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  • LRM
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DnD: Changelog - Thematic patch note recap
Updated to patch 6.0a

This thread lists most of the changes added to Ub3rgames to Darkfall in a thematic way.

If you are looking for a less detailed recap I recommend the roadmap, for more detailed info, you read the patch note thread.

I probably forgot some stuff so feel free to list them and I'll add them. I did not add technical changes, and most of it is copy pasted from patch notes.

New features :


Local Banking and Global Gold Account:
Local banking is perhaps the most defining feature of Darkfall: New Dawn.
Combined with crafting titles and other changes, it will create the foundation for an healthy economy and a more convenient game.
- All banks in the world are now separate inventories.
- Individuals have a gold account:
  - Adding gold to the account costs a 10% commission fee.
  - The gold can then be withdrawn at any bank in the world.
  - The gold can be used to purchase or pay fees in marketplaces.
- When a holding is lost through a siege:
  - The inventories of members of the owner clan and its allies go in a retrieval vault.
  - That content can only be retrieved in nearby banks.

Title system and crafting changes:
We have introduced the title system with a first set of 48 titles.
The goal of this initial wave of titles is to setup the crafting titles and enough combat related titles to make it a difficult choice for the general population.
- You can select titles by clicking the "titles" button in the main menu.
- You can have 5 titles at a time. Make your selection and click apply to activate them.
- Titles level over real time once activated.
- Titles are split in 4 categories:
  - Physical, one per weapon type.Exclude magical titles.
  - Magical, one per magic school. Exclude physical titles.
  - Industry, crafting and gathering.
  - General, various utility titles.
- There is a "Combo" title that can allow the use of one excluded title.

Spawn Scaling :
When in PvE, for each additional player engaged with a monster spawn, you will gain 5% more experience, a varied amount of extra loot and the monsters will become stronger.

Marketplaces:
Marketplaces are the most complex feature we've ever implemented, touching every single layer of the code
- Marketplaces are all local and can be found in NPC cities and chaos cities.
- Players can place individual items and stacks of resources for sale.
- Each character has 25 sale slots available per market places.
- Placing objects in sale has a cost proportional to the duration and overall asked price.
- Sales can be placed for 1 day for 2% fee, 3 days for 5% fee or 7 days for 10% fee.
- Items bellow 95% of base durability cannot be sold.

New Village control point capture mechanics:
We're essentially going with a true king of the hill mechanic, with a capture zone clans have to spend the most time within to score capture points. There are also higher stakes for a fight over a village control point as ongoing ownership and recaptures will now be rewarded, but so will breaking another clan's capture chain. The more a village is contested, the more value it holds to everyone.
The intent of the whole system is to have groups of players try to stay in the capture zone of a village control point, and push out other clans.Everyone involved gets rewarded with meditation, with winners receiving more immediate rewards on top of being the only ones with ongoing rewards.

Nearest bindstone respawn:
We've implemented a system that prevents instant travel through death and offers players a choice of spawn location nearby.
- The notion of binding to a stone is completely removed from the game.
- When a character dies, the player will be shown a map of the surrounding area, showing the available spawn location.
- There will always be at least one location available with a bank nearby, to prevent being left without gear.
- House owners and their guests can respawn at the house if it is close enough.
- Clan members can respawn at a siege stone of their clan.

Clan prime time and vulnerability windows :
One of the most attrition inducing factor we've witnessed in Darkfall's history are off-hour sieges. This is our attempt at solving the problem.
The intent is to give defenders control over when they can be attacked, while still leaving some leeway for the attackers.
- A day will now be cut in 3 windows:
    - Invulnerability window: Lasts 16 hours where holdings cannot be sieged.
    - A vulnerability window: Lasts 5 hours. Sieges behave as pre-patch.
    - A soft vulnerability window after the vulnerability window: Lasts 3 hours, Siege wagers are increased.

