Nishiki: ça va être une longue journée -.- envie de rejointre ma couette x)
Feb 8, 2016 8:56:29 GMT 1
Arwy: OMG le rush au magasin vivement ce soir !
Feb 8, 2016 10:52:33 GMT 1
Lunaticstory: c'est à dire Arwy ?
Feb 8, 2016 14:12:01 GMT 1
Arwy: Grosse journée des le matin !
Feb 9, 2016 13:09:25 GMT 1
Darkbenichou: LA journée est fini ^^
Feb 9, 2016 21:30:15 GMT 1
Arwy: Bon GvG mes choux !
Feb 18, 2016 19:15:08 GMT 1
Arwy: Grosse def hier soir !
Feb 23, 2016 10:27:28 GMT 1
Orry: vu les soins qu'a du faire le heal adverse ( cf tableau de fin) on a burst comme des cochons. il a pas du chaumer !!!
Feb 23, 2016 12:05:23 GMT 1
Arwy: Ou il soigne plus que moi
Feb 24, 2016 16:31:39 GMT 1
Pksubban76: bon matin a tous quelquun peu ma'accepter :-)
Mar 1, 2016 12:37:53 GMT 1
Pksubban76: adrese du discord svp
Mar 1, 2016 14:18:10 GMT 1
Fixes Fixed an error when trying to add a non-existant Guild in permissions settings. Disabled "OK" button when trying to enter an empty Guild name in permissions settings. Adjusted exploding skeletons: slower, more visible, less damaging, smaller radius. Fixed spell indicators showing for targeted spells when a target is already selected. Fixed spell indicators on tablet clients. Fixed a minor visual glitch with resizing spell indicators. Fixed move target indicator (the yellow circle showing where you're moving to) not showing when spell indicators are visible. Made it possible to craft Master's Heavy Enchanted Cloth armors. Fixed Elder's Repair Station build requirements. Known issue: gathering missions at T4 and T5 now ask for rare resources in the same quantities as normal resources, which makes them far too hard.
En gros, il dit qu'il font toujours et encore des ajustements dans la courbe de progression (fame) et qu'il faut garder en tête que c'est une beta, que le jeu n'est pas fini, et qu'il y aura encore des ajouts. De plus, il éloigne l'idée d'une wipe dans les prochains temps (jours), car il faut qu'ils aient un retour sur les derniers ajouts et modifs. Ils veulent en faire (de wipe) mais pas trop ni trop peu.
J'ai bien aimé lire cet article ^^ on sent les enjeux que chaque alliance se fixe, et l'histoire qu'il y a derrière, qui s'inscrit dans l'Histoire du jeu Il n'y a plus qu'à y créer notre page
Une petite news pour vous présenter un nouvel article sur les ensembles d'équipements ! Ce numéro 3 sur les bâtons naturels cliquez sur l'image pour accéder à l'article
This patch fixes a few issues accidentally introduced with Brutus and launches some smaller changes/fixes the team had a chance to make last week. In a significant change, the patch lowers the Destiny Board minimum mob tier requirement, so that you can now level your combat gear with almost any mob in the game. This is only the first step of a series of changes to Fame gain. The next steps will include a bonus to Fame and loot for mobs in PVP zones, and a bonus to Fame gained in group play. These changes will eventually allow us to rebalance Fame gain, and will be incorporated into the planning of the new game world. We're still a while away from announcing the date for the next major update, but you can look forward to another patch coming in just a few weeks. BALANCE CHANGES
Axes:
Axes are a little bit too energy-hungry right now. They are designed to be energy hungry damage beasts, but they run out of energy a little too fast, so we decreased the energy costs a little. Rending Strike: Base Energy: 6 -> 5 Axe Smash: Base Energy: 13 -> 10 Bows: The Bows have a lot of utility and sustain damage. The lack of burst damage made them a bit too slow in PvE, though, so we buffed Deadly Shot to give a strong Q-Spell choice for PvE. Deadly Shot: Damage increased by 20%
Base Energy: 3 -> 6 Holy Staffs:
As much as we want Healers to be able to also do solo PvE, we went a bit too far with the last buff for Smite, so we are rolling back the damage changes. It will still be better than before Brutus, but it should not steal the show of the main damage dealers. Smite: Damage reduced by 15% Base Energy: 6 -> 5 Spears:
In the last content update the Spear got reworked. The item stats did not emphasize their new role enough. With this change the weapons will have more ability power and deal more damage, but as a trade off they will be less tanky. The new Spirit Spear wasn't always a fit for everyone's playstyle. Especially the Halberd, that needs to stick on the target to hit its E-spell, wasn't really gaining much from the Spirit Spear. That is why we re-enable the Low Stab from before. You can now choose to play with either Low Stab or Spirit Spear. The slot 3 abilities on E can be charged up with both spells. The Spirit Spear's damage and buff duration got buffed. As a tradeoff the range was reduced. Also the damage buff stacking up was fixed. All Spear Line Items: Additional Damage Factor: 0.1 -> 0.15 Health Factor: 0.1 -> 0.05 Low Stab: Re-added the Low Stab as a spell choice on slot 1. Spirit Spear: Buff Duration: 6s -> 8s Attack Range Buff decreased by 20%
Reworked the Damage Buff: it now stacks up correctly and is based on Auto Attack interval. Swords:
In the last content update the Sword got reworked. The item stats did not emphasize their new role enough. With this change the weapons will have more ability power and deal more damage, but as a trade off they will be less tanky. The Mighty Swing got an increased AoE radius, as it was a tad too hard to hit disengaging enemies with its short delay. All Sword Line Items: Additional Damage Factor: 0.1 -> 0.15 Health Factor: 0.1 -> 0.05 Mighty Swing: AoE Radius: 5 -> 6 Fixes
Changed Destiny Board requirements such that all combat unlocks require a minimum mob tier of no more than 4 - you can now level any item on T4 or higher mobs. It is now possible to move extremely slowly while between 200% and 800% load (800% being roughly equal to Elder's Ox maxload bonus; previously you could not move above 200% load). You will not be able to move above 800% load. Fixed the issue where you cannot craft if more than 200% loaded; you can now always craft regardless of weight, but will be warned if it will leave you unable to move. City Guards will continue to attack until you lose aggro in any of the normal ways, rather than resetting as soon as illegal activity stops (eg your target dies). Removed self-cast on double-pressing cast hotkeys. Fixed an issue where using a short-cooldown skill on a moving target would make that spell unusable. Buffs and debuffs applied during casting will now correctly affect cast results. Fixed an issue with spells with target limits could fail if too many targets were hit. Fixed Legendary Explorer's Palace so it now accepts Elder's furniture. Fixed minimap icons in Ironhold and Ironfast. Allowed mobs to correctly fade out with invisibility spells. An error message is now correctly shown when trying to attack city buildings. Fixed an issue where played time on login screen was dealing with weeks badly. Fixed an error when trying to move items to a full bank with shift-click. Fixed issues with journals having invalid Fame values. Removed higher-level resource requirements from gather missions. Stability improvements!
--> On peut pex tous nos équipements sur des mobs T4 !
regarding the combat fame change, one thing which will be added in the near future is a fame bonus for killing mobs in PvP zones.
I.e. if you kill a T4 mob in a PvE zone, you would get less fame than if you kill the same mob in the PvP zone.
Of course, with all these - and other changes - to fame, after the wipe, we will also recalculate and adjust fame amounts in general to fit the new system.
In the mean time, will we are testing things and making changes on the go, things can be a bit messy.
--> Bonus à pex en PvP, et le niveau de fame sera recalculé après le prochain wipe (on n'a pas de date, mais il en parle déjà :3)
C'est pas la super news intéressante, mais ce que dit Korn là dedans :
regarding the wipe discussion: There will be at least 1 wipe during the course of the closed beta test, and then 1 wipe at the end of the closed beta test We are aware that a wipe would certainly create a huge spike in activity and exictement for the game: this is why if and when we wipe, we need to make sure that it counts A pre-requisite for a wipe is that we have made all the major changes to the progression system that we intend to make and that we have created at least an initial version of the new game world All the best, Korn
Pour ceux qui ne lisent pas l'anglais, en gros, le wipe aura lieu lorsque toute les grosses mécaniques voulues seront en place, afin de repartir sur un vrai "nouveau monde" Donc, tant qu'on n'a pas toutes les grosses modifs attendues, il ne faut pas rêver d'une wipe...
