Dinberg's Battleground How-To (draft)

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Dinberg's Battleground How-To (draft)

Postby Dinberg » Mon Oct 27, 2008 12:26 pm

Known Bugs: - the keep doors appear to be buggy and dont let you in for a few of the keeps. I'm working on this, still, but time is short atm :D

Hello and welcome to Storm's battleground! There are quite a few different things to the normal, so this guide will give you a small breakdown of the key features, what they do, and how to use them well. First, you should know how to get to the battleground.

Getting to the battleground

You will need to locate the Aeronaut (in Jordheim) or the Skyriders (in Tir Na Nog and Camelot). They are near the other teleporters, but importantly are positioned outside. After a brief dialogue with them, you will be able to say 'Yes, I will fight'. At this point, they heave you onto either an aeroplane or a griffon and you begin to fly toward the battleground. Should you wish to change your mind, you can jump off using the jump key (default space bar) before you leave the area.

Alternatively, talk to one of the normal teleporters - if you are level 50, selecting the 'Battlegrounds' option from the teleporter will also teleport you directly to your realms portal keep.

Graveyards:

Graveyards are a special place for the dead, and as such the living aren't too welcome! They are marked by large statues of angels, and will fill up with the ghosts of dead players, and when enough ghosts are in the graveyard, you can activate the encounter by interacting with the graveyard until it begins. If your realm succeeds in the encounter, you will be granted realm points, and the graveyard will be conquered by your realm. Capture all three and a very special encounter occurs! More on that later ;)

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- There are three graveyards; they are located on the central land mass, at the shores of the three lakes (see bg map).

- To activate the graveyard, interact with the statue.

- When a player dies in the battleground, a ghostly copy is created at the nearest graveyard to the location of their death. It will be wearing the same items aswell, so you will know you you just killed. Bragging rights! ^^

- 3 ghosts are required to activate the encounter. So get killing players to speed it up, though pve deaths will also appear.

- When the encounter is started, a timer begins. After 2 minutes, it will check to see if any realm enemies are in the area, and if so it will keep checking every 30 seconds until only one realm is in the area - that realm is the winner, and claims the graveyard. The statue will shift to face that realms portal keep.

- As the encounter goes on, zombies will spawn every 30 seconds to keep you on your toes while you await any incoming enemies.

- When you activate the encounter, it broadcasts a message to every player in the battleground; people will know where you are and what you are doing ;)

- Claiming a graveyard will reward you with realmpoints (600) and bountypoints (100).



Encounters:

Earlier I mentioned some special encounters. If you talk with the Explorers at your portal keep, you will be able to hear the stories that center around these encounters, and will add some sense to them. There are two main encounters in the battleground, the 'Sisters of Fate' and 'Rage of the Scholar'. Each occurs when you have captured all three graveyards, but depend on whether you own the central keep.

Sisters of Fate

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- One sister spawns at each of the graveyards.

- Spawn when you claim 3 graveyards and DONT own the central keep.

- Very Aggressive and angry; they will aggro anyone, but are less likely to aggro your realm for releasing them.

- Use powerful magic and attacks.

- Will charge toward the ck, knocking holes through the walls as they collide with it. This is their primary use, as a form of quickly sieging the centre keep. It prevents defenders from stagnating in the centre keep, they must come out to fight you or you can capture the graveyards. Defenders can still kill the sisters before they get to the central keep.

- Once at the central keep, they engage in a battle amongst players and themselves. Eventually one fate is left, who should be defeated quite easily by players.


Rage of the Scholar

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- The scholar is a very powerful fallen soul, whose self-sacrifice to save the world corrupted his mind in the process and destroyed any shred of goodness in him.

- He spawns when you capture three graveyards AND own the centre keep. He will spawn at the top of the centre keep, on the keeps roof.

- He cannot be damaged until his energy portals have been destroyed.

- He uses a variety of attacks, and has defensive and offensive procs. Don't cluster in a group or his aoe will make quick work of you!

