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CLASSES General Unequipping one of two of the same weapon will no longer remove auras (proc chance) for both Scripted dynamic miss chance based on level difference in PvE Nature based CC effects can no longer pierce immunity Channeled spells can no longer get interrupted if cast too quickly after movement Reactive spells and auras now update on levelup properly (Paladins no longer have to refresh seals for Judgement, etc) Mage Arcane Missiles! can no longer proc without Arcane Missiles learned Flame Orb / Frostfire Orb and Mirror Images can no longer break Dragon's Breath or a Rogue's Vanish Warlock Warlocks can no longer gain Demonic Pact from their inactive spec Priest Priests can now apply Power Word: Fortitude and Shadow Protection to random friendly targets properly Shadowfiend now force despawns on a successfully landed Mind Control instead of at the beginning of the cast Shadowy Apparitions are no longer targetable/interactable Players charmed by Mind Control will no longer be able to see the priests' stealthed group/party members Rogue Honor Among Thieves (all ranks) no longer grants Combo Points for the caster Stealth is now removed upon being Blinded Leftover Combo Points fading from dead targets can no longer reset new ones on new targets Druid Corrected Savage Defense behaviour Owlkin Frenzy no longer fades outside Moonkin Form Hunter Revive Pet can no longer be cast without a dead summoned pet Auto Shot can now miss and get deflected Disengage no longer resets Auto Shot timer Added more movement checks for Feign Death, should now prevent and break on movement entirely Paladin Corrected Ancient Fury damage, scripted damage splitting on multiple targets, no longer casted if caster has 0 stacks of Ancient Power Guardian of Ancient Kings now pauses attacks on targets affected by Repentance Death Knight Corrected all stat calculations for all Improved Presences, auras are now properly applied on login and respawn Fixed DR for Hungering Cold DUNGEONS & RAIDS Wailing Caverns Reworked all bosses, added missing mechanics and quotes, adjusted drop tables Trash mobs can no longer get stuck in the water during the last boss event Scarlet Monastery Removed wrongly spawned NPCs Gnomeregan Grubbis & Chomper are no longer pre-spawned Corrected loot tables Razorfen Downs Glutton & Tuten'kash are no longer pre-spawned Scholomance Corrected movement/pathing for Lord Alexei Barov Zul'Aman Scripted RP door opening event sequence with Vol'jin Players should now only need to ring the gong once Implemented Sacrifice kill timer and a few misc NPC waypoints Amani'shi Savages now roam around randomly Corrected Amani'shi Lookout RP scout event Corrected aggro range for Akil'zon Amani'shi Warbringers will now properly dismount at 30% health Corrected Amani Bear Mount level and health values Rescripted Nalorakk's RP event and flee sequence, reworked position values, polished movement, corrected final fight position, hid trigger bunnies Implemented RP text lines for Amani'shi Scout, Amani'shi Guardian, Zandalari Archon Amani Lynxes now have Prowl Corrected RP sequences for Hex Lord Malacrass Siphon Soul now appears as a debuff Corrected Blood Worm spawns, health, movement speed, they will now heal the boss if they are within 2 yards Daakara's Spirit Beasts are no longer targetable Feather Vortex no longer has a visible bunny and is no longer targetable Phase 3 shapeshift forms are now completely random PVP General Duels no longer remove 0 duration auras Removed "Failed refresh due to invalid zone" message in "non-duel" areas Duel resets now include: Full Health and Resource bars for players and their pets, Warlock Soul Shards to 3, Rogue/Feral Combo Points, Paladin Holy Power, Moonkin Eclipse states, Forbearance/Hypothermia removal, UHDK pet stacks and transforms, temporary unit spawns (such as Gurthalak tentacle), Diminishing Returns on players and pets, and many various other temporary buffs and procs will reset on start and finish Cooldown reset notification will occur before timer start Spells cast on accepted duel opponents of the opposing faction no longer flags for PvP Duels will always stop attacking when it ends via fleeing Fixed several crash conditions Players can no longer see their stealthed opponents in a duel if they are in a group Pets can no longer get stuck at walking speed after CC Gapcloser spells such as Shadowstep can no longer prematurely reset combat timer while dueling in Sanctuary zones Increased Duel range radius from 50 to 65 yards Isle of Conquest Corrected spell location on action bars for Demolishers Removed 1 duplicate keep cannon QUESTS Ghostlands Fixed questline, corrected questchains, separated Blood Elf chain from regular chain Fixed 30 items/objects, now can't be looted after quest or when item is in bags or bank, corrected loot/credit/tooltips Repositioned NPCs in Tranquillien, fixed their emotes/states/gossip Hostile mobs no longer attack critters in the area Spawned more mobs around to avoid encountering empty regions in the zone Removed strange crystals and corrected NPCs inside Ziggurats Arcanist Janeda now offers Captives at Deatholme Fixed quest indicator/marker on minimap and updated objectives for 3 quests Removed duplicate Night Elf Moon Crystal in An'daroth Loch Modan Fixed quest flags, corrected