Clan meditation pool and holdings upkeep:
- A city will cost 5000, and a hamlet 2500 meditation points per day to maintain.
- A clan can be in debt for 10 days before its holdings go neutral. There will be 10% interest per days in dept.
- Clan members will now be taxed 10% of their meditation gains.
- A clan can stockpile up to 75 000 meditation points.
- When the cap is reached, members are no longer taxed and keep 100% of their meditation.

Armor traits and armor changes:
We created a new system of traits that can be applied to player characters through the armor, who now provide bonuses designed to represent negative encumbrance and splitting specialization into protection, magical abilities and physical abilities.
The general idea is to allow players to complement their favored playstyles with their armor choices while still keeping some short term adaptability by dressing up for the situation.
- Metal armors will increase health regen .
- Robes will increase mana regen, casting speed and spell magnitude.
- Leather armors will increase stamina regen, archery/melee attack speed and damage.
- Bone armors will provide a similar effect to robe, with less casting speed and magnitude and a lot less mana regen, for more resistances

Distance based harvesting :
Now, mining, woodcutting and herb gathering nodes scale based on the combined distance to the closest bank and closest racial guard tower.
- The amount of harvestable resource has been lowered to 20 item per node, with odds of rare loot lowered.
- As you get further in the wilderness, the total amount per node is increased, alongside the amount per harvest and the odds of rarer material.
-Fishing, chaos chests and treasure maps are now part of the distance base mechanic.

Timed blocking:
When you start to parry, there is a 0.5s window where you will do a "timed" block/parry with maximum damage mitigation.
- After the perfect parry window, there is a 0.5s period where damage mitigation progressively lowers down to regular parrying values.
- Perfect blocking a melee attack with a shield will cost stamina to the attacker proportionally to the damage mitigated.
- Damage mitigation values are as follows:
  - One handed and shield: 80% timed, 50% regular.
  - Two handed weapons: 65% timed, 35% regular.
  - One handed alone: 50% timed, 25% regular.
- Disabling blow and disabling shot:
  - Can only be done on a character that is parrying or has been parrying in the last 200ms.
  - Lasts 2 to 4 seconds and has a cooldown of around 8 to 10 seconds depending on weapon attack speed.

Mount Inventory:
- Mounts can now carry inventories for their owners:
  - Bluetails can carry 300kg.
  - Racial mounts can carry 600kg.
  - Battlehorn can carry 1000kg.

Power hour:
We have added a new skill that you can find in General Skills.
- The power hour skill will double all xp gained both in PvE and crafting for 1 hour.
- Power hour can be triggered once every 22h.
- The hour will stop counting down if you log off and will resume on loging on.

Mount sprinting:
- Normal mounts and battlehorns now have a sprint mechanic when pressing your sprint key.
- Bluetails have remained unchanged. Sprinting normal mounts go 15% faster than them, Battlehorns go only 2.86% faster than them.


Skills, spells and leveling :

General :
- New characters will start with all magic schools unlocked, including their lvl 1 spells
- Attributes now have diminishing returns.
- Existing global cooldowns changed to become shared cooldowns.
- All the none damage spells are now linked with a school passive : ie. leveling Air mana efficiency will level up both come hither and stormblast.
- The XP you gain with a skill or spell is now increased by : the level of the mob (spawnscalling), the damage delt (the more damage the more XP) and the difficulty of the mob (based on mob HP pool)
- Spells have had their damage frontloaded. The most noticeable aspect is that there are no longer 25 levels increments and no surging system anymore
- Smoothed out the non magic abilities unlocks to make leveling more interesting:  Seize at 60, Whirlwind at 50, Knockback at 40, Disabling Blow at 30, Power Attack at 20, Disabling shot at 50
-Made archery jump shooting and water shooting baseline
-Made magic jump shot baseline.
- Combat skills and spells are now unlocked when requirements are reached
- Removed redundant passive skills and make their effects baseline

The great magic overhaul :
We have reworked nearly everything about the magic system to have the secondary effects of spells also scale with magnitude.
Historically, secondary effects were only tied to the level of spells, increasing step by step every 25 levels. Now, Area of effects, graphical effects, displacement effects, duration and blind effects will all be tied to the same factors affecting damage calculations.

