Testserver Patch Notes - Queen Patch 5

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    • Testserver Patch Notes - Queen Patch 5

      Queen Patch 5

      This patch includes the first part of the Alliance Limit Test that was recently announced by our Game Director. This first part consists of a Siphoned Energy Drain on alliances with more than 10 territories. The second part, a Silver / Fame Penalty on members of these alliances, will go into effect with Queen Patch 6, planned for March 4.

      For further information about this test (including the forthcoming Silver / Fame Penalty) and more precise values, please see this statement from our Game Director: forum.albiononline.com/index.php/Thread/124568
      Siphoned Energy Drain
      • This is a debuff that gives reduced Siphoned Energy gains to all alliances and unallied single guilds that have ten or more territories, with each additional territory beyond ten further decreasing energy earned by 5%.
      • This debuff is based on territories only and does not include Castles or Castle Outposts.
      Smart Cluster Queue Changes
      • Minimum Item Power: 800 → 700
      • This reduces the Smart Cluster Queue's emphasis on high IP gear
      Zerg Debuff Changes
      • The player thresholds for the Zerg Debuff ("Disarray") have been adjusted to more quickly ramp up as army size increases
      • Also fixed an issue where the tooltip was incorrectly displaying the same value for defense and damage reduction, rather than the varying values seen below
      • Here are the new and old values side by side:
      New PlayerThreshholdOld Player ThreshholdDamage vs playersDefense vs players
      2625-1%-1%
      2730-2%-2%
      2835-3%-3%
      2940-4%-4%
      3045-5%-5%
      3150-6%-6%
      3255-7%-8%
      3360-8%-9%
      3565-9%-10%
      3670-10%-11%
      3875-11%-12%
      4080-12%-14%
      4285-13%-15%
      4490-14%-16%
      4695-15%-18%
      48100-16%-19%
      51105-17%-20%
      53110-18%-22%
      55115-19%-23%
      58120-20%-25%
      61125-21%-27%
      64130-22%-28%
      67135-23%-30%
      71140-24%-32%
      75145-25%-33%
      79150-26%-35%
      84155-27%-37%
      89160-28%-39%
      95165-29%-41%
      101170-30%-43%
      106175-31%-45%
      110180-32%-47%
      115185-33%-49%
      120190-34%-52%
      127195-35%-54%
      132200-36%-56%
      139205-37%-59%
      146210-38%-61%
      153215-39%-64%
      158220-40%-67%
      163225-41%-69%
      169230-42%-72%
      174235-43%-75%
      181240-44%-79%
      187245-45%-82%
      194250-46%-85%
      201255-47%-89%
      210--48%-93%
      217--49%-100%
      226--50%-104%
      235--51%-108%
      245--52%-113%
      255--53%-117%



