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1.125 Live Hot Fix

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We've been thrilled with the reception of patch 1.125 and want to thank you all for the feedback and bug reports you've sent in thus far, keep them coming!

Developer's note:

  • We're currently aware and still working on fixes for the following issues:
    • Master level ability icon timers appearing as though their abilities are not on cooldown even though the ability is actually on cooldown.
    • Population bonuses not displaying on the realm bonuses window.
Click the link below for some tweaks and bug fixes that are now live!

Hot Fix Notes



World


Alchemy Tradeskill


  • Cauldrons of Tenacity recipes should no longer be asking for extra ingredients when attempting to craft it.
  • Stardust recipes should now show up as available to characters with 1,000 alchemy tradeskill (users may need to re-run their camelot.exe patcher to see this change).

Knoc Meayll


  • Fixed an issue with some collision holes (users may need to re-run their camelot.exe patcher to see this change).


Realm vs Realm


Supplies for the Cause quest


  • This quest has been split into 2 versions as follows:
    • Supplies for the Cause
      • Must be level 50
      • Must not be champion level 15 yet
      • No weekly lockout, can be done as many times as possible until the character reaches CL15.
      • Automatically applies any earned champion levels upon quest completion.
      • Rewards 5,000 bounty points, several hundred gold, and massive amounts of experience per completion.
      • Asks players to gather 25 rubble and 25 supplies.
      • Still obtained from the Cargomaster NPCs near the Merchant keep docks.
    • [Weekly] Supplies for the Cause
    • Now requires that characters be champion level 15 to obtain.
    • No longer awards experience.
    • All other rewards, requirements, and tasks remain unchanged.


Item Changes


Mithril Shop Changes


  • Name Change Tokens are temporarily unavailable as we review some character naming processes.
    • They will be back as soon as we are happy with how everything is working!

Magic Orbs


  • Magic Orbs should now only give out the correct realm's randomly-generated loot.

Speed of the Hunt


  • Speed of the Hunt gems have been reduced in cost from 50 to 25 bounty points
  • Greater Speed of the Hunt gems have been reduced in cost from 1,000 to 500 bounty points
  • Superior Speed of the Hunt gems have been reduced in cost from 5,000 to 2,500 bounty points

Boxes of Rare Potions


  • These have had their cost reduced from 1,000 to 500 points.

Boxes of Rare Alchemy Components


  • These have been increased to award from 2-5 to 3-5 alchemy components per /use and their cost has been reduced from 2,500 to 1,000 bounty points.

Curse Sets


  • Hunter's Rabid Eye Boots now has the correct 3% spell pierce instead of 2%.



Class Changes


Champion Level Abilities


  • Anti-venom body magic resist buff can now be cast on the move.

Friar


  • Friar's instant taunt no longer shares a recast timer with their Heal-over-Time.

Heretic


  • Fixed an issue with their instant-cast debuffs triggering a timer while in melee combat.
  • The new ablative buff + effectiveness/melee haste debuff spells have been re-worked and fixed as follows:
    • Cast speed is now 3.0s and can be modified by dexterity and casting stat bonuses.
    • The ablative and debuffs now always apply on the enemy target and last their full 60s duration.
      • However, the ablative and debuff can no longer be re-applied onto the enemy target until the ablative dissipates or its duration expires.

Mauler


  • The level 45 Gift of Hibernia now correctly costs 25% power when cast.


Live Server Downtime - Emergency Maintenance

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Update 5:35 PM EST / 10:35 PM GMT: Ywain is once again open to all players!
Update 5:15 PM EST / 10:15 PM GMT: Gaheris is once again open to all players! 

The Ywain and Gaheris servers are coming down now to perform emergency server maintenance involving a crash.

This downtime should be completed in under 3 hours. 

We appreciate your patience and understanding as we resolve this matter!
 

1.125 Live Hot Fix #2

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We've got a few more fixes and notes for your enjoyment! Once again, thank you all for the continued feedback and bug reports!

Developer's note:

  • We're currently aware of and still working on fixes for the following issues:
    • Autoloot and autosplit not working on characters that have a completely empty backpack inventory.
      • We're working on a fix for this but for now a way to rectify the issue is to move a new item into their backpack from their /bank and that will allow the loot to once again be split to that character.
      • So long as characters have 1 item in their backpack, autoloot and autosplit should continue to work in the meantime.
  • Molvik's keep and towers all upgrading when the Stone Quarry is taken instead of just Molvik's keep.
Click the link below for some tweaks and bug fixes that are now live!

Hot Fix Notes



Client


Ability Icon Cooldowns


  • Fixed an issue with Master Level and certain class ability quickbar icons showing as active when they were still on cooldown.
    • Players will need to log out and re-launch their client to correct this issue if they are currently logged into the game.

Dynamic Population Bonus


  • Fixed an issue causing the current bonus amounts to not display in-game on the realmwar map's bonuses window.
    • Players will need to log out and re-launch their client to correct this issue if they are currently logged into the game.

Gaheris Keep Wall Damage


  • (Gaheris server only) Keep walls should no longer be taking less damage than normal.


Realm vs Realm


Molvik Dynamic Siege Objectives


  • Molvik's keep will no longer be set as under siege when its towers are attacked.
  • Molvik's Quarrymaster and Siegemaster now fight back against attackers.
  • Some additional Mercenaries now spawn inside the Molvik center keep when the Mercenary Camp is active.
  • The Mercenary Captain and mercenaries should now switch allegiances properly as the camp changes hands.


Item Changes


Bountycrafting


  • Recipes for the Ice Shard weapon have been added to the Frozen Weapons category for all realms.
    • Players will need to log out and re-launch their client to correct this issue if they are currently logged into the game.

Mithril Shop Satyr Mask


  • Satyr Masks are now dyable with CLOTH dyes.
    • If an already-applied patterned mask says it is not dyable, a relog or zoning screen will correct the issue.
    • Cloth dyes should be used even if the helm is another armor type.


Bug Fixes


Pet Abilities


  • Fixed an issue preventing the underhill compatriot's stun style from firing.

Pin Style


  • Fixed an issue causing the Pin style to erroneously play its animation when the ability wasn't being applied.

 


Harvest Celebrations

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It's that time of season when the leaves have changed color and are steadily falling, when the wind arrives with a chill, and the bounty of the year's harvest is ready to be served and celebrated!


Harvest Celebration Event


  • The realms are humming with anticipation for their upcoming feasts and local festivals!
    • Help the realms' Festival Steward recover a lost shipment of food and root out some secret stores of delicious desserts!
      • The repeatable RvR quests '[Harvest] Lost Turkey' and '[Harvest] [Daily] Secret Provisions' are now available at each realm's strength relic town at the Festival Steward NPC!
        • Earn bounty points for your efforts!
        • The Tower of Korazh, Deifrang, and Graoch on Ellan Vannin will have sturdier doors for this event's duration.