Formerly instant rays are now charge up rays:
- Charge up rays can be used instantly or by holding down the attack button.
- Charge up time is dependent on quicken casting skills and equipment.
- Charge up impact:
  - Damage will increase with charging.
  - Mana and stamina cost as well.
  - Shared cooldown will be of 0.5s or equal to charge up time if held longer than 0.5s.
  - Anything bellow 0.5s of charging will be treated as an instant cast.

Toggle buffs :
- A majority of self buffs are now toggled on and off by casting them. The purpose of this change is to reduce the laundry list aspect of buffing and make it a meaningful decision.
- The old cast time, costs and cooldowns will remain unchanged as an opportunity cost for switching buffs mid-fight.
- All toggled self buffs reduce mana regeneration, depending on gear and skill, going beyond 3 concurrent buffs will make you drain mana.
-Toggle buff are instant cast

Alignment, World and PvE :

General :
- Permanent lawless tiles have been removed.
- New player protection now lasts 48 hours.
- Removed clan teleportation chambers from the game.
- Removed bindstone_recall and house_recall from the game.
- New soundracks for NPC city
- Added meditation rewards to all quests, so that they give a minimum of 400mp.
    - Quest rewards proportional to duration as a blue player and alignment, up to 220%.
- Monsters will be a lot more careful about doing friendly fire.
- Monsters will try to move around when they do not have a clean line of sight.
- Monsters getting stuck either through geometry or aggro will try to force their way through to the players.
- Monsters will change tactics faster when they notice they are getting hit without hitting players.

Loot table apocalypse:
- Removed the daily loot cap that caused high loot first kills.
- Monsters no longer have raging loot tables.
- Gold drops have been reduced across the board:
   - Removed from:
      - Most high end monsters.
      - Non-humanoid monsters.
      - Low civilization monsters.
   - Reduced in most other cases.
- All craftable items have been removed from monster loot, unless needed for a quest.
- Removed jewelry and gems from monster drops.
- Monster specific armors and some rare enchanted weapons have been kept.

New Alignment system:
- The maximum alignment is now 12.
- Praying now gives +4 alignment.
- First time praying costs 500g.
- Each times a character prays, the cost of praying increases definitely by 100g.
- Each point of alignment now gives +2.5% rewards instead of +1% (with the over time bonus, the max bonus is now +260% instead of 220%)
- Player graves are now protected by the alignment:
    - Graves of players under new player protection can only be looted by their owner.
    - Characters with new player protection cannot loot player graves other than their own.
    - Looting the grave of a character that is blue to you will result in losing alignment, resetting your track record in the process.
    - Characters you could kill without consequences can be looted without consequences too. This includes clan enemies/allies and party members.
- Healing and buffing a rogue or red (evil or racial enemy) player make you go rogue regardless of clan politics.
- Healing and buffing a mount owned by a rogue or red (evil or racial enemy) player make you go rogue regardless of clan politic

War declaration change
- War now start at 10000g and have an upfront scaling cost based on total involved players and the difference of size between the two sides.

Clan and house harvesting nodes:
The wold now scales based on activity to avoid over-saturation or over-scarcity.
- Each player has their own resource pool that maxes out at 125 items for clan nodes, and 150 for house nodes. Both regenerate 1.05 items per minute.
- For each currently regenerating player pool, all pools are altered:
    - The maximum size of pools is reduced by 1 item, down to a minimum of 50 items.
    - Regrowth rate is reduced, down to a minimum of 0.0696 items per minute.
- Nodes start at 0 items on server restart, creation, repairs or placement.

New meditation sources:
- Chaos chests.
- Keys chest.
- Treasure maps.

Holding :
- When a holding goes neutral because of upkeep, the bank will be destroyed and any clan can capture it with a clan shard. They will have to pay the meditation cost.
- Supreme generals and generals can abandon a holding as an option for the "alternate use" menu of bindstones.
- A flag is shown on top of the bindstone, similar to house taxes, showing if upkeep costs have been paid.


