Patch Notes 31/08/2019

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Ysaran
Posts: 442

Re: Patch Notes 31/08/2019

Post#11 » Sat Aug 31, 2019 5:36 pm

Lurehtan wrote:
Sat Aug 31, 2019 5:34 pm
Glorian wrote:
Sat Aug 31, 2019 5:09 pm
Good incentive.
Giving it lvl 16+ also gives the low levels the desire to defend the zone.
Also helps people get starter gear quick cuz 1 invader medal is like 100 anni medals, IIRC. Unless invader cannot be traded down for vanq?
It can be traded but I think that requires rr50+ or 60+

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Alfa1986
Posts: 229

Re: Patch Notes 31/08/2019

Post#12 » Sat Aug 31, 2019 5:45 pm

the right decision, especially the fact that the invader medal is given to everyone, the first it will motivate the lowbies, and secondly, they will be able to get good armor faster.

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Alfinnete
Posts: 537

Re: Patch Notes 31/08/2019

Post#13 » Sat Aug 31, 2019 7:20 pm

Spoiler:
ReturnOfReckoning wrote:
Sat Aug 31, 2019 1:18 pm
Italian translation provided by elk76.
French translation provided by Machwar.


[General]

- You can now set yourself as an Advisor in the Social Options window.
- Players can now do searches for Advisors only to help them find people to help them!
- Fixed some bugs in the Social Player Search window.
- The 'Make your party open' toggle should now be correctly updated when you are not the party leader.

[RvR]

- For testing purpose: On last zone before a fortress, if the "Defending" faction (for example Order in Reikland), locks the zone and pushes to the mid T4, all connected (when lock happens) contributors of this faction (lvl 16+, minimal contribution (i.e. roll candidate)) will gain an Invader's token.

Reasoning: Actually there is no real motivation to defend last zone before Fortress but Realm pride. Some path of least resistance fans suggest to let attacker wins according that the only way to access to higher gear. That's bad. Now, a faction will have some concrete reasons to resist stronger and avoid fortress: Having something the other faction wont have (realm pride for real!), give the opportunity to the whole faction to start to collect Invader token (maybe slower than in fort, but it will be opened to a higher pop). If this change seems to be valid (there are probably some unexpected ways to abuse it), it will probably be extended to fortresses defense system when cities will come (meaning: Warlord's token for successfull defense).

[Quests]

- Quest finishers, when there are multiple in the visable area, will now all no longer show the quest hand in icon upon completion.
- Quest finishers will now automatically show the hand in icon properly if you are in range when accepting a quest.
- Harnessing the Power: This quest line has been corrected and reworked. It means you are now able to discover the Cinderblade Vault
- Keeping an Eye: This quest is now available from the Ancient Urn in Dragonwake
- Awakening: This Epic Quest is now available until the end (only the first step was available), and has been corrected and reworked
- Birthright: Whole quest line is now available and reworked
- Wyrmkin: Whole quest line is now available and reworked
- Saving the Tactician: You will now have to loot Elderak's key to free Alerinas


[Public Quests]

- Burnbeard's Oath: The statue now has its original appearance, and the health points of the GameObjects you need to destroy has been increased
- Hall of the Crimson Shroud: Restored original appearance of the Stone of Shyish
- Dominion of Khaine: Restored original spawns of Bloodfury Witches

[Tome of Knowledge]

- The History & Lore unlock 'The King's Flying Corps' can no longer be obtained, as it is meant to be a proximity unlock, and the workaround that had been made has never really worked fine

[Tickets]

[9691] The different spawns of Prince Endhil have now their own quests, and only the correct one is a rally master
[14824] These NPCs are now correctly attackable
[14847] Increased the area around the NPC to talk to him and complete the objective
[14851] Reminded dwarves that goblins are green, and goblins that dwarves have beards
[14852] The different GameObjects can once again be destroyed, and the second stage of the PQ be completed
[14849] Cannons can once again be destroyed, and the PQ be completed
[14845] The Stone can once again be destroyed, and the PQ be completed
[14846] NPC is now correctly attackable
[14843] NPCs now count toward the PQ objective
Ty, I suggest about T4 R16+ reward: viewtopic.php?f=15&t=32516&p=367251#p367251

TY!

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phononHYPE
Posts: 110

Re: Patch Notes 31/08/2019

Post#14 » Sat Aug 31, 2019 7:57 pm

Hopefully this will counter the "don't defend, I want my free-Fort token" mentality. Good job, hope it works (ie no abuse ... somehow).
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zupaH
Posts: 45

Re: Patch Notes 31/08/2019

Post#15 » Sat Aug 31, 2019 8:14 pm

Decent ORvR change. Still waiting for balance notes.
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Raggaz
Posts: 136

Re: Patch Notes 31/08/2019

Post#16 » Sun Sep 01, 2019 3:32 am

Honestly, this kind of defense reward should exist in all tiers. Giving only defense rewards in the last pair of a T4 zone makes it the only zone worth defending?

What about defending a T2/T3/T4 mid zone keep. Those should ALL also give a defending reward of their type or greater(extra RR additional+medallions).
The game will still get steam rolled to the last pair of a T4 def to get that reward.

If T2-T4 mid zone defenses also gave a 'Invader' for defending. This would greatly limit the amount of one sided action that can happen. Granted, everyone would just be switching to defend for that reward also.

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Ysaran
Posts: 442

Re: Patch Notes 31/08/2019

Post#17 » Sun Sep 01, 2019 5:35 am

Raggaz wrote:
Sun Sep 01, 2019 3:32 am
What about defending a T2/T3/T4 mid zone keep. Those should ALL also give a defending reward of their type or greater(extra RR additional+medallions).
The game will still get steam rolled to the last pair of a T4 def to get that reward.

If T2-T4 mid zone defenses also gave a 'Invader' for defending. This would greatly limit the amount of one sided action that can happen. Granted, everyone would just be switching to defend for that reward also.
In T2/3 there is no attackink/defending. the zone is not tied to order/destruction in the same way as reikland/CW. To "defend" ostland means you have to lock it. To "attack" ostland means to lock it. There is no difference between attacking and defending in T2/3

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rmpl
Posts: 766

Re: Patch Notes 31/08/2019

Post#18 » Sun Sep 01, 2019 11:10 am

anyone else anxiously checking the forums every saturday and breathing a huge sigh of relief when they put out patch notes where they havent broken any basic game mechanics

between those recent changes and the release of wow classic, things are just not going well.

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Sulorie
Posts: 4020

Re: Patch Notes 31/08/2019

Post#19 » Sun Sep 01, 2019 1:22 pm

rmpl wrote:
Sun Sep 01, 2019 11:10 am
anyone else anxiously checking the forums every saturday and breathing a huge sigh of relief when they put out patch notes where they havent broken any basic game mechanics

between those recent changes and the release of wow classic, things are just not going well.
We play ROR because we are not interested in WOW since 10 years. Most ppl here couldn't care less about Classic.
Dying is no option.

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Ysaran
Posts: 442

Re: Patch Notes 31/08/2019

Post#20 » Sun Sep 01, 2019 1:36 pm

rmpl wrote:
Sun Sep 01, 2019 11:10 am
things are just not going well.
there are always a lot of ppl online, to me this means that everything is fine. But maybe i'm just naive

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