      Guild and Alliance Cooldown Changes
      • Introduced a 3-day cooldown to re-joining the same guild after leaving. This is intended to prevent players from exploiting short-term drops of guild or alliance affiliation to negate the effects of Disarray (Zerg Debuff) during battles.
      • Increased the cooldown for joining a new guild from 2 to 3 days to prevent workarounds of this system.
      • Introduced a 7-day cooldown 3-day cooldown [will likely be further extended to 7 days with Patch 6] for leaving and rejoining the same alliance to prevent the exploit described above. This exists alongside the already existing 7-day cooldown on joining a new alliance.
      Fast Travel to Home
      • In order to help players more efficiently move between the Outlands and Royal Continent without increasing power projection, players can now fast travel to a preset "Home" point when not carrying any gear or items. This is intended as a further optimization of the "Reset Home" status effect introduced with Queen Patch 3, and serves the same purpose without requiring players to use /suicide.
      • This means, for example, that players can now "naked fast travel" directly from a Hideout to a Royal City or Island
      • Additionally, non-tradable items now no longer factor into fast travel costs
      Hideout Item Retrieval
      • Players can now retrieve items from Hideouts to which they no longer have access by clicking on the Hideout board. The process takes 30 days and costs silver.
      Resource Changes
      • Small Tier 7 and Tier 8 nodes now spawn fully charged (Tier 7: 3 charges, Tier 8: 2 charges)
      • Small Tier 7 node respawn time tripled (26100 seconds to 78300 seconds)
      • Small Tier 8 node respawn time doubled (68300 seconds to 126600 seconds)
      • Hide and Critter carcasses despawn after 600 seconds instead of 86400 seconds
      Randomized Dungeon Loot Changes
      • On average, the number of Black Market items a chest gives out should be the same for all tiers, but with an increased chance for higher-tier items in higher-tier chests
      • This change will reduce the drop chance for high tier items so that the overall value of the chest doesn't change
      • Additionally, loot lists were updated to reflect the changes done to artifacts and their decreased item value
      • This also affects loot from mobs
      Other Changes
      • Significantly reduced transmutation times, with the most significant reductions at higher tier and enchantment levels [added 24 February]
      • Decreased base item value of Runes, Souls, and Relics by 75% to match the item power reduction
      • Changed the Royal Sigil item value to match the Artifact Level 1 values as intended - this changes repair costs while leaving item power unaffected
      Fixes
      • Fixed an issue where siege camp timers were accidentally reset to 14:00 UTC - they will now all be either 18:00 UTC or 03:00 UTC as intended [added 25 February]
      • Farming: fixed an issue where a "you will lose progress" warning was displayed whether or not progress would be lost
      • Fixed an issue where the first letter of the player name was offset when using the large nameplate template
      • Removed a wrongly placed Siege Camp from Rivercopse Crossing - items in the chest when the camp is deleted will be retrievable from Lymhurst
      • Fixed an issue where some static open-world dungeons were classified as passages, which incorrectly allowed use of mounts inside them
      • Fixed an issue where the Crystal League UI would display a chest one level too high for an upcoming match entered from a territory
      • Fixed an issue where Hideout nutrition could not be filled via equipped food
      • Additional minor graphical, terrain, animation, UI, audio, and localization fixes
    • In case some wonder what Defense Vs Players above 100% means. A negative BonusDefense stat can basically be translated into Damage Taken Increased by 100%

      Examples:

      100 Damage (after Armor) / Bonusdefense: - 10%
      1. Damage = Damage(afterArmor) * (1 - BonusDefenseVs)
      2. Damage = 100(afterArmor) * (1 - - 0.1)
      3. Damage = 100 * 1,1
      4. Damage = 110



      100 Damage (after Armor) / Bonusdefense: - 100%
      1. Damage = Damage(afterArmor) * (1 - BonusDefenseVs)
      2. Damage = 100(afterArmor) * (1 - - 1)
      3. Damage = 100 * 2
      4. Damage = 200



      So, the 100% means incoming damage is doubled. I hope that clarifies what it means.

      Cheers,
      Retro
    • PrintsKaspian wrote:

      Randomized Dungeon Loot Changes
      • On average, the number of Black Market items a chest gives out should be the same for all tiers, but with an increased chance for higher-tier items in higher-tier chests
      • This change will reduce the drop chance for high tier items so that the overall value of the chest doesn't change
      • Additionally, loot lists were updated to reflect the changes done to artifacts and their decreased item value
      • This also affects loot from mobs

      • How was it before? More Black Market items for higher tier chests? So T7/T8 will feel worse in terms of loot?
        • Don't get me wrong, but this reads like you nerfed loot, when everyone was complaining that it needs a buff.
      • But in essence this should "feel" like low level RD's give more loot and high end give less (while the BM output actually stays the same globally)?
      • What changes were done to artifacts in regards to their item value in the past and how does that affect mobs?

      PrintsKaspian wrote:

      Other Changes
      • Decreased base item value of Runes, Souls, and Relics by 75% to match the item power reduction

      This combined with the loot table change, does that somehow mean artifacts-gear will drop more often on the BM (and be bought more frequently) or cost less focus? I don't remember how the focus cost is calculated.
      Bogul#6397 - Merchants of the Mist - Founder & Head of "Management"

      The post was edited 3 times, last by Bogul ().

    • Disregard wrote:

      Sgtbloodelf wrote:

      (moderated)
      and respawns with triple the ticks for t7, double for t8. Its literally the same shit except the nodes cant gain more stacks over time, why are you having an aneurysm over this
      You are the definition of a idiot, go take a calculator. “Oh my god I get one tick.” And? Three ticks is better how? I can find those any day, and the respawn rate would OUT portion it, but your not to smart. You clearly aren’t even a gatherer.
    • PrintsKaspian wrote:

      Resource Changes
      • Small Tier 7 and Tier 8 nodes now spawn fully charged (Tier 7: 3 charges, Tier 8: 2 charges)
      • Small Tier 7 node respawn time tripled (26100 seconds to 78300 seconds)
      • Small Tier 8 node respawn time doubled (68300 seconds to 126600 seconds)

      Will this change have any effect on nodes ‘remembering’ their respawn time when they move at server maintenance? Just wondering if we’re going to go back to the old system where things spawn full after maintenance so the only time worth gathering is 11utc.

