Friday, February 13, 2009

Perusing the Patch Notes for 1.2. Part Three.

Still with me here? Good. All right, now on to itemization and other cool stuff.


* Many mounts have been renamed. Existing mounts will have their names updated.

* We have added two additional mount variants for each race. These have been added to the Stable masters in the capital cities.

* We have added three additional mount variants exclusive to guilds only. These can be purchased by visiting the Guild Quartermaster once your guild reaches Guild Rank 25.

* We have added three new improved mounts (Faster & Lower dismount chance) exclusive to guilds only. These can be purchased by visiting the Guild Quartermaster once your guild reaches Guild Rank 37.


More mounts? Faster mounts? New and Improved mounts? Yes please. These all get a big thumbs up from me here. Having more options is always a good thing, and the "epic" mounts for your guild is another addition to the benefits of being in a stable, progressive guild. if nothing else, this will add some visual variety to the mount system. Having vaguely similar looking horses across Order for the Empire and High Elves is getting a bit old, At least Destruction has three very distinctive mounts for their races, but Order needs some help. And no I don't hate the Dwarfcopter.


RvR Fortress raids have received an update for their itemization in version 1.2. The focus of this update was to better reward players for completion of a Fortress capture as well as give players who do not successfully capture a Fortress some chance at improved loot.

* The Fortresses now feature the same world drop items found in the high-level city dungeons. This includes rare drop "Watcher" weapons.

* The Fortress PQ bags now feature new, unique Uncommon, Rare, and Very Rare items.

* Non-PQ target mobs within the Fortresses, including general mobs and the guards of the lords, now have a chance to drop the Conqueror Belt. The belt will no longer drop from Gold Bags.

* Additionally, the Conqueror Belt has been made bind-on-equip. This only affects new instances of the Conqueror Belt. Any Conquerer Belts found prior to this patch will remain bind-on-pickup.

* The number of PQ reward bags that drop in Fortresses has been increased to 30, with 12 Gold Bags for each completion.


Now we're getting into some meaty stuff. Adding more chances for gear to drop, both off the mobs and the gold bags will significantly speed gearing up for successful Fortress takers, enabling them to push the campaign along faster and more effectively. Plus 30 Bags, 12 of which are Gold? Awesome. You could theoretically completely gear up two groups in days by consistently taking Forts. I can see smart guilds putting together 12-man strikeforces specifically to siege Forts and acquire gear. Kudos again to Mythic for easing the gear acquisition curve. The more people geared and warded, the closer we are to a successful City capture.


Capital Cities

The capital cities have been updated with numerous adjusted items and new drops. Players should find items dropped in capital cities to be more rewarding than previously.

City Invader PQs:

* The Invader PQs now feature unique Uncommon, Rare, and Very Rare items in the PQ bags.

* Both Attacker and Defender versions of these PQs offer 12 PQ reward bags. Attackers will continue to receive a greater number of Gold Bags for victory.

City Warlord PQs:

* The Warlord PQs now feature unique Uncommon, Rare, and Very Rare dropped items from monsters and mini-bosses within the PQ instances.

* The Warlord PQs also now feature unique Uncommon, Rare, and Very Rare items in the PQ bags, including potent Warlord weapons.

* The number of PQ reward bags that drop in these PQs has been increased to 18, with 4 Gold Bags for each completion.

Palace Encounters:

New, unique Uncommon, Rare, and Very Rare items have been added to the King's Palace instances. These items are available as dropped items from all monsters in the dungeon, except the Kings.

* Unique weapons are now offered on the sub-bosses within the King's Palace instances.


Same as above, we are seeing efforts to increase gear acquisition for players. Comments above apply.


Lets see, lotsa bug fixes, etc etc.


