Recent CoC News Recent Camelot Herald News

Submitted by: Uriel on 8/22/2008 9:26:41 PM
Yeah, it's been pretty quiet around here lately. That's due in part to my not noticing that my last two news posts didn't have the 'public' flag set, and were only visible to me. Not exactly useful as news, in that scenario.

However, in news today, we've got the Grab Bag - which answers two Reaver questions answered in my Reaver Guide. I was of course shocked and saddened to learn that not every new Reaver reads it. ;)

The Grab Bag also points us to this month's (or last month's? they're labeled 'June'... it's a simple question with simple answers and simple responses, it can't possibly take three months, can it?) TL Focus Question responses. You can find them on three separate pages - for Albion, Hibernia, and Midgard. Since these have more or less replaced TL reports, this question seems somewhat silly (Mythic doesn't already know the answer, after all these years?) and the answers pointless (either "no", "no, we are thinking instead of...", or "maybe"). I continue to doubt the value of the TL system.

And a new link for our German-speaking readers - guild site Alte Garde, which the creator Thivor tells me has a lot of 'in-game screenshots and races, classes, regions, battles etc.'. I do NOT speak (or in this case, read) German, so I shall take him at his word. It's a nicely designed site, anyway.

Speaking of German-speaking readers, and for that matter Spanish, French, Japanese, and the many other foreign language speakers - the foreign-language Non-English (just renamed, since 'foreign' is, after all, relative) section of the links page is pretty sparse. This is mostly because I don't know what the good sites are for those of you whose native language isn't English. But you do! So email them, please, and I'll put up a link.
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Submitted by: Uriel on 8/6/2008 12:31:56 PM
A common theme over the last year or two - not DAoC news, but something that will certainly have an impact on DAoC nonetheless. Mythic has announced that Warhammer: Age of Reckoning will be released on September 18th.

This is slightly earlier than the rumored date of the 23rd, and certainly earlier than I think is good for the game - but it is without doubt earlier than is good for DAoC. Mythic has not said anything about bundle pricing or a DAoC pack-in with the WAR box (for example, a free trial), and so those things probably aren't happening. And with Origins delayed, DAoC stands helpless before the rampage of the WAAGH.
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Submitted by: Uriel on 7/31/2008 7:18:20 PM
In an announcement on the Herald, Mythic announced the delay of the Origins server:
The user feedback we've received regarding the Origins server has been phenomenal. It’s apparent that Camelot fans have very strong and differing feelings regarding what core features would make Old Frontiers the best it could be for the widest variety of players and play styles. We agree with the players that it is important to get this right and that we only get one chance to do so.

Initially, we had an aggressive timetable we wanted to meet in order to get this into the players hands as soon as possible. Now, looking at all the feedback and re-examining our own internal goals and objectives for this server, we realize that it’s better to take a step back and take our time with Origins. What this means in practical terms is that you won’t be seeing Origins in the original Aug.-Sept. timeframe. When we are happier with the overall design and functionality, we will begin talking about a launch date. Until then, we thank everyone for participating during this phase of the Origins project.
I can't help but wonder if perhaps, had Mythic talked to the game community about this server before spending two months working on it, they would have been able to get the design right the first time and this delay would not be necessary. This is certainly a bad thing for the game. Origins has gotten a lot of attention from former players, but it can't be too hard for them to become unexcited...
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Submitted by: Uriel on 7/28/2008 8:50:16 AM
OK, probably not, but there are a lot of Smite boosts in this patch, along with a PvE buff for Healers and some Menta Menta love.
Clerics

- These Cleric Smite Baseline spells have had their casting time reduced from 3.0 seconds to 2.6 seconds and had their damage values adjusted as follows.

Level 5 - "Minor Smite" - 21 damage (Spirit)
Level 7 - "Lesser Smite" - 28 damage (Spirit)
Level 9 - "Smite" - 35 damage (Spirit)
Level 13 - "Major Smite" - 49 damage (Spirit)
Level 16 - "Greater Smite" - 60 damage (Spirit)
Level 21 - "Minor Judgement" - 77 damage (Spirit)
Level 27 - "Lesser Judgement" - 97 damage (Spirit)
Level 34 - "Judgement" - 124 damage (Spirit)
Level 42 - "Greater Judgement" - 152 damage (Spirit)
Level 50 - "Supreme Judgement" - 179 damage (Spirit)

- These Cleric Smite Specialization spells have been reduced in Casting Time from 3.0 seconds to 2.8 seconds.

