I'm sure someone will post the transcript somewhere but here's a brief summary (I have screen shots on the entire chat but I don't want to put them up unless someone wants to host it.):
On Game Play:
- Call of the Hero will be usable in LDoN dungeons.
- Raid level encounter will require a minimum of 18 and will allow up to 36 players.
- Raiders of all levels (all the way up to VT, PoTime levels) will find challenges in LDoN.
- LDoN raids (as in raid raid, not the group dungeon crawl) are targetted at high end raiders "since those players are most in need of additional contents."
- Charm will be usable (i.e. charm tanking is still possible).
- All LDoN dungeons are accesible from the old world, no expansion is required (including Kunark and Velious).
- SoE planned to support 11,000 instances across all servers, based on the projected usage where half the population online at any given time will be in those instances.
- The 48 dungeons are 48 distinct zones
- "If you're level 20, you get 48 new zones to play in. If you're level 65, you get 48 new zones to play in."
- LDed members will be able to return to the instance if the instance is still running. If the instance no longer exist, the player will spawn near the entrance.
- To start an instance, a group needs to have a minimal of 4 members.
- Latecomers will not be allowed to join an instance. (interpretation: probably means the instance flag is saved with your character)
- A new transit system will be implemented. "If you take the time to learn all about the Warfarer Brotherhood, they will accept you into their ranks. They will then translocate you to any of the other camps through dialogue. This will remove the constant risk to evil players."
- There will be some form of records on adventure points for comparison between players. But no system is in place to calculate guild total. It might be added in the future.
- The entire group can evac/succor/port out and reenter an instance while the "adventure time is still active".
On Augmentation:
- Augmentation can be removed but once removed, the augmentation cannot be used again. The un-augmented item is unharmed.
- If an augmentable item is tradable but the augmentation is no-drop, then the result will be no-drop. Removing the augmentation will make the original item tradable again.
- Epics will not be made augmentable.
- "[Most] existing worn items will be augmentable in some ways. However, some augmentations are only usable in items you find in LDoN."
- Augmentation is no-fail. No tradeskill is needed.
- Augmentation can add "worn effects, procs, focus effects, skill mods ... almost anything you can find on other items."
On Graphics:
- The new skeleton model will not be applied to current pet or lich or NPCs. They are working with the art department to switch in the future.
- The new skeleton model has moved over to all applicable illusions.
- New color mats are included in the new model. e.g. Ice skeletons will have a blue hue.
On Loot:
- Even the best LDoN drops or rewards will be sub-PoTime level.
- Opening containers (like chests) can failed. Failures may lead to item(s) within being destroyed.
- There are drops in the dungeons.
- Completion of Wayfarers' tasks will yield points. Points can be saved and accumulated for larger purchases later.
- New spells are "purchasable" with adventure points from Wayfarers.
- Hybrids will get 5 spells. Priests and Casters will get 8.
On Tradeskills:
- Smithing and Fletching will have new recipes to bridge the 175-215 gap.
- Baking, Brewing, and JC also have new recipes.
Extra:
- Mage and Warrior epics are being modified to hold augmentation (!!!!!). **I know this is in conflict with the info above but we could not obtain clarifications as the chat is heavily moderated. **
- The retail box will include a key-chain. Those who purchased retail box will also obtain a weight reduction bag "Satchel of Abu-Kar" in-game (one per account)
- SoE is interested in steering towards achievements against environment and away from achievements by denying other players/guilds contents.
- LDoN is an experiment on alternative rewarding system, as oppose to the current known loot drop from known mob in known camp. (interpretation: That participation will yield rewards, luck (on rolls) become a lesser factor.)
On Game Play:
- Call of the Hero will be usable in LDoN dungeons.
- Raid level encounter will require a minimum of 18 and will allow up to 36 players.
- Raiders of all levels (all the way up to VT, PoTime levels) will find challenges in LDoN.
- LDoN raids (as in raid raid, not the group dungeon crawl) are targetted at high end raiders "since those players are most in need of additional contents."
- Charm will be usable (i.e. charm tanking is still possible).
- All LDoN dungeons are accesible from the old world, no expansion is required (including Kunark and Velious).
- SoE planned to support 11,000 instances across all servers, based on the projected usage where half the population online at any given time will be in those instances.
- The 48 dungeons are 48 distinct zones
- "If you're level 20, you get 48 new zones to play in. If you're level 65, you get 48 new zones to play in."
- LDed members will be able to return to the instance if the instance is still running. If the instance no longer exist, the player will spawn near the entrance.
- To start an instance, a group needs to have a minimal of 4 members.
- Latecomers will not be allowed to join an instance. (interpretation: probably means the instance flag is saved with your character)
- A new transit system will be implemented. "If you take the time to learn all about the Warfarer Brotherhood, they will accept you into their ranks. They will then translocate you to any of the other camps through dialogue. This will remove the constant risk to evil players."
- There will be some form of records on adventure points for comparison between players. But no system is in place to calculate guild total. It might be added in the future.
- The entire group can evac/succor/port out and reenter an instance while the "adventure time is still active".
On Augmentation:
- Augmentation can be removed but once removed, the augmentation cannot be used again. The un-augmented item is unharmed.
- If an augmentable item is tradable but the augmentation is no-drop, then the result will be no-drop. Removing the augmentation will make the original item tradable again.
- Epics will not be made augmentable.
- "[Most] existing worn items will be augmentable in some ways. However, some augmentations are only usable in items you find in LDoN."
- Augmentation is no-fail. No tradeskill is needed.
- Augmentation can add "worn effects, procs, focus effects, skill mods ... almost anything you can find on other items."
On Graphics:
- The new skeleton model will not be applied to current pet or lich or NPCs. They are working with the art department to switch in the future.
- The new skeleton model has moved over to all applicable illusions.
- New color mats are included in the new model. e.g. Ice skeletons will have a blue hue.
On Loot:
- Even the best LDoN drops or rewards will be sub-PoTime level.
- Opening containers (like chests) can failed. Failures may lead to item(s) within being destroyed.
- There are drops in the dungeons.
- Completion of Wayfarers' tasks will yield points. Points can be saved and accumulated for larger purchases later.
- New spells are "purchasable" with adventure points from Wayfarers.
- Hybrids will get 5 spells. Priests and Casters will get 8.
On Tradeskills:
- Smithing and Fletching will have new recipes to bridge the 175-215 gap.
- Baking, Brewing, and JC also have new recipes.
Extra:
- Mage and Warrior epics are being modified to hold augmentation (!!!!!). **I know this is in conflict with the info above but we could not obtain clarifications as the chat is heavily moderated. **
- The retail box will include a key-chain. Those who purchased retail box will also obtain a weight reduction bag "Satchel of Abu-Kar" in-game (one per account)
- SoE is interested in steering towards achievements against environment and away from achievements by denying other players/guilds contents.
- LDoN is an experiment on alternative rewarding system, as oppose to the current known loot drop from known mob in known camp. (interpretation: That participation will yield rewards, luck (on rolls) become a lesser factor.)


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