Quality of Life :

New tutorial :
To improve new player experience, we have implemented a new pop up framework in the user interface which can be triggered by any sort of event, be it movement, opening a window, gaining a new item or a certain level of a skill.
The goal being to make the game much more hospitable for newer players and to have a solid foundation to build upon when we'll need to explain more advanced concept. In this first iteration, we have covered the basics.

Mount access
You can now interract from the comfort of your mount with the following objects Banks, Players, Corpses, Dynamic chests, Strongboxes, NPCs

Removal of harvesting/crafting tools:
You will no longer need to purchase or use tools to harvest and craft.
Simply go up to a node or monster grave, and press the secondary use key, mapped by default to G.

Dynamic Tombstones and monster death polish
- Monster graves will now show their status to players:
    - They will no longer glow when empty.
    - They will transform into a small bag on the ground when they have been skinned.
- Monsters should no longer slide or have a hitbox after their death, and graves should appear and disappear instantly.
- When a monster is dead but still in its death animation, its health bar should look empty to reduce confusion.

Durability losses tweaks:
- All durability losses have been divided by 2.
- Durability losses from melee attacks are divided by 3 compared to damage from other sources, making them cost 6 times less than pre-patch.
- Damage over time effects will now impact durability less. They will do as much per damage point as a regular attacks do.

Quest kill & Chest sharing:
- All players on a spawn that have an active quest linked to the monsters will enter the kill sharing pool. Nearby characters in a party will share meditation when opening chaos chests, treasure map and chest keys.

Tooltips will now show more information:
- Duration of food.
- Healed amount and heal per second for potions.
- Crafting skill in which an item or resource is used as an ingredient.

Inventory QoL:
- You can now select items in your inventories the same way you would select files on your operating system.
- Clicking and dragging the mouse in an inventory now starts a selection box.
- Ctrl+left click in an inventory toggles items from the selection.
- Ctrl+Double Left Click in an inventory selects all identical items.
- Selected items are highlighted.
- The amount of selected items is indicated in text at the bottom right of inventories.
- You may drag and drop selection or individual items on bags.
- When focusing an inventory or a selection, you can now regroup all items to be visible and easily accessible by pressing the grouping key (Default is « U » )
- All items will then sort themselves making them easy to select by using the shift+left clic & drag.

Multi slot and new hotbar :
Multi slot now offer multiple levels of statefulness at the discretion of the player
- You can now open a new hotbar slot options menu by clicking the button at the bottom right of a slot:
  - Auto cast: The ability will be selected then activated automatically after a short delay (Multi-slot activating delay in gui options)
  - Auto revert: After this ability is completed, the previous weapon will be equipped, including its default ability.
  - Switch to this hotbar: selecting this skill will switch to the hotbar where the multi-slot is located.
  - Switch to weapons bar hotbar: selecting this skill will look up the hotbar switching option of its weapon and switch to the configured hotbar. mutually exclusive with the above option.
  - Combo mode: Prevents the reset of a multi-slot index after activating one of its abilities. (only on the first slot of a multi-slot)
- You can now bind multiple skills to the same key and access them by pressing the key several times in a row

Mounts can be attached  :
Mounts can now be attached and used as mobile strongboxes
      - When attached, no one can ride or unspawn a mount, not even the owner.
      - It takes 5 seconds to attach a mount, and 5 seconds to detach it for the owner.
      - It takes 60 seconds for a non-owner player to detach a mount. The owner will be warned every ten seconds this is occurring.
      - When attached, a mount is magically protected and gains 50% reduction for all damage types except impact.
      - When the mount is damaged, the owner of the mount will be warned.

- Improved visibility of health bars both when targeting and for party members.
- Extend party size to 20 members
- Added zoom for archery and magic when using the parry binding.(Defaults to right click)


Crafting :


- Trueforge armor and weapons no longer give a flat durability bonus. They now give up to +50% of base durability.
- For armors, wisdom now gives up to +50% base durability as well.
- Harvesting probabilities have been adjusted. You should now see rarer drops more often.
- Safes and guest room furniture are now craftable in construction.
- House vendors can now be purchased from councillors in capital cities.
- New 9 new armors to craft (3x bones, 3x robe, 3x leather)
- We added new jewelry items to add 10.5 encumbrance each, or 15% reduction for all three:
    - Dwarven heart locket at lvl 75 jewelsmithing.
    - Dwarven heart ring at lvl 100 jewelsmithing.