Level 5 - "Holy Anger"
Level 8 - "Greater Holy Anger"
Level 12 - "Holy Rage"
Level 16 - "Greater Holy Rage"
Level 21 - "Holy Wrath"
Level 25 - "Divine Wrath"
Level 27 - "Greater Holy Wrath"
Level 35 - "Holy Fury"
Level 35 - "Divine Fury"
Level 43 - "Greater Holy Fury"

- These Cleric Smite Specialization spells have had their range increased from 1000 units to 1500 units.

Level 25 - "Divine Wrath"
Level 35 - "Divine Fury"
Level 45 - "Divine Vengeance"

- These Cleric Smite Specialization spells have had the radius of the PBAOE heal that they cast increased from 250 units to 750 units.

Level 5 - "Holy Anger"
Level 6 - "Drive Evil"
Level 8 - "Greater Holy Anger"
Level 11 - "Repel Evil"
Level 12 - "Holy Rage"
Level 16 - "Greater Holy Rage"
Level 17 - "Repulse Evil"
Level 21 - "Holy Wrath"
Level 22 - "Dispel Evil"
Level 27 - "Greater Holy Wrath"
Level 32 - "Banish Evil"
Level 35 - "Holy Fury"
Level 42 - "Annihilate Evil"
Level 43 - "Greater Holy Fury"

- These Cleric Smite Specialization spells have had the radius of the PBAOE Damage increased from 200 to 300 and had their damage values adjusted as follows.

Level 6 - "Drive Evil" - 26 damage (Spirit)
Level 11 - "Repel Evil" - 42 damage (Spirit)
Level 17 - "Repulse Evil" - 68 damage (Spirit)
Level 22 - "Dispel Evil" - 86 damage (Spirit)
Level 32 - "Banish Evil" - 123 damage (Spirit)
Level 42 - "Annihilate Evil" - 177 damage (Spirit)

- These Cleric Smite Specialization spells have had their casting speed reduced from 3.5 seconds to 3.0 seconds. Additionally, a spreadheal effect has been added to the spell with a 1000 unit radius, centered on the caster. The power costs have been adjusted.

Level 10 - "Heavenly Strike" - 26 damage (Spirit) / 47 healing - 11 power
Level 20 - "Heavenly Blast" - 52 damage (Spirit) / 76 healing - 23 power
Level 30 - "Heavenly Bolt" - 78 damage (Spirit) / 106 healing - 36 power
Level 40 - "Heavenly Force" - 102 damage (Spirit) / 133 healing - 47 power
Level 50 - "Heavenly Detonation" - 128 damage (Spirit) / 162 healing - 60 power

- These Cleric Smite Specialization spells have had their recast timer reduced from 10 minutes to 5 minutes. Additionally, a level 27 version of this spell has been added, and the durations and power costs of these spells have been adjusted.

Level 7 - "Minor Deliverance" - 29 second duration - 9 power
Level 17 - "Lesser Deliverance" - 39 second duration - 14 power
Level 27 - "Major Deliverance" - 49 second duration - 20 power
Level 37 - "Greater Deliverance" - 59 second duration - 25 power
Level 47 - "Blessed Deliverance" - 1 minute 9 second duration - 30 power

Healer

- A Self-Only Offensive Melee Proc buff has been added to the Pacification Baseline. This buff will cast a lifetap on the target, but will only affect non-realm enemies.

