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  1. 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.
    4 points
  2. MOLTEN FRONT The Molten Front is a daily quest zone for level 85+ players added in 4.2. Players reach it via a portal in Mount Hyjal. How to open the Molten Front portal? 1. Starter Quests: Guardians of Hyjal: Call of the Ancients (H) / Guardians of Hyjal: Call of the Ancients (A) Guardians of Hyjal: Firelands Invasion! (H) / Guardians of Hyjal: Firelands Invasion! (A) 2. Dependence between these two quests: Guardians of Hyjal: Call of the Ancients: This quest is available to players who have not quested through Mount Hyjal but reached 85 level. If players have not quested in Hyjal then: Hero's Call Boards / Warchief's Command Boards will offer the quest instead as a reminder to players that they need to get questing. Guardians of Hyjal: Firelands Invasion! This quest is available to players who have quested through Mount Hyjal, reached 85 level and have completed requirements to open up quest. (mentioned below) Can be taken from: Hero's Call Boards / Warchief's Command Boards / Archdruid Hamuul Runetotem 3. Objectives for both quests: Players must complete the quest chains for each ancient: Goldrinn: Q: Return from the Firelands (H) / Return from the Firelands (A) Aviana : Q: An Ancient Reborn Tortolla: Q: An Ancient Awakens Aessina: Q: Aessina's Miracle Generally you have to complete 83 of 115 quests in Mount Hyjal to open the chain. 4. Molten Front Portal opening questline: Guardians of Hyjal: Firelands Invasion! (H) / Guardians of Hyjal: Firelands Invasion! (A) Opening the Door A Ritual of Flame To the Sanctuary! Caught Unawares 6 The Sanctuary Must Not Fall 10 Calling for Reinforcements now is available which requires 20 Mark of the World Tree to progress to the next phase. What is Mark of the World Tree? Mark of the World Tree are not used as much for purchasing items directly as they are instead used to unlock progression in the new Regrowth and Molten Front daily quest hubs. As players progress through the new daily quests they are also given quests to turn in certain quantities of Mark of the World Tree in order to unlock the next series of daily quests. 5. Daily Quests - Stage 1 When The Sanctuary Must Not Fall is completed, dailies open up to help you collecting Mark of the World Tree in this stage: 1. One of these daily quests : Rage Against the Flames 1 Rage Against the Flames 1 Rage Against the Flames 1 Rage Against the Flames 1 Supplies for the Other Side 1 2. One set of quests from these five: Between the Trees 1 ─► The Power of Malorne 2 Call the Flock 1 ─► Wings Aflame 2 - Related Achievement: Ludicrous Speed Perfecting Your Howl 1 ─►The Call of the Pack 2 Punting Season 1 ─► Echoes of Nemesis 2 Those Bears Up There 1 ─► Nature's Blessing 2 You will net 4 per day during this stage. When you collect 20 you can completeCalling for Reinforcements and continue questline. 8. Leyara 9. Through the Gates of Hell 15 6. Daily Quests - Stage 2 When Through the Gates of Hell is completed, the real fight has begun. Besides 4 per day from Stage 1, new dailies open up in this stage. Also Malfurion will offer the following quests Druids of the Talon and The Shadow Wardens, both of which must be completed to transition to the next phase. 1. You will receive each of the following quests each day Burn Victims 2 Hostile Elements 2 The Protectors of Hyjal 2 (from outside the Molten Front) 2. One of the following The Dogs of War 2 The Harder They Fall 2 Traitors Return 2 Breach in the Defenses 2 3. One of the following Aggressive Growth 2 Wisp Away 2 In this stage you will net 14 per day. (4 from Stage 1 and 10 from Stage 2) Upon obtaining 150 you may choose either the Druids of the Talon or The Shadow Wardens to open more dailies. 6. Daily Quests - Stage 3a This stage is available if you want to unlockDruids of the Talon. Questline to unlock the following area:Druids of the Talon ─► Flight of the Storm Crows ─►Into the Fire 2 1. You will receive each of the following quests each day Fire Flowers 2 Flamewakers of the Molten Flow 2 2. One of the following Singed Wings 2 Territorial Birds 2 3. Two of the following Fire in the Skies 2 Peaked Interest 2 Starting Young 2 Mother's Malice 2 4. Additionally, you can unlock one more daily quest in this stage by finding Anren Shadowseeker and completeNeed... Water... Badly... 5 . Then you will be able to receive one of the following quest Hounds of Shannox 2 How Hot 2 In this stage you will net 24 per day. (4 from Stage 1 and 10 from Stage 2 and 10 from Stage 3a) 7. Daily Quests - Stage 3b This stage is available if you want to unlockThe Shadow Wardens. Questline to unlock the following area:The Shadow Wardens ─►The Hunt Begins ─► The Forlorn Spire 2 1. You will receive each of the following quests each day: Enduring the Heat 3 2. One of the following Solar Core Destruction 2 The Wardens are Watching 2 3. Two of the following Wicked Webs 2 Pyrorachnophobia 2 Egg-stinction 2 4. Additionally, you can unlock one more daily quest from Avrilla in this stage by complete small questline: The Mysterious Seed Planting Season Little Lasher 5 Then you will be able to receive one of her quests: Embergris 2 Some Like It Hot 2 Steal Magmolias 2 In this stage you will net 25 per day. (4 from Stage 1 and 10 from Stage 2 and 11 from Stage 3b) unfinished, its not official version, still in progress Links: 1. Whole Mount Hyjal Questline 2. Wowhead's A Guide to the Molten Front and Respective Quests
