Uthgard's Grab Bags

Posted by VOINA Info : 2015. 5. 26. 16:51

1. How will name reservations work?

Names of characters that reached level 50 before the server went offline have been saved in a list. Those names are linked to the same email address that was used for the account that contained the character. When the server relaunches and you try to create a character with a reserved name from that list, your (gameserver) account's email address will be compared to the one linked to the name. Only if it matches, are you allowed to use the name. Name reservations will only remain for the first few days after relaunching - afterwards the reserved names are free for everyone. This means that names can be used on any realm / class, as long as the account used is associated with the email the original character was connected to.


2. Will there be custom zones again? (Tajendi, Kaldrheim, Forest of Rosendale)

We will not include custom zones as permanent areas. However, we may hold events where zones can be added for a limited period of time.


3. What are the Battleground setups?

  1. Abermenai - Levels 15-19 - Highest allowed realmrank: 1L2
  2. Thidranki - Levels 20-24 - Highest allowed realmrank: 1L3
  3. Murdaigean - Levels 25-29 - Highest allowed realmrank: 1L5
  4. Caledonia - Levels 30-35 - Highest allowed realmrank: 1L9


4. Will the gates in the milegates be implemented?

Yes, see for yourself in our Gallery.


5. Questions regarding specifics of a mechanic and/or formula. (Ex: How much damage will this Realm Ability do? What is the block formula? How long is the respawn on this monster?)

These questions often require answers that are quite complex and would run on for days if we tried to reveal them. The short answer is that we have put in significant effort into ensuring that our abilities and mechanics behave in a manner that is consistent with our intended patch target, 1.65. If something isn't working the way you feel it should, we encourage you to join the dozens of others who have helped submit feedback and research showing how something should function. We will review the research and make adjustments if necessary accordingly. Remember, sometimes you just get a string of bad luck.

 

1. Will group/camp bonus be fixed?

Since the shutdown we have invested in internal systems which allow us to assign "camps" rather than basing camp bonus off of an individual mob. As a result, you should see "camps" around. While we've made a pass at some of the more common areas, the game is very large and we will continue converting the camps even after launch.


2. Will power leveling be possible?

We have loosened restrictions to more closely match live based on research that is appropriate to the time period. These enhancements took effect shortly before Uthgard went down and we have refined them further since then. It is important to notice here that we still won't allow people to log in multiple accounts which will in some way limit the ability to powerlevel compared to live.


3. Will pets / mobs follow players when they stealth?

All monsters will behave as they did prior to the stealth fixes in 1.87 - they will follow relentlessly.


4. Will Uthgard have Random Object Generation (ROG?)

Yes. Randomly generated items were introduced with the RvR dungeons on live, and were a major part of both PvE and end-game spellcraft suits in DAOC. They also factored heavily into available loot for Shrouded Isles. We recognize their importance and are pleased to announce that after significant research we have created a system that will drop random objects in the frontiers, RVR dungeons, and Shrouded Isles (when it opens).


5. Will Evern, Green knight and Glacier giant still drop the megalodon loot?

No, they will not. Uthgard will feature items available up to our target patch level, 1.65. Items introduced after this time will not be available. Megalodon items were added even after the introduction of New Frontiers (1.70+)

 

1. Will there be RvR missions, and which RvR missions will be available?

The RvR missions of Uthgard before the revamp will be removed. We will instead implement the appropriate RvR missions which is courier missions.


2. Will grey players be worth Realm Points?

Yes, grey enemies will be worth RPs as this was the case during patch 1.65.


3. Will there be RvR zone horse routes like on Uthgard 1.0?

No, there will be no RvR horse routes available on Uthgard 2.0


4. How do you plan to make RvR fun for casuals?

We are working hard to deliver the best experience possible for the 1.65 setting. This includes all sorts of features that make RVR interesting for all types of players, such as dynamic relic guard spawns and corpse summoners. Additionally, we've revamped the bonuses for holding, claiming, and upgrading keeps which increases the incentive for casual players to build zergs and capture objectives like keeps and relics.


5. Will titles be available on Uthgard 2.0?

Yes, titles are purely cosmetic and also give casual players reasons to join RvR as most of these can only be achieved by doing RvR.

 

1. Are you guys planning to implement the battlegrounds medal of valor quests from patch 1.60?

The battleground medal quests will be available. In addition, there are quests available for level 36-40 and 41-45 for the "merchant keeps", Caer Benowyc, Bledmeer Faste, and Dun Crauchon.


2. Are you going to keep the herald warmap on the uthgard website that shows the keeps being attacked with flames? Also will the warmap (/rw) be implemented that shows the keeps under attack in game? I dont think this feature existed during patch 1.65 but i didnt dig through the notes.

The realmwar map was not available in 1.65 but rather came with 1.70, New Frontiers. Due to system limitations, this in game map was not available in the original Uthgard. At this time, we are not spending development effort to alter this system which is already in place. The functionality of the herald version served to offer a general indication of action for those who wished to engage in keep warfare. The herald version of the realmwar map will remain.


3. What will timers be on charges / potions?

The timers on potions and charges vary by item. One way to find out is to check some of the alchemist guides online from the time period of patch 1.65. We will be keeping timers as they were of that time without customization. Be careful when looking through alchemy guides online as Mythic has some charge timers that change upon zoning (from 60 seconds to the default 180 seconds). The best way to find out what timers charges and potions use is to level an alchemist on the live servers and look through patch notes for any changes that might have been made to the charge you are interested in.


4. Will we be allowed to trade poisoned weapons since that was undoubtedly the way it was at 1.65?

Yes, we have also fixed a bug with poisons which will make this less effective for classes without the envenom skill.


5. Could you provide a list of all custom implementations you will have?

No unfortunately we cannot, however we are attempting to remove as many custom features from 1.0 as possible. The reason is partly that too much have changed since we closed for the revamp, and keeping track of all custom features changed/removed/intact has proven quite impossible to handle.

 

 

 

to be continued