Farmer's Market Festival


  • The Farmer's Market Festival makes its return to the following locations:
    • Albion: Ludlow
    • Midgard: Vasudheim
    • Hibernia: Ardee
  • Visit the Festival Matron and go bobbing for apples to earn some house trophies!
  • Let Captain Mack in Albion, Captain Marks in Midgard, or Captain Geddes in Hibernia regale you with their tales of a shark THIS big on the high seas and see if you can avenge their crews to earn the Sharkblood Bracer!

Celebrations draw to a close on Tuesday, November 27th.

 

Live Server Downtime for Patch 1.125B

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Update: 9:50 AM EST / 2:50 PM GMT: Ywain and Gaheris are open to all players!

The Ywain and Gaheris servers will be coming down tomorrow, November 28th (5:45 AM EST / 10:45 AM GMT) to deploy Patch 1.125B.


Check out the full patch notes by clicking on the image below!
 

Friday Grab Bag - 11/30/2018

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Welcome to this week's Grab Bag!

Our newsletter goes out later today, so make sure you are signed up to get all the updates on events, community news, and more!

As always, thanks everyone for your questions, keep 'em coming! You can send in any game related questions you have for our DAoC Devs through our Grab Bag submission form. Please note this is for game questions, feedback/ideas/suggestions should be sent in through our feedback form.

Read on for glory!



Why is it that the Bard Crescendo ability is on a 2.8s interruptible cast while the Skald and Minstrel Crescendo ability is instant cast? Is there a reason the Bard Crescendo ability can't be an uninterruptible cast (not necessarily instant)?

There are usually a myriad of reasons for why one class gets an ability (or the same ability but in a different form) than other classes in other realms and this case is no different.

First, we don’t just look at Minstrels’, Skalds’, and Bards’ strengths and weaknesses and then choose their form of Crescendo, we look at the realms and their classes as a whole too. This includes analysing synergies that exist among the various classes within each realm on the small and large scales. Second, we look at the overall performance and popularity of each class across the different playstyles. And finally, we analyse what each class can bring to a fight across the different playstyles.

Bards’ combination of their casting-focused support role, popularity, synergy with the other classes in their realm across every playstyle, and overall performance mandate that their Crescendo be a normal-casted spell. In short, making the spell uninterruptible would be too near to making it an instant cast and would be too powerful for our liking.


What caused the lowering of controlled pets hit points? 10% is really significant. Help us understand why.

When pets were generally increased in effectiveness (including hit-point and other bonuses) in Patch 1.122B they were improved a bit too much. In subsequent versions pets were reduced back down to more acceptable levels. With 1.125, there were still some pets that were enjoying their 1.122B hit-point values while all other pets had been reduced already. The 1.125 reductions merely put the remaining pets in-line with the other pet reductions.


I understand that the DF bow may be the optimal weapon of choice for archers, but I'm also a fan of the astral bow which along with the DF bow both have good proc rates.  My questions is about other bows:

Gjalpinulva, Tuscars, and Nychta's Heartstring Bows.   I like the dragon bow because it has 5% spell pierce and it would be viable except that it breaks mez poison.  And the Tuscars bow has a 204 DD proc and the Nychta's Hearstring has the 20% abs proc; these hardly proc: 1:30 on the Tuscars and 1:50 on the Nychta's.  I will say that the endurance drain on the Nychta's procs more than the abs debuff, but basically these two bows do not proc at the same rate as the astral bow or df bow.  Is this because these two bows overperformed?  Could you make a few adjustments with some of the bows and procs to add a little more flavor to the archery type, so we aren't using one bow all the time?

While the Astral Bow of Dismay’s proc rate is indeed high, the Darkness Falls’ Champion Level 15 bows and the other bows listed all have extremely similar proc rates (within 1-2%). This is unlikely to be changed.


When playing my wizard, I noticed something with the loyalty cloak. When you cast to reset timer on class abilities, why doesn’t this affect class realm abilities as well since some are class specific? All of the toa abilities come back, but realm timers like decimation trap don’t reset.

The short answer is that it would be too powerful of an ability if it reset realm abilities in addition to the class abilities. There is not a way for it to only reset certain ‘class-specific’ realm abilities and not other realm abilities like Mastery of Concentration, etc.

For additional context, class-specific realm abilities are still classified as realm abilities and not “class” abilities. Class abilities are only the abilities that a class specializes for or gets as baseline as they level up.


Any update on when Name changes will be available again?

Barring any unforeseen circumstances we plan to re-enable them sometime next week.



That's it for this week! 

Don't forget to tune into my streams on our official Twitch channel on Saturday nights at 5:30PM EST / 10:30PM GMT for all the chat, action, and giveaways!

Thanks as always and enjoy the weekend :)


1.125B Live Hot Fix: Curse, Name Changes, and Trials

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The following changes are now live!

Highlights


  • Name change tokens make their return to the Mithril shop!
  • The Skull Mask pattern is now for sale in the Mithril shop!
  • The 14-days free trial is now disabled in preparation for development of the Endless Conquest update.
  • The Dragon’s Curse campaign's difficulty has been significantly reduced and is now able to be completed with a group or less!

Click the link below for the full notes!


Hot Fix Notes


World


Mithril Shop


  • Name change tokens have returned and are once again for sale on the Mithril Merchant found in each realm’s capital city.
  • Skull Mask patterns are now for sale on the Mithril Merchant found in each realm’s capital city.

Trial Accounts


  • In preparation for development of the Endless Conquest update, newly created accounts will no longer receive the14-days free trial as of this posting.
    • Any existing trial accounts will still have access to their remaining free days and are not affected by this change.

Trifecta


  • The cost to play trifecta has been increased from 10 to 20 gold per attempt.

