Been helping this project out in my off-hours. They're really chill folks and the game is incredibly fun to play.
Here's a list of things that have been done recently:
A complete rework of the RvR system. There are only two 'tiers' of content - T1 (1-15) and T4 (16-40), explained fully here and somewhat below:
ORvR rework+ DOOMSDAY : All the truth - Return of Reckoning
- Removal of Battlefield Objective guards / Resource Delivery system. They've been replaced with a proximity battlefield objective system which generates resources for keeps to rank them up. Up to 6 players can sit on a Battlefield Objective.
- Number of open pairings will now scale with population.
- Zone pairings start out in T2, move to T3 when captured and then start a tug of war for zone control/pairing lock in T4.
- Lock conditions no longer use VP. For zones to lock, the lock happen in one of two ways: take both keeps, and 3 Battlefield Objectives, or rank up your keep to 5 and control all 4 Battlefield Objectives.
- Loot is no longer shared between the entire realm on a zone lock - rolls are now personal and are based on a number of factors. You get a personal bag roll if you are above the average contribution for the zone, and a loot bag is always guaranteed. Against All Odds (the experience bonus for playing the underdog faction) affects the roll and both attackers and defenders get a bag roll. This is an incentive to chase Against All Odds zones. For every failed roll in the personal loot system, you get a bonus to a bag of the type you failed to obtain that persists on your character until you win a bag.
- Dodge/Disrupt/Parry (the 'avoidance' stats) were reworked to more accurately resemble the live. This means that defensive builds are an option again, and class roles are more defined.
- Precalculated DoTs
no longer exist. They are calculated on tick time and recalculated on subsequent ticks for damage values.
- Support was added for tooltips of abilities' damage to match the client values with 99% accuracy. We expect to be pushing the 'real, displayed' values over time to the server. These are currently not implemented except on the server side of things, but it's worth a mention as this does significantly change some values.
- NPC aggro is implemented for an upcoming release of Return of Reckoning's first dungeon.
- Plethora of QOL bugfixes. This includes features such as:
- PQ stages now accurately reflect the faction you are doing them for. For example, order PQs will show the title of the PQ instead of the words "Destruction".
- PQ objectives will now update individually - as opposed to using the first index of the list of objectives always. This allows PQs with multiple objectives to update correctly on the client.
- Ability Visual FX fixes.
- NPC visual fixes.
- Knockdowns/Roots/Stuns preventing turning while disabled.
- Guards in keep lord rooms should reset a bit more reliably now. Beware dragging them outside of the keep lord's room, for they will surely reset.
- Guards in keeps are now subject to a line of sight check. Hiding around the walls of a keep will result in not aggroing the guards or keep lord.
- Autoattack haste is now displayed as a percentage and applies to the paperdoll character window.
- Panic! now properly removes morale as you are running for your life.
- No casting while in the air.
- Out of bounds / stuck character fixes.
- The randomization function for PQs that can award multiple random items (such as Conqueror gear) will now always return one of the items in the list of items truly randomly, and fixed a logic error that could result in the bags being empty.
- Players who go offline or use a flight master while participating in a public quest will no longer be eligible for a reward from that public quest. This does not apply to RvR.
- The following Renown tactics have been disabled for balance purposes:
- Cleansing Wind - "removes all debuffs"
- Resolute Defense - "anti-CC" for 30s
- Trivial Blows - "reduces incoming crit damage"
- Last Stand - "makes you unkillable for 15s after death"