    4 points
  3. 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, and 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, the 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. However, a lot of concepts and my personal vision for the system (what the original design had reflected) had to be slightly adjusted and rebalanced. Loot was among one of the things that were discussed and introduced during this era. Here is a compilaton of some of the chats from back then. There were also 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): Note: There are some "actual gear" items that already exist in the game, and could be polled to be added to very high level (25+) level rewards, they are the 410 valor items (Heroic cloaks, rings, trinkets, etc.). 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 early 2021, 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 the players 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 (RS3) 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. There's also a very definitive learning curve, phase unlocks above certain levels, a lot of maths and statistics, not to mention the design of the base reward system. and streaking. This part is the one that had to get slightly reworked due to our limitations. (You can read more about Telos and his loot mechanics here.) Aside from all of that though, drop rates and rarity all across the board 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, 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 - base affixes and dungeon functionality Cryptid - polishing, bugfixes, "Aggra" concept 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.
    3 points
  4. Alterac Valley has two titan bosses available to help the game end. Both will spend 10 minutes roaming the middle field, and then proceed to just outside the enemy base, killing anything in their path. Once they reach their final destination, they will roam randomly for the remainder of the game. Both bosses spawn with 21.4 million health and 3.3 million mana. Ivus the Forest Lord Ivus the Forest Lord fights for the alliance using a toolkit similar to balance druids, utilizing spread damage to apply pressure on larger groups. Ivus attacks with (50,000 - 70,000) base melee damage every 3 seconds. Ivus will regularly apply/refresh faerie fire on targets nearby. Ivus will regularly apply/refresh moonfire on targets nearby. Ivus will occasionally mass root. Ivus will alternate between wrath and starfire for damage as well as melee attacks. Summoning Ivus: [Storm Crystal] is rewarded for scoring the killing blow on horde players. Return these to Archdruid Renferal and complete [Ivus the Forest Lord](1 credit) or [Crystal Cluster](5 credits). Once 200 have been turned in, Ivus will spawn in the field of strife and yell: "Wicked, wicked, mortals! The forest weeps. The elements recoil at the destruction. Ivus must purge you from this world!" Lokholar the Ice Lord Lokholar the Ice Lord fights for the horde using a toolkit similar to frost mages, utilizing crowd control to mitigate incoming damage. Lokholar attacks with (29,400 - 41,160) base melee damage every 3 seconds. Lokholar will gain a stack of swell of souls upon killing an enemy unit (NPC or Player). At 7 stacks of swell of souls, Lokholar will deal (50,000 - 70,000) melee damage. swell of souls can stack up to 10 times. Lokholar will regularly apply/refresh frost shock on targets nearby. Lokholar will alternate between freezing his main target and a random target. Lokholar will occasionally mass nova. Lokholar will alternate between blizzard and frostbolt for damage as well as melee attacks. Summoning Lokholar: [Stormpike Soldier's Blood] is rewarded for scoring the killing blow on alliance players. Return these to Primalist Thurloga and complete [Lokholar the Ice Lord](1 credit) or [A Gallon of Blood](5 credits). Once 200 have been turned in, Lokholar will spawn in the field of strife and yell: "WHO DARES SUMMON LOKHOLAR? The blood of a thousand Alliance soldiers I shall spill...none shall stand against the might of the Ice Lord!"