A Dragon’s Curse Campaign


Difficulty Adjustments

  • All realms’ prologue and chapter encounters have had their difficulties reduced so that a single full group (or less) can reasonably complete them.
    • The Prologue, Chapters 1-5, and Chapters 7-8 remain battlegroup and/or area-credit even with the difficulty reduction.
  • Monsters in Childe’s Tomb, Drakulvhamn, and A Rift dungeons have been adjusted as follows:
    • Hit point reductions that lower the difficulty of all normal monsters.
    • Named bosses and their associated monsters that are part of the various optional quests are no longer aggressive to players and instead only “aggro” a character in the dungeon if they are attacked first.
      • These optional encounters have not had their difficulties reduced otherwise.
      • This change should allow players to move through these dungeons more freely and complete certain chapters more easily.
      • The Wolfmother Guards in Drakulvhamn and the Glimmer Lords, Vampiir Lords, Rift Tunnelers, Veil Gargoyles, Veil Serpents, and Glimmer Spreaders in A Rift that are not associated with any optional encounters are also included in this change.
    • In Childe’s Tomb and A Rift the number of monsters in certain areas has been reduced as well.
  • Chapter 6 instances remain solo-only but have had their difficulty reduced as follows:
    • Hit point reductions that lower the difficulty of the normal and named monsters in all realms.
    • The number of monsters in the instances of Caer Sidi and Halls of Ma’ati in Albion, Trolheim and Deep Volcanus in Midgard, and Aerus City in Hibernia have been reduced.
    • These changes should help drastically reduce the overall amount of time it takes to complete this chapter so long as each realms’ allied “pets” are summoned and used throughout.
  • Chapter 9 and 10 instances remain full-group encounters but have had the difficulty of all realms’ boss encounters reduced further, in addition to the following changes:
    • Hit point reductions that lower the difficulty of the normal monsters in all realms.
    • In Childe’s Vault and the Inner Veil, the number of normal monsters in certain areas has been reduced as well.
    • These changes should significantly reduce the time it takes to complete these chapters.

Streamlining and Bug Fixes

  • All chapter quest steps that involve a location-specific task should now display the quest dot on the /map at the correct location.
  • Grey and Blue quest-icon knots should now properly appear and disappear over-head of NPCs that are involved in a quest step.
  • Several quests’ text and tasks have been re-worded to provide clearer instructions.
  • All chapter and prologue specific quests have had their [Curse] prefixes adjusted to include their specific chapter as [Curse Prologue], [Curse 1], [Curse 2], etc.
    • Optional side quests now use the generic “[Curse]” prefix.
  • Chapter 1:
    • Albion:
      • Defeating Occulist Nera and Knight Feirefiz tasks are both displayed initially and can now be completed in any order.
    • Midgard:
      • Defeating Oracle Kel and the 5 Drakulv Oracles tasks are both displayed initially and can now be completed in any order.
    • Hibernia:
      • Salle’s [teleport] to the other end of A Rift dungeon is now available even after Chapter 1’s quest is complete.
  • Chapter 2:
    • Albion:
      • The area credit for placing the soul stone into the slime has been extended slightly.
      • The tasks for this quest are now both displayed initially and can now be completed in any order.
    • Hibernia:
      • The Salle pet now automatically casts the Soul Power buff once chapter 2 is complete.
  • Chapter 3:
    • Albion:
      • The Darkspire Harpy no longer roams Childe’s Tomb and is now at a fixed location.
        • This specific Darkspire Harpy is no longer aggressive to players.
    • Midgard:
      • Players are now directed to Sigrun or Theso prior to being directed to Garmr at the end of this quest.
    • Hibernia:
      • Quest steps 1 and 2 have been consolidated and no longer require players to de-summon Salle and re-summon her to get credit for the first quest step.
  • Chapter 4:
    • All Realms:
      • Soul Casks can now be obtained from battlegroup-kills and subsequent kills done by players who have already obtained 25/25 souls, but not yet turned in the quest, will now count towards other characters’ credit.
      • Credit for this step is now rewarded directly after a kill and no souls spawn after kills now.
        • The random chance for credit has been increased.
    • Hibernia:
      • Quest steps 1 and 2 have been consolidated and no longer require players to de-summon Salle and re-summon her to get credit for the first quest step.
  • Chapter 5:
    • Albion:
      • Players are now asked to defeat Occulist Naxar prior to Vulcan.
      • Grimbur now properly goes immune at 50% health and spawns the Tenebrous Dark Knight which must be defeated.
      • Grimbur now always dispels Naxar’s Barrier.
    • Midgard:
      • Players are now asked to defeat the Darkspire Crystal prior to King Bodolf.
      • Area credit around the Darkspire Crystal has been extended.
  • Chapter 6:
    • Albion:
      • Caer Sidi’s cut-scene in the middle of the instance is now skippable.
    • Hibernia:
      • The Marrach Marauders have been replaced with Marrach Blackguards in the Fomor instance.
      • The Aerus City instance now offers two paths that reach the end, to the west or to the north, after defeating the sky djinn and no longer requires characters to double-back to the north to continue.
        • The location and configuration of normal and named monsters in the Aerus City instance has also been changed to accommodate this new choice.
  • Chapter 7:
    • All Realms:
      • Beginning the dragon encounter will cause the normal monsters inside the dragon lair to despawn and cease spawning for the encounter’s duration.
  • Chapter 9:
    • Albion:
      • All PBAoE effects are now instantly removed when Necromancer Janus’ encounter is completed.
    • Midgard:
      • All PBAoE effects are now instantly removed when Dark Ingolf’s encounter is completed.
    • Hibernia:
      • Najah’s encounter:
        • The smoke’s protection should no longer drop when a character is still inside the smoke and the smoke itself did not dissipate.
        • Characters outside of the smoke’s protection are still damaged and interrupted but are now done so in a more consistent manner.
        • New spell effects have been added to show when players are outside of the smoke’s protection.
          • The Thunder Drake’s spell effects have been changed to accommodate this change.
      • Varshe's encounter:
        • Varshe has been given additional spell effects that show when he is about to change states and now has a constant effect for the entire duration of each state.
        • Varshe now changes states more frequently.
        • All PBAoE effects are now instantly removed when this encounter is completed.

Friday Grab Bag - 12/14/2018

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Welcome to the last Grab Bag of the year (awww), but fear not, the Bag of Grabs will return late January (yay!) :)

Don't forget about our special end of year giveaway streams! Saturday, December 15th at 5:30PM EST/10:30PM GMT and Wednesday, December 19th at 2:30PM EST/7:30PM GMT on our official Twitch channel! Mithril and race/gender/name respecs up for grabs! Read all the details on our officials forums here.

As always, thanks everyone for your questions, keep 'em coming so we've a plethora for the new year! You can send in any game related questions you have for our DAoC Devs through our Grab Bag submission form. Please note this is for game mechanic questions, feedback/ideas/suggestions should be sent in through our feedback form.

On to the questions!




On supremacy pots, if dex says increased by 80 and dex/qui increased by 100, how does that work when cap is 155?

The delves on the supremacy potions are set higher than the total buffing cap so that no buff bonus gear is required to reach the total cap when using the potions. If the delves were set to add up exactly to the total delve cap, they wouldn’t cap because of how buff spells reference buffing% and +skills.

Additionally, there are separate caps for base stat buffs (str, con, and dex) and specialized buffs (str/con, dex/qui, and acuity):

  • Base stat buffs cap at +62
  • Specialized stat buffs cap at +93

Neither of these individual caps nor the total buff cap of 155 can be exceeded on any stat buff, regardless of their delve value or use of buff bonus gear.


