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Old 03-26-2008, 08:58 AM   #406 (permalink)
Blackulaa
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Oh snap

"Combat

PVP
Back by popular demand… We would like to re-introduce PVP to Mythos! Each zone will have access to a Shadowlands portal which allows you to switch to an all-PVP world (even in town!) where you can aggress against other players at any time. Tread carefully for if you fall it means you drop one random piece of your equipped loot. Killing low-level players will increase your Anarchy rating, and you will drop more loot when killed - other players can see your Anarchy rating visually, so watch out! Additionally, much more of the world is shared in small instances. You can potentially run into other players anywhere. Note: Monsters respawn in these regions.

For those that wish to live on the edge we also offer a Shadowlands Only mode which is available at character creation. This will flag your character permanently for PVP and can not be changed back so choose this option wisely."

Oh boy, looking for the incoming QQ!
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Old 03-27-2008, 08:25 PM   #407 (permalink)
Jabberwhacky
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So I get a quest at level 4 to go down a dungeon, and as I go down there are very mobs and all the chests that are there have already been opened. I get to the final level and the boss is lying dead on the ground. I don't really understand what the point is of having an MMO Diablo like this. Am I doing something 'wrong' or am I just supposed to sit there with my dick in my hand while I wait for the boss to respawn? I never even saw the other guy, I guess he recalled out; it was a small dungeon.
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Old 03-27-2008, 08:33 PM   #408 (permalink)
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Quote:
Originally Posted by Jabberwhacky View Post
So I get a quest at level 4 to go down a dungeon, and as I go down there are very mobs and all the chests that are there have already been opened. I get to the final level and the boss is lying dead on the ground. I don't really understand what the point is of having an MMO Diablo like this. Am I doing something 'wrong' or am I just supposed to sit there with my dick in my hand while I wait for the boss to respawn? I never even saw the other guy, I guess he recalled out; it was a small dungeon.
Ehh, as far as I know the only shared areas are when traveling to and from dungeons. I didn't look again, but it said the "most popular areas" or something like that. Haven't experienced anything like you describe though.
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Old 03-27-2008, 08:44 PM   #409 (permalink)
devoir
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It should only happen if you're in the shadow world (PvP side of things). If it repeatedly happens in the normal PvP-disabled realm, you should post about it on the official forums. I haven't heard of anything like that happening before.
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Old 03-27-2008, 08:50 PM   #410 (permalink)
Jabberwhacky
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It first happened in the Stonehill area outside town, the one with the wolves, but I saw a few other guys so it was lame and gay and queer but at least I knew why the monsters were dead and the loot had been taken. The second time was some crypt just east? of town and I was certainly not in the PvP realm. There were a handful of monsters, but when I got to the bottom level it was totally barren and a fancy corpse was on the ground with pink swirlies around his head. Looked like he woulda been fun to kill. Guess I'll keep at it and see if it happens again.
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Old 03-27-2008, 09:19 PM   #411 (permalink)
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The roads are shared now, so that explains the first one I think. Not sure about the second, totally weird.
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Old 04-03-2008, 12:48 AM   #412 (permalink)
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They pushed out a patch yesterday to fix all of the bugs that cropped up in the zone 3 patch.

I'm having an absolute blast right now going through the crafting quests and doing epic runs. Theres so many things dropping during an epic map its a loot whore's wet dream.
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Old 04-03-2008, 06:52 AM   #413 (permalink)
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Yeah, this game is fun if you like Diablo-style games. Open beta is coming soon too for those who haven't had a chance to try it out yet.
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Old 04-28-2008, 06:22 PM   #414 (permalink)
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The dev team has been pretty silent, but have been hinting about what they're doing for the past few weeks. At first it seemed like this little project they were working on wasn't going to work, but the last week their hints had grown and it became obvious that this was going to work.

Today they released a screenshot but not any further details really:


Hard to tell what this really means, except a different camera angle and more dynamic terrain, and the different terrain was desperately needed.

Last edited by Jadn; 04-28-2008 at 06:25 PM..
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Old 04-30-2008, 01:59 PM   #415 (permalink)
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Quote:
Mythos is now undergoing a big change – one prompted by your feedback and our observations.
We will be relaunching with a contiguous overworld for each zone, starting with Greenreach. What does this mean to you?
As you’re aware, the ‘outdoors’ in Mythos as it currently stands are randomized, and relatively isolated. As such, there’s not as much of a sense of place as we’d like to see, and a lot of the socialization that is important to MMOs takes place only in towns. In an effort to bring our players together more, and to instill a greater sense of place and exploration, you’ll now be able to run through an overworld that is not randomized, but has real locations and places to explore. Does this mean that we’re doing away with randomization? Definitely not! All of the dungeons in the game remain randomly generated. Does this mean we want you to spend an inordinate amount of time traveling? Again, definitely not! We’re making every effort to keep the pace of gameplay fast, and immediate, while still providing this critical social component.
So, how does this work in practice? I’m glad you asked!