    3 points
  5. 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.
    2 points
  6. What a journey it has been, And it doesnt stop here FeelsStrongMan
    2 points
  7. CLASSES Shaman Elemental Reach (both ranks) will now properly increase radius of Fire Nova Hunter Mend Pet no longer ignores distance limit between the caster and the pet without a target selected DUNGEONS & RAIDS General Not accepting / declining the Dungeon Finder queue pop now grants 3 minutes of Dungeon Deserter Corrected immunity checks for 46 total NPCs Blackrock Caverns Corrected Twilight Zealots position during the Corla, Herald of Twilight fight The Stonecore Corborus is no longer skippable, Thrashing Charge bunny is now untargetable Grim Batol Soften them Up quest credit is now only given to players who are riding a Battered Red Drake Engulfing Flames is now on the global cooldown End Time Corrected Fragments Collected counter visibility on the Echo of Jaina fight PVP General Fixed Rated BG scoreboard (except Rating Change column) ( Before / After ) Corrected cross faction emblem animations for Every Man of Himself and PvP trinkets All druid shapeshift forms will now adjust to crossfaction race models 142 faction-related mounts will now morph into a crossfaction counterpart while a player is not on their home team Worgens are no longer able to cast Two Forms if playing for the Horde Free Action Potion now lasts 6 seconds Capturing bases in Battlegrounds now display the red fiery helix visual effect Changing Arena team captains will properly delete duplicate teams of the old captain in that bracket Deleting Arena teams now sweeps for any existing teams of the type and the owner Tol Barad Corrected minigame HUD Ruins of Lordaeron Added multiple collision objects to prevent certain AOE spells from hitting through gravestones Alterac Valley Added waypoints to ~40 NPCs QUESTS Kezan & The Lost Isles Corrected gender values for all remaining quests Rolling with my Homies - Grab Passenger now works as intended, player is no longer stunned inside vehicle, Ace is now correctly indicated on the minimap Players now properly get dismounted inside buildings, Hot Rod can be only summoned outside Running over Hired Looters during Robbing Hoods will automatically kill and loot them Necessary Roughness - improved scripts, will always spawn enough mobs, fixed visual bug where some robots were invisible Waltz Right In - disguise now gets properly applied even when player is inside vehicle Players should no longer get "incorrect" on proper inputs during The Great Bank Heist Improved behaviour / added roaming for Ravenous Lurkers and The Hammer Miner Troubles & Capturing the Unknown are now offered at the same time Reduced damage taken from mobs during Weed Whacker Infrared Heat Focals & Orc Scout are now properly removed after turning in Infrared = Infradead Mobs are now fighting during Get to the Gyrochoppa! Mechachicken now properly retaliates and casts Deadly Egg Barrage Pygmy Helmet only disappears after turning in Oomlot Village Movement speed is properly restored after getting slowed with Super Booster Rocket Boots on, mobs are no longer idle when player has buff Added teleports and transition effects to Rocket Boot Boosts & Victory! Added explosion to mines on the Tranquil Coast, they can no longer explode after having been detonated by the quest item Gnomeregan Stealth Fighters now attack back during The Pride of Kezan Kaja'Cola Zero-One can now only drop/be looted during the quests it's needed for Rescued goblins no longer disappear Throw It On the Ground! - Blastshadow's Soulstone now spawns on top of the corpse of Blastshadow the Brutemaster instead of his spawn location Corrected minecart pathing during Wild Mine Cart Ride Added some delay after exiting vehicles to prevent camera getting stuck in first person mode Gilneas Fixed first chapter of questline (Gilneas City), updated quest templates, corrected flags Fixed all class quests available for the Worgen race