• Announcements

    • Horsejoke

      Chaos Server Announcement - Nov 16th Wipes + Updates   11/14/2017

      Greetings Adventurers! We’re going to be launching an update for Dark and Light on Thursday, November 16th that includes a plethora of new content, as well as a full wipe for all Chaos servers, and the implementation of a brand new points system to track House rankings on Chaos servers. Full patch notes will be available at a later date - for now, let’s take a look at what’s happening to Chaos servers in particular:
        Chaos Server Points System:
      When occupying certain objective points around Archos, your House will earn points. These points can be tracked by checking the House Management menu or by checking a bulletin board in Talos, Estel, or Ironfast. Here’s a breakdown of how many points are earned by capturing each objective: Soul Node - 20 Points Centaur / Cyclops Crafting Nodes - 30 Points Dark Altar - 90 Points Bytorg’s Toolbox / ???? - 100 Points Killing powerful creatures will also earn points for your House: Dark Wraith - 1 Point Elite Dark Wraith - 20 Points Bytorg / ???? - 50 Points   Scoring, Prizes, and Final Results


      Every Sunday at 6:00PM PST (starting from 11/26), the top 3 Houses on the server will be determined based on their total scores. In the event of a tie, then the House that reached that score first will be given priority. Rewards will then be distributed based on a House’s placement when final scores are determined: 1st Place - 1 Golden Mythical Creature Statue (Sacred Gryphon, Pegasus, or Windrider, based on faction), 1 Horse Armor Skin, and 1 Undead Dragon Skin.
        2nd Place - 1 Horse Armor Skin, and 1 Undead Dragon Skin.
        3rd Place - 1 Horse Armor Skin, and 2 Goblin Skins. Once House rankings are determined, rewards will be manually distributed by a GM. A GM will contact the House Owner and inform them about how to receive their rewards.



      Please keep in mind, Chaos servers are still in an early testing phase, and we’re planning regular wipes and potential ruleset changes as we continue testing. We’ll be keeping a record of all Houses that have received rewards, and reissue them after each server wipe.
    • Horsejoke