- When he spawns, EVERYONE in the game is sent a notification; screams will be heard, along with magical noises, and a text will appear about the clouds on Hangman's Hill.

- Drops respec stones, and also is worth bps.


These two encounters can be very useful if used correctly, and the scholar drops nice rewards and is highly coveted. Just be careful that in fighting the scholar you don't find someone attacking the keep in the process ;)


Villages:

The village system allows realms to capture villages in the frontier. Alot of people have been confused by this, so I will explain that villages are more like outposts than keeps - some of the occupants don't like fighting and are just trying to live their lives! Villagers will only be aggro when they are scared of the enemy. So, whats the point I hear you say? Well, villages provide alot of advantages, not least in the way of transport. Village translocators allow you to teleport to any village under your realms control with a translocator, and aeronauts/skyriders provide flying transport to any village of your realm. They need a supply keep to give them reinforcements, and the reinforcements are vulnerable as they travel to the village along the appropriate route.

Here's a summary:

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- Can be claimed by killing villagers; this will increase the villages fear, until eventually villagers submit to your realm.

- Wear the colours of the realm they belong to.

- Need a supply keep, claimed by your realm, to generate reinforcements.

- Systematically fill up the hookpoints in the village, starting with lower importance spots like villagers, to higher importance and utility such as translocators. You will need to defend your villages so they have time to grow and be useful!

- If a village is empty, the first realm to supply it with reinforcements will claim the village.

- Reinforcements are sent by keeps every 2 minutes. The amount of reinforcements depends on the fear of the village - lower fear means more reinforcements. Fear is increased by death of villagers, so defend your village if you wish it to grow!

- If you claim a village, but don't have a keep that can supply it, it will not be able to grow. The villagers will be your realm, but no further villagers will arrive until you have a supply line built.

- Generally speaking, the supply keeps of a village are the two nearest keeps to it.

- A captured village is worth 300 realm points and 100 bounty points.


Each villager also has a job to play:

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Villager - remarks about village conditions, inhabits the village. If attacked, they run around screaming for help from other villagers. They aren't combat units, but simply live in the village.
Sorceror - provides speed to passing friendly units, helps defend in an attack, and blows himself up every now and then ;)
Militia - these units defend the village when it is attacked, and will be aggro to enemies if the village is fearful. More fear, means more aggro range.
Magic Defense - ranged magic users that defend the village if it is attacked. Like magic militia if you will ;)
Herald - provides useful information on what villages we own, which villages are fearful, and which are content with no fear. Useful to see which villages are under threat!
Translocator - can teleport you to other villages of your realm that have a translocator, not in combat.
Aeronaut/Skyrider - provides aerial transport to whisk you to any village of your realms command.
Barkeep - doubles the rate at which village fear decreases. KILLING THE BARKEEP WILL MAKE IT EASIER TO CAPTURE!
Vaultmaster & Healer - same as the non-village counterparts, only this time offering a service in the frontiers ;)


So as you can see from the above, you should be tactical on which villagers you kill! Killing a translocator first in a village you wish to claim will prevent player reinforcements from coming in as quickly, yet will also mean you will need to wait for the translocator to be replaced when you claim the village. Aeronauts/Skyriders are possibly the last unit you would want to kill when capturing a village, because their absence in no way impedes the enemy being a one-way directional transport, but will impede you once the village is captured. Militia and Magic defense should be the first to go, but killing villagers means when you capture the village you could still have some self-defense in your village if any milita was left, rather than a gathering of peasants ;)


Item System:

In order to make the battleground more versatile, a new type of drop system has been implemented. When killing NPCs in the battleground, they will now have a chance to drop special 'essences'. Such essences each have their own attributes, each responsible for a stat and a resist - this will be clear soon. Killing enemy realm players will result in them dropping 'armor shards'. These two components can be combined via the Fallen Forgecraft npc in the centre keep, to make specific armor.