Reworked 5 progressive phases Scripted ~50 NPCs/objects/items/spells (damage, emotes, gossip, events, interactability, AI, spawns/despawns, waypoints, position, etc) Added ~3 questline transition cutscenes WORLD Cleaned up ~10000 NPCs (reposition/delete/add/visuals) Before / After MISC Pets will no longer move towards friendly units when the owner buffs them Worgen and Goblin players will now properly get every racial ability updated after race/faction changing Guild Herald is now holding the guild banner Players who get muted at the character selection screen will be disconnected Death Knights will need to level up the same number of levels as any other class to talk (in case of chat level restrictions) Blocked possible exploits that would allow players to gain talents under level 10 Potion cooldowns no longer check for "Encounter in progress" Scripted No'Kaled, the Elements of Death (all versions) damage procs - attacks performed by one hand can no longer proc damage of the other, excluded Main Gauche
    2 points
  8. 2022.01.29. (2 years, 10 days after #temp was born) mythic loot template has just under 3200 possible rolls, over 90% of the loot mentioned in the original design has been added to the system. devs and admins have been given "the list" that will make the whole thing complete. dungeons and mythic mode itself are getting the final touches and polishes. full steam ahead.
    1 point
  9. 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
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  10. 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
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  11. CLASSES Mage Arcane Missiles! will no longer proc with Brain Freeze (all ranks) or Hot Streak talents active Ring of Frost now continues to freeze opponents if the mage is affected by any other crowd control effect other than Cyclone or a frost lockout Rogue Savage Combat (both ranks) will now properly get removed from the rogue's targets out of combat Druid Hibernate is now on the Disorient DR Corrected damage calculations of Thorns for feral druids out of shapeshift forms Shaman Lava Burst will now check for Unleash Flame on impact and recalculate damage if it was active on cast but consumed during travel Paladin Conviction (all ranks) can no longer proc from the HoT effect of Holy Radiance Death Knight Ebon Plague no longer gets applied from spells stolen by Dark Simulacrum Unholy Blight is no longer affected by resilience DUNGEONS & RAIDS Dragon Soul Heroic Will's root effect will now properly get removed if the effect ends before the full duration PVP General Fixed crash with players interrupting channeled spells in PvP scenarios Battle Standards will now adapt to cross faction Corrected Shadow Sight (eyes) spawn times to an universal 90 seconds Unholy Death Knights can no longer buff their pets with Shadow Infusion during the preparation phase Isle of Conquest Fixed crash related to transports QUESTS Gilneas Fixed worgen questline, updated quest templates, corrected flags, fixed combat bugs, panels now close on completion properly, double popups no longer occur on discovery type quests Implemented 9 progressive phases and their settings, added cutscenes Corrected scripts/positioning/gossip/behaviour/movement speed for 182 NPCs/events/objects/items/spell targets Corrected 7700 gestures/emotions during creatures saying text/voicelines Westfall Updated quest templates, corrected flags, reworked zone phasing for 8 phases Corrected scripts/behaviour/positioning/phasing/spawn points for 172 NPCs/items/events WORLD Cleaned up ~10k NPCs MISC All diminishing returns will have a random reset timer between 15s and 20s, up from a static 15s Reworked randomness for Noggenfogger Elixir's effect applications Parachute (Flexweave Underlay) now properly fades when user hits the ground Corrected legacy PvP item prices in Area 52, Netherstorm All previous changelogs are archived on our forums. You can access them by clicking here.