questline and chains Decreased spawn time in the zone for all NPCs from 8/5 minutes to 3/2 minutes Scripted 66 objects/NPCs/items, added text/waypoints/area markers, corrected loot/indicators/positioning Removed 167 duplicate/pre-cata NPCs/quests Torren Squarejaw now offers Heartfelt Appreciation Mount Hyjal & Molten Front Egg Hunt - purple beam visual should no longer hover above object, improved scripts - should no longer stop by trying to interfere with nearby mobs Corrected HP of Garr Spawned more Blueroot Vines for Supplies for the Other Side Added dismount on gossip during Leyara Corrected drop rates during Relieving the Pain & Treating the Wounds Fixed sometimes not being able to turn in Rage Against the Flames Nature's Blessing - Corrected damage of Boiling Poison Bolt, should no longer cause combat bug Improved scripts for Death to the Broodmother Added waypoints for every Spirit of Malorne Created new phasing system and spawned ~800 missing creatures/objects in Molten Front with 12 phases, corrected drop chances Fixed quest templates for MF questline and daily quests, created 16 new daily quest pools Through the Gates of Hell - Enabled portal to Molten Front, scripted visual effect related with planting seed/tree Scripted 300+ events/NPCs, added waypoints/text phrases/gossip Death from Above can only be obtained during Fire in the Skies Fixed and scripted NPCs for King of the Spider-Hill WORLD Corrected stock and prices for Gotri MISC Classic transmog bug should now get blocked Fixed combat bug related to vehicles Fixed crash potential with Winter Veil Cookie Adjusted price of Warbot Ignition Key to 500 gold All previous changelogs are archived on our forums. You can access them by clicking here.
  4. Earlier
  5. CLASSES General Pets can no longer be forced to move while rooted Corrected all Guardian behaviours Corrected spell power stacking logic Mage Corrected scaling for Fire Power talents (all ranks) Flamestrike's afterburn AoE DoT effect is now properly boosted by Fire Specialization (with a global fix of similar spells) Rescripted and corrected terrain checks for Blink Warlock Corrected Master Demonologist damage scaling for all pets and guardians Priest Mind Control will now always be removed from both the target and the caster when one is interrupted/removed, corrected spell durations for NPCs NPCs affected by Mind Control now have a 3 second GCD after every spell cast Rogue All kinds of poisons can now apply Savage Combat (both ranks) Hunter Birds of prey no longer have Clench Sniper Training is reapplied every 6 seconds instead of 1 Serpent Sting (all ranks and versions) can be now extended by Cobra Shot up to 20 seconds instead of 6/9/15 Multi-Shot (with any rank of Serpent Spread) will now properly increase the duration of an already existing Serpent Sting (if it's less than 6/9 seconds, respectively) without replacing it Shaman Searing Totem's attacks will now properly prioritise targeting the most recent unit affected by Stormstrike or Flame Shock, reworked distance calculations from talents Paladin Glyph of Seal of Truth's effect will now properly be activated on login without the base spell having to be reapplied Warrior Victorious can no longer proc before Victory Rush is learned, and getting the killing blow with Victory Rush can now chain proc Victorious Using Charge on a different unit than the target will no longer force the player to Auto Attack that unit DUNGEONS & RAIDS General Party flag now correctly gets removed from the players even if they do not leave the dungeon instance via the "green eye" Ragefire Chasm Taragaman the Hungerer no longer drops Taragaman the Hungerer's Heart for players without the quest in their log Stormwind Stockades Pushed back line of attackers at the entrance Injured Guards and Riflemen are now sitting/sleeping in the questgivers rooms Added a missing Lightwell near Nurse Lilian Cleared out some duplicates, repositioned some packs to look blizzlike Randolph Moloch no longer resets the fight after Vanish Adjusted droprate for Lord Overheat's Fiery Core Blackrock Caverns Quest chain is now auto accept/turn in The Vortex Pinnacle Fixed crash condition with Supremacy of the Storm damaging/killing pets/guardians Firelands Beth'tilac can no longer interrupt her own Venom Rain Reworked distance checks between volcanoes and Lord Rhyolith's body in addition to his legs, and corrected the total platform area in which volcanoes can spawn during the fight Living Meteor can no longer fail to spawn a meteor due to a target's immunity Dragon Soul Corrected combat reach (hitbox/spell effects such as Atonement) for Ultraxion and both Arm Tentacles MYTHICS Reworked and rebalanced Mythic loot/satchel system, implemented dynamic scaling per key level Loot tables are now in the database instead of the core Scripted reward code, added support for all 6 satchels, rewards will now be sent to the player via mail if inventory is full Each satchel has now 3 sub tables, based on armour type, class, and general goods Upgrading your loot by having everything obtained in a certain tier will no longer award extra JP/VP/Gold Artifact bags give 1500-2500 gold if the player has obtained every item on its loot tables Fixed crash potential with mount rewards Keystones are now individual, they now upgrade evenly across group members (completing a level 10 dungeon with a level 11 personal key can only grant +2 to the player when the owner gets +3, etc.) Mythic rewards now mirror the level of the completed dungeon key rather than individual key level Fixed issue with keystones not changing upon failing timer Added text, visuals (emote animation + blue/red levelup spell effect), and sounds on Mythic challenge completion, finishing a key now also shows info about next key in the chat Added option to reset key on trying to start a different instance than current key Challenge Mode NPC has been reskinned to Aggra Updated visuals and aesthetics for Aggra, added spell icons, affix descriptions and general information to her interface dialogue and gossip Aggra can now be found in Stormwind/Orgrimmar/Dalaran/Shattrath, now provides the player with a physical keystone item, as well as some RP elements about the system Mythic keystone item is an unsellable quest item unique to each player, with an onuse effect to display info about the players current key, even when a different key is already in progress Added RP text and voicelines to Aggra when starting a Mythic challenge, fixed issue with unlimited/infinite spam Corrected kill counters for Blackrock Caverns, Throne of the Tides, Halls of Origination, The Stonecore Removed respawn mechanic on load in some instances, would make some dungeons complete earlier than intended Added Teeming, Necrotic, Overflowing, Relentless into random affix generation Added 4th affix slot for keys above level 15 Affixes are now split into 4 groups, only 2 of each group can apply to each key at any level, rebalanced groups per level Enemy health and damage multiplier now starts scaling at level 1 instead of 2 Separated Challenge Timer and Enemy Forces quest objectives PVP General Reworked database table and added core support for arena match logging Added check to prevent crossfaction mount morphing in arenas/rated bgs Corrected crossfaction Worgen-Troll female models Capturing in rated battlegrounds will now trigger the helix effect Base capturing helix should no longer have a chance to be off-centered Fixed several BG transport objects PvP flagged players can no longer flag their same-faction duel opponents Temporary summons (not pets) are now removed on duel completion Scripted seasonal arena reward distribution system Implemented Wargames for all maps and brackets Tol Barad Players will now receive a system message if they are removed from siege engines for lacking the Veteran buff Isle of Conquest Players exiting gunship turrets will no longer fall in a random location Siege engines can now be driven as functioning vehicles, they now have 2 flame cannons and a main turret with corrected phasing, spells, and spell damage Alterac Valley Converted scripts of Ivus the Forest Lord & Lokholar the Ice Lord from SAI to CPP Strand of the Ancients Boats are now moving properly Implemented sounds for capturing graveyards Eye of the Storm (rated) Implemented all worldstates Centered all banners Corrected all sounds, notifications, and point reward calculations for capturing bases/flags Capturing flags will now instantly update the score QUESTS Mount Hyjal Adjusted the fade to black screen transition during As Hyjal Burns Players no longer receive Juniper Berries immediately after picking up Inciting the Elements Unbound Flame Spirits can no longer spawn during the channeling effect, corrected the amount of spawns per cast The Return of Baron Geddon - scripted and added RP event with NPCs fighting Twilight Hunters are now in stealth The Fires of Mount Hyjal no longer gets offered earlier than intended The Bears Up There - bears are no longer lootable before the player is on the tree, climbing trees no longer damages the player, multiple bears can now be rescued per tree, action bar should no longer bug out while climbing Twilight Dominators now spawn near the appropriate pillars during Breaking the Bonds Reworked Egg Hunt Corrected HP of birds in the Firelands Hatchery Corrected rewards and achievement for Vigilance on Wings Players now get dismounted after accepting Agility Training: Run Like Hell! Added stun effect to Aerial Swipe during Slash and Burn Scripted onuse effect for Drums of the Turtle God Lava Surgers are no longer present during Caught Unawares Corrected animations in RP event during Leyara Removed Ragnaros from in front of the Firelands raid entrance outside the first quest event The Scarlet Enclave Corrected models for Scarlet Farm Hound, they no longer drop Saronite Arrows for players without the quest ITEMS Weapons and trinkets from Dragon Soul can no longer proc off of each others damage/healing Winter Veil Cookie now properly grants Well Fed MISC Certain objects will no longer "snap-pull" players into them Added text emote responses for Reckful Fixed combat bug caused by NPCs with SAI scripts Introduced Warpweaver Fazsh, a custom NPC for transmogrification Implemented initial rule system of transmogging, added several null checks, added access violation checks Added rules to prevent certain transmog combinations, enabled options to allow others for higher prices Blocked Thrown-Bow transmog Cleaned up issues preventing item mogging appearing as valid with the current system Options will be displayed if players can not afford transmog, panel will close and print a message WORLD Taking various portals to zones/areas where flying is not allowed will now cancel Druid shapeshift forms ANTICHEAT Fixed edgewalking issue - Standing on a ledge with your character models center over the edge and walking/spinning will no longer false positive as airwalking POLLS Mythic dungeon groups that don't beat the timer are now rewarded with a roll at the Mythic Satchels 3 levels lower than the key in progress