Crafting title mechanics and crafting changes:
- Passive benefits of Industry titles are linear:
  - Crafting titles will passively increase the durability of produced items.
  - Harvesting titles will increase the speed and efficiency of gathering.
  - Skinning will increase in speed and have better odds.
- Crafting titles will unlock recipes in a frontloaded way.
  - You cannot craft anything without a title.
  - Enchanting items will be unlocked 15 title levels after the base recipe unlock.
  - All qualities are unlocked at once, but still require an enchanting level.
  - Skills with a mastery:
      - R00 Skill lvl 1  =>Title lvl 1 (instant)
      - R10 Skill lvl 25  =>Title lvl 5 (3 days)
      - R20 Skill lvl 50  =>Title lvl 10 (6 days)
      - R30 Skill lvl 75  =>Title lvl 20 (12 days)
      - R40 Mas lvl 1 =>Title lvl 30 (18 days)
      - R50 Mas lvl 25 =>Title lvl 40 (24 days)
      - R60 Mas lvl 50 =>Title lvl 50 (30 days)
      - R70 Mas lvl 75 =>Title lvl 65 (39 days)
      - R80 Mas lvl 100 => title lvl 85 (51 days)
  -  Skills without a mastery: (smelting/woodcutting/taming)
      - Skill lvl 1    => Title lvl 1 (instant)
      - Skill lvl 25  => Title lvl 10 (6 days)
      - Skill lvl 50  => Title lvl 20 (12 days)
      - Skill lvl 75  => Title lvl 30 (18 days)
      - Skill lvl 100=> Tiltel lvl 40 (24 days)
  -  Advanced skills: (shipbuilding/construction/artillery)
      - Skill lvl 1    => Title lvl 1 (instant)
      - Skill lvl 25  => Title lvl 20 (12 days)
      - Skill lvl 50  => Title lvl 40 (24 days)
      - Skill lvl 75  => Title lvl 55 (33 days)
      - Skill lvl 100=> Tiltel lvl 70 (42 days)
- You will still need to level each underlying crafting skill, including enchanting.
- Deactivating an Industry title resets its title level, but does not impact the underlying skills.
- Artillery and Warhulk construction are now merged in a single skill unlocked by the Artillery title.
- Jewelsmithing is temporarily removed, to be reworked sooner rather than later.
- Blood craft and shade craft are removed.
- More crafting related changes are to come in the short term.

Balancing :