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  12. Hello Yori, • This is a topic asked about quite frequently. Our server is closed and unavailable for normal players for the time being. • We have not begun estimating a release date yet, however the project is >90% ready for players. • Testers are available and willing to check for any bugs you would like checked, and can share video recordings as needed. • If you would like to join the testing effort, you can fill out the form in #become-a-tester section in the Project Neltharion discord. Keep in mind that we expect testers to participate in group testing efforts, and testers may be removed for various reasons. If you have further questions, feel free to ask.
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  13. Teams and rules to be announced...
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  14. US Alliance PvE Guild About Us Sons of Anarchy (SoA) started out as a PvE guild on Molten WoW - Neltharion during its very early WoTLK launch and progressed up into the Cataclysm. The guild started out with some casual laid back group of people who wanted to create a friendly raiding environment that suits both casual and hardcore players. We were in a learning phase during WoTLK, but during Cataclysm we excelled in our progression up to the death of deathwing on heroic mode. After moltdown, the guild was scattered and most of the core members abandoned the server and went on retail. Currently, our goal is to rebuild the guild on this server, create a friendly non-toxic community, progress through the content, and reminisce all our favorite Cataclysm moments. Recruitment <ON> Requirements to join the guild : 1) Respectful, Mature, Cooperative, Non-Elitist and Friendly 2) Fluent in English & can easily communicate with other guild members 3) Willing to use discord 4) Acknowledges our raiding times ( SEE RAIDING SECTION BELOW) and is committed to them 5) Basic understanding of class/spec and major game mechanics Raiding & Mythics: Our raiding goal is to progress through content in a orderly and non-stressful manner ( We wont chase realm first). Raiding Times will be during weekend/days usually from 10 PM Eastern standard time (EST) to 12 AM EST on two different days in a week ( 4 hours of raiding total per raiding team). NOTE : These are US raiding times and may not suit many EU players. Loot will be distributed based upon preference, attendance, & attitude during raids ( i.e Loot Council ) We also aim to have multiple raid teams & reserves ( players will be assigned based on availability and experience). The key to a non-toxic, organized, successful raid is communication so discord is a MUST have. Mythics will be done around the clock ( 24/7) based on player availability. How to Apply ? https://docs.google.com/forms/d/1rNFTz4cw4KPGBWCSnoXsovElZqMUBHlmFkaP7x9rgGw Applications to the guild are straight forward just fill up this google form and we will get back to you on discord
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  15. Update: We are currently looking for one dedicated person to fill our core group due to an unfortunate turn of events resulting in us having to replace someone for disinterest. Requirements: - Be able to fill in (aka play at top level) for at least one of the following classes: (the rest of us can fill in any role for the comp) Ret/UHDK/Enhance/Arms/Firemage/SVhunter/SP/Demolock/Any healer - preferably with offspec tank/heals if possible for utility - Pass a background/qualification check on the guild discord by mentioning previous experience, past character names, video links, screenshots, etc. - Meet most of the "what we are looking for" section guidelines written above. To apply, DM the discord tag seen on my "about me" section on my profile (you have to be in the official PN discord), or join the guild's discord directly by clicking the link on the original post and follow the instructions written there. Cheers & GL.
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  16. Happy new year nerds! One year has passed and during this time we've done a ton of work and we're happy to announce that we are in fact nearing completion. An update regarding spells and PvP! As of right now we've gone through and reworked the vast majority of all spells and their issues. We're at the point where we're having trouble finding critical issues related to spells/CC/DR and overall PvP mechanics. I am certain that Neltharion will, without a doubt, become the most polished and well scripted Cataclysm server in terms of PvP. Surely things will show up as time goes on but we will find every single issue and pay close attention to the Bugtracker. As a PvPer myself I will make sure that stuff is working as it should. What about PvE? We've also been focusing a lot on the PvE aspect of the game - mainly the Cataclysm dungeons. We have 2 more of the 346 dungeons to go through and make sure they work well. Our next task is to go through and terminate the minor issues left inside the raids - we expect that part to go fast enough. The dungeons were in a much worse shape overall. There are still lots of work to be done and we're doing everything in our power to get it as much Blizzlike as we possibly can. The Mythic system has been touched and we've corrected a bunch of issues related to that part as well. 4 new affixes has been added to the game and more information about them can be seen on the forums. An NPC will be introduced to the game that the players can interact with and see what affixes the player has. You will be able to find the Mythic Challenge NPC inside any capital city. Quest wise Mount Hyjal, Deepholm and Uldum has been reworked and is fully doable. Currently working on Vashj'ir and Twilight Highlands. The new forums will be released and announced within the next few days. 2021 will be a very interesting year for the project!