Pour mes hypothèses perso, en partant de ça, je me dit que Brutus n'est pas leur dernier gros changement sur le monde d'Albion, donc il faudra certainement attendre la prochaine MàJ, plus un certain délai, pour espérer voir une wipe.
Ce qui repousserait la date, à mon avis, plutôt vers mi-fin mars...
Bref, qui vivra verra, on ne peut pas deviner quand c'est qu'ils se décideront !
I am happy to confirm that the game's population has been pretty constant during the past 4 weeks.
There is a steady flow of new players coming in, and of course, there is also a steady flow of existing players going on a break waiting for a wipe or certain game improvements and there is certainly also a few players who just quit.
Et de nombreux ajouts de monstres, cartes, villes, pour que chaque zone soit unique. En plus de l'intégration du système de réputation/crimes en zone rouge, et l'ajout d'un continent qui comportera que des zones noires! Ils pensent que ça permettra d'avoir des petits fights en zone rouge, et des énormes fights entre guildes en zone noire
Pourquoi attendre tout ça ? Ils anticipent un reflux massif de joueurs, et de nouveaux joueurs, lors de l'annonce du wipe. Et si les anciens joueurs reviennent sans grands changement, cela n'aurait servi à rien..
Voilà voilà, pour plus d'infos, visitez les fils de discussions linkés
A full review of the guild vs guild system is planned, based on lessons learned during the beta This will include a change of the mechanism to change the GvG timeslots. (to prevent "gaming the system")
Now, when it comes to the negative defender bonus, note that the intention of it is to encourage some back and forth between guilds. Having said that, it's impact seems to be too strong at the moment.
As a quick fix, we could reduce the maximum negative defender bonus to, say, -10. We could also change the rate at which you get negative defender points and the speed at which they regenerate.
Un joueur qui trouve que les timers des travailleurs est bizarre : pourquoi 8h alors que pour le reste c'est généralement + long ? J'ai bien aimé, car sa conclusion penche entre 7h ou 9h, mais Monochrome répond "Bah, vu que l'optique des travailleur c'est d'être utilisé 1fois par jour, augmenter le timer donc à 22h" xD
Voilà le patchnote qui est actuellement sur le serveur de test. Prochaine grosse MàJ prévue Fin Mars. Si vous voulez une traduction, hésitez pas à demander !
TEST SERVER / Patch / Version 1.0.270 - REV 44044 / 24.02.2016 Director's Notes This intermediate patch introduces quick salvaging (quickly select many items in a row using shift-click) and several oft-requested changes & fixes. The team is now focusing on the next major update, which is due in late March.
In addition, we have reworked our Terms & Conditions (including Founder's Pack and Invite Friends T&C, which you can find on our website) as well as our Privacy Policy. This is to reflect the changes the game has undergone over the last months, i.e. the fact that it is persistently running, you can buy Premium and Gold and the fact that the game will not be "Free to Play" at launch. We've also included some updates to policies that were discussed in the forum, most notably regarding multi-accounting being allowed when adhering to certain rules and the fact that modification of the client software and interaction with our game servers with anything but the official client is strictly forbidden.
New Features
Added a "quick salvage" feature to allow you to salvage faster.
Changes
Party members will now get Fame from any kill where a party member got kill credit and they are nearby. This should help healers and other support players receive as much Fame as other party members. There is now a respawn delay in GvG, that starts at 10 seconds and becomes longer as the match goes on. It's no longer possible to see the opposing team composition before a GvG battle in the management UI. Castle chests can now only be looted by the castle owner. Improved the information given by mails regarding auctions of land that you own. Slowing spells can no longer reduce your movement speed below 20% of normal. Reduced minimum time until battle for home territories from 24h to 22h. Updated the EULA!
