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v1.1226 3v3 Arenas Patch
Old 04-21-2010, 07:42 PM   #1
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Default v1.1226 3v3 Arenas Patch

The following has been implemented as part of the 3v3 Arena patch.
  • Any level 20+ player can form an arena team for 25k gold.
  • The arenas have no other level restrictions. It is unlikely that low level teams will be able to advance very far in arena ratings, but that will not stop them from being able to reap some rewards from the special PvP tempers bought with arena tokens. All level 20+ players are encouraged to participate in arenas.
  • The arena team leader (the one who formed the team) can then invite two members to join his arena team.
  • Players cannot be in more than one arena team.
  • To queue for an arena match a team must be grouped together. Players are free to do whatever they like while in the queue waiting for the match to pop, however, it is recommended that they avoid potential PvP combat. The queue mechanism allows for immediate exiting of PvE combat but not PvP combat so a player stuck in PvP combat when a queue pops may cause their team to lose or forfeit the match.
  • Players who interrupt PvE combat to enter an arena queue will have the rested time spent in that PvE combat refunded to them. The arena system is designed to not cost you any RT time or infringe on leveling efficiency.
  • Players always enter and exit arena matches with full health, energy, and mana which may actually increase potential leveling speed. Due to the randomness and time delays in arena queues players should not be able to exploit this to any unreasonable gain, however.
  • After a 3v3 arena match the victorious team will have their arena rating increased and the losing team will potentially lose some rating. Rating is only lost when teams reach a reasonably high rating of around 500.
  • In addition to gaining arena rating individuals receive an increasing amount of arena tokens based on their team rating every time they win a match. Arena tokens will be used to purchase tempers, a new type of item upgrade that adds additional health bonuses to weapons and armor. Higher grade tempers will require minimum arena ratings in order to purchase and all will be soulbound upon purchase.
  • Arenas will have their own tops lists showing the highest rated teams. Teams will have their own webpage showing their win/loss ratio as well as the results of their most recent match-ups.
  • The arena matchmaking system will attempt to prevent the same teams from fighting each other repeatedly while still matching teams of similar ratings to each other.
  • Each arena season will last several months afterwhich the arena ratings will be reset and the winners of that season will be crowned.
  • Class ability delays will be reset when entering an arena but not when leaving.
  • Players will not be delayed in arena combat due to encumberance.
  • Teams over 500 rating will suffer a small amount of rating decay if they are inactive for too long.
  • Players can temper items that they currently have equiped by right clicking the item and selecting the temper they wish to use. Note that items are no longer tempered when sold to the store or looted in PvP combat.
Unrelated patch changes
  • Rerolling will now remove you from your clan(s) and arena team. This is necessary to prevent certain clan data synchronization issues.
  • An issue with aura timing that could on rare occasion have them not be effective for a split second when an enemy was attacking has been fixed.
  • To prevent a potential travel exploit involving arenas you cannot place travel gear into storage. This has the added benefit of preventing idiots from stranding themselves.
  • The blinding arrow skill now causes melee, ranged, and pet attacks to nearly always miss for the duration of the blind.
  • Merely being in PvP combat will no longer trigger the consumption of rested time. Players who do not have full health, energy, or mana, regardless of what combat type they are in will still consume rested time unless they have the grinder upgrade and a premium account. The one exception to the full health/energy/mana rule is in arenas where absolutely no one loses rested time.
  • The bonus drop rate of epics in Heroic mode has been buffed.
  • PK Mode, the flashing red mode a PK must be in in order to actually suffer a permanent death upon dying, previously lasted 15 minutes after any PvP interaction of 30 minutes after aggressive PvP interaction (forcing combat or killing someone who forced combat on you). Now PK Mode will only be triggered for 5 minutes if you are involved in forced combat and the usual 30 minutes if you force combat on someone else or kill someone who forced combat on you. This means PK's should be able to participate in duels, clan battles, and arena matches as long as they are careful to do so when not already in PK Mode.
  • There are now two different sound mute options. With 1 click you will mute all sounds except the gong that alerts you to arena fights and the bell that sounds when you have finished a fight. Clicking a second time will mute all sounds.
  • An issue with PvP combat interrupting looting before a minute of looting had passed has been resolved.
Note that the addition of tempers to the game will gradually and significantly increase the base hitpoint pool of players. The bonuses gained from durability will remain unchanged, however, with a larger starting base of hitpoints the % of life gained from durability will be naturally lessened. This will likely make other defense stats far more important than before for PvP viability.
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Old 04-21-2010, 08:42 PM   #2
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Players will not be able to use their class abilities in arenas until 2 seconds after the 10 second countdown is complete. This is to prevent early stuns from preventing initial gem draws. Guardians and Tacticians are the only classes that can use their abilities immediately after the 10 second cooldown. This is to make latency less of a randomizing factor in arenas. Whether or not those classes get their ability off before other classes use their offensive abilities on them could be a major factor in the outcome of the arena and it makes more sense to allow them to use their abilities first if they so choose.
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P(a or b ... or z) = 1 - P(!a and !b ... and !z)
Probability
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Old 04-22-2010, 12:47 AM   #3
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Double Bond will affect temper bonuses as well.

Players will be able to apply tempers to second and third equipment sets as well as their first. Players only gain benefit from tempers on items in the selected equipment set, however.
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Computing the probability that at least one of the following events will occur:
P(a or b ... or z) = 1 - P(!a and !b ... and !z)
Probability
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Old 04-22-2010, 01:49 AM   #4
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Gems will be delayed the same as autoattacks to prevent casters casting prior to the arena countdown completes.

Testudo will not begin to decay until the countdown is over.

The countdown will tick to 0 now so players can more accurately tell when it is truly time to begin attacking.

Losing an arena match still gives you 1 token.

The message about gaining a token when you lose an arena fight will be fixed, currently it states you are losing a token when you are actually gaining one.

To prevent confusion players who have 30 virtues will receive an extra message when they gain tokens informing them that the amount they gained is actually double the listed amount since the listed amount is a team based message not customized by their virtue count.

An issue with cantrips and early gem placements still allowing players to cast gems before the countdown is complete will be fixed.
__________________
Computing the probability that at least one of the following events will occur:
P(a or b ... or z) = 1 - P(!a and !b ... and !z)
Probability
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