Level 7 - "Eir's Suggestion" - 3 second cast / 20 minute duration - 40% chance to fire per swing / 29 damage (Spirit) (70% returned as health) - 10% power
Level 13 - "Eir's Instruction" - 3 second cast / 20 minute duration - 40% chance to fire per swing / 52 damage (Spirit) (70% returned as health) - 10% power
Level 19 - "Eir's Guidance" - 3 second cast / 20 minute duration - 40% chance to fire per swing / 76 damage (Spirit) (70% returned as health) - 10% power
Level 26 - "Eir's Direction" - 3 second cast / 20 minute duration - 40% chance to fire per swing / 102 damage (Spirit) (70% returned as health) - 10% power
Level 37 - "Eir's Mandate" - 3 second cast / 20 minute duration - 40% chance to fire per swing / 145 damage (Spirit) (70% returned as health) - 10% power
Level 47 - "Eir's Intervention" - 3 second cast / 20 minute duration - 40% chance to fire per swing / 183 damage (Spirit) (70% returned as health) - 10% power

Mentalist

- The Mentalism Specialization spell "Mental Purification" has been moved from level 28 to level 19.

- The level 3 Confusion spell in the Mentalism Specialization line has been removed.

- A Direct Damage spell has been added to the Mentalism Specialization line. This spell will also cast a group heal, centered on the caster.

Level 3 - "Phantom Renewal" - 2.7 second cast - 1500 range (1000 range group heal) - 15 damage (Energy) / 7 healing - 3 power
Level 7 - "Phantom Reparation" - 2.7 second cast - 1500 range (1000 range group heal) - 30 damage (Energy) / 14 healing - 6 power
Level 14 - "Phantom Relief" - 2.7 second cast - 1500 range (1000 range group heal) - 57 damage (Energy) / 27 healing - 11 power
Level 22 - "Phantom Reparation" - 2.7 second cast - 1500 range (1000 range group heal) - 85 damage (Energy) / 39 healing - 16 power
Level 27 - "Phantom Regeneration" - 2.7 second cast - 1500 range (1000 range group heal) - 109 damage (Energy) / 49 healing - 20 power
Level 34 - "Phantom Rehabilitation" - 2.7 second cast - 1500 range (1000 range group heal) - 137 damage (Energy) / 62 healing - 25 power
Level 43 - "Phantom Revival" - 2.7 second cast - 1500 range (1000 range group heal) - 172 damage (Energy) / 77 healing - 31 power
Level 47 - "Phantom Resuscitation" - 2.7 second cast - 1500 range (1000 range group heal) - 189 damage (Energy) / 84 healing - 34 power
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Submitted by: Uriel on 7/21/2008 1:49:16 PM
Play on Gaheris Week started yesterday and continues through the 27th - which actually makes the event 8 days. But since each day has at least one event scheduled, what's wrong with an extra one? This is a good chance for anyone with an alt on Gaheris to see mobs and places many on regular servers never bother to visit - or a chance for those without an alt to start one!
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Submitted by: Uriel on 7/10/2008 11:35:59 AM
Belated bit of news - I've updated the site to reflect the (few) class changes in 1.94.
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Submitted by: Uriel on 6/6/2008 2:14:42 PM
Here is the second of two dev chats hosted by the Vault and guest starring Mythic devs. Chat with the devs both before and after the official chat can be found in the "read more" link, just so it doesn't make the front page too ridiculously long.


<@Rosethorn> HELLO EVERYONE AND WELCOME TO OUR SECOND DARK AGE OF CAMELOT DEV CHAT! WE ARE SO EXCITED YOU ALL COULD JOIN US. WE WILL RUN DOWN INTRODUCTIONS OF THOSE MYTHIC FOLKS HERE AND THEN WE'LL START THE Q&A.
<@Rosethorn> IF YOU HAVE QUESTIONS, YOU MAY START SENDING THEM TO OCURA, SWANNY AND TRINITYDIVINE
<+EAMythic_ChrisR> Hi folks, name's Chris Rabideau and I'm the producer of DAoC. Thanks for participating tonight, glad to see you all here :)
<+EAMythic_James> Hello, my name is James Casey, I'm the "strike team lead", which is just a fancy way of saying I head up the content team. I've been with DAoC in some fashion since launch and am glad to see so many out here tonight.
<+EAMythic_Steven> Hi, my name is Steven Engle aka Balancinator, Systems Designer for Dark Age of Camelot. Thanks for coming out.
<+Mythic_Adam> Greetings, I am Adam Coleman, a Content Developer. I like to make shiny things! Glad to see everyone out.
<+Mythic_Lori> Hey there. I'm Lori Hyrup (Silva for those who were around DAoC at launch). I've been with Mythic for 11+ year and DAoC since it was first concepted. I'm currently the Creative Producer for the project.
<+MythicJoanne> Hello everyone! I'm Joanne Laroche, I am the Community Coordinator for DAoC and I'm so glad you could all be here. :)