Zone Control Domination

To help place more emphasis on Keep claiming and defense, as well as to combat the "defense by not defending" strategy, we are introducing the Zone Control Domination mechanic. With this system, players who take and hold all Battlefield Objectives and claim Keeps in a contested zone (in Tier 4) or a shared RvR lake (in Tiers 2 and 3) have the opportunity to capture that zone, forgoing the standard mechanics of Zone Control. Each Battlefield Objective and Keep will be worth 1 Domination Point. To capture a zone via the Domination rules, your Realm must have all 6 Domination Points. In Tiers 2 and 3, capturing all six points in a shared RvR lake will give the capturing Realm control of the entire Tier. These are represented as small pip marks on the Zone Control Bar. Battlefield Objectives and Keeps have different requirements for earning their Domination Point, as follows:

* To earn a Domination Point from a Battlefield Objective, it must be owned by your realm for 30 minutes.

* To earn a Domination Point from a Keep, it must be claimed by a Guild and then held for 2 hours. If you lose control of a Battlefield Objective or Keep at any time, you lose the Domination Point.

* Multiple Domination Points cannot be gained from a single source (for example, it isn't possible to get 6 Domination Points by capturing Martyr's Square 6 times).

* If a zone that was taken over by Zone Domination is put into a contested state, all timers and Domination Points are reset.


Ahh, here we are. The vaunted Zone Domination system. Before I comment, I'm going to repost something a fellow forum-goer said about this that I found to encapsulate my feelings precisely.


"The domination system is not that hard to understand. If people are zerging back and forth and keeps and BOs are changing hands frequently, nobody gets any domination points and things work exactly like they do now because the domination stuff sits on top of the existing victory point system. The only place it's really going to kick in is when one side takes all the keeps and BOs in a pairing, and the other side says "everyone run PQs and scenarios to prevent the zone from locking!" I've seen that happen a couple times now. If you were diligent enough (and didn't get whipped in scenarios), you could keep the other side from locking a zone indefinitely, even though they held all the objectives, and you never had to set foot in the RvR lake to do it.


The domination system means you can no longer do that forever (or until everyone gets tired and goes to bed). You can stall for a while, but after at most 30 minutes BO domination points start to come in, and after at most 2 hours keep domination points start to come in, and if the attackers get enough domination points, just those and the objective points will probably be enough for zone control. So if you're defending and you really need to prevent that zone lock to prevent a fortress siege, which could prevent the razing of your capital city, you need to get back in the RvR lake and take some of those objectives back. That's ultimately what the domination system does, force the fighting back into the RvR lakes where it belongs."


Couldn't have said it better myself. Credit goes to vonPoonBurGer on the PA forums.


New RvR Chain Quests

* The rally call has gone out! The WAR rages on and help is needed at every warcamp across the realms! New quest-givers have appeared in every warcamp and will offer players brand spanking new chain quests. 'Chain' quests are a new feature that will allow players to complete a set of linked quests and repeat the 'chain' again once they have completed all of the quests in the 'chain.' The new quests will be available from NPCs near the Rallymasters in the warcamps, and they are designed to reward players for participating in open RVR.


Basically, we are getting RvR dailies. I'm liking this addition, because every additional incentive to push players into RvR counts. Players will take the path of least resistance, and if ORvR starts to become a viable leveling alternative thanks to quests like these, I can only see that as a good thing. Lets get players out fighting, and if we need to throw goodies at them for doing it, then fine. Look at the resurgence of ORvR after the RvR influence system came out. Same thing. 


* We are introducing the new Rally Call system. At various intervals, players will be called to join the battle in the Tier 1 and Tier 2 RvR lakes. A button will appear near the mini-map, enabling willing participants to jump right into the action.  


I touched on this earlier, I think. Free teleports to the fight? I'm down for that, makes it easier to get groups and guilds to where they need to be quickly.


Well, that concludes my roundup of patch notes that I find interesting. I apologize if I didn't talk about your career or your bug. The patch notes are just too massive. I'm going to try and write a last update and summary later on. It's been quite a slog, thanks for reading this far.

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