SoD 2.0 - What's going to happen

Wiz

NOT DONATING *EVER*
I've trashcanned the old 1.0 vs 2.0 discussion thread so noone is confused about exactly which one applies.

In lieu of the poll showing a general support for the 2.0 ruleset and more general discussion among the staff, here is what's going to happen.

Malath Server

Malath server will be converted to the 2.0 ruleset. Exactly what this means will be posted below.

Kaezul Server

Kaezul server will be put on hold for now and released, with the 2.0 ruleset, after we make a serious attempt to drive up player numbers. It will possibly be a PVP server. I will start a separate topic about this soon, so please don't discuss this here.

The 2.0 rules

Here is what's different:

Level factor
Level will disappear majorly as a factor on resists, accuracy, mitigation and so on - skills/stats will decide this instead. A sufficent number of level 20s will be able to down a level 35 mob, and it will be easier to have a wider range of player levels in a group.

Engage limit
The engage limit on NPCs will be 18 players or 2 of any class. NPCs designed for more than this will have their raw stats reduced to compensate.

Dynamic engage limit
Possibly not implemented right away will be a dynamic engage limit that replaces the 2 of any class hardcap with a softcap that makes any player of a particular class beyond 2 less effective against a mob (so you can have 3 rogues against a mob, but the third rogue might only do 75% of his usual damage)

Items
Item stats, particularily HP/Mana, will go down across the board. NPCs will be adjusted accordingly, the main reason for this change is to close the gap between players and other players, and make augments more important. (Augments will be mostly unchanged).

Resists
Resists, particularily from bard songs and other spells, will go down across the board. Resist calcs will be adjusted accordingly. We feel that hitting 500 in a resist is way too easy.

Respawns
For now, multi-day respawns will be cut in half. A different system will possibly be used if competition turns out to still be too harsh. Raid mobs will have their amount of item drops reduced.

Auxillary tanking
Auxillary tanking will be added. Auxillary tanking is a system that reduces the damage a NPC or player deals to whoever it is attacking based on the amount and tanking quality of players and pets you have in front of it that are attacking it (with autoattack) - so if you have a NPC attacking a lonely warrior, it might do 20% extra damage, if you add a second warrior in front of it it might do normal damage, add a monk in front of it and it's now doing 10% less damage, add a water pet and it's now doing a total of 15% less damage, and so on. Every class, pet and NPC can contribute to auxillary tanking, but there is a hardcap on how low the NPC can go in damage, and since a wizard doesn't have the best tanking stats around, they're probably best off standing back instead of taking ripostes.

Travel
Portals will be moved into cities, but will no longer be instant travel. Going into a portal will take you to the Plane of Portals, where you have to run to your select destination. Spellcasting, gaining EXP, talking while not in /tell, trading and a lot of other things will be impossible in the Plane of Portals to prevent players from lingering there. It will be mostly safe, but not always...

Complete heal
Complete heal the spell will no longer exist as you know it. It will be changed into a very mana efficent spell with a shorter casting time and a several minute recast - a once a fight spell instead of the current chains. Healing will be mainly done through the direct set amount heals.

More
These are the initial changes, but more will be coming - mostly smaller changes to things like how level works on mez. I have no current ETA on when the changes will happen, but I will work to make them happen soon, hopefully within a couple weeks.
 
congratz on that wiz.. but i think items nerf will be bad :( we done so much .. worked our behinds to get the items, and they get nerfed ? :(
If you doing so, why not add a few more AA´s or change some we have..
 
brasileira said:
congratz on that wiz.. but i think items nerf will be bad :( we done so much .. worked our behinds to get the items, and they get nerfed ? :(

How exactly is it a nerf when it's applied to ALL items and NPCs are adjusted accordingly? You won't see a practical difference except in numbers.

If I double the power of all items and make all NPCs twice as strong, did you suddenly get massively boosted in power? No.
 
Wiz said:
How exactly is it a nerf when it's applied to ALL items and NPCs are adjusted accordingly? You won't see a practical difference except in numbers.

If I double the power of all items and make all NPCs twice as strong, did you suddenly get massively boosted in power? No.
yea, for 1 thing youre right, but like is still there a way to all classes get like 4 or 5 stats maxed up without IP gear? or there will be more cmal zones with better than ip gear?
 
The changes look great, Wiz. My guild has been discussing the proposed changes alot over the past few weeks and I'm a bit worried about the class limits. We're going to be well over the cap on a few classes and short on others so I was hoping there might be a short period for rename requests, where we could take over an alt as our main w/ the same name?
 