      I generally don’t like these changes. I don’t mind dismounting for one tick. I think this will make zones feel emptier if you don’t get lucky and happen to show up at the right time.

      Also, nodes sitting at 1/3 ticks are still counting down to another spawn but nodes sitting at 3/3 haven’t started their timer yet right? So this means things will take longer to respawn on average unless nodes are gathered right as they spawn.
    • PrintsKaspian wrote:

      This patch includes the first part of the Alliance Limit Test that was recently announced by our Game Director. This first part consists of a Siphoned Energy Drain on alliances with more than 10 territories. The second part, a Silver / Fame Penalty on members of these alliances, will go into effect with Queen Patch 6, planned for March 4
      So when does disarray come in? i assume patch 5 is the 26th? so disarray is 26th?
    • PrintsKaspian wrote:

      Queen Patch 5

      This patch includes the first part of the Alliance Limit Test that was recently announced by our Game Director. This first part consists of a Siphoned Energy Drain on alliances with more than 10 territories. The second part, a Silver / Fame Penalty on members of these alliances, will go into effect with Queen Patch 6, planned for March 4.

      For further information about this test (including the forthcoming Silver / Fame Penalty) and more precise values, please see this statement from our Game Director: forum.albiononline.com/index.php/Thread/124568
      Siphoned Energy Drain
      • This is a debuff that gives reduced Siphoned Energy gains to all alliances and unallied single guilds that have ten or more territories, with each additional territory beyond ten further decreasing energy earned by 5%.
      • This debuff is based on territories only and does not include Castles or Castle Outposts.
      Smart Cluster Queue Changes
      • Minimum Item Power: 800 → 700
      • This reduces the Smart Cluster Queue's emphasis on high IP gear
      Zerg Debuff Changes
      • The player thresholds for the Zerg Debuff ("Disarray") have been adjusted to more quickly ramp up as army size increases
      • Also fixed an issue where the tooltip was incorrectly displaying the same value for defense and damage reduction, rather than the varying values seen below
      • Here are the new and old values side by side:
      New PlayerThreshholdOld Player ThreshholdDamage vs playersDefense vs players
      2625-1%-1%
      2730-2%-2%
      2835-3%-3%
      2940-4%-4%
      3045-5%-5%
      3150-6%-6%
      3255-7%-8%
      3360-8%-9%
      3565-9%-10%
      3670-10%-11%
      3875-11%-12%
      4080-12%-14%
      4285-13%-15%
      4490-14%-16%
      4695-15%-18%
      48100-16%-19%
      51105-17%-20%
      53110-18%-22%
      55115-19%-23%
      58120-20%-25%
      61125-21%-27%
      64130-22%-28%
      67135-23%-30%
      71140-24%-32%
      75145-25%-33%
      79150-26%-35%
      84155-27%-37%
      89160-28%-39%
      95165-29%-41%
      101170-30%-43%
      106175-31%-45%
      110180-32%-47%
      115185-33%-49%
      120190-34%-52%
      127195-35%-54%
      132200-36%-56%
      139205-37%-59%
      146210-38%-61%
      153215-39%-64%
      158220-40%-67%
      163225-41%-69%
      169230-42%-72%
      174235-43%-75%
      181240-44%-79%
      187245-45%-82%
      194250-46%-85%
      201255-47%-89%
      210--48%-93%
      217--49%-100%
      226--50%-104%
      235--51%-108%
      245--52%-113%
      255--53%-117%


