Patch et wipe vers 18h30

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Citation :
Publié par Tasos
As I mentioned in the last update, salvaging is going in the patch we're putting out today. A little about this feature from Vaggelis and Elias, DFUW designers:

Definition

The salvaging skill is basically the reverse of the crafting skills; it takes a crafted item and breaks it down to the raw material used in its construction. Salvaging is classified as a crafting skill in the GUI and for the most part functions as one.

Salvageable Items

Currently, there are two types of items that can be salvaged:



  • All crafted items that can be equipped. This includes all weapons, armor, robes, bows etc… but not figurines for mounts or ships.
  • All "broken" items. These are new versions of all weapons and armor added to the game as monster loot. These cannot be equipped and they exist only for salvaging


Usage

Just like the crafting GUI, the salvaging GUI can be accessed at any time, from anywhere, through a variety of different methods; these are:



  • A new context menu entry ("Salvage"), available by right-clicking any salvageable item in the back-pack
  • Double-clicking the salvaging skill, in the skills window
  • Double-clicking any broken item in the back-pack
  • Double-clicking the salvaging skill in the crafting skill selection window that appears when a player interacts with a crafting workstation


While the GUI window can be displayed from any location, it imposes several "restrictions" and will only allow the skill to be performed if they are all satisfied:

Depending on how the GUI window is launched, it will either display the complete window with all sections populated (this view is shown when the window is launched from an item), or it will display the instruction to select an item to salvage (displayed when the window is launched from the skill, and the intended salvage item is not yet known). To select the item to salvage, or to change the selected item, the context menu options, or double-clicking for broken items can be used, or any salvageable item can be dragged from the player's back-pack and dropped on the salvage item section at the top of the salvage window.

When the item to salvage has been selected, the window will display 4 sections:


  • Information about the selected "salvage item"
  • Information about the crafting skill that is used to create the item
  • The list of salvageable resources that may be obtained by salvaging the item
  • The amount of salvage operations to perform (which also displays the cost of performing the salvage operations, and the time the operations will take)


Note: the quantity section is only enabled for broken items, since they are stackable and can be salvaged "in bulk", for non-broken items, the skill operates on a specific, unique, instance of the item, and therefore cannot perform a bulk-operation.

Assuming all restrictions have been satisfied, the "begin salvage" button will be enabled, and can be clicked to initiate the salvage operation. Once a salvage operation is started, the button can be clicked again to cancel the operation at any point.

What restrictions exist?

There are 3 restrictions on a player’s ability to salvage a specific salvageable item:



  • The player must possess the crafting skill that is used to create the item, at the appropriate skill-level. Basically, if you cannot craft an item, you cannot salvage it either.
  • The player must be at the same type of crafting workstation where the item was created. To be considered "at" a workstation, the GUI must have been launched by interacting with the workstation and selecting the salvaging skill from the displayed crafting skills list
  • The player must have enough gold in their back-pack to afford the displayed cost of the salvage operation. For bulk-operations, the player must possess the gold cost for the total number of salvage operations


Resources that can be salvaged

The list of salvageable resources is the same as the items crafting recipe. The only difference is the gold that was required to craft the item; this cannot be salvaged, but instead becomes the "gold cost" for salvaging the item. The quantities of the resources that can be salvaged are also from the item's crafting recipe, but are maximum possible quantities, not guaranteed amounts.

Effect of a salvaging skills

The higher a player's salvaging skill level, the higher their probability of successfully salvaging each salvageable resource and the time taken to perform the salvage operation will be reduced. The player's probability of salvaging each salvageable resources is displayed to the right of the resource name, in the salvageable resources list. For non-broken items, the probabilities of success are reduced, proportionally to the durability of the salvage item. A quick example: a salvage item with 50% durability will have half the chance of success than an item with 100% durability- to players with the same salvaging skill-level.

When a salvage operation is completed, each salvageable resource is evaluated for success individually, in turn, to determine which resources the player successfully salvaged from the salvage item. Then, from this list of "successfully salvaged resources", a quantity of the item is delivered (between 1 and the displayed quantity), the resources are added to the player's back-pack (and the salvage item is removed); so, if a player successfully salvages a resource from the item, they are guaranteed to receive at least one of that resource, but could receive up-to the full quantity.

I'll follow-up with something on the Prowess Point character progression mechanic, and then with the patch notes for today's patch.