      Dark and Light 11/16 Update - Flames of Bel'Xahl Patch Notes   11/16/2017

      Greetings Adventurers! We’re going to be rolling out a major update for Dark and Light at around 1:00AM PST on Thursday, November 16th. This update includes Archos’s second PvE dungeon, The Scalding Abyss, as well as new creatures, items, weapons, armor, and more! As always, be sure to log out before the update hits to reduce the risk of data loss.   Patch Notes   General Updates Chaos Server Wipe + Updates New Dungeon - The Scalding Abyss   Deep within the earth, underneath the volcano at World’s End, a terrible power has awoken.   Bel’Xahl, the Scorched, Lord of Elemental Fire, has manifested in The Scalding Abyss, where he has begun to summon forth an army of Flame Elementals. A call has gone out to all able-bodied Adventurers - venture forth into the heart of The Scalding Abyss, and defeat Bel’Xahl before Archos is completely engulfed in flame!   New Creatures in The Scalding Abyss:   Bel’Xahl the Scorched - A powerful demon residing at the heart of The Scalding Abyss, the Lord of Elemental Fire and protector of the Smoldering Workbench. Adventurers will need to be prepared with a variety of weapons if they hope to stand a chance of bringing him down. Ashen Fist Clan Goblins - A powerful and ruthless tribe of goblins that have made a home in The Scalding Abyss. They won’t think twice before tossing an unsuspecting Adventurer into the molden lava that flows through the Abyss, so stay wary! Molten Artificers - Sturdy Elementals only found in The Scalding Abyss. They aren’t much of a threat on their own, but they have the ability to spawn numerous Emberlings, which can quickly become overwhelming. Emberlings - Weak Fire Elementals summoned by Molten Artificers. In large numbers, these Elementals can demolish entire groups of Adventurers. Scalding Wyrms - Roosting in the heart of The Scalding Abyss, these Wyrms are infused with the power of fire. They can attack extremely quickly before flying away, so it might be a good idea to be prepared with ranged weaponry in case you encounter any. Orthrus - Bel’Xahl’s loyal pets, these 2-headed hellhounds deal heavy damage and can inflict a strong burning debuff that can quickly deplete an Adventurer’s health.   Tips for taking on The Scalding Abyss:   Dress Accordingly - It’s called The Scalding Abyss for a reason - Craftable Icewind Robes will provide enough Heat Resistance to nullify the effects of the extreme heat. Come Prepared - Water Bottles, Runes of Healing and Chilling, and powerful weapons and armor will make your trek through The Scalding Abyss much more bearable. Loot Everything - Some creatures in the Abyss will drop items essential to your party’s success; don’t leave anything behind!   World’s End Adjustments: We’ve made a few adjustments to the conditions of the area around the volcano in World’s End to make life a little easier for Adventurers who want to settle down there:   The ambient temperature in the region has been reduced. Two large, buildable areas have been added. Adjusted the terrain throughout the region, fixed several spots where creatures and players would get stuck. Vegetation in the area has been rearranged. Added Hot Springs near the entrance to The Scalding Abyss. Any Adventurer that enters the soothing waters will have their Health and Focus replenished. These springs are so hot that some Adventurers have even started bringing eggs to boil in the water while they bathe! I wonder where you could find some eggs in the area…   New Equipment: By conquering The Scalding Abyss, Adventurers can access the Smoldering Workbench and craft new, legendary armor and weapons!     Searing Edge - A heavy, flaming war axe that leaves a burning debuff on anything it hits. Flame Armor - A durable set of armor that provides unparallelled Cold Resistance.   New Spells:   Winding Roots - This powerful binding spell can immobilize dangerous creatures for a short period of time. Healing Light - Finally, a true healing spell! This spell fires a long-range projectile that heals a significant amount of health, then continues to heal the target for a short period of time afterwards.   Festival of Graciousness:   Just as soon as Gobboween has ended, another one of Archos’s festivals has begun! This simple festival coincides with the sudden explosion of Turkey sightings around Archos. Do your best to capture one of these cunning birds to put together an incredible feast! New Creature - Wild Turkey New Consumable Item - Roast Turkey   City Adjustments for Talos, Estel, and Ironfast: As part of our ongoing optimization efforts, we’re making some adjustments to each race’s main city. In particular, the Stables for each city are going to be moved outside city walls. Large blue indicator circles have been added to areas around the map that are going to be affected by the adjustments. Make sure not to build too close to these areas to reduce the risk of losing your structures!   Chaos Server PvP Adjustments: In addition to the new points system being added for Chaos Servers, we’re also making some server-specific adjustments to improve the quality of life for players who enjoy PvP. Projectile Weapon Improvements: We noticed that players have a hard time using projectile weapons in PvP, so we’ve made a few improvements for Bows and Crossbows to make them a bit more appealing. Bows and Crossbows can now load and fire faster than before. Increased projectile speed for Bows and Crossbows. Reduced the physics weight for arrows and reduced the effect of gravity on the projectiles, to make it easier to hit targets in the distance. Arrows now have a set maximum flight distance - they will instantly disappear after reaching maximum range. Armor Improvements: Poor armor durability has been a major pain for players across all server types. We’re making some improvements to all armor sets on our Chaos servers first to see its effect on the game. Improved damage resistance for all armor sets. Improved durability for all armor sets, and reduced durability loss when taking damage. Horse Nerfs: No joke. Horses seem to be head and shoulders above other creatures in terms of riding and item transport abilities. We’re going to be giving other creatures more specialized utility abilities in future updates to give players more options when selecting a transportation-focused creature. Reduced the spawn rate for high-level Horses in cities. Horse base health reduced from 1600 > 600, health increase per level increased by 20%. Adjusted Horse Saddle base armor from 25 > 22, and reduced the effectiveness multiplier from higher-rarity saddles. Increased the respawn time for Horses in cities from 5000 seconds > 7200 seconds. Player Respawn Adjustments: To help reduce instances of suicidal base-rushing and endless sieges, we’re adding a feature where respawn timers are increased by a period of time every time a player dies to another player. When killed by another player, respawn time is increased by 15 seconds for a duration. This increase can stack, and caps at 5 minutes.   Additional Balance Changes: Goblin Clubs no longer affect Mythical creatures. Rune of Recall cooldown increased slightly.   Additional Changes (all server types): Added knockback when taking damage - knockback strength is determined by the power of the attack. When a House occupies a Soul Node or Workbench, their name will be displayed on the occupied object’s tooltip. Optimized a number of creature’s movement and attack hit detection parameters to make their attacks more accurate. Reduced the number of aggressive creatures around Talos, Estel, and Ironfast to help improve the survival rate of novice Adventurers. Arrows reclassified from “Equipment” to “Weapons”. Added new SFX for axes and sickles. Optimized the Forging interface. Dark Altars will now only explode after a set period of time on PvE servers.       Bug Fixes:   Fixed a bug with transformation spells that would cause a character to turn invisible and untargetable. Fixed a bug with transformation spells where entering a large body of water would cause a character to be unable to interact with the world. Fixed a bug where it was impossible to use a Rune of Darkvision. Fixed a bug where creatures were unable to attack corpses. Fixed a bug where parts of Talos, Estel, and Ironfast would be missing on some servers. Fixed a bug where Small Spell Towers would inflict incorrect debuffs on damaged targets. Fixed a bug where some building parts would have gaps after snapping together. Fixed a bug where creatures were getting stuck on Human Manor structures. Fixed a bug where Fire Elemental Cores were unharvestable. Fixed a bug where Ice Elementals wouldn’t drop any loot. Fixed a bug where one-handed weapons would be automatically sheathed when dismounting a creature. Fixed a bug where Werewolf models were being displayed incorrectly. Fixed a bug where certain boss creatures would be unable to target anything after respawning. Fixed a bug where Centaur Chieftains wouldn’t drop any loot. Fixed a bug where Elite Goblins wouldn’t drop any loot. Fixed a bug where Guardian Trees would stop gaining experience. Fixed a bug where Farming Sickles would be craftable from the wrong location. Fixed a bug where some icons were swapped between several items. Fixed a bug where female character attacks were too easily-interruptible.
Horsejoke