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  17. What are they? Mythic Dungeons are a custom addition to our server. The system is based on the retail version of the extra difficulty added to dungeons in 6.2, with recreated effects (affixes), custom rewards, unique items, progressive scaling levels, and much more. We thought adding some spice to old content would be an essential element to re-introduce parts of the game that lose traction over time. How do they work? You can start a level 1 Mythic Dungeon by talking to Aggra in any non-random dungeon, who allows you to start toggling the difficulty up a notch. Completing this harder version, should you be able to finish it in time, will yield everyone involved with rewards otherwise unobtainable, including an upgraded keystone - to progress further into the system with, and so forth. You can also talk to her in any major city to get a keystone that can remind you of your current key. The keystone's level upgrade is determined by how time-efficient your group can be whilst completing the challenge. There are also extra mechanics added to the dungeon to watch out for. It's not only the numbers that are increased. We will touch on these later in detail. What are the rewards? Since the realm does not offer a marketplace where you could buy high level equipment and rare cosmetics, this is our way of still allowing our players to obtain the things that are common on other servers. We have created a system where everyone has a chance to put their hands on stuff - that they otherwise wouldn't be able to - due to our limitations with the store. When you successfully complete a mythic dungeon, you will be rewarded with a Mythic Satchel. These contain different kinds of loot, based on their rarity. The higher level of dungeon you complete, and the faster you complete it, your chances of getting better loot are increased. Just to clarify, the system does not award BiS or custom gear - only cosmetics, mounts, items "unavailable for players", companions, etc. What's the difference between Heroic and Mythic? Every NPC has increasingly boosted health and damage (scaling with key level). The rewards are based on limited completion time (better and/or more rewards for faster completions). Quest based objectives (have to clear otherwise skippable bosses and trash mobs, timer that depletes key). Extra mechanics that you have to watch out for (affixes). Ranked, competitive leaderboards system (in collaboration with our armory). Unique, otherwise unobtainable loot (discontinued items, "removed from the game" stuff, etc). How can I start? You can start by talking to Aggra in any major city or dungeon to find out what key you have. Once you or your friends have decided whose key you will attempt to complete, invite everyone to a party, and zone into the Heroic version of the dungeon manually. Talk to Aggra inside once the group is ready, and most importantly, have fun! Huge thanks to Try aka Caecus for providing most of the information and screenshots!
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  18. PVP/PVE ? - Our realm Neltharion is a PvP realm. What will the experience rates be? - x7. What patch will Neltharion be? - We're looking at providing a fully developed 4.3.4 patch. Do you have plans for later expansions? - No we do not and that is not likely to change, ever. What are you doing to fight hackers? - We've been working very hard on introducing a very advanced anticheat that will completely prevent certain hacks. More information can be found here. Ultimately it will be near impossible to use fly, speed or teleportation hacks. Can I transfer my characters to your realm? - No. Will there be any P2W shop? - No, there will be no P2W items in the store. The highest item level equipment is set to 353. There will be cosmetics and mounts in the store!
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  19. hello there m new to the serveur and i make an account and instaled the mini client and start it i chose english language and the normal serveur and when i logged in the serveur is locked.... so i ask if there is a solution or i can t join and wait until the serveur release? ty for help for the horde ❤️
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