Hi, my question is about the Dragonslayer Armor (from the old campaign). Now that it no longer is the end game gear.... would it be considered to remove the level requirement to equip? It already has a bonus level:34

No, Dragonslayer equipment has high-value heal and ablative procs and TOA bonuses that we want to keep in the level 45+ range.


After patch 1.25 respawn rates in the high level mines, such as Coruscating Mine, has decreased significantly. If the end game is RvR, why make us spend far more time farming for alchemy drops? Did you provide a way to get these drops in RvR?

Yes, the spawn times in Coruscating Mine, Spindelhalla, and Stonehenge Barrows were normalized across the three dungeons in most cases. A few spawns, especially at the entrances of the dungeons, were essentially “insta-spawning” and were adjusted accordingly. The spawns are set by random chance but they should still re-spawn within a minute or two the vast majority of the time, which is hardly a slow spawn rate.

Additionally, a way to purchase alchemy ingredients for bounty points was added in 1.125!


Charge is one of the only active abilities without a visual effect. Is there a reason behind that ?

Yes, unfortunately charge is an “old-form” ability that isn’t categorized or coded in the same way as normal spells. While this seems like something we could simply change, it’s of course not that simple. We have thoroughly investigated our options but unfortunately it is not currently worth the time investment for us to address.


The items I'm trying to skin don't skin correctly. I used one chest to transmog the skin to another chest, but it did not copy the shoulder pads the same as the original item.

Certain armor looks are derived from thee armor's base material (bronze, adamantium, arcanium, etc.) which controls things like the armor's level, armor factor, and more.

The chest-piece being copied from is likely using a low-level base material (like bronze) and so looks a certain way (like no shoulder pads), but the chest-piece that is equipped and being to is using a higher-level base material (like arcanium) and so the patterned-skin will account for your equipped armor's higher level material and show the sturdier version of the skin.


Hey I've sent in many game mechanic-related questions to the Grab Bag but you never answer any!! What gives?!

We get a lot of questions asking us on whether this item works with this other item, what's the best use of an ability in certain situations, or asking how abilities and item uses work.

The Grab Bag’s purpose is to answer questions that provide insight into development plans, to clarify basic game mechanic questions (question #1 is a perfect example of these), and to generally provide updates on community issues.

It is not meant to answer game mechanic questions that essentially tell players which items or abilities are best to use with others, because that’s essentially advising them on how to play their class best. Players need to determine that on their own or ask other players for advice if they are truly stuck.



That's all from the Grab Bag for this year. Enjoy the holidays and Happy New Year from all of us, to all of you :)

Much <3

 


Midwinter Festival Event

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  • Realm Point, experience, and crafting bonuses are now live!
  • Bounty points are yours if you can once more assist the surly Festival Steward and the friendly Cargomaster!
  • The Frozen Medal of Honor and Frozen Cloaks of Midwinter are once again available!
  • Battleground Presents are there to be gathered!
  • The Frozen Cavern instance makes its return!
  • The Twelve Days of Midwinter gifts are being wrapped!

The Midwinter celebrations will start today and run until January 14th, 2019.
The 12 days of Midwinter event will begin on Friday, December 21st!


Read on for more details!

Realm Bonuses


On Ywain:
  • 50% bonus to RP gain from RvR kills
    • This will display as "+75% to all realm points gained from RvR" in your /bonuses window. The default value is +25%.
    • This bonus applies to all RvR zones, including battlegrounds.
  • 50% bonus to normal XP gain in all classic and shrouded isles zones and dungeons
On Gaheris:
  • 50% bonus to normal XP gain in all classic and shrouded isles zones and dungeons
  • 50% bonus to normal BP gain in the capital cities
  • 50% bonus to normal RP gain in the capital cities
In each Capital City:
  • 40% Bonus to Crafting Speed
  • 20% Bonus to Crafting Skill Gain
In all Housing Zones:
  • 20% Bonus to Crafting Speed
  • 10% Bonus to Crafting Skill Gain


Midwinter Festival Event

The days grow short, a chill is in the air, and warm fires glow in our homes. The Midwinter Festival has come once again to the Realms! Visit the festival grounds to take part in the festivities and challenges.

  • Two new repeatable quests are now available to level 50 characters for the duration of the event:
    • Visit the Festival Steward in each realm's relic town to obtain the repeatable '[Midwinter] [Daily] Swamp Goodies' quest!
    • Visit your realm's Cargomaster at the Caer Benowyc, Bledmeer Faste, or Druim Ligen docks to obtain the repeatable '[Midwinter] Roll On' quest!
    • Bounty points await those who can complete their tasks!


 
Olibar, the Midwinter Tomte, will be paying frequent visits to Castle Sauvage, Svasud Faste, and Druim Ligen seeking assistance. He seems to have lost some Midwinter presents throughout the battlegrounds. Speak to him if you wish to assist him. Players on Gaheris between the levels of 35 to 49 can speak to him to receive a special Frontier Gift Retrieval quest instead.

  • Olibar's Gift Retrieval quests can now be done a total of 40 times per character, per year.
Santa Nicholas, Lucia of the Light, and Jack Frost will arrive with gifts for the people of the realms, but there’s been a bit of a crisis: their presents were hijacked and are now in the possession of dangerous enemies.  They will offer the Saving Midwinter quest to all adventurers level 48 and above. Save Midwinter and earn a new Frozen Cloak of Midwinter and a Frozen Medal of Honor! Visit them at the Winter Villages outside of Ludlow, Ardee, and Vasudheim.

In Albion, Clara sets up a giant tree at the festival tents. Speak with her for information on obtaining an appropriately-sized one for your own home or yard. Nearby, Sister Samantha is collecting toys for the children of Albion. She offers some fine holiday greenery as a reward to those generous souls who answer her call.

In Midgard, Kevin somehow manages to decorate a tree all for himself. Ask him about it and he may give you a few pointers regarding your own arboreal home decorating. The Gythja of Frigg is taking donations of toys from passers-by and granting them wreaths and garlands in return.

In Hibernia, the rather small elf Noelle brings her tree to the festival grounds. She will help you start your own holiday tradition if you want one of your own. Matron Elleweh is looking for assistance in gathering gifts for the children of Hibernia, with a promise of some festive decorations in return.

The Trinkets for Tots quest is available for all levels.

The Midwinter Tree quests start at level 35, however rumor has it that there may be a more advanced challenge to follow for those of level 48 and up.