<@Rosethorn> <Protogere> My question is in regards to populations, what are the plans to see that this new server does not hurt the existing clustered clusters and Mordred in the way that the classic servers hurt the population? Will there be Come Back campaigns or any advertising to try to offset the current server players who will head to Origins server?
<+EAMythic_ChrisR> First question: My question is in regards to populations, what are the plans to see that this new server does not hurt the existing clustered clusters and Mordred in the way that the classic servers hurt the population? Will there be Come Back campaigns or any advertising to try to offset the current server players who will head to Origins server?
<+EAMythic_ChrisR> <TrinityDivine> Gor: What, if anyth
<+EAMythic_ChrisR> Ignore the second part, was an error on my part.
<+EAMythic_ChrisR> To the answer, which is multi-part: Introducing a new server is always a challenging proposition, especially when it concerns the other servers...
<+EAMythic_ChrisR> As was the case with Classic, many players did go to that ruleset from the others, but not permanently
<+EAMythic_ChrisR> We will continue to support all rulesets by continuing to provide new updates, content and improvements
<+EAMythic_ChrisR> That may not be quite the answer you're looking for, but we are taking measures to encourage players not to abandon their current servers
<+EAMythic_ChrisR> We are doing a Come back to Camelot campaign to be timed with Origins, as well as heading out to the community to put a spotlight on the game

<@Rosethorn> <Angerthas> ok so my question is "as we all know the population of Daoc is declining, are there any plans to advertise daoc, and if budget is a big concern, would a possibility be to hold a contest and have people submit videos from all aspects of the game to see how bad the players want this game to stay alive"
<+Mythic_Lori> We are aware of the state of the DAoC population. Unfortunately, the DAoC development team is unable to field marketing-related questions. Development questions we can answer. We will, however, pass your concerns on to the marketing deparment.

<@Rosethorn> Gor: What, if anything, are you planning on doing to address some of the common issues players had with OF? Obviously NF did not fix them entirely or Origins would not be in the works. Things like milegates, travel, terrain, moving a realm's force from defense to offense, and pbaoe/aoe onto doors and through walls. Lots of those things (milegates, travel) were slightly annoying but still had purpose.
<+EAMythic_James> Next Question:...
<+EAMythic_James> What, if anything, are you planning on doing to address some of the common issues players had with OF? Obviously NF did not fix them entirely or Origins would not be in the works. Things like milegates, travel, terrain, moving a realm's force from defense to offense, and pbaoe/aoe onto doors and through walls. Lots of those things (milegates, travel) were slightly annoying but still had purpose.
<+EAMythic_James> Answer:
<+EAMythic_James> One of the current items we are going to try out is a slight modification to the milegates that removes the gates, hopefully lessening the frustration with attempting to pass through those while retaining the ability to stage fights or standoffs there.
<+EAMythic_James> As well, we are looking at ways to take exsisting OF mechanics like the portal ceremony and making them streamlined, while retaining the flavor.
<+EAMythic_James> We're playing with a lot of mechanics to make the experience fun and engaging so...
<+EAMythic_James> I would suggest that if you have any suggestions on issues that you think might need solutions to help in these regards, send them in via feedback.

<@Rosethorn> <Kazo> Are Hertics going to be on th Origins server? On the Herald it was said that the Valkyrie will be added to this server to help out midgard and i see this as a good counter part for the Friar and the Warden, but it also said that it will make it so that midgard would have 3 healing typr classes just like the other two. If i am remembering correctly, Albion only had Clerics and Friars, Heretics where added in the Catacomb
<+EAMythic_Steven> No, Heretics are not going to be on this ruleset. We are improving the paladin's healing abilities to compensate for their loss.

<@Rosethorn> Swanny: <Kazo> could you explain what kind of class changes are being consider to help balance the game?
<+EAMythic_Steven> We are considering moving the Theurgist's pulsing blade turn into the Wizard Ice Line. The removal of Determination with the decreasing of crowd control durations. There are many others that still have not been decided yet and we'll have more for you in the near future.