Wiz said:
How exactly is it a nerf when it's applied to ALL items and NPCs are adjusted accordingly? You won't see a practical difference except in numbers.

If I double the power of all items and make all NPCs twice as strong, did you suddenly get massively boosted in power? No.

Any chance we can get AA's spent on hidden strength back, since we (likely) won't be stat capped anymore? =p
 
Kisua said:
So our level, gear, and everything else is in fact going to poof with this conversion?

Nothing is poofing, are you reading some imaginary post I didn't write. :psyduck:
 
As far as content, this means you will be updating the current raid content over time to be in line with the conversion?
 
Are any (or all) characters be able to play on any of the servers or was there talk of starting on that server with new ones?
 
Wiz said:
Dynamic engage limit
Possibly not implemented right away will be a dynamic engage limit that replaces the 2 of any class hardcap with a softcap that makes any player of a particular class beyond 2 less effective against a mob (so you can have 3 rogues against a mob, but the third rogue might only do 75% of his usual damage)

I like this idea! With the massive numbers of some classes (mage, necro, druid), you will influence class choice without making the ones we already have useless! Good Job wiz! Good job overall !
 
Danku said:
I like this idea! With the massive numbers of some classes (mage, necro, druid), you will influence class choice without making the ones we already have useless! Good Job wiz! Good job overall !
well its gonna be bad for the lower AAs or geared ones..
like my guild have 4 rangers, 1 officer, 1 uber, and 2 regular ones (im included :( )
so.. the 2 best get in raid.. and the other 2 will never b able to raid IF the 2 are not logged in or dont want to :(
 
So, you're saying that, basically, the changes will affact to raiding (no longer 36 chars, but 16)... 2 chars per class in a raid, and all that.

Ok... while I see how you can regulate a 3rd rogue doing less damage... how would that mean for a 3rd cleric (more even considering that we'll have no cheal). Will a 3rd cleric heal 75 % of damage? Does this has a cap? Couldn't we just add clerics up to the point any cleric would be healing, let's say 50 %, but the sheer ammount of clerics would make for a tank imposible to die?

Also... about the "auxiliary tanking" Does the % of damage reflects who i auxiliary tanking, or does a wizard aux tanking reduces the ammount on the same % than a warrior would do? do that applies to raid targets, or to any mob (I can totally see 6 clerics on xp group adding as aux tanking, while keeping themselves alive, and having mob greatly reduced due to pets/clerics, which would mean 12 chars tanking the mob)... or 6 magicians, or beastlords....

Also, about cap on classes... do that affect raids, or also affects normal groups? Cause I've seen a couple times 6 magicians on group... or 3 clerics (hell, I've been in one of those 3 clerics groups)
 
The changes sound great! I am very relieved that they will be made to the current server.

The one change that worries me is the Complete Heal change, not from a raid perspective but a grouping perspective. Healers (clerics and druids) who don't yet have all the healing AAs are going to have a harder time with mana keeping a beefy MT healed, but I'm sure you'll come up with a good solution.

Thanks to the staff for everything you do to keep SoD a dynamic, interesting, and fun game, and to keep it from becoming silly like live.
 
Kisua said:
Hmm I guess I misunderstood the original 2.0 topic then.

you didnt misunderstand the original topic... you just decided not to read this one.

edit: to actually add something... i think all of the 2.0 rules are great, im actually a little dissappointed to not be starting over, i think it would be fun to start with equal ground with everyone, but thats mainly because i joined the game only a month or two back. All in all, great work, can't wait to be able to find more groups and such :)
 
brasileira said:
well its gonna be bad for the lower AAs or geared ones..
like my guild have 4 rangers, 1 officer, 1 uber, and 2 regular ones (im included :( )
so.. the 2 best get in raid.. and the other 2 will never b able to raid IF the 2 are not logged in or dont want to :(

If you read the part I quoted, it shows that there may not be a hard limit of 2 of each char type allowed.

In the end I forsee a shake up in guild structure. Alot of people will be redundant in their old guilds and may form new ones or join existing ones.
 
GuiardoTuneweaver said:
The changes sound great! I am very relieved that they will be made to the current server.

The one change that worries me is the Complete Heal change, not from a raid perspective but a grouping perspective. Healers (clerics and druids) who don't yet have all the healing AAs are going to have a harder time with mana keeping a beefy MT healed, but I'm sure you'll come up with a good solution.

Thanks to the staff for everything you do to keep SoD a dynamic, interesting, and fun game, and to keep it from becoming silly like live.

With Complete Heal being changed, we can easily retune direct heals(even at lower than max level) if the need arises.
 
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