Frozen Cavern Event


  • Venture to the Frozen Cavern and test yourself against the chill... and its cunning inhabitant: Jack Frost!
  • Visit Njord in the following locations to enter the instance of your choice:
    • Albion: near Merlin's Tower in Camelot
    • Midgard: near the Burial Grounds in Jordheim
    • Hibernia: near the Chamber of Magic in Tir na Nog
  • Two modes exist for this instance: Normal and Challenging
    • The Normal mode has a chance to drop 1 of the following rewards:
      • Frozen chestpieces
      • Frozen and other mythirians
      • Infernal sleeves
      • Darkness Falls jewelry
      • Supremacy, celerity, or omni-regen potions
    • The Challenging mode has a chance to drop 1 of the following rewards:
      • Frozen weapons
      • Frozen chestpieces
      • Frozen mythirians only
      • Darkness Falls jewelry
      • Supremacy, celerity, or omni-regen potions
      • In addition to having a chance at the weapons, the chance at the mythirians and darkness falls jewelry is much higher. The chestpiece chance is the same in both modes.
  • Loot no longer drops directly from Jack Frost, instead a loot chest is spawned when he is defeated.
    • Players can interact with the chest and receive 1 guaranteed reward per day but can still participate in the instance as many times as desired.
    • This chest will despawn after 20 seconds, so be sure to grab your loot quickly!
    • Only non-trial accounts can interact with the chest.


Twelve Days of Midwinter

 


On the first day of Midwinter, Broadsword gave to me...
 

  • Login to the game and visit the following NPCs to receive a special reward each day!
    • Albion: Santa Nicholas in Castle Sauvage
    • Midgard: Kris Kringle in Svasud Faste
    • Hibernia: Daidi na Nollag in Druim Ligen
  • Speak with the above NPCs to reveal your reward for each day.
    • Each day's reward will be revealed around 5:30 AM EST / 10:30 AM GMT and last the remainder of that day.
    • If you miss a day, you will be able to catch up and receive the missed rewards by visiting the NPC on subsequent days.
      • This means if you simply login on the twelfth day, you'll receive all 12 rewards!
        • Make sure you have room in your inventory!
  • These rewards are limited to level 50, non-trial account characters and can only be obtained once per character.
    • All rewards will be tradable.
  • This event will run from Friday, December 21st, 2018 for the next twelve days, with the last day being January 1st, 2019!


Midwinter celebrations will start today and run until January 14th, 2019.
The 12 days of Midwinter event will begin on Friday, December 21st!


A Happy Midwinter to all from the Dark Age of Camelot team, and we’ll see you in the Frontiers!

A Ghostly Incursion begins...

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Ghost Keep Event


  • Members of each realm should make haste to their ghostly ambassador to strengthen their realm's cause:
    • Albion - See the Ancient Paladin in the Catterick Hamlet relic town
    • Midgard - See the Ancient Thane in the Godrborg relic town
    • Hibernia - See the Ancient Champion in the Crair Treflan relic town
  • Players should ask the 'Ancient' NPCs for a [progress] report to be directed to the current task at hand.
    • These NPCs offer two quests during the 'supply' phase of the event that can only be obtained and completed during that phase.
    • Once a ghost keep has been triggered by a realm, the 'supply' phase ends for all three realms and these NPCs will direct players to defend or attack the appropriate ghostly keep lord!
    • Be sure to visit this NPC at each phase to ensure you pick up any available quests.
  • Earn extra realm and bounty points for completing the tasks throughout each phase of the event!
  • A successfully summoned ghostly keep lord will offer the Ring of the Summoned reward, along with a quest for the Ghostly Medal of Valor!
    • Please note that players who have already completed the Ring of the Summoned quest can obtain a new one or exchange their existing one for a new one at the ghostly keep lord.
    • Players who obtained the Ghostly Medal of Valor last year can obtain one more with this event.
  • For more in-depth information, our handy guide explains the phases of this event in detail!
  • The Ghost Keep event will be available until February 6th, 2019.

 

Live Hot Fix Notes

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We've got a few more fixes and notes for you on this fantastic friday! Once again, thank you all for the continued feedback and bug reports.

Developer's note:

  • We're currently aware of and plan to address the following issues during our next server downtime:
    • Death spam range unintentionally reduced. 
    • Issues with Wardens applying the new pre-set helm patterns.
      • To alleviate any issues, Wardens are currently prevented from purchasing these helm patterns until then.
      • Normal or blank helm patterns will still work normally.
  • There's lots brewing for DAoC in 2019 and we can't wait to share the full details in the coming weeks!

Click the link below for the changes and bug fixes that are now live!


Hot Fix Notes


World


Mithril Shop


  • Death Mask helm patterns are now for sale on the Mithril Merchant found in each realm’s capital city.

Items


  • The Glacial Shadowblade Axe now correctly procs the +Axe Weaponskill buff.

Molvik Dynamic Objectives


  • The Mercenary Captain, Quarrymaster, and Siegemaster can now only be attacked within melee range.
  • The duration in-between keep level upgrades and downgrades from owning the Quarry objective has been increased from 3 minutes to 5 minutes per keep level.
  • Mercenaries will now respawn as the appropriate realm.
  • The Siege Workshop's benefits have been improved as follows:
    • Ownership of this objective now also controls whether siege weapons can be placed inside the entire Molvik keep.
      • Whichever realm owns the keep will need to maintain ownership of the Siege Workshop objective if they wish to use siege anywhere within the keep.
        • For example: If Albion owns the keep and Midgard or Hibernia owns the Siege Workshop objective, siege weapons will not be able to be placed inside Molvik keep and any existing siege will be removed.
      • If the Siege Workshop is inactive, siege weapons can be placed normally.
      • The workshop still controls the sturdiness of Molvik keep's outer and inner gates in addition to this new siege-placement benefit.

Quests and Encounters


  • Albion's quest, A New Threat (Epic 7), step 2 now properly awards completion credit.
  • Midgard's quest, Tomte Dawn (Epic 3), step 3 now shows the correct [keyword] when speaking with Vidarl to progress the step.
  • Hibernia's quest, Finding the Keeper, now properly progresses when returning to Seneschal Desmond.
  • The quest, Unraveling: Infernal Investigation, now properly progesses on steps involving the Teleportation Stone.
  • The Belt of the Moon and Belt of the Sun encounters once again spawn properly.
  • The Belt of the Moon encounter now correctly awards the level 10 artifact turn-in quest upon completion.
  • The Winged Helm encounter now correctly awards the level 10 artifact turn-in quest upon completion.
  • The Staff of the Gods encounter can once again be completed.

Client


  • Fixed some recipe names and typos in the Spellcrafting tradeskill window.
    • Please note players currently in-game will need to log out and run their patcher to see this update.

Account Center Maintenance

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Update: Maintenance complete! The Account Center is back online.