Dark and Light Development Update - Chaos Servers and Decay Changes

27 posts in this topic

Greetings Adventurers! We're going to be launching a few big updates to Dark and Light in the near future, including some hot new content. For now, here's a preview of a brand new server type, Chaos servers, and a few changes to the current structure decay system.

59f103f1039d8_DarkandLightWikiBG.thumb.jpg.af5d7c69e0dabdf71abb5a60b9d6b395.jpg

Changes to Decay Timers:

PvP Servers:

Based on feedback we've seen from the community, we’re going to be removing the feature we added where any player could demolish a structure that hadn’t been visited by its owner in 3 days. We had originally added this feature to prevent structure-related abuse like pillaring and trapping, but there is a concern that the feature itself will be used to destroy non-abusive structures. We’ll keep an eye on how things progress after removing the feature and make additional changes if necessary.

We’ve also increased the time required for Iron and Manor-tier structures to decay:

Metal -  7 > 15 Days
Manor - 14 > 30 Days

PvE Servers:

PvE servers will keep the existing rules for structure decay, including the universal 3 day demolition option. Since it’s impossible to destroy other players’ structures on a PvE server, the existing decay timers will help keep servers clear of unused / abusive structures. To reiterate, the existing structure decay rules that PvE servers will be keeping are:

Straw - 3 Days
Wood - 4 Days
Stone - 6 Days
Metal - 7 Days
Manor-tier - 14 Days

Chaos Servers:

59f103f49845b_Chaos_S(1).png.7e9d9e1e87c66cd98a87f00d4f9e5b66.png

Around the end of October, we’re planning on releasing a brand new server type, Chaos servers. These servers are going to be focused entirely on the PvP experience, and we’ll be using the data and feedback we collect from players on Chaos servers to help inform PvP balancing and content development plans. One official Chaos server will be available in each of the US, EU, and AS regions initially.