  6. Posens Mafia is recruiting. About Posens Mafia, Posens Mafia is the leading pvp guild on many many private servers. In Posens Mafia we have many many friendly and helpful players and really we are expanding. We in Posens Mafia want Posens Mafia to become the leading social guild also. In Posens Mafia we have many many good debates and discussions. Posens Mafias GM has many many r1 titles and offers a lot of knowledge thats all guys thx for cheering. join here https://discord.gg/mYbYWVFm
  7. Of course. You dont want to spend half the time recruiting after launch when you can prepare everything before. Everyone does that.
  8. Why: Over the years, the Cataclysm community has stabilized in a roughly (60/40) balance between horde and alliance. The PvP activity however, has settled with the exact opposite balance, where the smaller alliance faction actually has a much higher PvP presence than the larger horde. This natural imbalance has accelerated the death of multiple Cataclysm realms in the past. The concept of having a mixed or cross faction battleground has floated around for years, since queue differences were noticed on the earliest cata servers. It would take the death of several realms and servers before this concept was pursued. The Pros: Our aim with implementing a Cross-Faction queue is to streamline and balance the PvP experience. There are several important benefits that we have chosen to prioritize. The primary benefit of Cross-Faction battlegrounds is always the queue time. No player will wait any longer than any other to join a PvP match. Large premade groups with a high win rate have a chance to benefit teammates they had previously crushed in the game before. We expect this to reduce the tendency for players to avoid each other in battlegrounds. Multiple large premade groups from the same faction may face off against each other in battlegrounds rather than facing off against a group of solo unprepared players, largely considered boring for both the winners and losers. The Cons: When we implement a custom system like this, we need to calculate and mitigate the cons that come with this decision. The primary con of this decision is the possible confusion that comes with having teammates from opposing factions. There are a small handful of factors that cause confusion when teams from opposing factions are simply mixed together. Player Race - seeing a player of the same race model as your own can lead to confusion. Our solution to this issue is to morph characters into a similar and acceptable model from the other faction. Player Mounts - seeing a mount identical to yours, or one waving your team's flag could easily cause confusion as well. Our solution to this issue, again is to change mounts into a similar and acceptable mount from the other faction. Trinket Effects - Trinkets display a very clear icon indicating your faction, another source of confusion. Our solution to this issue, once again, was to change what display occurs when you are playing as the other faction. Racial Abilities - With all of this morphing to minimize confusion in other areas, we do inadvertently mask the true race of a player. The only solution to this negative effect is mitigation. We have done our best to minimize the number of new race/racial combinations that are possible. We have also put a lot of effort and time into establishing the most similarity between your true character race and your designated Cross-Faction race. "Why THESE pairs?": The primary goal of morph selection was choosing the most similar model kit, limited to race options that could also use your class and avoiding as many "duplicates" as possible. The most extreme scenario of a duplicate in this chart is the dwarf shaman. The horde has four races capable of playing shamans and the alliance only has two. Judging by model similarity, we decided it was best to morph orcs, trolls, and goblins playing shaman into a dwarf for their time on the alliance. This brings us to the situation we have tried our hardest to minimize: uncertainty. An unfamiliar dwarf shaman could activate one of four racial abilities: Dwarf, Orc, Troll, Goblin. In the majority of cases, an unknown opponent could only activate one of two possible racials in a fight. Undead/Human:Both models are in essence humans of the same scale and relatively similar animations. Dwarf/Orc: This decision was made based off of their relatively square model (from the back) and heavy footstep animations. Tauren/Draenei: Both races have heavy footsteps that emphasize their hooves, so this was not a hard decision. Night Elf/Blood Elf: Their similar postures, voices, sleek models, and spinning jump animations were the primary factors for this pairing. Gnome/Goblin: Both of these are noticeably smaller than the others. Worgen/Troll: Both models have slender bodies that curve and lean forward. Their jump and run animations emphasize arm length.