The Account Center will be down today, Thursday, January 31st for maintenance. 

Downtime is estimated to last until 12:30 PM EST / 5:30 PM GMT. Please note that there may be issues signing-in to the Official Forums for the duration of this downtime.

Thank you for your patience and understanding!

Friday Grab Bag - 02/01/2019

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Welcome to the first Grab bag of 2019!

Our first newsletter of the year went out yesterday, and you can view it here. Don't forget to sign up to get our newsletter in your inbox as soon as it's released!

As always, thanks everyone for your questions, keep 'em coming! You can send in any game related questions you have for our DAoC Devs through our Grab Bag submission form. Please note this is for game mechanic questions. Feedback/ideas/suggestions should be sent in through our feedback form.

Click more for the questions!



I play a mauler and I am spending my points a little more unorthodox than most. To make a long story short I am putting 18 points in staff and 44 points in aura specialization.  That will result in me having a rank of gift of Hibernia that is too high to use with my staff rank.
My concern is whether or not I will be able to cast a lower rank of that ability by default, despite having a higher rank unlocked so that it doesn't penalize me for putting additional points into aura specialization

I know in the past we had access to lower ranking spells, but now they automatically overwrite one another, and with this specific mechanic, there is that possible negative effect. I am wondering if that issue was overlooked or intentional.
Thank you so much!

Currently, no, only the highest ranked version of the spell is available as you specialize into Aura Manipulation. This was done to strongly encourage Aura Manipulation and Mauler Staff specializations to be raised in tandem.

However, this is certainly something we can look at changing going forward and allow the lower versions of the Gift-spells to remain in the spell list as Aura Manipulation is trained up. As always, we welcome additional feedback on the matter!


I’m trying to farm Icy Rock Paralyzer in laby for weeks now, killing all mobs that I’ve found on various sites as mobs that drop it over and over, but none have dropped it. Does it still drop and from which mob?

Yes, the Icy Rock Paralyzer shield still drops on all 3 realms. I

t has a very small chance to drop from almost any ‘Named’ monster in the Labyrinth. However, in Albion and Midgard, Prelate Quietus II is your best bet to obtain it and in Hibernia, Tiller Prime Peche has an equally high chance. Don’t forget that a list of monsters that drop a given item is freely available within our official Item Database!


When running with BGs it seems like there can be a lot of players ditching the “losing team” and joining the “winning team”  Is there anything you can tell us about anything in the works to deter realm hopping/jumping on the band wagon and promote more true RvR action? For example the idea of a realm timer has been floating around.

Realm balance is an important topic that our development team has and continues to discuss at length.

As we’ve mentioned in previous updates, we are planning to have an RvR population balancing system that replaces the current Dynamic Population Bonus system with the launch of the Endless Conquest update.  Whether that is a new ‘Realm Loyalty’ system that offers account-wide rewards for sticking to a single realm *in RvR* (PvEing on other realms wouldn’t interfere) for certain lengths of time or another, more active population balancing system specific to the Frontier regions remains to be seen!

At this time, we have no plans to bring back realm login timers.


How is the 25% reduction to blocking from dual wield applied?
I.e. if my rate of block is 40%, is my rate reduced to 15% or 30% (25% less than 40%?)

The 25% reduction to blocking bonus from dual-wielded attacks reduces the target’s block rate by 25%, it does not subtract 25% from their block rate %value. In the example given, it is the latter: a block rate of 40% is reduced to a 30% rate when facing a dual-wielded attack. 

For testing purposes and context: this dual wield bonus is applied to the mainhand and offhand swings separately. Meaning if a swing test of 1,000 is performed, the 25% dual wield reduction bonus can be seen when looking at the number of blocks on the mainhand OR offhand swings; but tallying up the total number of blocks from both mainhand and offhand swings would not give an accurate account of block rate.

Using the same example above, if there is a 40% block rate before the dual wield bonus, each of the mainhand and offhand swings will get blocked 30% of the time (benefiting from the 25% reduction bonus), but 60% of the time at least one of the mainhand or offhand swing will be blocked.


Hello, I have a question about certain  savage's Hand to Hand styles procs, in particular:

Kelgor's Bane: Increases your parry chance by 7.0% for one combat round
Kelgor's Claw: Increases your evade chance by 15.0% for one combat round
Tribal Wrath: Increases your parry chance by 25.0% for one combat round

How does this evade and parry chance bonuses works? Do they stack  with Savagery's selfbuffs? Do they last just until the next attack?

Yes, these bonuses only last one enemy attack round and are essentially added on to any other parry and evade bonuses that are active but will not exceed the caps to parry or evade chance.




Thanks, all!
Remember the Ghost Keep event ends February 6th, so don't miss the fun and rewards!
Enjoy the weekend :)

Ellan Vannin stirs...

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The ghostly incursion has come to an end but Manannan mac Lir seems to be growing restless. The realms' generals, ever vigilant, have taken notice.

For now, there's nothing much to do but ensure Manannan mac Lir's sway doesn't expand beyond his temporary holds on the underground keep of Knoc Meayll. 

  • As a precaution, the realms have devoted extra resources to Ellan Vannin, opening up direct teleport to the Towers of Korazh, Deifrang, and Graoch!
    • Teleport to these towers is one-way only and can be initiated via the /realmwar map.
    • Teleport is only possible if the realm's supply line is intact:
      • Albion must hold Caer Boldiam and Caer Benowyc to teleport to an EV tower
      • Midgard must hold Glenlock Faste and Bledmeer Faste to teleport to an EV tower
      • Hibernia must hold Dun nGed and Dun Crauchon to teleport to an EV tower
  • Level 50s should visit their realm's General to obtain the [Manx] [Daily] Preventive Measures quest!
    • Speak to General Kogis in Catterick Hamlet
    • Speak to General Bruki in Godrborg
    • Speak to General Vegda in Crair Treflan

A New Mask, Valentine's Day Event, and RvR Bonuses

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Love is in the air as we celebrate the return of our Valentine's Day event and celebrate President's Day weekend with some RvR bonuses!
 
This event will run from Wednesday, February 13th through Tuesday, February 19th.


 

Mithril Shop


  • Eye Mask helm patterns are now for sale on the Mithril Merchant found in each realm’s capital city.