<@Rosethorn> <albybum-Percival> "Are there any plans to increase the realm lockout timer (for Origins or all servers) that some believe contributes to unbalanced realms and diminshed realm pride on clusters?" - Thanks
<+EAMythic_Steven> We are discussing it, but at the moment have not come to a decision.
<+EAMythic_ChrisR> Jumping in here quickly about the realm timer: We're leaning on placing a reasonable timer on the Origins server. The issue really comes into play when clustering...
<+EAMythic_ChrisR> because we do not like to lock players out of characters they've worked hard to level up, which explains why the realm timers on clusters are shorter
<+EAMythic_ChrisR> In terms of how long the realm timer will be, we're still in discussion. The general consensus of the community appears to be in line with our own - that realm pride should be a factor

<@Rosethorn> Effex: question: Considering that the majority of players that make up the Origins server will be former or current DAOC players with a high likelyhood of multiple level 50 characters, are there any considerations of modifying the experience gain on this server to help people hit 50 a bit quicker?
<+Mythic_Lori> There are some things are looking at doing in order to help experience move faster. 1.94 will introduce rest experience, and we will be looking at a number of experience bonuses, particularly for players leveling in the Old Frontier zones.

<@Rosethorn> <hydric> what methods are you going to use to increase PvE throughout the mainland? are you going to take out instances and TD? i would love to see myrkwood forest as crowded as it used to me in 2001 and 2002
<+EAMythic_James> For Origins, there will be no Task Dungeons, which should help keep players in the same areas and build up community.

<@Rosethorn> <Sentack> Question: What happened to the Campain system? Are we only going to see Mini-events now like the Ghost Keep in the future for the Standard Servers? (ToA and Classic)
<+EAMythic_James> The current plan is to continue to launch mini-events that are semi-connected in theme. These will allow us to promote action in specific ways.

<@Rosethorn> <slzr> Hey, im curious about the gear on this new server. I suppose the dragon campaign gear will be removed or atleast "nerfed" to fit better on that server type... I also hope you will bring the old epic armor back :)
<@Rosethorn> <slzr> However, my question is: will you keep spellcrafting on this server?
<+EAMythic_James> Spellcrafting, along with the other lines in crafting will be modified on the new ruleset. These will primarily come in the form of recipes that will be disabled. The only line that will be out completely at this point is siegcraft.
<+EAMythic_James> Spellcrafting, along with the other lines in crafting will be modified on the new ruleset. These will primarily come in the form of recipes that will be disabled. The only line that will be out completely at this point is siegcraft.
<+EAMythic_James> And yes, the dragon gear will be modifed on this ruleset as well.

<@Rosethorn> <Razmakauf> Can you expand on your thought on shorten CC? Will determination be nerfed as well to make CC is viable?
<+EAMythic_Steven> We are trying to shorten overall crowd control durations. This should help small groups and pugs be a bit more competitive without needing the "perfect" setup. The ability determination will most likely not be on the "origins" server.

<@Rosethorn> <kanjo> Q: how will the new porting ceremony work? can you clear it up?
<+Mythic_Adam> The porting ceremony will work quite near the same as it did in the past. We will be removing the cumbersome necklaces in favor
<+Mythic_Adam> of a system that won't be as unforgiving if you forget to place it on yourself
<+Mythic_Adam> The time will between porting will be tested in
<+Mythic_Adam> beta to find a favorable time.
<+EAMythic_ChrisR> One addendum to the portal ceremony: We're leaning toward no longer than a 5 minute wait time.

<@Rosethorn> <lilieana> Question: since its been stated they will be keeping the new archery system intact, what kinda of changes car archers expect to bring them on par with other classes?
<+EAMythic_ChrisR> We are routinely looking at all of our classes. Archers, while there are some issues with the new system, balance out fairly well in testing. We do know that some issues occur when comparing PvE damage to RvR damage, so that is something we're looking at...
<+EAMythic_ChrisR> If you are aware of specific issues you believe to be problematic, please send in feedback

<@Rosethorn> <Sonoh> 1. Mentalist Question: Will there a change of the mentalism line, so that Menta mentas get a little more groupfriendly?
<+EAMythic_Steven> There has been some talk on the internal forums of how to improve mentalists. The teamleads have been bouncing around ideas to add nearsight to the mentalist class. At the moment, we just aren't sure and have not made any decisions on it.