Thanks for reading
Citation :
Publié par Tasos
These are the mechanics of the new Prowess based character progression system that we're patching in today:

Gaining Prowess
Prowess can be gained from all meaningful interactions with the game. From harvesting and crafting, to killing monsters and PvP activities, everything you do will reward you with Prowess Points. The amount of points that you gain will depend on the difficulty or rarity of your achievements. High ranking monsters will offer more points than low ranking ones and crafting high-end items vs. low-end ones, for example, will work the same way.

All characters have a current and total Prowess point number which is displayed at the top right of the GUI, both in Action and GUI mode. The higher the total is, the harder it becomes for players to accumulate Prowess and the more effort they have to put into it to gain the points they need.

Feats are also a great source of Prowess as they reward the players with extra points for completing various tasks. Feat rewards stay the same regardless of how many Prowess Points the player has acquired.

Party Prowess Points
All players in a party will share Prowess point gains. Half of the points will be awarded to the player who performed the action, the rest will be equally divided between party members who are in range.

Raising Attributes
Attributes are very important in Darkfall Unholy Wars. They affect, among other things, the level of a character's effectiveness in all skills as well as the pool's size. Attribute boosters can make a big difference early on in a character’s life. Attributes can be raised in the paperdoll window by clicking on the "up" arrow next to the attribute of your choice. Doing so will display an interface window allowing you to allocate points to your skill, check the total cost, and finalize your allocation. You can raise attributes one point at a time with diminishing returns. Attribute point cost increases for each additional point but also for each additional attribute you want to increase. For example, raising your first attribute to 50 will cost considerably less than raising your fourth one to the same number.
Boosters can be purchased through the Role window. They can be purchased in bundles of 10 for a total of +40 on each attribute.

Raising Skills
Skills can also be raised per point and each skill level will cost more than the previous one. Raising more skills will cost more depending number of Skills you have already raised, the same way it works for attributes. You can raise your skills by clicking the "up" arrow below each skill icon in the skills window. The interface is similar to the one used for attributes and operates the same way. What each skill level affects will be explained in the interface as it varies from skill to skill. However, and especially for role skills, skill level mainly affects radius, the pool costs, and cool-downs. For these skills, pool costs and cool-downs bonuses apply only for the Primary School. In contrast, radius bonuses always apply.

Crafting Skills
Due to the effect crafting skills have on the economy we felt we should exclude them from the Prowess based system. All crafting skills can be raised by creating items. It works the same way for the new Salvaging skill. Harvesting skills however are based on the new Prowess system.

Thank you for reading
Citation :
Publié par Tasos
These are the patch notes for today's patch currently being applied to the game. I'll remind everyone that there is a wipe in order to install the new Prowess based character progression system. We hope you enjoy the new system and we hope we can get good feedback on this by our players.

I'll remind you that in a few days we'll be adding the Primalist as well, in a new patch.

New Features:



  • A completely new skill up system, based on Prowess Points, has been added to the game. Players can purchase Attributes and Skill levels using their Prowess Points. Crafting Skills are NOT included in this new system, and keep leveling up by using them. You can read more about it by using the link above.



  • Salvaging has been added as a default skill under the crafting skills, allowing you to break up armors and weapons back to their crafting materials. You can find more about Salvaging by using the link above.



  • Broken versions of weapons, shields and armor have been added as monster drops. These items cannot be used by a player, but they can be salvaged



  • Salvaging an item will reward you with 30% of the amount of prowess you would normally get if you had crafted the same item.



  • Fog-of-War has been introduced into the World Map. You will now have to explore Agon in order to discover teleportation chambers, mob spawns and other interest points



  • Added new on-screen challenge notification effects (Challenge, Victory, Defeat, City Conquered, City Lost, Vulnerable Bindstone and Vulnerable Siegestone)



  • Added Village status markers (Free, Vulnerable in, Vulnerable) and timers



  • Added Holding status markers (At peace, Challenged, Vulnerable, Grace Period) and timers



  • Added game option to hide your equipped helmet



  • Added game option to force show player helmets



  • Mount and ship figurines now show their current health on their tooltips.



  • Quick pressing action button (F by default) triggers the default action on the targeted object. Default actions are the use object action for mounts/ships etc, and open the personal bank for bank buildings. If you keep pressing the action button, after 100 milliseconds, it will show the other (potentially) available options on the context menu.



  • There is a new Prowess Points reward system for killing monsters within a party. The player who gets the killing blow will gain 50% of the total prowess points for that kill. The remaining 50% will be distributed evenly between the rest of the players in that party which are in within 50 meters from the monster killer.