  9. As you can see on the comments above the server is indeed closed for the public. You If you wish to contribute you can apply as a tester here: https://forms.gle/GpYytWwXtzRR6byg9 If we think you got what it takes you'll be accepted as a PN-Tester. If not then you'll have to wait for official release to play on Project Neltharion.
  10. Hello Neltharion-Team, i am a new player from germany. Our server closed or can`t join and wait until the server release? thanks for help
  11. CLASSES Mage Corrected health of Mirror Images Fingers of Frost can no longer proc from non-chill effects Druid Wild Mushrooms will now be displayed as totems beneath player's unit frame Warrior Reworked terrain check for Heroic Leap on angled surfaces DUNGEONS & RAIDS General Dungeon finder item level calculation now matches client equipment screen calculation and is updated without relogging. Corrected item level requirements for Well of Eternity & Hour of Twilight dungeons Corrected Luck of the Draw application logic Group leader flag is now properly removed when party completely disbands. Wailing Caverns Corrected positioning of Lady Anacondra & Skum Bastion of Twilight Halfus Wyrmbreaker Fixed spell rotation Corrected internal cooldown of Furious Roar Corrected cursor icons for Drakes & Whelp cage Whelp cage cannot be opened before starting the fight Whelps now move out of the cage upon being released before they start attacking Valiona & Theralion Fixed flying "airwalk" animations Cho'gall Throne and Portal objects are no longer clickable or interfere with LOS Corrected behaviour for Corrupting Adherent & Blood of the Old God Corrected models for Darkened Creation Sinestra Shadowy Orbs no longer melee attack players while fixated Firelands General Mobs can no longer take damage from lava pools Added waypoints to 15 NPCs, Flamewakers are now roaming in packs Flamewake Animators are now channeling a summon effect Scripted Unstable Magma pack event Scripted Kar the Everburning fight sequence Kar's retreat is now an announcement instead of a yell Cinderweb Spinners are now restraining a Molten Lord and an Inferno Hawk on the pathway of Beth'tilac's Lair Scripted Molten Spewer & Molten Erupter Shannox Hurl Spear now properly displays the spear's location Added/Corrected 18 voicelines, corrected quote chances Baleroc Boss has been slightly repositioned Implemented all quotes and voicelines Boss now properly reports his first kill Alysrazor Plump Lava Worms now properly spin and cast Lava Spew Fiery tornados hitbox radius now matches their visuals better Dragon Soul Hagara the Stormbinder's Frozen Binding Crystals can no longer melee attack nearby players Twilight Sapper is now Humanoid PVP General The Flag of Ownership will now be centered on the closest hostile player's corpse, and properly displays text emote on use Reworked cooldowns resetting for duels in Elwynn Forest / Durotar Forfeiting a duel during the countdown timer will count as a forfeit rather than a deny Cleaned up rules for whispering cross faction battleground teammates Twin Peaks Leaving players will drop the opponents' flag rather than returning it Strand of the Ancients Added a barrel to the docks to prevent players getting stuck between stanchions Eye of the Storm Added missing flag capture visual to Fel Reaver ruins QUESTS Mount Hyjal & Molten Front Corrected health of Unbound Flame Spirits Reworked phasing system, fixed problem with entering Firelands raid Created/Reworked/Improved scripts/phasing for 112 NPCs/items/objects/bunnies/spells Spawned/repositioned several bunnies/creatures Fixed dialogue for Vision of Ysera Updated and fixed quest templates for Molten Front Fixed quest givers and returns for Guardians of Hyjal: Call of the Ancients & Firelands Invasion! Reworked area, repositioned creatures and objects, moved correct npcs to correct phases, spawned missing npcs Call the Flock - fixed achievement http://cdn.cavernoftime.com/cata/icons/medium/ability_hunter_eagleeye.gif Ludicrous Speed Reworked RP event scene for Leyara Created pool of daily quests available at the same time in The Regrowth The Scarlet Enclave Updated quest templates, corrected flags, corrected quest chains, fixed quest markers on minimap Reworked zone phasing for 7 phases Hid ~30 bunnies around the zone, repositioned lots of NPCs, removed teleporters Scripted/added waypoints/events/weapons/models for 108 NPCs Corrected interactability/behaviour of 17 objects/spells Fixed phasing in Death's Breach, moved creatures to proper phases, repositioned mobs, updated npc auras and states Corrected flight speed of Scourge Gryphon Decreased spawn time for all creatures to 2 minutes How To Win Friends And Influence Enemies - increased chance of success event Corrected objective log text for Warchief's Blessing, corrected portal destination, added mini events for guards upon arrival Westfall Players can no longer kill NPCs after they had given clues during Murder Was The Case That They Gave Me Decreased Lou's Parting Thoughts event intervals to 30 seconds Corrected visual aesthetics for Feeding the Hungry and the Hopeless, Secrets of the Tower, Propaganda Gilneas Druids can no longer get stuck during escort quests (such as Exodus) or cutscenes while in shapeshift form MISC Corrected calculations for stacking damage cooldowns (offensive/defensive, increase/reduction, incoming/dealt, etc.) Laid foundations of scripts for Potion of Illusion Fixed gossip for trainers who offer Dual Talent Specialization Various SAI improvements. POLLS Added 3 items missing from Dalaran vendors, corrected prices, and added Heirloom rings/legs Laid foundations for Cross-faction Auction House All previous changelogs are archived on our forums. You can access them by clicking here.