<@Rosethorn> <PallyDog> What about Darkness Falls, the dungeon? Will any revamp be made to this? Such as improved loot, or killing all the bosses to open the "Behemouth" chamber or some other key boss? This was one of my favorite areas but since SI, the DF raids slowed and I believe have essentially halted. How many players in game have seen the Worm for example?
<+Mythic_Lori> Yes, Darkness Falls will be included and back to being controlled by keeps. The zone will not be revamped, but we will be looking at loot and difficulty to make sure it is on par with our goals for this server.

<@Rosethorn> <J-bomb> When will houseing Market Explore be searchable for all servers
<+Mythic_Lori> It's the first thing on the 1.95 schedule, which is currently in development.

<@Rosethorn> <drac\afk> When the new server type goes live, will we have the opportunity to make toons in each realm (either by having 3 servers, or some other means)?
<+EAMythic_ChrisR> This server will operate the same as all single, unclustered servers. You will need to pick one realm in which to create characters.

<@Rosethorn> <PallyDog> And friar question. When do we get donkeys?
<+Mythic_Lori> I have been trying to get donkeys as mounts for a while now. Unfortunately, they are fairly low on the priority list. However, we have some fantastic new artists working with us now, so it not entirely impossible that we may get them. :)

<@Rosethorn> <Mirmir|SH|EU> Question: Whats the position of mythic on 1vs1, 8vs8 in contrast to the Zerg vs Zerg RvR? Because in EU there is alway a lot of trouble because of these 3 coexisting factions and people get kicked, banned etc. frequently
<+EAMythic_ChrisR> Our position is that DAoC is an RvR game. While we can't directly influence how players choose to play their characters, and which whom, we have and will continue to take measures that encourage players to RvR in large groups
<+EAMythic_ChrisR> that's *and with whom
<+EAMythic_ChrisR> We are considering some possible changes to rogues that will make them more group friendly on this server, and we'd be very interested in hearing the community's feedback on this.

<@Rosethorn> <Lakesat> Does opening classes to any races mean balance issues that needs to be addressed first, thus meaning a farther release for Origin?
<+EAMythic_Steven> We aren't opening up all classes to all races. Sorry no Troll Hunters (though I really wanted to see them). We went through a few iterations of the race/class combination list with the reamleads before getting their sign off.
<+EAMythic_Steven> should be teamleads =p
<+EAMythic_Steven> Yes, it should be balanced with a few new cool class/race combos.

<@Rosethorn> <Monkeynut> so about the title bug on killibury cluster.. it says 'nothing to report' is that due to be fixed at all?
<+EAMythic_James> I'm assuming that this quesion has to do with the issue regarding /stats on some new characters. This is a known issue and in our bug tracker. I can't give you a firm ETA, but it is known and being looked at.

<@Rosethorn> <J-bomb> will guild BP be useable for ML's/arties soon?
<+EAMythic_James> The ability to buy Master Levels and Artifact credit etc with personal bountypoints was done as the personal bountypoints were a personal achievement being used to purchase those personal improvements.
<+EAMythic_James> (did i say personal enough?)
<+EAMythic_James> You won't see guild bps being used for such purchases, but we do have plans to add additional items for guilds to spend BPS on in the future.
<@Swanny> that was a personal answer james ty :)

<@Rosethorn> <Budroni> Are the buffs given in the new server going be like spec buffs now (no timer) or will they be like hastner with 10 minute timer?
<+EAMythic_ChrisR> Apologies for the delay: How we're going to handle buffs on Origins is still the subject of much debate. The buff system on Classic does work well, but we have also identified some interesting ways that differ from that system.
<+EAMythic_ChrisR> We're discussing with our TLs a few of these ideas, and we may try a few things out before we come to a conclusion. We'd love to hear your feedback on the Origins buff system.

<@Rosethorn> <flipperpk> will self buffing classes such as Friars be compensated for everyone being buffed
<+EAMythic_Steven> There are no plans to boost buffing classes at the moment. It really all hinges on how we approach the universal buff issue.