Our first Chaos server will be open for a long period of time - players can freely join at any time, there’s no need for a special access code or separate download.

There are a few differences between regular PvP servers and the Chaos server type:

  • Chaos experience rates are set to 2x.
  • Item drops will tend to be higher-quality than what you’ll find on a regular server.
  • Average wild creature level will be higher than normal, and creatures can level to 30 levels higher than the current cap.
  • Structure health is set to 5% of the current values on official PvP servers (health values of placed equipment such as Workbenches, House Seals, Chests, etc. are unaffected).
  • War declaration time has been changed to 2 hours, after which the war will persist for 24 hours.


Note: Right now these servers are being introduced for testing purposes, there’s no need to download any additional files or sign up to participate. We’re going to be using the data we collect from these servers to help inform our development as we continue through Early Access. As a result, we may occasionally (once a month or so) wipe the Chaos servers to help with testing.

Follow-up and Chaos Server Rewards:

For participating on the Chaos server, we’ll be analyzing data on House wars and general House performance. After every Chaos server cycle (frequency TBD), Houses that perform extremely well will have their members rewarded with special items that they can use on any server, not just the Chaos server. Look forward to more info as we get closer to the release of this exciting new server type!

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This is super exciting for me ! : D ,  thank you for removing the demolish timer on PvP and also increasing the decay timer on iron and manor  ( dont know how the playera on PvE will feel ) . And the Chaos server sounds like an awesome idea!  Finally some dedicated PvP that will actually be worth playing  (special rewards for those who perform well, items that can be used on any server, cool!). I am sure there will be some issues and people will complain, but  I can't say you guys don't listen to the community  anymore.

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Structure decay is broken on unofficial PvE. We can no longer use the PVEStructureDecayPeriodMultiplyer to adjust the decay. Also, all tiers are set to 3 days instead of their own timers.

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i feel that the team may be making a huge mistake allowing the chaos servers to release that way. i've talked to my house and in its current state we can't see any chance for it to work as is. here is what we think:

first, mythic mounts CAN NOT exist in a server like that. first person with one will destroy every house on the server. the mythical mounts will pretty much kill any possible actually pvp, i really hope the team will make sure they are unobtainable there!

second, war timers at 24 hours is not at all reasonable. NOBODY can defend a 5% heath base for 24hr. it would be more exciting for everyone involved at a short timer, because pvp would be forced. perhaps as short as one or two hour attack time, attemptable every 24hr? as is, everyone will go to sleep and wake up to a ruined base.

lastly, 5% seems a tad low. maybe 10%?

these are just a few of my house's thoughts, the most glaring ones we have noticed. the biggest issue will absolutely be the mythic mounts. i hope the team can agree with some of this feedback.

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So still, what is the point of decay timer tier for PvE since everything can be destroyed after three days.

Why is it so hard to do some thing like this:

Wood - 4 Days - Manual 3 days
Stone - 6 Days- Manual 5 days
Metal - 7 Days- Manual 6 days
Manor-tier - 14 Days - Manual 10 days

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16 minutes ago, katskratches said:

i feel that the team may be making a huge mistake allowing the chaos servers to release that way. i've talked to my house and in its current state we can't see any chance for it to work as is. here is what we think:

first, mythic mounts CAN NOT exist in a server like that. first person with one will destroy every house on the server. the mythical mounts will pretty much kill any possible actually pvp, i really hope the team will make sure they are unobtainable there!

second, war timers at 24 hours is not at all reasonable. NOBODY can defend a 5% heath base for 24hr. it would be more exciting for everyone involved at a short timer, because pvp would be forced. perhaps as short as one or two hour attack time, attemptable every 24hr? as is, everyone will go to sleep and wake up to a ruined base.

lastly, 5% seems a tad low. maybe 10%?

these are just a few of my house's thoughts, the most glaring ones we have noticed. the biggest issue will absolutely be the mythic mounts. i hope the team can agree with some of this feedback.