  12. What a journey it has been, And it doesnt stop here FeelsStrongMan
  13. Hello there. This is going to be an in-depth and highly detailed explainer/behind the scenes thread for everything related to Project Neltharion's current Mythic system, including the idea behind it, how it came to be, etc. If for whatever reason Kain's guides aren't enough information for you, you are in the right place. Let's dive into the backstory first. Why? On an endgame realm, endgame content has to be the focus point of the entire game. What is endgame content, you might ask? In 4.3.4, that generally refers to Dragon Soul. So you run Dragon Soul for a few months, you get BiS gear, then what? Exactly. We didn't like the idea of the "then what" aspect to the game, so we had to come up with something. The nature of the game dictates that as you get more and more gear, content becomes easier and easier. At the top level on the original Neltharion we could see groups clearing Dragon Soul in less than an hour consistently. The main content was repetitive and boring. If you didn't have multiple characters ready for Dragon Soul, you would have no incentive to play the game for more than 1 hour a week. This was a big contributing factor to the realm's inevitable death (among other things). What have we learned from this is that we need a brand-new idea to revive the endgame with, one that doesn't get stale as you delve deeper and deeper into it, one that keeps the challenge up for every player, one that's rewarding, etc. Enter #temp. This chat was created for the sole purpose of "Making Neltharion Great Again". Where four like-minded individuals came together and brainstormed everything that would eventually become one of, if not the main focus for the longevity of endgame content that would shape our realm. This is the first documented appearance of the word "mythic" in the entire discord of almost 600k messages. Fun fact, #temp is almost 100k out of that with only 4 people in it. Just for comparison, #neltharion-chat barely has 70k (stats as of 09.07.). Anyway, a lot of dev and design decisions get conjured in that chat. Mythic just so happened to be one of them, and less than 3 months after that we already had the core system up and running on the realm. The pre-alpha version (showcased April 16, 2020) already included full core support, database columns, variable key data, level scaling, quest timers, and the Challenge Mode NPC to tie it all together. The only "main" things missing were the rewards and the affixes. From here on, I took it upon myself to start actually designing the system and come up with some concepts about how everything should work, while also leading and setting up keys for tester groups to feel out the way everything was at the time. 4 days later, I sent the first version of the "mythic notepad" to Radioactive, head developer at the time. In its 164 lines, it already explained the core system, scaling, rewards structure, and gave a basic idea on how the loot should be distributed into different tiers and awarded to the players. The next couple of months consisted of a lot of mythic and dungeon testing in general. We knew that since the entire system is based on Cataclysm dungeons, they have to be working as close to flawless as possible, so the amount of problems that can come from mythics later on are minimised. The very next changelog (released August 24, 2020) reflects this time period perfectly, in which over 75% of the documented changes are in relation to dungeons or mythics themselves. By late July / early August, the 164 line notepad expanded to 912 lines, and got reviewed by some veterans as well. Shortly after, the "mythic reward system" screenshots image was put together based on that notepad, which is still pinned in #neltharion-chat to this day. The next period (late 2020) consisted of revisiting and reviewing previous work, and laying some small but very important foundations. This was also the time when we opened an entirely new chat for mythic related discussions, and put out a teaser video to hype the whole thing up. A lot of concepts and my personal vision for the system (what the original design reflected) had to be slightly adjusted and rebalanced. Loot was among one of the things that were discussed and introduced during this era. Here are some parts of the chats from then. It also included a lot of visual representations that had to be made in order to better showcase our ideas and get our points across for the team. We each have made several videos, spreadsheets, drawings, such as this one (was too big to fit on the previous pic; early concept with diagrams thrown together in a few minutes on the spot): There are some items that already exist without a patch and could be polled to be added to very high level (25+) level rewards, those being the 410 valor items (Heroic cloaks, rings, trinkets). They are mentioned in the original design and are the most likely get polled in the future, as they are the only non-standard items that still give a fair advantage, but are not completely overpowered. They would also fit the "mythics giving BiS gear rewards" theme from the actual retail system. By