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- 1 armor shard per item piece, and one shard per player. Six players will need to be killed for a full set of items.
- The NPC in the centre keep can combine these with essences, dropped form mobs, to make special armor. You will obviously therefore need control of the center keep to reach him!
- Four slots of essences may be used.
- The first two slots will ALWAYS be a stat, the second ALWAYS the resist counterpart of the chosen essence.
- Up to 100 units of essence may be used on each essence slot. The effect a unit of essence has in addition to the others decreases as the amount of units increases; that basically means to get a bigger effect you have to add more and more essence!


As mentioned earlier, there are several types of essence, and each one does a different thing:

Essence - Stat / Resist
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Rot - Con/ cold
Hate - Qui/ heat
Spite - Str/ slash
Envy - Dex/ thrust
Fear - Int/ energy
Despair - Pie/ crush
Terror - Emp/ matter
Decay - Cha/ body
Hopelessness - Hits/ spirit


So if we used hate on slot one, fear on slot two, decay on three and terror on four, we would get an item with +Qui, +Int, +matter and +body. Hope you see how that works! The best way is probably to go capture the ck and fool around till you figure it out ^^


Meh, you'll get the hang of it all :D
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Re: Dinberg's Battleground How-To (draft)

Postby Graveen » Mon Oct 27, 2008 1:17 pm

wow this is really enjoyable :)
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Re: Dinberg's Battleground How-To (draft)

Postby Wigberg » Mon Oct 27, 2008 1:31 pm

damn f... nice :)
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Re: Dinberg's Battleground How-To (draft)

Postby dragonfire » Mon Oct 27, 2008 4:57 pm

Awesome job!! :wink:
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Re: Dinberg's Battleground How-To (draft)

Postby Dinberg » Tue Oct 28, 2008 1:26 am

bump, please read the new section at the bottom - 'Item System' - detailing the way I've decided to do drops...


We all know secretly its because i cba to database suits for all classes ^^
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Re: Dinberg's Battleground How-To (draft)

Postby Etaew » Tue Oct 28, 2008 9:29 am

Very first thing for the guide please, how to enter it!!!
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Re: Dinberg's Battleground How-To (draft)

Postby Dinberg » Tue Oct 28, 2008 10:11 am

I'm gonna make a special teleporter I think - I do sort of want the option for people less than 50 to come along, and it will also stand-out a bit more from the usual npcs they are used to.
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Re: Dinberg's Battleground How-To (draft)

Postby Dinberg » Tue Oct 28, 2008 3:49 pm

Added information on getting to the bg.
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Re: Dinberg's Battleground How-To (draft)

Postby Etaew » Tue Oct 28, 2008 10:22 pm

Your alternative way for sub 50s, will our battleground level caps interfere with this and remove them automatically?
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Re: Dinberg's Battleground How-To (draft)

Postby Dinberg » Wed Oct 29, 2008 9:56 am

Nope, it shouoldn't - this uses MoveTo to take them to a specific region, and the battlegroundcaps only check for p.level > bg.level - because lower levels will automatically be transported to a region sorted by their level.
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Re: Dinberg's Battleground How-To (draft)

Postby Dinberg » Tue Jan 06, 2009 10:19 pm

Hmm, I wonder if its time soon for this to be released now we have cleared up the other issues? Are keep doors still buggy Graveen? I must find my bug list ^^
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Re: Dinberg's Battleground How-To (draft)

Postby Graveen » Tue Jan 06, 2009 11:39 pm

hmmm keep door yes, i should test them again :)

i don't even remember what i changed and if i changed smthg.
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Re: Dinberg's Battleground How-To (draft)

Postby Dinberg » Wed Jan 07, 2009 3:05 pm

:D

Also I edited your post in the general section of DoL; this is to make the english more 'sensical' :D
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Re: Dinberg's Battleground How-To (draft)

Postby Dinberg » Sun Jan 11, 2009 4:14 pm

Gonna open it again for testing, even if the keep doors are borked atm ^^
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Re: Dinberg's Battleground How-To (draft)

Postby Charz » Sun Jan 11, 2009 7:52 pm

:!: does the custom armour have a unique model according to the type and realm?
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