- All armors, melee weapons, staves, bows and shields have had the overall gap between lowest and highest ranks reduced. The intent of this change is to have newer or casual players be less at a disadvantage in fights by lowering the average item power gap. Early level XP should also be increased by the increased damage output.
- The sidestep melee extension is now faster and has a stamina cost.
- Mana missile can now be used under water.
- Buff other got their duration reduced to around 20 sec
- Debuff got their duration reduced to around 20 sec
- Feather enchants have been lowered by 5 points because ??.
- Reflect spell has been tweaked to be reactive only:
    - It is no longer perfect. 1 Magic penalty now reduces the amount of damage reflected by 2% up to 100.
    - Cooldown set to 20s.
    - Base Cast time set to 250ms.
    - Base duration set to 0.5s to 1s.
- Removed displacement effect from light battlespikes.
- Impale does piercing damage and meteor strike does bludgeoning damage now.
- Rays power discrepancy has been reduced. Unholy caress hasn't changed but the other rays were brought in line with it.
- Telekinesis does small arcane damage.
- Arrows now properly knockback players
- Balanced reach and angle for all melee weapons
- Seize skills will now have 2 times the reach of a normal attack.
- Login invulnerability is now lost on movement.
- Maintaining attack button held down will no longer bug with the revive skill.
- Fixed an historic bug that made some races and gender not have the desired reach. This non bugged state will serve as the basis for future race balancing.
- All similar weapon skills share cooldowns with each other. Weapon attack speed still factors in frequency.
- Seize's opportunity cost has been increased: the base cooldown has been increased to 10 seconds, being lowered on faster weapons, and its stamina cost has been drastically increased.
- All armors, melee weapons, staves, bows and shields have had the overall gap between lowest and highest ranks reduced.
- Severely buffed shield protections. They should now make 1h weapons more viable in melee exchanges despite the lower reach.
- We've changed polearms' speed to 0.2 as a test before experimenting more with them. They were supposed to get their own trait, but it didn't feel that fun in testing.
- Medium speed and slow staves have had their speed and damage buffed in order to become meaningful alternatives to fast staves.
- In the changes to metal armor, the gap between slashing and bludgeoning protection has been slightly increased, indirectly making clubs more interesting.
- In the same spirit, robes have weaker acid protection, metal armors have weaker bludgeoning and lightning protections and leather/bones have balanced protections.
- Remove passive resistance skills.
- Disabled old-titles and old-title quests.
- Buffed strafing speed to be equivalent to mahirim huntspeed lvl 60. lvl 120 for Mahirims themselves.
- Fall damage when at 1hp now carry over to stamina. Once reaching 1 to both hp and stamina, character is Knocked down.
- Jumping when moving at high velocity will cost more stamina.
- Each point of encumbrance will reduce the force of displacement effects by 0.475%.
- Many delays have been reduced or outright removed making the interface much smoother to use and the skill
- We removed attribute self buffs, as they wouldn't fit in the spirit of neither active nor toggle buffs
- You can now set the field of view from 75 to 120
- Corrosive blast now has the same cooldown as any other r50 and applies an acid debuff.
- Tornado now has the same cast time as explosion from fire magic.

  • Last Edit: January 26, 2018, 12:24:24 pm by LRM
LRM - Epoch

Re: DnD: Changelog - Thematic patch note recap
Reply #1
Didn't see debuffs/buff others changes , food/passive regen changes

Quote
- Severely buffed shield protections. They should now make 1h weapons more viable in melee exchanges despite the lower reach. - We've changed polearms' speed to 0.2 as a test before experimenting more with them. They were supposed to get their own trait, but it didn't feel that fun in testing.
this is in twice

Re: DnD: Changelog - Thematic patch note recap
Reply #2
Threads like this are a bad idea, repeating the information from another source always gets something wrong. Case in point~ the med cost for hamlets is not 2.5k and I'm pretty sure the first perfect block is 70% but I might be wrong.

Re: DnD: Changelog - Thematic patch note recap
Reply #3
Threads like this are a bad idea, repeating the information from another source always gets something wrong. Case in point~ the med cost for hamlets is not 2.5k and I'm pretty sure the first perfect block is 70% but I might be wrong.

80% is correct
Dunnin Dainstaff - Lux Arcana

Re: DnD: Changelog - Thematic patch note recap
Reply #4
i could have used this the other day when i basically read most the indev patch notes in a row....

do update it for launch and it will be a good resource for any returning players.

Re: DnD: Changelog - Thematic patch note recap
Reply #5
Threads like this are a bad idea, repeating the information from another source always gets something wrong. Case in point~ the med cost for hamlets is not 2.5k and I'm pretty sure the first perfect block is 70% but I might be wrong.

I found OP post immensely useful.

Re: DnD: Changelog - Thematic patch note recap
Reply #6
Should sticky this. Great info.
My dreams are all dead and buried
Sometimes I wish the sun would just explode
When God comes and calls me to his kingdom
I'll take all ya sons of bitches when I go!
Let Her Blow!
Carl Brutananadilewski - SG of Mooninites

Re: DnD: Changelog - Thematic patch note recap
Reply #7
Threads like this are a bad idea, repeating the information from another source always gets something wrong. Case in point~ the med cost for hamlets is not 2.5k and I'm pretty sure the first perfect block is 70% but I might be wrong.
The MED cost for a Hamlet was 2500/day, but was reduced to 1000/day to reflect low InDev population.
Cost will be increased back to 2500/day by Launch.

