Arrival

Pick up a spawn point




Rogue miners - new PvP PF. Facts and mechanic
1. Area for 200+ players, 0% gas - pure Anarchy, but you can make team.
2. You are start at the bar - it is a safe-spot with 75% gas. You spawned here after death.
3. From the bar you can teleport to 4 points on the battlefield, to choose from.
4. Death mechanic same as on BS, only after death no heal and nanopool not recovered.
5. After player killed on the field in a random place spawns NPC, you can loot 95 VP from him. So, more players and kills on PF - more NPC.
6. You can't jump on the roofs of buildings.
7. If no players kills on PF – 1 NPC spawn each 10 min. Dunno, may be this is just fixed spawns 1 NPC each 10 min and players kills not affected to it. Anyway, if you only one on PF NPC spawned too. I think this is not bug, just for start action.
Kintai
A few things:
(A) The playfield will exist for the various level ranges once it actually hits live - Right now it's just locked for 200+ for testing purposes (as we have to take the playfield and clone it multiple times to make it work for different level brackets - this way we can polish the singular playfield before cloning, as opposed to having to tweak seven or eight of the damn things ;P)
(B) We will be adding in some fashion of HP/NP regain inside the tower. Means will be working on that one next week, most likely.
(C) The amount of VP gained *will* be dependant on your level. Higher levels will gain more VP from killing/looting a Rogue Notum Miner than lower levels. We are hoping that the amount of "VP per-hour" for a single player from the static spawns will be slightly lower than the amount you would receive for completing a full BS run. Note: This is *only* based off the static spawns. The more you kill, the more miners will spawn in the area, potentially letting you loot more VP than you would get from a BS round
(D) We will be adding in more teleport locations from the central tower - Those four were just enough to get things rolling for testing purposes. Likewise, we'll be adding in a mechanic to allow players to return from the 0% gas area back to the 75% gas tower - We haven't settled on exactly how yet, though.
(E) I thought about putting in a 'supply' terminal, but outside of ammo I wasn't really sure what all I might want to add in there. I'm open to suggestions of things you guys might want.
So far initial feedback on the playfield has been really good - I encourage everyone to head over to Testlive and take a look at what we have so far and offer any comments/suggestions you might have. We've already plugged a few holes here and there, so bug reports are also more than welcome. Since we've got downtime incoming (like, right about now), it'd be a great time for everyone to head over there and try killin' each other. =)
Actually there's a test version on live now.noobas wrote:kintai sounds cool but I cant get testlive up.
Things that will be fixed/changed:
1. People outsided the level range of the playfield will not be able to get in.
2. There will be a method of healing/nano refill inside the start area.
3. There will be no contagious flags inside the playfield.
4. More landmarks that make it obvious at quick glance where you are without having to look at the map.
5. Shop/Ammo/etc store added to the start room.
6. More random exits to different places in the playfield to avoid spawncamping.
7. A way to easily get back to the start area will be added.
8. More random fun elements will be added.
Things that likely will not change:
1. We will not be removing the ability to team. People will always be able to help each other in some way...even if it means simply not attacking each other. Nothing will truly prevent cooperation so there is no point in making it inconvenient for those who want to play together. I am not against the idea of some kind of "challenger" setup where it is always 1 on 1...but this isn't it.
2. Running on rooftops will not be in this area. Ranged professions enjoy a significant advantage everywhere and more so against pet professions. Allowing roof running would make this advantage larger than it already is. This can be the one place where standing on a box is not the best defense against a sophisticated kill robot. I know it would be fun to run accross the rooftops...but not for everyone.