Changes

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MLoki
Relic Raider
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Changes

Post by MLoki »

Since the update it seems that several changes in the change log were "rolled back" and are no longer functional. Some things we are better off without and others we miss. Either way perhaps we should document what changes we have noticed that weren't documented any where else.



First of all Faction Perks no longer seem to be active. These added another flair to each faction and gave you something to strive for above and beyond faction jobs.


None of these other updates seem to be active either.
Beware, children of Aetheria. The gods of bloodlust and strife are moving.

Gold can now be lost and gained in PvP throughout the world, not only while defending a faction relic from invaders. Normal PvP rules apply, especially IX. Please read viewtopic.php?f=18&t=1828 if you need to be refreshed.
I didn't see this as a problem since the amounts were so low and you didn't get anything from characters that were too far below you.


The combat victorious now have a bit more time to gloat over the corpses of their battered and beaten foes.

-Increased the delay between dying and respawning in PvP, as a response to several issues that occur in large battles.
This at least slowed the continual onslaught of respawning characters in large PvP battles.


-New PvP features are in.

For the devout of the greater powers, striking down an opponent in combat has a chance of causing a crystallized shard of their very soul to coalesce into the Prime Plane. Collecting these may aid those in desperate straits, for Deities favor their followers whose souls glow bright in the void.

The powers also smile upon their warriors who vanquish foes with a fervor. Do this enough and your god may look upon you directly. The effects of such an event are unknown.


*It is harder for a high level player to reach this peak then a low level one. The gods expect more from their more powerful followers.

*I'm sure no one needs to be reminded of this, but PvP rules still apply. Please read viewtopic.php?f=18&t=1828 if you need to be refreshed.
I only played with this for a short time so I am not really sure what this did or how it worked


Maintaining control over the relics has always taken precedence over everything else. Nothing could be more important.

Yet... there are alliances who have gained from a subtle balance between the two.


-Returning your allies relic to its home cradle may now provide its own benefits as well.
For a very short time it seemed like you got an increased relic bonus if your allies had relics as well.


Relaxing in enemy territory can be a risky venture, especially if the enemy still patrols its grounds.

Those skilled in the ways of the forest or the seedy underbelly of society may be able to avoid this trouble with ease.

Also, it never hurts to have a fellow adventurer watch your back while taking a little shuteye.


-Resting now has a very small chance of bringing the attention of local enemies down upon your camp.
This was an interesting twist and could end up being quite fatal in some areas.


The spell Banishment has been adjusted.

It now has the ability to banish all outsider creatures instead of just summons. This includes player characters.

Higher level outsiders who fail the save may not be killed outright, but instead temporarily banished to their outworldly parents' plane of origin. The duration of banishment scales with the level of the caster.
Not sure if this works or not. I haven't been able to make this work on other PCs but have seen PCs get ported out to thier home plane while in large planar fights and I have Banished Half Celestials from in front of LA.


Faction movements have increased all over the realms.

This violence has ever so slowly eroded the former bindings of the Great Relics. They now extend further out among their home territories, empowering the very land and the soldiers who guard it. The territories are ripe with the excess energy of the great powers, and greed is wroth among them.

-With the exception of Epic Defenders, all faction territories have received improvement to their guardians. There are various conditions to which this may be applied.
I have not seen an improvement in Faction Guards do to Relics or anything else recently.

A soul can bear the anguish of the void for only so long. Eventually it must be guided to its point of origin, forcefully or otherwise, for that is the way of Aetheria.


-Players will automatically be respawned if they wait dead for too long. If a minute after being forcerespawned, you still remain inactive (not resting, buffing, or attacking) you will be booted as well.


The conditions work like this:

A random amount of time (between 3 & 12 minutes) until forced respawn if you died with a relic in pvp.
Being in the presence of such a powerful item shortens the time your soul can linger.

20 minutes until forced respawn if you died in pvp.

45 minutes until forced respawn if you died in pve, except when dying from pve in faction territories. Then its 30 min.

Logging in and out will not reset your timer. Only being raised by a spell, scroll, DM blessing, or respawning, forcefully or otherwise, will do so.

A message will appear periodically announcing how much time you have left, and give further warnings about the autoboot if you wait until you have been respawned.
This may be a good thing that this is gone in PvM since it can take awhile to get to a fallen party in the planes.


The Generals of the Seven Factions no longer voluntarily refrain their troops from entering a cleared area with a dead adventurer. Troop movement is limited, however. After all, only so many men can be moved at once in a short time.

-Faction areas no longer consider dead players alive when deciding whether or not to repopulate the zone. There are limits to this ability.
Perhaps it should be considered an exploit to use your dead body to keep a map from respawning if this is no longer functional.


And lastly, this wasn't listed in the change log but Bloodstains no longer dot the countryside.

This may have been causing some lag on the server but the stains added some nice flavor.


If these updates are no longer on the server perhaps they could be removed from the Change Log to reduce confusion for new players?

If anybody else has noticed anything that has been changed but not listed please post the changes here. At least we can get it documented somewhere.
Amoenotep wrote:i want your toon to be useless :)

LinuxPup
Professor Nerfalicious
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Re: Changes

Post by LinuxPup »

Some of those changes had to be reverted due to exploits. I believe the banishment spell still works, but I'm not sure.
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Korr
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Re: Changes

Post by Korr »

Factional perk for SL is out, I have seen some dwarves drinking their ale still though, unsure about the rest.
Amoenotep wrote:korr is the greatest :(
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Celorn
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Re: Changes

Post by Celorn »

Hmm.. perhaps it's time for some players to 'sit down' and test everything as if they were coming to NS4 cold with no changelog or wiki and update the wiki to show the results to benefit all.

But who could take on this project?? perhaps some people with oodles of spare time, who seem to be on ns4 20 hours a day??

*looks around*
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Tru3Fals3
Newbie Helper
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Re: Changes

Post by Tru3Fals3 »

banishment def still works, ive seen azerbloods banished to the plane of fire by gobos many times since the wipe
The truth is just an excuse for those with a lack of imagination.
Amoenotep wrote:i still think everyone is just truefalse multi logging an entire server together :(

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