Event Quests 


  • A Matter of the Heart: This quest will give players of all realms the chance find the imp, Russel, located mainland side of Castle Sauvage/Druim Ligen/Svasud Faste. He's ready to offer some interesting tasks from the local imp's union in return for a Lawn Cupid trophy, experience and coin. Don't forget to speak to Lady Payne and earn your ROG Valentine's Ring or Bracer too!
  • Keeping Company: This quest will be offered to characters level 45 and above and will have a unique challenge for players in Albion, Midgard and Hibernia.  As a reward, players will receive a Tiny Compatriot Crate, experience and coin. Visit Lailen in Jordheim, Pondar Cully in Camelot, and Harris MacCullogh in Tir na Nog to start the quest.
  • Valentine's Traditions: These quests will offer three old style quests which were part of the original Dark Age of Camelot Valentine's Day content. Players will be able to complete the quest up to eight times, which is based on the number of times the original quest has been issued online.  Players will be rewarded with a Hearts Cloak, Heart-Shaped Box, experience and coin. Visit  Rumdor in Mag Mell, Hrolf in Mularn, or Sir Prescott in Camelot Hills to start the quest.

Bonuses


In honor of Valentine's day and President's Day weekend, the following bonuses are active for the duration of the event as well!

  • On Ywain:
    • 25% bonus to RPs from kills (a total of 50% will display on your /bonuses window)
  • On Gaheris:
    • 50% bonus to normal XP gain in all classic zones and dungeons.
    • 50% bonus to normal RP gain in the capital cities.
  • In each Capital City:
    • 40% Bonus to Crafting Speed
    • 20% Bonus to Crafting Skill Gain
  • In all Housing Zones:
    • 20% Bonus to Crafting Speed
    • 10% Bonus to Crafting Skill Gain



Crash Reports

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In order to aid us in diagnosing crash issues, please send us your dxdiag file following the steps below.



HOW TO RUN DXDIAG:

  1. Press the Windows key and type dxdiag in the search box
  2. Click on dxdiag.exe
  3. When DxDiag opens, check to see if there’s a button that says Run 64-bit DxDiag – if there is click it
    ---If that button doesn’t appear, move to step 6.
  4. You’ll see a green progress bar in the bottom-left of the DirectX Diagnostic Tool window while the program is gathering information.
  5. When the progress bar disappears, it means your report is ready.
  6. Click Save All Information.
  7. Save the file to your desktop (make sure it’s saving as a text file) and give it a name you’ll remember.
  8. Click Exit.
  9. Attach the file you just saved by clicking upload below.
  10. Click submit.

Thank you!


Friday Grab Bag - 02/15/2019

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Time for another edition of the  Grab Bag!

This Grab Bag we've taken some of the hot topics discussed many times on our official forums as our "questions" for this week. While we still have much, much more to say on these topics, we felt, just as much as you asked, that some info was needed right now. For those who sent in specific Grab Bag questions, don't worry we'll return to those soon :)

You can send in any game related questions you have for our DAoC Devs through our Grab Bag submission form. Please note this is for game mechanic questions. Feedback/ideas/suggestions should be sent in through our feedback form.

Read on for the updates disguised as questions!



Can you give us any information on Endless Conquest’s current progress and what you’re looking at restriction wise?

Endless Conquest development is currently underway and will take the bulk of 2019 to complete.

Our Endless Conquest FAQ has been updated and show’s our current plan:

What can Endless Conquest accounts do and not do?

Please note that some of these may change prior to launch:

  • Can play for free on the Ywain server.
  • Can obtain max realm rank.
  • Can earn Master Levels and Master Level Abilities.
  • Cannot earn Champion Levels or Champion Level Abilities.
  • Can fully participate in PvE encounters or quests and earn endgame loot but cannot earn existing alternate currencies.
  • Can obtain level 50 but cannot use the /rp off and /xp off commands.
    • The rate of character progression will also be limited.
  • Will have "classic" buffing rules.
    • EC-characters must stay in range and be grouped with any other character that they buff or are buffed by for the buffs to work.
    • Cannot use existing buff potions.
  • Can play on any pre-existing character of any class as long as the account was previously subscribed.
    • Newly created characters are limited to the following classes:
      • Albion:
      • Cleric
      • Friar
      • Paladin
      • Sorcerer
      • Mercenary
    • Midgard:
      • Shaman
      • Healer
      • Valkyrie
      • Runemaster
      • Berserker
    • Hibernia:
      • Druid
      • Warden
      • Bard
      • Mentalist
      • Blademaster
  • Cannot own or be given permission to access a house or guild house.
  • Cannot create a guild or be promoted to guild master.
  • Will have access to all tradeskills except Siegecrafting and Bountycrafting.
  • Will have access to all three realms on a single account.
  • One EC-account logged-in per person.
  • Will not receive veteran-based account rewards.


As you can see, EC accounts will be full-participants in PvE, the game’s economy, and in RvR but will be limited in ways that maintain the integrity of the game and still provide excellent benefits and value to our loyal subscribers!


An official bug/issue tracker is really beyond needed.  Would really help with transparency/reporting and knowing bugs are getting attention.

We agree! We already have one in the works and hope to release it in the coming weeks.


Is there anyway possible that you can fix it that our house merchants and toons will hold more than 200 plat ? It is so annoying to have our gold spread out among toons we don't play often. Also full merchants are filling up the CM’s and make it so hard to find one you can buy from!

The full-merchant issue is one we’ve discussed previously and do have plans to address it in conjunction with the planned Housing update (post-Endless Conquest).

The 200 platinum cap on characters is a much trickier issue. Not only does it affect the game’s economy in drastic ways, there are also significant technical barriers to changing it (which we’ve discussed previously). That said, it is something we’re investigating changing as in general we would like to increase the cap in conjunction with offering game-time-code sales for platinum. We’ll have more news once that investigation is complete!


Is there any update on what’s going on with the Jord crash?

This has been a VERY tricky bug to track down. Until we can pinpoint exactly what is causing the crash for some players (it does not happen to all players all the time) it’s going to remain an issue. While some of our fixes have alleviated the issue for certain players, it is still happening quite frequently for others.

If you are still experiencing the crash frequently, please visit this form and send us your information!


Can we get some updates on Broadsword’s vision for DAoC in 2019 and beyond? What’s on the roadmap?

There will be a Producer’s letter coming soon that will outline this in greater detail but we are happy to share a short outline with you all, now!

