Login or Register
::  Home  ::  Downloads  ::  Your Account  ::  Forums  ::
- Login -
Nickname

Password

Don't have an account yet? You can create one. As a registered user you have some advantages like theme manager, comments configuration and post comments with your name.
 
- Uthgard Menu -


Home
Forums
IRC
Screenshots
FAQ




Server Rules
Uthgard Staff
Uthgard Herald


 
- Languages -
Select Interface Language:

English French German
 
EU Patchday, Grabbags and more
Hello Community,

as you may have noticed, we had a little server downtime this morning. This was only a software problem and was solved a few minutes after we noticed it. This problem had nothing to do with broken harddrives or other components. Of course nothing is lost, all characters and accounts are fine.

Tomorrow is European DAoC Patchday. GOA, the European partner of Mythic Entertainment, will raise the patch from version 1.91 to 1.95 and skips all patches between the versions on July 2nd.

What does this mean for Uthgard players?


To sum the facts up: No important changes. All the changes these patches include will of course not be implemented on Uthgard, as we are currently running 1.80 serversided. There have been changes to the login interface that you will see very quickly. The character creation will no longer force you to spend all your attribute points and will automatically allocate the attributes for your character. If you do not want to use the automatically chosen attribute points, you will have to adjust them. Please note: You will not be able to change them again after your character has been created, thus Mythic offers this on their servers since a newer patch.

As it seems there have been no changes to the terrain, so we might not need to enforce you to update to 1.95. Of course I may be wrong here now, because only the daily gameplay can proove this. If there is a necessary patchlimit we will inform you later. For the moment it seems that nobody has to update, but of course new players won't be able to get versions lower than 1.95 anymore.

Another change Mythic did in version 1.93 was the removal of the base classes (Fighter, Mage, Rogue ...) and getting the characters right into their class. So for example creating a level 1 Sorcerer is now possible on live servers. However we are not going to use this new system on Uthgard, so even creating a level 1 Sorcerer will result in a level 1 Mage who can raise to the Sorcerer class at level 5.


We have decided to do more grabbags in the future.

What is a grabbag? It's a kind of an FAQ that the DAoC officials periodically do for their community. You can state your questions and some days/weeks later a collection of questions and answers will be released.
We are going to offer this service experimentally, too, so if you have questions that you would like the staff to answer, please send your question to the following email address: grabbag[at]uthgard-server.net


Unfortunately Ayjub, a former gamemaster, left us due to time problems. Xali left us again, too. I wish you both all the best for your future.


We are still working on the old frontiers and already have some ready parts, but we will need some more time to finish the rest. As there have been so many questions on the old realm abilities, here's a statement: We are still thinking about the old realm abilities to be implemented instead of the new frontiers realmabilities. There has still been no final decision, but the majority of the community would like to see the old realm abilities, so currently it's propable that we could see the old realm abilities some day. In each case we will release the old frontiers with the new realmabilities, as it would be too much work for a too short time.
What we will approximately do is lowering the serverside patch (balancing, class abilities, ...) to 1.65 (last Shrouded Isles patch before the ToA release) with the release of the old frontiers.


That's it, enjoy playing here.
Nayru
From Nayru at Wednesday, 01. July 2009 @ 12:23:21
View Thread (19 Comments | 496 times viewed)
Staff changes
Hello Community,

we had a couple of changes going on in the staff. Mercury and Wally, former game masters, have left the staff team. Thank you for your good work, I hope some day you will both join us again. I wish you all the best.

That's enough of the bad news, here are some good news: We have 3 new staffmembers! Welcome, Manry, Largo and Xali. They are helping in the support and worldbuild sections. Largo and Xali will hopefully be joining the developer team later. I hope for a great teamwork!

Regards,
Nayru
From Nayru at Thursday, 18. June 2009 @ 22:48:03
View Thread (6 Comments | 627 times viewed)
We're heading to Old Frontiers
Hello Community,

the time has come for this announcement: We're heading to the old frontiers. Two thirds of the community prefer the zones and finally after a long term we have decided to give it a try.
Of course this will not be done in a week. We have started working on the zones and keeps, but we will approximately need a few months for everything to be finished.

We have working minimaps that will be available as a download later. In order to be able to play you do not need to patch your client.

We will not provide any further information on this topic for the moment, because there are some details that we will have to check out for ourselves first. Please do not state your opinions on how we should handle anything here. We know all opinons from several discussions and do not want a "who can shout louder" competition here.

Regards,
Nayru
From Nayru at Monday, 15. June 2009 @ 18:25:22
View Thread (42 Comments | 3126 times viewed)
Old Frontiers voting
Who didn't already vote in our newest Community Poll Old Frontiers vs New Frontiers should do it now.