  • New PvP sources of Prowess Points

    • Ganking rewards 1 point
    • Village capture rewards 15 points
    • Village stealing rewards 4.1 points per 5-minute tick
    • Small bindstone destruction gives 50 points (Only if you are a part of the siege)
    • Large bindstone destruction gives 100 points (Only if you are a part of the siege)
    • The destruction of buildings rewards 60% of building cost (number of modules) as Prowess Points. (When in the offensive side of a siege)
    • Sinking a ship gives 200% of the Prowess Points gained from that ship’s crafting.



Changes:


  • Diminishing returns effect for Prowess Points gain has been reduced. Prowess gained will be reduced gradually and down to a minimum of 10% when reaching 500.000 lifetime points, from down to 1% when reaching 100.000 lifetime points.



  • Increased the accumulation of Prowess Points when killing monsters. Lowest level monsters (rank 1) reward the same prowess. Low level monster prowess increased by 25%, going up to a 200% increase for the highest ranked monsters.



  • Removed prowess being rewarded for increasing skills



  • When a mount is spawned, it now faces the same direction as the player



  • Clan City Buildings costs have been revamped

    • Barracks cost has been reduced by 25%
    • Barracks Second Tier upgrade has been increased by 25%
    • Keep has been increased by 100%. Also, all Keep variations have been set to cost the same.
    • Clan Houses have been increased by 100%
    • Keep Second Tier Upgrade has been reduced by 20%
    • All Crafting Stations now cost 150 modules
    • All Harvesting Buildings now cost 400 modules
    • All Vendors now cost 25 modules



General Fixes:


  • Vendors do not sell apparel or weapons any more



  • Changed combo-attack animation system timing to improve attack



  • Added a server-side inventory checker that will serve as an extra layer of security for player inventories.



  • Fixed Vargashi Defender’s death animation



[LIST][*]Tenants can now use their House Recall
[/LIST


  • Fixed a bug where you would lose more building modules when spamming a building upgrade button.



  • Fixed a bug where you could get stuck after pressing “Toggle Crouch” while resting



  • Improved client performance when entering a non-active mob spawn and monsters began spawning



  • Fixed an animation bug where when you double tapped the crouch button and held it you would appear walking instead of crouching.



  • Fixed an animation bug where you would get stuck in crouch position after crouching below certain props



  • Fixed a bug where you would keep your momentum after jumping in water from a high ground position and diving very fast



  • Fixed a bug where the special effect and animation of bindstone recall would remain on the player after the skill was cancelled.



  • ”Bandits” variation mobs should now attack every time



  • ”Khamset” variation mobs should now attack every time



  • Scumling Queen should now attack every time



  • Veilron orbs and golem should now react properly



  • Fixed a bug where epic mobs would respawn almost instantly after dying



  • Fixes to the Death Pig Mount mesh



  • Many fixes to Weapons (Sizes and Missing Faces)



  • Improved the visual of the Acid Shader



  • Fix for reflection shader swapping



  • Fix for asynchronously loaded animated objects



  • Rendering optimizations



  • Fix for particle culling



  • Localization of options window



  • Some updated shaders


World Fixes:



  • Remade Cor Ymirhal (Tovarr Capital)



  • Collision fixes for all Human Clan Keeps



  • Fixed the Ork Keep entrances



  • Prop fixes in Berghammar



  • Prop fixes in Banegorge



  • Prop fixes in Ahu Ishtra



  • Prop fixes in Aziram



  • Prop fixes in Chultun



  • Prop fixes in Long March



  • Prop fixes in Cranwyn



  • Prop fixes in Odmanfau



  • Terrain fixes to Caldcote



  • Terrain fixes to Cor Ymirhal



  • Terrain fixes to Greendale



  • Terrain fixes to Sweetwater



  • Terrain Fixes in the corner of Larethain,Romanyr,Urranyr,Anyth



  • Terrain Fixes on the seam between Blackwood and Carpendale



  • Fixed water hole between Whitecove and Khanruk



  • Fixed water holes in Lyran



  • Added banks near all chaos stones



  • Added dynamic lights to all Teleportation Chambers



  • Fixed Leenspar Chest Position in Damanfau



  • Added Leenspar Chests in Galombrah and Dagnamyr



  • Fixed the tar lake inside the Clan City in Mar Shral



  • Fixed Necroguardian Position in Bladethorpe



Thank you for reading


still read

Dernière modification par Unlock ; 06/03/2013 à 16h43.
Fini les macroteur du dimanche.

Le meilleur moyen de gagner des prowess c'est le pve, pour le moment avec le peu de monde on peu se permette de rester en safe zone mais à la release avec du monde elle deviendrons vite saturé.