That's part of the whole experience that we're expecting from the Chaos servers at the start, hence the whole "chaos" aspect. Because of the regular wipes, we'll be giving different groups of players / Houses an opportunity to gain control of the server.

We'll be making regular balance changes based on what we see happening on the server, so just embrace the chaos for now and make sure to share your feedback once the servers are live!

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51 minutes ago, Red said:

So still, what is the point of decay timer tier for PvE since everything can be destroyed after three days.

Why is it so hard to do some thing like this:

Wood - 4 Days - Manual 3 days
Stone - 6 Days- Manual 5 days
Metal - 7 Days- Manual 6 days
Manor-tier - 14 Days - Manual 10 days

The potential for structure abuse is higher on PvE servers than on PvP servers. If we see the 3 day rule being used extensively to destroy non-abusive structures, then we can look into additional changes.

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9 minutes ago, Horsejoke said:

The potential for structure abuse is higher on PvE servers than on PvP servers. If we see the 3 day rule being used extensively to destroy non-abusive structures, then we can look into additional changes.

Thanks for the reply, last time I check your dev said the manual destroy won't apply to big building but it seemed incorrect or still buggy. If that's the case, I'm absolutely ok with this timer. 

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6 minutes ago, Red said:

Thanks for the reply, last time I check your dev said the manual destroy won't apply to big building but it seemed incorrect or still buggy. If that's the case, I'm absolutely ok with this timer. 

That's something I definitely have to clear up - something must have gotten lost in translation on that post. It was an idea that our dev team had, to separate rules for large, "legitimate" structures vs. smaller ones that were obviously meant for abuse or left over from trapping a creature.

However, we do have plans to add a system that will prevent the decay timer from ticking down at all as long as you have an active House Seal nearby. There's still a lot of work that has to be done on that, so we might not see it for a few patches, but it's in the works. Really sorry for the miscommunication there!

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1 hour ago, Horsejoke said:

The potential for structure abuse is higher on PvE servers than on PvP servers. If we see the 3 day rule being used extensively to destroy non-abusive structures, then we can look into additional changes.

Again, I strongly disagree with this decision, the only acceptable explanation is  technical difficulty.

For example, no one in the right mind would use manor part for abusive. And give all building tier the same manual demolition time take away the advantage/reward for building better base, in fact people just target the higher tier building since they  tend to have better loot.

Edit: My server is OC-Wyrmslayer 3, since the first time the manual demolition timer was introduced, there's a base in my server was destroyed to get loot because the owner didn't know about the new timer.

Edited by Red

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I would love to see the original lightning bolt spell come back for the new chaos servers.

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1 hour ago, Horsejoke said:

That's part of the whole experience that we're expecting from the Chaos servers at the start, hence the whole "chaos" aspect. Because of the regular wipes, we'll be giving different groups of players / Houses an opportunity to gain control of the server.

We'll be making regular balance changes based on what we see happening on the server, so just embrace the chaos for now and make sure to share your feedback once the servers are live!

really disappointed that you feel that way. the idea itself seems exciting, but i can't see many people enjoying playing on a mount v building server. id like to see an environment where player v player shines.

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It would be nice to see a fix for end game mage builds before a chaos server gets added.. seems like at this point were pretty much forced to make a melee character for pvp.

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4 hours ago, Horsejoke said:

That's something I definitely have to clear up - something must have gotten lost in translation on that post. It was an idea that our dev team had, to separate rules for large, "legitimate" structures vs. smaller ones that were obviously meant for abuse or left over from trapping a creature.

However, we do have plans to add a system that will prevent the decay timer from ticking down at all as long as you have an active House Seal nearby. There's still a lot of work that has to be done on that, so we might not see it for a few patches, but it's in the works. Really sorry for the miscommunication there!