We think about moving our RvR into Old Frontiers but want to hear your feedback first. We won't throw away what we already implemented in NF. But NF wouldn't be accessable if we change the zone.

Blue
From Blue at Tuesday, 26. May 2009 @ 22:34:00
View Thread (0 Comments | 764 times viewed)
Agramon
Due to recent problems in Agramon which were propably caused by removal of the camps we decided to re-implement this port option until we come up with other solutions.

This change is temporary. The inclusion of the port points into supply chain may follow.

Porters are located in following keeps:

- Caer Boldiam
- Dun na nGed
- Glenlock Faste

Blue
From Blue at Friday, 22. May 2009 @ 01:06:32
View Thread (51 Comments | 2466 times viewed)
Short News
Hi Community, here are short news.

We have removed the boatroutes into enemy lands, because they were a major problem for our rvr. When the camps existed, almost nobody used those boats, because the way to find enemies was faster by teleporting. After the camps have been removed, many players used the boats instead of the horses. This lead to players going into an enemy land, while their enemies went to the own land and therefore nobody met anyone.
Now everyone has to pass Agramon, so the hotspots around the milegates are revived.

You can still use the boats within your own realm's zone. The prices will be changed to gold instead of bountypoints.

Since the rvr tasks are more difficult now, the rewards for the missions have been greatly increased.

Enjoy playing. :)
From Nayru at Sunday, 17. May 2009 @ 17:26:07
View Thread (8 Comments | 880 times viewed)
News: What do you want today?



Hello community,

the last weeks have offered many tempered discussions. Today we are going to put our cards onto the desk and give you an extensive look on what we have planned for the future of Uthgard. Please note these planned features mostly result of community-polls and analysed information we collected over the last weeks. Enough chit-chat, let's dive into the details ...


RvR-Zone:

We know that the removal of our Agramon Supply Camps was not well accepted. As we have already stated within forums, these camps were from the beginning on meant to limit the space of the actually used rvr-zone. Some of you probably remember that back in these times only about 20-30 players were roaming within Agramon.

Instead of taking a step back by reinserting these camps we want to make a step forward! In our opinion the things needed to improve the gameplay for groups, small groups and soloers are features that encourage you to actually move into our RvR-Area by offering interesting benefits. These benefits will be ...

Exp-bonuses:
- OdinsGate, HadriansWall and EmainMacha receive an exp bonus of 25%
- OdinsGate, HadriansWall and EmainMacha receive more interesting level spots
- The overall possible exp bonus for Agramon is being adjusted to a maximum of 60%

You can see the bonus areas on this map: http://staff.uthgard-server.net/nfmap.jpg

Additional Features:
- Introduction of advanced horses achievable via quest
- Introduction of PvE-tasks within OdinsGate, HadriansWall and EmainMacha
- possible introduction of more interesting features such as ressource nodes (under discussion!)


These features are meant to support our vision of a rvr zone that is able to offer you the feeling of good old DAoC in a compact 4-zone design offering the tension of great battles or for our soloers the feel of hunting their prey!

The adjustment to exp-boni become effective after the next server reboot while the friends of furry horses may instantly start their quests for advanced mounts. The following quests have been added and the a categorisation to horses has been made ...

lvl45 Horse Quest 1: Bring home the steed! (PvE horse)
lvl50 Horse Quest 2: Riding to War! (RvR horse - quest1 is a prequisite)

The quests are given by your capitol cities horse merchants:
Albion: Edwin Gentry
Hibernia: Maegwyn Brayan
Midgard: Brefyr Laugrsson

Horses: lvl35 standard mount; 135% speed; only usable in PvE zones; no armors or bardings
War Horses: lvl35 standard mount; 135% speed; usable in PvE and RvR zones; no armors or bardings
Thouroughbreds: lvl45 advanced mount; 154% speed; usable in PvE zones; bardings and up to light armor may be equipped
Advanced War Horses: lvl50 RR5 advanced rvr mount; 154% speed; usable in PvE and RvR zones; bardings and armos up to medium armor
Epic Mounts: lvl50 RR10 epic mounts; 154% speed; usable in PvE and RvR zones; bardings and up to heavy armor may be equipped (only unicorn type)

Please note that currently neither bardings nor armors are available. The reason why we decided to only offer unicorn-type epic mounts is the fact that we do not believe that undead-, ice- or clockwork-horses really fit into the classic setting of DAoC, but if you ever hit RR-unbelievable 13 and manage to break Blues "whine-resistance" you probably have a chance.

*addition* Please note that the Quest "Riding to War!" may only be done by one player per realm at a given time due to the fact that there is only one quest horse at each RvRstablemaster in Agramon! This issue is based on a technical problem and the fact that we want to limit the avaiability a bit.


