stablemasters in front of the borderkeeps. After you have talked to them, you will have to move into the frontiers. The contact persons from the other realms can be found near the portal keeps. Check the quest description for further information.


Bossmob encounters

There are three new encounters: The "Green Knight", "Evern" and the "Glacier Giant". They have implemented all their original loot and in addition, the items which were available from Megalodon can now be found on them. Unfortutanely there is no ocean in the frontiers, so megalodon could not be "imported".
_________________
How to connect - Donate


Last edited by Nayru on Sat Nov 14, 2009 3:29 am; edited 3 times in total
Back to top
View user's profile Send private message Send e-mail
Nayru
Ingame Administrator
Ingame Administrator


Joined: Jan 08, 2007
Posts: 4500
Location: Germany

PostPosted: Tue Nov 10, 2009 12:21 am    Post subject: Reply with quote

Edit: Added the zonebound bonuses. Sorry, i forgot to insert them before!
_________________
How to connect - Donate
Back to top
View user's profile Send private message Send e-mail
Nayru
Ingame Administrator
Ingame Administrator


Joined: Jan 08, 2007
Posts: 4500
Location: Germany

PostPosted: Fri Nov 13, 2009 10:26 pm    Post subject: Reply with quote

Added the patch link.
_________________
How to connect - Donate
Back to top
View user's profile Send private message Send e-mail
Nayru
Ingame Administrator
Ingame Administrator


Joined: Jan 08, 2007
Posts: 4500
Location: Germany

PostPosted: Sat Nov 14, 2009 3:28 am    Post subject: Reply with quote

Added a patching description for players with Linux as operaring system.
_________________
How to connect - Donate
Back to top
View user's profile Send private message Send e-mail
Blue
Technical Administrator
Technical Administrator


Joined: Apr 22, 2005
Posts: 5546

PostPosted: Tue Nov 24, 2009 2:07 am    Post subject: Reply with quote

Removed XP bonuses from relics and lowered XP bonuses from keeps to 3% (was 5%).

This was a required step because these bonuses did harm OF RvR in a way that players logged out of RvR and leveled a twink and even worse players changed the realm to twink were the big XP bonus was. This was not intended so the bonuses got removed. The RP bonuses are unaffected and stay in place.
_________________
It's done when it's done.

Warning: Don't use your Uthgard password on any other server!
Back to top
View user's profile Send private message
Largo
Game Master
Game Master


Joined: Jun 15, 2009
Posts: 669

PostPosted: Fri Nov 27, 2009 9:02 pm    Post subject: Reply with quote

Added md5 checksum for Old Frontiers Mod (uth_classic.dmm).
Back to top
View user's profile Send private message
Display posts from previous:   
Post new topic   This topic is locked: you cannot edit posts or make replies.    Uthgard Forum Forum Index -> General Information All times are GMT + 1 Hour
Page 1 of 1

 
Jump to:  
You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot vote in polls in this forum


Powered by phpBB © 2001, 2002 phpBB Group

phpBB template by Spectre :: Ported for PHP-Nuke by nukemods.com

Page Generation: 0.14 Seconds