this point, most of what the system is today had been implemented. Small, gradual changes were done to dungeons and mythics themselves. Recently, however, we decided to put some more focus on the visualising aspects of the system and the ideology behind its concepts. For ideas that resemble the retail version of mythics, some things had to get reworked due to our limitations. Namely, the Enemy Forces counter and interface. In 4.3.4, the objective tracker can only have up to 4 different things tracked per quest. This means that in a dungeon with more than 4 bosses, we wouldn't be able to list all of them for you to kill. We also can not have multiple trackers running at the same time, as you would get rewarded more than once. So to combat this, we have predetermined lists for each dungeon, containing all NPCs and the amount you have to kill to get to 100% after which you receive your rewards. All bosses are included, some trash packs are still skippable, and the order in which you complete the list does not matter. For the parts that are up to us to design, we have taken a lot of inspiration from other games with similar systems, that players love and enjoy, so we could skip the feedback part as that's been already done for the most part. One notable example, in particular, is RuneScape. With its 20+ years of history and Guinness World Record of the largest and most updated MMORPG, not to mention several members of our staff having vast amounts of experience in its world, it is a perfect candidate for a muse. Those familiar with the "retail" game and on the endgame side of things, you might have heard of Telos. He's an incredibly unique boss with groundbreaking design that still holds up more than 5 years after initial release. There are a lot of similarities between our mythic system and Telos. To start things off, there's an "enrage" mechanic, which allows the player to fight a more powerful version of the boss, and have better chances at loot. Familiar enough? But wait, there's more. There's also a very defining learning curve, phase unlocks above certain levels, a lot of maths and statistics, not to mention the design of the reward system and streaking. This part is the one that had to get slightly reworked due to our limitations. Let me explain. With Telos, you can "risk" all of your obtained loot by "keeping a streak" / "pushing enrage" / "continuing the challenge", and have increased chances at better loot and faster accumulated progression. However, if you "fail your streak" (die or lose the kill by other means), you can only cash out 75% value of your potential rewards. I personally felt like this was too big of a drawback, and since our theoretical cap of ~30 levels with the possibility of +3 max level upgrades is nowhere near comparable to the 400+ near perfect kills you need to do to in order to reach the enrage cap, this mechanic is completely redundant and therefore didn't even make it into my original concept. (You can read more about Telos and his loot mechanics here.) Drop rates and rarity often operate on a mathematical process called binomial probability. The chances of getting your desired drop "on rate" (at least once in the expected amount of attempts) is only about 63.2%, which correlates to a constant quite commonly found in science and mathematics overall being e (Euler's number, being the base of logarithmic functions, probability calculations, compound interest, etc.), or in this case 1 - 1/e, with its curve (lim x->∞ (1-((x-1)/x))^x) representing the likelihood of getting what you want over time. If we take a look back at Telos for a second, here's an explainer thread from reddit that explains the way streaking works and how likely you are to receive drops. Many links in that massive post link to images that look similar to this one: It follows the same e^x function type curve as expected, no surprise there. Here's how that system compares to our current one. What I've done is slightly adjusted the scale from one of those graphs by overlaying it on top of ours just so that the x-axis matches up better, and put the ~63.2% on our theoretical maximum level key being 32. From this image, the following things can be pointed out: - The rates at any given point always add up to 100%, this means players will always receive some kind of reward at every level. - There are compound effects in play, as you have to progress low levels in order to get to the higher ones, and you will always get better loot over time. - The low tiers start off strong at low levels, but drop off gradually over level progression, first rapidly, and then slowly fade out. - The med tiers are the most defining ones and best aligned with the curve, with slightly boosted values in the early and middle levels (to draw players in), with not much change or fluctuation overall. - The high tiers start coming in around the middle, with no decline. - There is no optimal point to stop pushing levels at, as the reward chances are strictly better at higher levels compared to lower ones. After a lot of feedback, a lot of discussion, and a lot of number crunching, this is what we came up with and what's going to stay with the current system as we know it. A couple key things to point out with the reward system itself: - Your bag will upgrade to the next tier if you have obtained everything from that tier. This theoretically means you can obtain everything we have to offer from spamming level 1 - it would take