RealmAbility-System and GameMechanics:

Lately there have been a lot discussions about RvR balance, caster balance and other balancing issues. Many of these issues seem to result of our currently used NewFrontiers RA-System. We spent a long time discussing this issue and agree to the proposal that the Classic RA-system is the solution to these balancing issues. Furthermore to say we believe that the classic RA-system will offer a more classic feeling of gameplay due to the fact that each realm would have it's own RA-specialities.

This statement is not yet a valid "go" for the old system, but a promise that we are going to check the possibility of implementing the old system ... you know we love testings and while testings on old RAs are no longer possible, we will have to do research on the camelot herald and a lot other ressources. The implementation of the classic realm abilities would of course in addition force us to set patch 1.65 as standart for character...
From Haldan at Wednesday, 13. May 2009 @ 00:03:22
View Thread (155 Comments | 8115 times viewed)
News
Hello Uthgard, here are some news!

RvR


As you should have noticed, we have removed the teleporters to Agramon and the camps have removed from Agramon. There have been several reasons for that:

* Players fleeing from the milegates into the camps to prevent the own death.
* Players kiting enemies back to the camps to have respawning players helping them (= reinforcements -> ended in "zerging").
* Players kiting enemies back to the camps to attack them ranged from an absolutely safe position.
* Players re-entering the instant-killzone so fast into , that they had up to 4 times rvr illness.
* Groups did not want to run near the keeps because of the dangers i mentioned before, which led to a more limited zone.
* Enemy groups waiting in the camps in order to kill players who teleported into the camps, which caused frustration.


When we created the camps, we were aware of the fact that they would only be a temporarily feature to get rid of the low rvr population that we had after we switched the fightzone to Agramon (we had about 20-30 players totally in there). Meanwhile we have implemented several features like boats, horseroutes and hasteners to serve a good infrastructure. The routehorses finally have been changed, so you do not fall off them when being attacked.

We are aware of the major change and the frustration for some of you that comes along with the camp removal, but we are sure that in a long term sight this change was necessary. Just continue your favourite RvR style and everyone will be satisfied. Submitting posts in the forum in which you are telling everyone how bad everything now is does not improve the situation, it makes it even worse.

We are currently designing some new features for New Frontiers, so relax and look forward.
Another change was the increase of realmpoints gained when successfully raiding a keep. You will now get a greater amount of realmpoints for killing the tower- or keeplord, depending on the upgradelevel of the target and your own level.


Buffs


After researching a little bit we finally could successfully fix the problem of stacking buffs. There shouldn't be any stacking buffs that shouldn't. There is still one problem with the armorfactor selfbuff of casters, but we will sure get rid of that soon. Thanks to Zippity, who helped us a lot in this issue (as with so many other issues!).


Blocking and Spells


We are still working on the block formula and hope for a correct blockrate soon. We will inform you as soon as possible if there is something new.
In addition some of us started investigating the spell resist rate, so there might be a change there soon, too.

Finally Ayjub has passed his time as a trial gamemaster and is now a static part of our team. I hope for more good teamwork!

That's it for now, have fun playing! :)
From Nayru at Thursday, 07. May 2009 @ 22:38:42
View Thread (34 Comments | 2658 times viewed)
Server offline
The server was set offline because of identifying and working on a problem. We inform you when the server is back online and available.

<EDIT>Server is online, bug was found.
From Raik at Monday, 13. April 2009 @ 09:50:30
View Thread (6 Comments | 763 times viewed)
Grand Theft Eggs


Alert! A bunch of mad gnomes has stolen the Easterbunny's eggs! They are hiding somewhere and want to keep the eggs forever, because they hate Easter! One of our secret rabbit agents has reported that they plan to bring the eggs through the frontiers tomorrow, on their way to their lair. He estimated them to arrive in the frontiers at 15:00 (GMT +1). Collect as many eggs as you can to save this feast! All players of all levels are wanted!

Happy Easter! ;)
From Nayru at Saturday, 11. April 2009 @ 21:17:48
View Thread (8 Comments | 1377 times viewed)
NewsForum © 2006 Metty
- Server Status -
Uthgard Server
Online
Player:
155
Merchants:
1259
Mobs:
90817
Items:
29579
Last Update:
03.07.2009 05:39:51
Dun Crauchon
<Dawn of Chaos>
18 h 
Bledmeer Faste
<Seraphin dAlthea>
5 days 
Caer Benowyc
<Realm Hunters>
19 days 
Thidranki Faste
14 h 
Caer Wilton
<Coxor Roxor>
3 h 
Dun Braemar
<italians>
89 min 


 
- Spenden -
 

Page Generation: 0.75 Seconds