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Gameplay general (info)

Posted: Mon Dec 15, 2008 12:57 pm
by Bion
Gameplay
You can now resist the damage done by most lava. But be careful! Some areas of lava may be more potent than others. (GU #41)
Only items in ranged and melee weapon slots can be swapped while in combat. (GU #40)
Usable Items that are not usable from inventory will always show darkened out while not equipped.(GU #39)
To ensure you are serious about starting the Avatar of tranquility challenge process, the "Challenge the Avatar of Tranquility" verb is only available to players in a raid of 12 or more.(update note 6/09/07)
- There is no longer a base NPC in-combat regen. This was causing
issues a low levels yet was insignificant for low levels, so it was
removed. Note that spell-based NPC regens will still function normally.(GU #19)
BANK
• On all servers:
Banks how have four extra slots for a total of twelve bank slots per character.
Shared banks now have four extra slots for a total of eight shared bank slots per account.
Shared banks now allow you to share coin between characters on the same account.
Exiled characters continue to be unable to use shared banks with other characters on the same account.
• On PVE servers:
Shared banks are now shared between good and evil characters on the same account.
If you have all four slots filled in both good and evil shared banks currently, they will be combined into a new eight slot shared bank.
Both coin and items can be shared with characters on the same account regardless of alignment.
• On PVP servers:
Shared banks are still alignment based. However we have added four extra slots to each
alignment's shared bank (for a total of eight shared bank slots per alignment) and the ability to share coin between characters of the same alignment on one account.
Guilds
Guilds now receive 10% of the personal status gained by any member,
regardless of the size of the guild.
- A message is now broadcast to the entire server when a guild reaches level 10, 20, 30, or 40.(GU #19)
GUILD BANKS
Guild banks have been extended with several new options:
• Each guild bank tab can have its own name.
• There is a space on each guild bank tab for a comment.
• Each guild bank tab can now be set so withdrawing any quantity from a stack is considered as withdrawing one item for the purposes of the withdrawal limit.(GU #39)
ZONES
Lava and ‘bottomless' pits will no longer teleport you immediately.(GU #35)
• Antonica
o Evil players should now evacuate near Thundering Steppes all the time.
• Commonlands
o Good players should now evacuate near Nektulos all the time.
Zone reuse timers are being modified to have greater consistency. Reuse timers will now follow these guidelines(GU #26)
* Small solo zone: No fail timer | 4 hour success timer
* Large solo zone: No fail timer | 8 hour success timer
* Group zone: No fail timer | 18 hour success timer
* Small raid zone: 8 hour fail timer | 3 day, 20 hour success timer
* Large raid zone: 12 hour fail timer | 5 day, 20 hour success timer
TRADESKILLS
• Tradeskill skill-ups will now increase based on your tradeskill level, not your adventure level.(update note 10/29/2007)
• Tradeskill reaction arts now auto-upgrade as you level up, no more hunting in knowledge books to find your latest!
• Tinkerers and transmuters now have 6 reaction arts like other classes. These still need to be purchased from the appropriate vendors, however.(GU #40)
• Low green recipes for Tinkering will have a significantly better chance of granting a skill up. This new chance now mirrors the Transmuting chance at the same difficulty ratio.
• High blue recipes for Tinkering will have a slightly better chance of granting a skill up. This new chance now mirrors the Transmuting chance at the same difficulty ratio.(update notes 3/22/2007)
• Items modified by Adornments will inherit flags from the Adornment (i.e. NO TRADE, NO VALUE, etc).
• Items modified by Adornments will only be equippable in slots supported by the adornment (i.e. an Amulet that is equippable in wrist or neck slots will only be equippable in neck slots if a neck adornment is applied).
• Item Adornments that are only usable by certain classes will potentially reduce the classes that can use the item that they’re applied to (i.e. if an adornment is only usable by wizards and it’s applied to something that all mages can use, then only wizards will be able to use that item).
• The above changes affect existing items. Adornments that would restrict the slots of the items that they were applied to have been popped off and placed in your overflow slot. Adornments used in the future will warn about how they will modify an item.
Items that will not accept adornments now have an ‘ORNATE’ flag on them.(GU #31)
Not happy with your tradeskill profession? Consult a tradeskill career counselor in Neriak, Kelethin, Qeynos Ironforge Exchange, Freeport Coalition of Tradesfolke or Haven about the possibility of starting over! (GU #36)
Doors will now open as you approach them in the Qeynos Tradeskill instances.(GU #36)
No tradeskilled or store-bought ammunition may be adorned. All tradeskilled arrows should now have the ORNATE flag to reflect this.(GU #32)
You will now get a failure message if you do not attempt to counter a tradeskill event.