  • Raap
  • [*][*][*][*][*]
Re: DnD: Changelog - Thematic patch note recap
Reply #8
Under holding upkeep you didn't mention RNG based building destruction for each day a holding goes into owned-debt and for each day a holding transitions from just abandoned to being abandoned for 10 days. Note that this 'feature' is also currently bugged and only works occasionally and without consistency. Some neutral holdings are demolished completely while others lose nothing at all, not even crates or walls.

You also didn't mention holding nodes demolishing upon abandonment, or that holding nodes now function on personal loot mode.
  • Last Edit: January 10, 2018, 03:45:05 am by Raap

Re: DnD: Changelog - Thematic patch note recap
Reply #9
Threads like this are a bad idea, repeating the information from another source always gets something wrong. Case in point~ the med cost for hamlets is not 2.5k and I'm pretty sure the first perfect block is 70% but I might be wrong.

I found OP post immensely useful.

I was referring to when OP leaves off things like ' blocking now interrupts your attack' because maybe he thinks everybody knows that, if it's called a change log but its not a straight cut-n-paste, then eventually the information becomes garbled.

Not every post is an attack on the motherland 😐

@Ktorr probably bad wording on Ub3rgames,when I heard him talk about it he didn't say roll back, he said adjusted and I took that to mean it's going to be different number. NP

Re: DnD: Changelog - Thematic patch note recap
Reply #10
Nearest bindstone respawn:
We've implemented a system that prevents instant travel through death and offers players a choice of spawn location nearby.
- The notion of binding to a stone is completely removed from the game.
- When a character dies, the player will be shown a map of the surrounding area, showing the available spawn location.
- There will always be at least one location available with a bank nearby, to prevent being left without gear.
- House owners and their guests can respawn at the house if it is close enough.
- Clan members can respawn at a siege stone of their clan.


How does this work with local banking? If you are far from your local bank and die it is unlikely you will have any gear in any of the respawn banks. Doesnt that mean you will be left naked by a bank with a long walk to regear?


Re: DnD: Changelog - Thematic patch note recap
Reply #11
Nearest bindstone respawn:
We've implemented a system that prevents instant travel through death and offers players a choice of spawn location nearby.
- The notion of binding to a stone is completely removed from the game.
- When a character dies, the player will be shown a map of the surrounding area, showing the available spawn location.
- There will always be at least one location available with a bank nearby, to prevent being left without gear.
- House owners and their guests can respawn at the house if it is close enough.
- Clan members can respawn at a siege stone of their clan.


How does this work with local banking? If you are far from your local bank and die it is unlikely you will have any gear in any of the respawn banks. Doesnt that mean you will be left naked by a bank with a long walk to regear?


Yes, gold is global though. So maybe it won't be long naked walk of shame if there is a market there AND there is something you can by there.. Maybe.

  • LRM
  • [*][*][*][*][*]
Re: DnD: Changelog - Thematic patch note recap
Reply #12
The theoretical idea is that gold is global and you will be offered to respawn at a location with a market. Either pay up, or walk back.
LRM - Epoch

Re: DnD: Changelog - Thematic patch note recap
Reply #13
Thx for the replies.

Sorry if I am being ignorant here because I havent been following the indev, although I have tried to read the notes this week.

I was under the impression that markets were limited to NPC cities and the respwan system picked the closes bank (ie could be a wilderness bank).

Or will there be markets at every bank? I did read that gold would be global but didnt think it would be possibe to buy anything you need at every bank.

Re: DnD: Changelog - Thematic patch note recap
Reply #14
Thx for the replies.

Sorry if I am being ignorant here because I havent been following the indev, although I have tried to read the notes this week.

I was under the impression that markets were limited to NPC cities and the respwan system picked the closes bank (ie could be a wilderness bank).

Or will there be markets at every bank? I did read that gold would be global but didnt think it would be possibe to buy anything you need at every bank.
That is true - there could be a problem.
  • Last Edit: January 10, 2018, 09:27:08 am by wildNothing