a very long time, but still possible. - Majority of the sought-after items, such as rare transmog sets, weapons, mounts, etc. start appearing at the middle point, and they are significantly easier to obtain from higher levels than lower ones. - The system is dynamic enough where there's no optimal "farming point" for any tier of loot, the likelihood of receiving better loot is always increasing over time. - The dark red line represents your average loot expectancy over time as you delve deeper into pushing keys. - There are no duplicates (unless you sell/delete/use rewards) - which means when you get something you don't want, your chances of getting something you do want are increased the next time you are rewarded. - Gold, Justice, and Valor Points are also rolled with each bag, but do not influence other drop chances. - Lower tiers include a lot of BoE transmog sets, which can be traded/sold on the auction house to gather full sets. - Some rewards are categorised by armour type and player class, meaning you can only obtain items that you can actually use. Those are just some basic rules, there's a lot more to it that you will find out for yourself by actually playing. Aside from loot, the other important thing to talk about is the multiplier/level scaling. Here's what that currently looks like: As it can be clearly seen, the damage scaling is exponentially more difficult for each level. Every new level is a flat 10% harder than the one below it. Precisely, the equation used is y = 1.1 ^ (x-1), where y is the damage and health multiplier, and x is the key level. The only exception is made at level 1, where there's a flat 5% boost difference from Heroic. Affixes are introduced at different intervals as well, resembling a more logarithmic scaling than a linear, "+1 every x levels" type deal. It is important to mention that our keys can have 4 total affixes at the same time, instead of the 3 as per retail, this was a deliberate decision for balancing purposes. During initial testing, we have found that 3 affixes were just not cutting it for the difficulty levels in most cases, hence why we opted to include a 4th slot in the generation. The affixes themselves are split into 4 "groups", and players can only have up to 2 affixes present from the same "group" for their keys. This idea groups together similar affixes and makes "mechanically impossible" combinations way less likely to occur. Also, because keys are individually generated with random affixes (as opposed to retail's weekly rotation), there's a lot more variety and choices to be made by the players. You can read more about our current affixes at https://forum.projectnelth.com/topic/50-affixes-explained/. Keep in mind that these are subject to change and can be replaced/reworked entirely based on feedback. However, we are overall quite happy and satisfied with the scaling, affixes, and the way everything works at the moment, for the most part. This is a good time to further clarify that apart from the existence of the system itself, nothing is custom about it, meaning every single affix, mechanic, voice line, visual effect, spell, etc. is already present in the game. This feature allows us not to force players to download any patches or custom game files in order to experience mythics. We will continue to work with this in mind as far as we can, however if there is a point where it's no longer possible to replicate the retail version with enough accuracy, we will put a poll out for it. With it also, we would be able to add custom downported models and visual effects that otherwise wouldn't be possible with the basic 4.3.4 client, and its' limitations. The only remaining things missing from the current system are: - Some loot tiers being filled in - Certain pitched items have to get discussed whether or not to be added to high level satchels, or the website's store instead - The timer has to get changed to a dynamically scaling one, instead of the 4+ hour one that we currently have for testing purposes (already have some ideas) - Some minor affix and logic corrections - Base heroic dungeon fixes It is also important to remember that your actual physical item that Aggra can give you by talking to her in any main city does not relate to your "key" at all, instead it is just an item with an onuse effect that displays information about your current key, which is nothing more than a few numbers in the database. The two are not connected in any other way, therefore deleting the item will not get rid of your progress (if you wanted to make bag space, for example). Having all that said, that pretty much explains everything behind the current Mythic system and the way it was designed and built. It is months (if not years) of work boiled down to a simple click of a few buttons to start your adventure, which will probably resemble this flowchart originally made by Cryptid in a discussion. Thank you for reading, and we wish you good luck in Mythics. Contributions: try - design and mechanics Icnatsepll - loot tables and theorycrafting Radioactive - system code and implementation Hyjarion - affixes and dungeon functionality Cryptid - Aggra Redstorm - testing and feedback & everyone else who has helped us with some runs along the way so far. PS: The main mythic explainer threads have also been updated along with this post and the changelog.
  14. Going to summon Lokholar the memelord every AV. PagMan
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