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When you kill a monster, complete a quest, or perform any other action
that gives you XP, that XP is distributed to two "pools". Your Stat XP
and your Ability XP. When you earn enough XP in a pool, you get a point.
This means that you can gain a stat point while still being halfway to
your next ability point. Basically it allows us to give you more rewards
rather than making you wait until you level. When you earn an ability
point, you can spend it on an ability that you have access to. This
means you don't have to use your fireball spell over and over and over
again just to gain in it. You can use any ability you want. This allows
you to use whatever ability is the best choice for your situation
(meaning you don't have to cat fireballs at the fire elemental just
because you want to raise your fireball ability...instead you can cast
glaciel sphere...which is a much better tactical decision).

Your level is nothing more than a formula calculated based on your total
ability points gained. It is used as a general way of telling you how
powerful a character is. In essence, this is pretty much the same as
telling someone how many total skill points you have with your UO
character. The only difference is that the level is a clearer indicator.

The only restriction levels have right now is on items (so newbies can't
use uber weapons) and on quests (although quests will scale to a
degree). We're working on a system so that characters of vastly
different levels can still party up and gain XP together. There might be
some limitations (as you said, a newbie in UO won't gain anything from
fighting an ancient wyrm) but the idea is to make the level range for
grouping as large as possible.

The use of a level system does not in any way preclude you from letting
players with different stages of character development group together
any more or less than a skill based game does...it just comes down to
how you make the system work.

Calandryll, lead designer of Ultima X, posted the following to the UXO Yahoo Group.

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Looting rights is determined based on the party (a solo character counts
as a party of one) that does the most damage. That party (and only that
party) gets looting rights.

The party leader can designate the party loot distribution setting with
"Free For All", "Party Order", or "Party Leader". Free For All allows
anyone in the party to loot any item. It's very useful for when you are
adventuring with trusted friends or don't mind the competition for loot.
Party Order is the most even distribution method. It uses the order in
which party members were added to the party. As long as the party stays
relatively stable, it ensures that everyone in the party gets loot. This
is probably the loot distribution setting most players will use. Party
Leader allows the party leader to designate who gets the loot. Right now
this basically means only the party leader can loot items and afterwards
give out the loot to whomever s/he wants. Party Leader loot is good for
guild leaders and as a way for a party leader to reward characters based
on their participation. Again, generally good for trusted friends.

Party members can view the loot distribution setting at any time in the
party interface. They will also be notified whenever the loot setting is
changed.

Once the loot is created, it is assigned based on the party loot
setting. If the party leader changes the loot distribution setting, any
loot already created will not have it's assignment changed. In other
words, if the loot setting is set to Party Order, the party leader can't
switch it to Party Leader to grab something the system already assigned
to someone else.

We spent a lot of time with the loot system to make sure it is user
friendly and grief-resistant. Stuff like showing you who looted an item
(when an item is looted it doesn't disappear from the loot
chest...instead it is grayed out and the looter's name is displayed in
the mouse over text) and giving you indications when loot was created
based on your luck.

We've got quite a few more features in the loot system that we'll be
discussing in time. Hope that gives you the basics though!

-Jonathan "Calandryll" Hanna
Lead Designer
Et il y a aussi 30 nouveaux screenshots de paysage... On peut aller les voir en suivant ce lien
Il y a également 42 nouvelles images à voir ici.

Et aussi 8 vertus...

Compassion

* Compassion is total empathy for all living beings, and is derived from Love.
* Rune: Heart
* Mantra: Mu
* Sigil: Heart of Compassion
* Anti-Virtue: Despise

Honesty

* Honesty is the dedication never to deceive oneself or another, and derives from Truth.
* Rune: Open Hand
* Mantra: Ahm
* Sigil: Writ of Honesty
* Anti-Virtue: Deceit

Honor

* Honor is the courage to defend and uphold the truth, and derives from Truth and Courage.
* Rune: Cup
* Mantra: Summ
* Sigil: Chalice of Honor
* Anti-Virtue: Shame

Humility

* Humility is the knowledge of one's place in the world, reached through an understanding of the sanctity of all beings, and exists outside Truth, Love, and Courage.
* Rune: Shepherd's Staff
* Mantra: Lum
* Sigil: Crook of Humility
* Anti-Virtue: Pride

Justice

* Justice is the truth of what is right and wrong in human action and the love of that which is right, and derives from Truth and Love.
* Rune: Scales
* Mantra: Beh
* Sigil: Quill of Justice
* Anti-Virtue: Wrong

Sacrifice

* Sacrifice is the helping of others at the cost of one's own well-being, and is derived from Love and Courage.
* Rune: Tear
* Mantra: Cah
* Sigil: Tear of Sacrifice
* Anti-Virtue: Covetous

Spirituality

* Spirituality is the quest to improve one's own inner being and enlighten and brighten the lives of others, and derives from Truth, Love, and Courage.
* Rune: Ankh
* Mantra: Om
* Sigil: Ankh of Spirituality
* Anti-Virtue: Hythloth

Valor

* Valor is the courage to stand up for your beliefs, even in the face of physical or psychological threat, and derives from Courage.
* Rune: Sword
* Mantra: Ra
* Sigil: Dagger of Honor
* Anti-Virtue: Dastardly

These Virtues, when combined, form the Principles of Courage, Love, and Truth.

* Courage is the will to struggle, for beliefs and for others , and is formed of the Virtues of Honor, Sacrifice, Spirituality, and Valor.
* Love is the empathic bond that unites the self to all others, and is formed of the Virtues of Compassion, Justice, Sacrifice, and Spirituality.
* Truth is the objective reality, that which is not false, and is formed of the Virtues of Honesty, Honor, Justice, and Spirtuality.

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Provient du message de AdrienCoeurFeu
Les Vertus ca date du début d'ultima...
Pas les mêmes peut-être
Enfin, c'est nouveau sur uxoo.com
Si si, c'est exactement le principe qui a fait les beaux jours d'Ultima 4 et 5. (les best pour moi).

Pour quelqu'un qui à débuter sur le 3eme volet à l'age de 12 ans et qui a detester Ultima Online, j'attend de voir ce que peux donner un tel soft. Dommage que Richard Garriot n'a pas pus mener son bébé jusqu'a la consécration aprés une longue traversé du désert de ce jeu...
 

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