Un très bon patch. reste à avoir le primalist puis les autres rôles de chaque classes et le jeu sera prêt pour la release.

je parle pas des donjon sea tower et cie car ça peu être ajouter après la release dans les 6 premier mois dirai-je.
Message supprimé par son auteur.
Non pas moi , je fais une pause pour pas finir de m'écoeurer , je retesterai avec les nouvelles classes … en espérant que … non sans esperer , ca evite les déceptions qui se sont faites trop nombreuses ces derniers mois.

Dernière modification par Oldart ; 09/03/2013 à 10h42.
Bah y'a eu un Q/R aujourd'hui.

Citation :
A few days ago I promised you answers to some of your questions. The patch delayed my follow-up on this, but a commitment is a commitment and today, I finally have some of the answers you wanted.

You asked:
What is your goal on the Role System for Darkfall? Why did you want to stray away from having the freedom to do anything like DF1 but with the prestige system for armor? With the new Role System in place how are you going to balance the game and with the system will solo players still be a viable option for Darkfall? What is your ETA on having 'All' the roles done if there is an ETA for that currently?

We answer:
In Darkfall 1 many people felt you had to master all skills and schools to be competitive, and this was something we wanted to change. Our goal was to introduce a system that would promote diversity, so every player did not bring the exact same tools to every fight, while at the same time making sure that we did not lock our players into a set role forever. With this new system we feel we have managed to incorporate both concepts - adding diversity, while preserving the freedom to switch when you want to try something new.

Perfect balance may be an impossible goal, but we will make sure all roles are viable, that they all bring something useful to the table, and that they are fun to play. Balancing the roles is an ongoing task, and we will be making all changes and adjustments needed. We do a lot of testing internally, we track things on the server, and we monitor what the players have to say about each role.

We’re adding the Primalist before launch, the ETA is in a patch next week. There are plans to add more roles after the launch, so having “All of the roles done” is part of an ongoing project.


You ask:
Transfers - Many Darkfall players are against this change in Darkfall, What is your reasoning for changing it and will it possibly be reverted with the amount of people against the change?

We answer:
With the imminent introduction of the Primalist, and the recent change to how you skill up your character, we re-balanced the Pool Transfer skills to reflect these new changes. We are aware that some skills have cost issues, and these will be adjusted.

You asked:
Wobble - Most of us know you added this in so that Warriors could keep in combat with Skirmishers, but why not balance the Skirmisher class instead of adding in a RNG Wobble effect in Darkfall? The reason you got rid of fizzles was over the massive amount of players against an RNG type mechanic in DF1.

We answer:
We feel that the wobble system is important to the flow and feel of combat in Darkfall Unholy Wars, by making running and sprinting during combat have clear cut tradeoffs, compared to standing still and carefully aiming your shot. We also want to make sidestepping a viable combat option, and this all ties in to the balancing of ranges roles vs melee roles.

That said, we currently have some technical issues with the wobble system, and we are working on improving it. For example, the the size of the circles when running and sprinting are not correctly reflecting the actual randomness of the shot, and it is actually easier to hit than the circles suggest. We hope to have these issues resolved soon.


You asked:
Auto Revive - Do you intend to keep this function how it is? Have you considered by popular demand adding this feature in for PvE deaths only?

We answer:
We have decided to increase the revive timer significantly when a player is knocked out by another player, compared to when he is knocked out by a mob. We may make further changes to this mechanic in the future, so please keep giving us feedback.

You asked:
Gold Sink - What do you plan on doing to keep Gold worth something in Darkfall Unholy Wars?

We answer:
Gold is a tradeable currency that is especially useful in player to player trades. With the upcoming introduction of markets, the value and usefulness of gold will be significantly strengthened in Darkfall Unholy Wars.

There are some answers still missing, but we'll get to those in time too. Feel free to comment in a constructive way, even if you disagree with our position. Help me help you.

Thanks for reading.
Bon... je suis blazer que les autres rôles ne sortent pas a la release c'est dommageable pour la playerbase.

Espérons qu'ils finissent par enlever l'autorevive ! c'est déjà bien qu'il réfléchisse à la question
Tkt qu'elle a dut être évincer

y'aura aucun ajout de fearture sauf le prima qui est la semaine prochaine.

Donc on peut tabler pour une release fin du mois debut du mois prochain.
Citation :
Publié par Erzass
genre ils posent pas la question la plus importante : la date de release !!
Quand je pense qu'ils avaient prévu la release pour la fin Novembre
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