<@Rosethorn> <Pravius> Another question, how is the pricing going to work. I have not played DAOC for some time now, since Catacombs. Loved the game in the day and plan to come back for this. Will we have to own all expansions? The core game?
<+Mythic_Lori> This is really something that our marketing department will ultimately decide, as well as the future pricing for all of DAoC. We will be working with them to arrive at a pricing/purchasing scheme that makes sense for both this server and the game, in general.

<@Rosethorn> <dx2x> Will the gravity be changed back to normal for the origins server? Personally I think the animations of the new gravity look funny, and it really does bother me.
<+EAMythic_James> The gravity will remain the same as the current settings on the new server. We are aware some animations could stand a little tweaking and we are having our lead artist/animation guy look at those in his spare time to see how we can tweak them with the new gravity.

<@Rosethorn> IStandAloneToo|Eshaish-Tristan: Question: Will the bonuses introduced in the expansions be present on Origins? Or will the item bonuses be back to stats, skills, and resists (exclusively)?
<+EAMythic_James> The bonuses on items will primarily be those present in classic camelot. The bonuses that came with other expansions will be mostly left out.

<@Rosethorn> <Craskill> My question is referring to a complaint many classes have with stuns. Will the new "origins" server do anything to make it easier for tank classes to compete against "stun and stab" classes with stealth?
<+EAMythic_Steven> Stuns have been discussed for removal on this server. Assuming that they are not removed, their effects will be reduced much like other CC spells/skills. I am not sure how that will change your fights. We will see after some testing.

<@Rosethorn> kanjo: Yesterday, it was said that the border keeps would remain in current positions, however if you look at the current positions, it leaves a potential bottleneck right at the BK door, will this be looked at/
<+EAMythic_James> The border keeps will need to remain in place where they are. We will look at the terrain around it and modify it based on how it plays on in testing if bottlenecks cause issues.

<@Rosethorn> <Afpherian> Is Origins going to be a retail expansion? Or will this be free content, like the classic servers?
<+EAMythic_James> Origins is free content, like the classic servers.

<@Rosethorn> Razmakauf> How do you see the lowbies in the frontiers working? What is the idea for the anti-griefing system, and what about OF will be altered?
<+EAMythic_ChrisR> The anti-griefing system will be limited to certain areas of the frontiers in which low players have an exclusive interest
<+EAMythic_ChrisR> I've seen posts on the boards about the fears associated with this system, but I can assure you that we're looking it over closely to make sure
<+EAMythic_ChrisR> that it doesn't introduce exploits and that it works in a way that allows lower level players to participate in RvR without compromising RvR
<+EAMythic_ChrisR> Our goal is to get back to the 'old days' when lower level players could enter the frontiers and play
<+EAMythic_ChrisR> before the servers filled up with level 50 players, at which time most low level players stopped going to frontiers altogether

<@Rosethorn> Seraphus: Have you decided which version of keeps will be used on the new server? I really liked being able to ninja a keep with a group or two of sneaks!!
<+EAMythic_James> The keeps will be the OF Keeps as they were back in the day. Same layouts, same doors, etc....
<+EAMythic_James> However, they might be prettied up a bit, along with the terrain in the zone.

<@Rosethorn> <ADDwire> Is there any plans to tone down the snow in mid? People choose not to fight there because it was too bright.
<+EAMythic_James> All of the OF zones are being looked at and the terrain and textures adjusted, this includes the 'snow' zones.

<@Rosethorn> <Craskill> Would it be correct to assume that Agramon Island will be removed?
<+EAMythic_James> No it won't be accessible in the OF on this ruleset.

<@Rosethorn> Razmakauf: how is it possible to get on the list to test the new origin's server beta?
<+MythicJoanne> Continue to watch the Herald, when we need testers or plan on inviting players to it, we will let everyone know. :)

<@Rosethorn> <GreatPumpkin> OF had a big problem with pbaoe that went through walls, of note the Hib "ramp of death". Are keeps being updated to prevent pbaoe from going though walls?
<+EAMythic_ChrisR> I remember those days very well! This is certainly something we're looking at and discussing.

<@Rosethorn> We want to thank Mythic so much for taking the time to do two developer chats with us! We hope you all enjoyed it. Thank you!

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