Fixes
Fixed an issue where ground-targeted spells would fail if cast while an auto-attack animation was playing. Mobs in Hellgates have had their Fame values corrected. Fixed sort order of items in banks to follow the intended design. Fixed an issue where ongoing spell effects (eg Blizzard) would not be correctly removed when leaving their area. Fixed an issue where using a cleanse or similar while in an ongoing AoE would not reapply the AoE effect once the cleanse wore off. Some T6 Veteran Keepers have been too stingy with their loot and should now correctly drop T6 loot rather than T4. Fixed an issue where blinking across a spell area would apply the spell's effect. Fixed an issue where farm animals in territories could not be fully fed. Fixed an issue where blinking out of the path of a skillshot would not stop you from being hit by it. Silver and loot should now have click priority over dungeon gates, ie where they overlap you will click the silver/loot rather than the gate. Fixed PvP ruleset in the undead dungeon in Shaw Sodden. Fixed effects which stop when mounting to now stop at the beginning of the mounting process, rather than at the end. Fixed an issue where gathering with certain buffs could cause the player to change color indefinitely. Fixed an issue where guildless players were unable to manage rights on guild islands when added as a co-owner. Fixed Grandmaster's Enchanted Bow so it is now craftable. Fixed an issue where dying with damaged equipment would continue to show damaged equipment warnings after respawning. Fixed an issue where existing spell areas would not be visible to clients who'd just logged in. Fixed an issue where becoming invisible would also turn your spell area effects invisible. Fixed an issue where the "User" access right on labourers would allow people to take ownership of them. Fixed a potential blackscreen issue relating to opening loot containers. Fixed the visual effect on Undead Archer's Multishot spell. Fixed some UI alignment issues. Fixed an issue where the Netherworld Portal could turn pink under some circumstances. Fixed positioning issues with spell description window. Fixed an issue with the tooltip for Chicken Pie and Energy Potions. Fixed mob invisibility visual effect. Fixed various localization and number-display issues. Fixed pinch gesture to work everywhere it should in the Android client. Fixed an issue where repairing Founder's Certificate would get you stuck. Fixed labourer slots on Guildhalls (now 7/10/10/15/15/15/15). Fixed behaviour of items when scrolling inventory/containers, which should resolve various bugs. Fixed some issues with shift-clicking items in the repair shop UI.
Un autre rappel, sur le fait qu'ils comptent changer le GvG de fond en comble, car ça ne leur plait pas du tout pour le moment : forum.albiononline.com/index.php/Thread/31412-GVG-change-needed/?postID=334291#post334291 La nouveauté, c'est qu'ils vont réfléchir à un nouveau concept, et le soumettre à la communauté pour en avoir des retours avant de l’implémenter IG.
pourquoi pas un système d’arène mais faut pas que sa impact trop les gvg faut qu'il trouve le bon compromis je pense
Un autre rappel, sur le fait qu'ils comptent changer le GvG de fond en comble, car ça ne leur plait pas du tout pour le moment : forum.albiononline.com/index.php/Thread/31412-GVG-change-needed/?postID=334291#post334291 La nouveauté, c'est qu'ils vont réfléchir à un nouveau concept, et le soumettre à la communauté pour en avoir des retours avant de l’implémenter IG.
alors sa c'est une bonne nouvelle enfin . apporter un peu plus de moyen aux petites guildes et éviter l'épuisement NICE !!!!!
merci nish pour c'est news
Si tu donnes un poisson à un homme, il se nourrit une fois. Si tu lui apprends à pêcher, il se nourrira toute sa vie
Ce qui serait, surtout pas mal, c'est l'amélioration ou le libre accès des Devs pour organiser notre espace visuel en jeu. J'entends déplacer les barres des joueurs pour les healer ou même les sorts etc..
Avoir un système de visé en appuyant sur TAB aussi.
Pouvoir utiliser la touche entrée pour raffiné, est pas devoir faire la navette avec la souris.. Je sais pas pour vous mais quand je lance albion, la mienne change de couleur lol.