You should now see an interrupted message when you move while transmuting.
You no longer need to have
a tradeskill device targeted to start a recipe, as long as you are close to the
appropriate device.
- You can now move while tradeskilling however moving too
far away from your current device will cancel the item creation.(GU #29)
You will no longer fail to find something when you harvest in an area that is trivial to you.(GU #24)
ACHIEVEMENTS
• Level 120 and higher for achievements have been made more difficult
Achievement spells/combat arts in the second row of Class achievements that are passive or temporary buffs have been placed on their own reuse timers different than those that deal damage.(GU #36)
Achievement respec costs now start out at 10 gold, followed by 1plat and then cap at 10plat. 30 days after your respec the cost will reset to 10 gold.(GU #32)
HOUSING
• The obsolete option to "Relinquish" homes has been removed. It's no longer required since of the advent of automatic moving crates. To move your belongings, simply go to your new home and buy it. Your items will be moved into the new home automatically.
GU #35
It is now much easier to move houses!
• Just go to the new house and purchase it. Your old house will be relinquished automatically and all of your items will move to your new house.
• When you enter your house for the first time, you will notice a moving crate on the floor. You can move it around and retrieve items from it, but it cannot be picked up or destroyed.
• Items in the moving crate count towards your total item count in your house, but do not provide status cost reduction and are not useable.
• Items cannot be put into the moving crate.
• The moving crate will disappear when all items are removed from it.
• When moving, your house vault will overflow rather than putting the extra items into your overflow slot. This means that you cannot put new items into it until it shrinks to the intended size.
• NO-TRADE items that were placed in your house by another player will move along with your items, but will keep the same restrictions. The original placer will receive an email indicating that you moved houses.
• House items may only be moved by one player at a time.
• House Items can now be placed on the ceiling in multi-level houses without disappearing.
• The distance at which you may pickup and move house items has been increased.
• You now have the option to move a house item from the ‘collect an item' window.
Looting
• Attempting to loot a chest/corpse that gives you the ‘There are no items that you can loot’ message will now destroy the chest/corpse as long as no one in your group can loot the item.
• When access restrictions wear off of a chest/corpse, all items that are picky about who can loot them will be removed. If this would leave the chest/corpse empty, it will be removed.(update note 08/14/07)
• The drop-down box to select players in leader-only loot is now smart about LORE items and items that start or update quests. Only eligible players will appear in the drop-down box.
• Loot windows will hide items that are LORE that you already have or quest items that you don’t need/can’t use(GU #37)
Coin will now automatically roll up to the higher coin type. For example, if you have 100 copper, it will automatically become 1 silver in your inventory.(GU #36)
EoF Fabled and Legendary class armor distribution will now consider the makeup of those who participate in the encounter.(GU #34)
Coin is now weightless and automatically changes up to the best denominations. No more destroying copper!(GU #36)
Looted items will prefer to go into bags rather than an empty, top level inventory slot. Bags still prefer to go into empty top level inventory slots.(GU #29)
Harvestables will now first try to go into any special harvest bags that you have equipped.(GU #29)
Harvesting
If someone finishes harvesting the same node before you do, you will stop harvesting immediately.
Items
Having a set item equipped in an appearance slot will no longer be ignored by the smart loot system.(update note 09/18/2007)
Adornments will no longer be silently destroyed when imbuing an item:
- If the finished product is ORNATE, you will get a popup before crafting starts asking you to confirm that you want to destroy the adornment
- If the finished product is not ORNATE, the adornment will automatically appear on the finished product. (3/9/2007)
The bosses that drop Legendary and Fabled armor-set pieces in Echoes of Faydwer are now aware of which set pieces characters in the group/raid currently possess. These bosses will only drop an armor-set piece that someone attending needs. As long as you have the item either equipped, in inventory, or bank, you are counted as "possessing" the item.
Stat/Resist bonuses from equipping an item will be removed when the item is in a disarmed state.(not really sure what this means will have to test this out.) (GU #37)
NPC
(GU #19)
- Most creatures are no longer immune to certain damage types. Many
will have retained high resistance to particular forms of damage but
should no longer be completely immune.
- NPCs just got smarter. They will now use abilities only from their
subclasses and have a larger selection of abilities and spells to
choose from as they level.
- NPCs that are Rangers, Assassins, Brigands, or Swashbucklers will now use poisons when attacking.
- Necromancer NPCs will now use Lich correctly.
- NPCs are less likely to use control abilities on player characters.
- The effects of NPC-cast knockbacks and stuns have been slightly reduced.
- The pets of NPC Necromancers and Conjurors now have less health than
a standard NPC of their level. This makes killing NPC pets in combat
more of a viable tactic.