This is a much better idea so it will neat to see it implemented.  There's a guy on our official server who had a fairly extensive house being constructed with stone/wood and it was manually demolished because he was a jerk in chat.  He was gone 3.5 days.

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9 hours ago, Horsejoke said:

PvE Servers:

PvE servers will keep the existing rules for structure decay, including the universal 3 day demolition option. Since it’s impossible to destroy other players’ structures on a PvE server, the existing decay timers will help keep servers clear of unused / abusive structures. To reiterate, the existing structure decay rules that PvE servers will be keeping are:

Straw - 3 Days
Wood - 4 Days
Stone - 6 Days
Metal - 7 Days
Manor-tier - 14 Days

The universal 3 day demolition timer is a real plague as long as it apply on every structures. Some people on PvE just take advantage of this to plunder non-abandoned bases..

How hard is it to apply this 3 day manual demolition timer only to structures that are not linked to a given amount of other structures ?!

Decay timers are one of the main reason for the drastic reduction in the number of active players on DnL. Many players are waiting for important changes regarding them to restart playing.

 

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7 hours ago, Horsejoke said:

The potential for structure abuse is higher on PvE servers than on PvP servers. If we see the 3 day rule being used extensively to destroy non-abusive structures, then we can look into additional changes.

yea just let me know when I can book my first vacation since dnl release. or if I can visit family during xmas. ^^ prolly not this year.

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Add more content please! And better fighting animations would be awesome! Need more group activities BAM fights or dungeons with loots! :)

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11 hours ago, Horsejoke said:

That's something I definitely have to clear up - something must have gotten lost in translation on that post. It was an idea that our dev team had, to separate rules for large, "legitimate" structures vs. smaller ones that were obviously meant for abuse or left over from trapping a creature.

However, we do have plans to add a system that will prevent the decay timer from ticking down at all as long as you have an active House Seal nearby. There's still a lot of work that has to be done on that, so we might not see it for a few patches, but it's in the works. Really sorry for the miscommunication there!

Does that mean on PvE servers, at some point "legitimate" structures will no longer have the 3 day demolish timer? I have a manor structure base on a PvE server (that I'll admit I'm not super active on, but it's by no means abandoned) and I'd really like to not have to log in every 3 days to prevent someone from walking up and demolishing my entire base.

Also, lots of props on the idea with the active house seal. Definitely a step in the right direction.

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The stealth update in 26/10 make mythical tame can only do with Feed, is this intentional or just a bug? 

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Nice Thx, my base is gone on Pve Server!

With you nice Update....

 

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57 minutes ago, elthoras said:

Nice Thx, my base is gone on Pve Server!

With you nice Update....

 

Official?

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10 hours ago, blood flowers said:

Does that mean on PvE servers, at some point "legitimate" structures will no longer have the 3 day demolish timer? I have a manor structure base on a PvE server (that I'll admit I'm not super active on, but it's by no means abandoned) and I'd really like to not have to log in every 3 days to prevent someone from walking up and demolishing my entire base.

Also, lots of props on the idea with the active house seal. Definitely a step in the right direction.

It's less likely that we'll have a system in place that can differentiate between "legitimate" and abusive structures, and more likely that we'll just go with the House Seal idea, since it allows a base of pretty much any size to be tagged as "legitimate" by the owner.

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20 hours ago, katskratches said:

really disappointed that you feel that way. the idea itself seems exciting, but i can't see many people enjoying playing on a mount v building server. id like to see an environment where player v player shines.

Maybe I didn't communicate our intentions with the server very well. We're not going to be fully content with PvP as it existed before and as it currently exists on live servers. We're using these servers to get an idea of how PvP will play out, and then make changes to make it more varied and interesting (subjective terms, of course, but the idea is that we want at least a few viable PvP strategies, not just 'get the biggest creature and win').

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when are we getting the us chaos server sense the Asia and EU ones are up already?

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16 hours ago, luckypunkgr said:

Official?

Private Pve Server with DisableStrucureDecayPvE.

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