Endless Conquest development will dominate the bulk of our time and resources for 2019. It’s a major, major upgrade that we have to get 100% correct. However, there are some features that are part of Endless Conquest that we plan to release as they are ready, instead of holding them for the major launch. With that context out of the way, here’s our 2019 roadmap and beyond:

  • Endless Conquest preliminary launch features (launched as completed):
    • Realm vs Realm population-balancing feature
      • Group-finding and forming improvements as part of this.
    • User Interface improvements including UI-scaling
    • Overall progression and economy changes
    • Web-based community tools such as item search, spellcraft calculator, realm war status, leaderboards, etc.
  • Content updates throughout the year
    • Ongoing bug fixes and class changes
    • New and recurring events
    • Potentially expanding out the Dynamic Keep Siege objectives to other battlegrounds and the Frontiers.
    • Monthly Mithril Store updates
  • The new website launched and tied in with the already-released community-based tools.
  • The launch of Endless Conquest itself

Post-Endless Conquest:

  • Catacombs expansion revamp
    • This involves re-launching the Catacombs zones and content as entirely end-game focused.
    • Small-group-based PvE encounters and instances with a focus on obtaining unique armor and weapon skins that share existing item stats/abilities.
    • A major surprise. *wink*
    • More details to come!
  • Housing update
    • Existing housing art revamped!
    • New housing types and new art!
    • Update to many of the housing system features
  • Alternate “progression” server(s)
    • Subscription-only access
    • Will have potentially varying alternative rulesets
      • First server will start out as a “Classic” + Shrouded Isles + Housing ruleset
      • Will remain in its launch-state for as long as its playerbase wishes (vote-based) and then will advance through the major updates of Dark Age of Camelot’s history until catching up with Ywain’s state, at which point players will be able to transfer to Ywain.
      • Depending on the success of this server, there may be others added with similar rules but forced advancement/progression, etc.
    • Full details are currently being discussed and we’ll have more information after the launch of Endless Conquest!


As you can see, we have a lot of exciting developments coming this year and beyond and we look forward to hearing from you to make them the best they can be!


Lots to talk about there, very exciting! Don't forget to head over to our official forums and join the chat :)

That's it for this week, enjoy the weekend!

Frontiers Update: Generals' Report

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The Frontier Generals Kogis, Bruki, and Vegda have delivered an urgent report of strange earth-shaking events in Hadrian's Wall, Odin's Gate, and Emain Macha!

  • No known cause is reported but they suspect this could be Manannan mac Lir's doing... somehow.
  • Caer Benowyc, Bledmeer Faste, and Dun Crauchon and all of their towers are in ruins!
    • These Ruined Keeps' walls and doors cannot be repaired and postern doors can be used by any realm.
      • Wholesale repairs on these keeps will be too costly and impossible for some time, however some Repair Supply shipments are beginning to be stockpiled at the keeps.
        • Players on the Supplies for the Cause quest can now visit these Ruined Keeps and gather Repair Supplies.
        • Repair Supplies remain available at Folley Lake, the Trellebourg, and Moydruim Castle too.
    • Teleport to these outposts is still available.
      • Players can use the /realmwar map to teleport to these outposts as normal.
      • Ownership of the keep and all of its towers is still required for teleport.
      • Ownership of these keeps is still required to open telepot to enemy realms or to the Ellan Vannin towers.
    • The Lords of each keep and their tower captains maintain their ever vigilant watch.
      • These Ruined Keeps can be captured and controlled normally but will not spawn any extra guards.
      • These keeps and towers cannot be claimed by guilds.

Now is the time to strike your enemies, but be sure to defend your own Ruined Keep and its towers too!

Friday Grab Bag - 03/01/2019

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Back to our regular style Grab Bags! :) Also, March?! Already!?

Our February newsletter went out yesterday, and can be viewed it in your browser here. Or to get it as soon as we hit that send key, sign up!

As always, thanks everyone for your questions, keep 'em coming! You can send in any game related questions you have for our DAoC Devs through our Grab Bag submission form. Please note this is for game mechanic questions. Feedback/ideas/suggestions should be sent in through our feedback form.

Read on for the questions!



Are there any plans to address the X-Realming (cross-realming) in the game? (Up to and including planned fights in populated areas of the frontiers?)

For example: Coming across an Alb/Mid fight on Ellan Vannin, doing what we're supposed to be doing by joining the fray; the Albs/Mids work together to kill our Hib group and then just go their separate ways without fighting each other again.

Or in the case of assisting realm-members by attacking enemies that are killing fellow Hibs, the Hibs we are helping pull off and let the Albs and/or Mids kill us and, once more, go their separate ways.

I do not understand how this would not be considered Cross-Realming.

While it is understandably frustrating, these specific scenarios are classified as Cross-Teaming.  The act of Cross-Teaming is distinct from Cross-Realming in that the actors involved are not communicating information to members of an enemy realm to actively sabotage the Realm War-at-large.

There are engagements where working with an enemy Realm against a third Realm may provide a superior strategic advantage in terms of risk and survival. Standing idly by while a member of one’s own Realm is attacked is certainly not an honorable action, but this too does not qualify as Cross-Realming.

If you believe that a player of your Realm is colluding with an enemy by having an account logged in to communicate location or tactical information, please submit an appeal with the names and a description of the events, and one of our CSR’s will conduct an investigation of the incident and take all appropriate actions based on our findings.


Are the armor resist tables still accurate?
https://darkageofcamelot.com/content/armor-resist-tables

Yes, these are still accurate.


Do spells that increase your combat haste (E.g. Darkened Haste in the Vampiir Embrace spell line) allow you to swing faster than the 1.5s hard cap on swing speed?

The short answer: No, the 1.5s swing speed is not able to be broken; it’s a hard cap!

The long answer: Spells that increase a character’s swing speed are increasing that speed up to the 1.5s cap. One-handed, faster weapon users like the Vampiir, who also get access to a high-value buff like Darkened Haste’s 45% combat speed buff will hit that 1.5s swing speed cap very easily. They get the benefit of not needing a ton of quickness and/or celerity to hit the 1.5s cap!


When are you going to implement white dyes and enamels? I NEED white enamels!!

It’s on our wish-list as well but will involve a complete re-work of how the dye system works.

The current dye system uses a mechanic that tints the undyed armor or weapon to the dye color. In a system like this, a white dye shows up as a totally transparent dye, meaning your armor or equipment would look the same as undyed. The “color” white is actually what we use on the dye-remover items like mild acid enamel remover to return equipment to their natural colors. It also means extremely light grey or cream color dyes are not going to work as they are essentially transparent themselves.

It’s not impossible to alter this system but unfortunately there are currently a lot of other things on our to-do list that take precedence. We look forward to adding in white and other lighter-hues as soon as we are able to!


Is mezz immunity always 1min? What abilities break immunity timers?

Yes, mesmerisation immunity is always 1 minute in duration.

There are no abilities that remove it, bypass it, or affect its duration.




As always, much <3 :)

See you in the frontiers!

Hot Fix: A Crash Fix

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A huge thank you to all of the dedicated players who contributed their information and data to help us resolve this insidious issue!

  • Players should no longer experience a crash-to-desktop in certain locations, including the Capital Cities and several dungeons or instances, though the crash could have theoretically happened in almost any area of the game.
    • If currently online, players will need to log-out completely and re-patch their client to obtain this update.
    • Thanks again to all of the players who helped us track this down!

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