Content patch 1 on test server now, first reports
Posted: Fri Oct 15, 2004 3:22 pm
I spent an hour or two on the test server today to get a first impression from what we can expect from the content patch 1 - and there seem to be quite some changes. Here's a short rundown of what I noticed (note that there might be many other changes that I just didn't notice in that short time):
Magic changes:
- The magic starter pack 1 now has acid damage 1, heal 1 is part of the medium starter pack.
- Cost of new skill trees is reduced significantly, I saw costs of 23 and 28 skillpoints for new skilltrees (cold damage, heal sap/stamina, create sap crystal, etc.)
- The magic amplifier is a type of armlet worn on both arms. For my taste it's a bit too big graphic-wise and almost looks like the caster is carrying two shields. The "glove" has some slashing damage to it in case you want to melee with it. I have to admit I'd rather Nevrax sticks with the magician staff - I can't see any advantage having these gloves instead.
Harvest. There are quite some changes to the harvest skill tree. I noticed:
- New quality bricks, now you can select either a "fine and lower grades" or a "fine grade only" brick for your prospection. Same for higher grade materials.
- New extract levels. Now you get gentle/harmful levels 10, 20, 30, 40, 50, 60 like in the crafting skill trees. In my opinion it should have been that way since the very first design of the harvesting skill tree, no more superfast levelling harvesters I hope. *sighs*
Crafting:
- Skill points needed for Hp, Sap, Stamina and Focus boosts have been lowered to 40 skillpoints instead of 50.
Vendors:
There's a consignment system in the game. Basically when you sell an item to the normal NPC merchant you can specify a "resell" price and the NPC merchant will list the item with that price for other players to see and to buy.
All merchants now have 3 tabbed inventories, "player items", "NPC items" and "your items". "Player items" tab lists what other players have sold to the merchant and lists the player-specified price for it, "NPC items" is basically the same list of NPC junk as it is now, "your items" lists what you have sold to any NPC merchant (I'm not sure whether this only lists items sold to merchants in a specific region, couldn't test that).
I'm not yet sure how good the system will work, I fear it will create a huge list of items available on the merchants, need to test more.
Key configuration:
Nevrax changed the way a player can configure the keyboard. It's still possible but the new method is much, much more complicated and akward to use. Please roll-back to the method we have now on the normal servers.
Bugs:
Noticed some missing translations but no game-stopping bugs.
So far my report from the test server.
Magic changes:
- The magic starter pack 1 now has acid damage 1, heal 1 is part of the medium starter pack.
- Cost of new skill trees is reduced significantly, I saw costs of 23 and 28 skillpoints for new skilltrees (cold damage, heal sap/stamina, create sap crystal, etc.)
- The magic amplifier is a type of armlet worn on both arms. For my taste it's a bit too big graphic-wise and almost looks like the caster is carrying two shields. The "glove" has some slashing damage to it in case you want to melee with it. I have to admit I'd rather Nevrax sticks with the magician staff - I can't see any advantage having these gloves instead.
Harvest. There are quite some changes to the harvest skill tree. I noticed:
- New quality bricks, now you can select either a "fine and lower grades" or a "fine grade only" brick for your prospection. Same for higher grade materials.
- New extract levels. Now you get gentle/harmful levels 10, 20, 30, 40, 50, 60 like in the crafting skill trees. In my opinion it should have been that way since the very first design of the harvesting skill tree, no more superfast levelling harvesters I hope. *sighs*
Crafting:
- Skill points needed for Hp, Sap, Stamina and Focus boosts have been lowered to 40 skillpoints instead of 50.
Vendors:
There's a consignment system in the game. Basically when you sell an item to the normal NPC merchant you can specify a "resell" price and the NPC merchant will list the item with that price for other players to see and to buy.
All merchants now have 3 tabbed inventories, "player items", "NPC items" and "your items". "Player items" tab lists what other players have sold to the merchant and lists the player-specified price for it, "NPC items" is basically the same list of NPC junk as it is now, "your items" lists what you have sold to any NPC merchant (I'm not sure whether this only lists items sold to merchants in a specific region, couldn't test that).
I'm not yet sure how good the system will work, I fear it will create a huge list of items available on the merchants, need to test more.
Key configuration:
Nevrax changed the way a player can configure the keyboard. It's still possible but the new method is much, much more complicated and akward to use. Please roll-back to the method we have now on the normal servers.
Bugs:
Noticed some missing translations but no game-stopping bugs.
So far my report from the test server.