• Greenreach is now one contiguous landmass, with hills, mountains, forests, valleys, rivers, bridges, and lakes. You’ll be able to remember where things are and return to them. Instead of traveling down an ‘alley’ in a random chunk of wilderness to get to a location, you may stumble across unexpected things, or dungeons to explore. The overworld is made by hand, and as such, it is much more purposeful, with settlements, farms, outposts, and much more interesting areas. Stonehill quarry looks like a Quarry. Gussen Farm looks like an actual farm.
• The landmass is OPEN. You are not locked to roads. Walk anywhere, and explore the hidden nooks and crannies.
• Monsters remain within their regions, so there won’t be any trains of wolves across the wilderness
• Guards defend town if monsters creep too near
• We are HOPING to have from 150-200 players in an overworld at a time. That means it is still ‘instanced’ – but with a MUCH higher population than any of our other shared spaces. You’ll run across other players on the road, or on the way to dungeons. Your first moment in the game at Greenreach Priory will be shared with other players. We’ll just see how high we can push this.
• Dungeons are still instanced for you and your party – you’ll receive no interference from anyone else, nor will monsters respawn there.
• Random Maps as they worked before have changed. There are now TWO kinds of random maps, explained below
• Lots of dungeons, caves, mines, cellars, and crypts are scattered around the land. You can simply walk into them and enjoy a quick random adventure on the way from here to there.
• We also now have the concept of Runestones and Runegates, which are basically the new form of ‘purchaseable’ map. Runegates are scattered around the overworld, each with a different color. You can purchase Runestones, which unlock these gates and let you travel to special random dungeons. You can also travel to any opened Runegates that party members may be in. Don’t worry, there will be Epic Runestones We’re excited by this, because these Runegates can drop you right into any kind of dungeon, without having to fit into the context of the Overworld – this provides us with lots of opportunities to experiment with inserting wildly different areas into a zone.
• Questgivers are now no longer only in towns. They may live in farms in the wilderness, or be by the side of the road, or anywhere else. You can now seek out adventure elsewhere
• All of the hubs of Greenreach, apart from Stonehill itself, have been moved directly into the overworld.
• Because there are no more random wildernesses, there are no more cookie-cutter ‘clearings’ with vendors in them.
• Your Recall Charms now take you back to an actual town ( and open a return portal there ). This is not only handy, but provides you with an easy way to get your party members in to play with you right away without any tedious trekking through random woods.
• When entering a dungeon, it remains ‘anchored’ for you. That means that I can walk into a cave, walk back out, wander around, and then come right back to the same cave I was in. You are allowed one ‘anchored’ dungeon at a time, so entering another dungeon will ‘reroll’ the one you were in.
• This has an additional benefit. You can now leave one of your purchased Runestone maps and come back to it without losing it, unlike the problematic random maps which disintegrated upon entry in the current version of Mythos
• There are now Anchorshrines scattered throughout the world. Anchorshrines allow for instantaneous travel to any other Anchorshrine you have activated. We don’t want any needless retreading of ground! You can also bind your Anchorstone to an Anchorshrine, and you will return there upon using it.
• If you log out in the overworld, and then back in, you’ll be exactly where you left off, not at some arbitrary exit.
• Monsters in the overworld are now purposefully placed. They respawn over time, as now you’re sharing the land with other players.
• Stonehill remains apart from the overworld – you’ll travel through a portal in Stonehill Market ( the village at the base of the keep ) to enter Stonehill Proper. There’s a chance we may look at integrating this directly into the world, but we’d like to keep it separate for PVP right now.
• Stonehill has also had a complete visual overhaul.
• Large obstructions like trees can now fade smoothly out if they get in the way of your view
• In the overworld, you can see much farther than before, and your line of sight is greatly extended, and zoomed out.
• We’re trying out some changes with PVP. Stonehill is now a ‘safe’ zone where no aggression can be practiced. Now that we have an overworld, you’ll be in close proximity to other players a lot more, so having towns as hostile areas is no longer required to have enough of a population to be meaningful
• PVP is now separated completely – when you create a Shadowlands character, you’ll remain in the PVP realm at all times, with no switching back and forth.
• Dungeons are no longer shared, nor do they respawn, in the PVP world, for the above reason.
• We CRAVE your feedback on the above PVP changes.
• We have sped up player movement speed.
• You can now see your actual location on the worldmap, along with your facing
• Quests now display as points of interest on your automap and worldmap, that may be moused-over to determine which quest or other point of interest they belong to.
• Harvestable ingredients will now be regional, and purposeful
• An enormous number of optimizations have been put in place to make these things possible, and many of these will filter to the rest of the game to make it run much nicer overall.
• We are cutting off zone 2 and 3 temporarily as we convert their overworlds as well. You should have lots to re-explore while we do this. We hope to get these back out to you as fast as possible while you’re playing through Zone 1.
• Quests no longer have to send you to a dungeon. The types and variety of quests that we can do should expand greatly as a result of this – hunt down a band of Bandits threatening the northern road! Find a rare berry growing in the mountains for an Apothecary! Fend off an attack on Stonehill Market! We’re extremely excited by the quest opportunities this opens up for us.



All of this is in an effort to make Mythos a place that is more enjoyable, and social to be in. We want you to make friends and enemies, and have the sense that this is a place, and not an assembly of disposable random forests. We hope you like it! We sure do.
2 new screenies:



LOTS of new changes and all for the better. The biggest slam on Mythos has been the repetitiveness of it and this will certainly help break that up.
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Old 04-30-2008, 02:01 PM   #416 (permalink)
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And wtf at the quality of those two screenshots...all of the game settings are on low lol.
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