      Guild and Alliance Cooldown Changes
      • Introduced a 3-day cooldown to re-joining the same guild after leaving. This is intended to prevent players from exploiting short-term drops of guild or alliance affiliation to negate the effects of Disarray (Zerg Debuff) during battles.
      • Increased the cooldown for joining a new guild from 2 to 3 days to prevent workarounds of this system.
      • Introduced a 7-day cooldown for leaving and rejoining the same alliance to prevent the exploit described above. This exists alongside the already existing 7-day cooldown on joining a new alliance.
      Fast Travel to Home
      • In order to help players more efficiently move between the Outlands and Royal Continent without increasing power projection, players can now fast travel to a preset "Home" point when not carrying any gear or items. This is intended as a further optimization of the "Reset Home" status effect introduced with Queen Patch 3, and serves the same purpose without requiring players to use /suicide.
      • This means, for example, that players can now "naked fast travel" directly from a Hideout to a Royal City or Island
      • Additionally, non-tradable items now no longer factor into fast travel costs
      Hideout Item Retrieval
      • Players can now retrieve items from Hideouts to which they no longer have access by clicking on the Hideout board. The process takes 30 days and costs silver.
      Resource Changes
      • Small Tier 7 and Tier 8 nodes now spawn fully charged (Tier 7: 3 charges, Tier 8: 2 charges)
      • Small Tier 7 node respawn time tripled (26100 seconds to 78300 seconds)
      • Small Tier 8 node respawn time doubled (68300 seconds to 126600 seconds)
      • Hide and Critter carcasses despawn after 600 seconds instead of 86400 seconds
      Randomized Dungeon Loot Changes
      • On average, the number of Black Market items a chest gives out should be the same for all tiers, but with an increased chance for higher-tier items in higher-tier chests
      • This change will reduce the drop chance for high tier items so that the overall value of the chest doesn't change
      • Additionally, loot lists were updated to reflect the changes done to artifacts and their decreased item value
      • This also affects loot from mobs
      Other Changes
      • Decreased base item value of Runes, Souls, and Relics by 75% to match the item power reduction
      • Changed the Royal Sigil item value to match the Artifact Level 1 values as intended - this changes repair costs while leaving item power unaffected
      Fixes
      • Farming: fixed an issue where a "you will lose progress" warning was displayed whether or not progress would be lost
      • Fixed an issue where the first letter of the player name was offset when using the large nameplate template
      • Removed a wrongly placed Siege Camp from Rivercopse Crossing - items in the chest when the camp is deleted will be retrievable from Lymhurst
      • Fixed an issue where some static open-world dungeons were classified as passages, which incorrectly allowed use of mounts inside them
      • Fixed an issue where the Crystal League UI would display a chest one level too high for an upcoming match entered from a territory
      • Fixed an issue where Hideout nutrition could not be filled via equipped food
      • Additional minor graphical, terrain, animation, UI, audio, and localization fixes

      • That sleight of hand is lovely: from "We remove alliances by day X based on a poll with an overwhelming majority in favor of it" to "Multi-part solution, of which the first step doesn't change a thing as far as the Alliance problem is concerned as we only touch Siphoned Energy"
      • What's the scope of the exponentially increased node spawns other than to severely hamper gatherers, or showing them they shouldn't bother at all with high-level gathering?
      • Loot stays the same RNG mess it is, especially for e.g. T5 blue dungeons, but now with the added "benefit" of even having less high tier drops, and even more low tier ones
      • What does "loot lists were updated to reflect changes done to artifacts" even mean? Are there now more artifact drops, or less?
      In essence you didn't have the balls to go through with the announced Alliance removal and thus you're resorting to some meaningless band-aid changes to appease customers who might leave the game after seeing how you behave with not a shred of integrity.

      Additionally solo players like myself still get nothing, as you just tunnel-vision on ZvZ it seems, while forgetting this game is supposed to be a sandbox, a buffet, which by default should have plenty of content for every taste

      The post was edited 2 times, last by Evas_Flarelight: Edited out a word. ().

    • PrintsKaspian wrote:

      Queen Patch 5



      Resource Changes
      • Small Tier 7 and Tier 8 nodes now spawn fully charged (Tier 7: 3 charges, Tier 8: 2 charges)
      • Small Tier 7 node respawn time tripled (26100 seconds to 78300 seconds)
      • Small Tier 8 node respawn time doubled (68300 seconds to 126600 seconds)
      • Hide and Critter carcasses despawn after 600 seconds instead of 86400 seconds

      These are all incredibly bad and are not needed. Gathering T7 and T8 is so bad to begin with, at least everyone can kind of get something now. I want some clarification before I flip out on the highlighted section @PrintsKaspian is it the gathered carcasses despawn in 600 seconds or if they are dead they despawn after 600 seconds?
    • PrintsKaspian wrote:

      Players can now retrieve items from Hideouts to which they no longer have access by clicking on the Hideout board. The process takes 30 days and costs silver.

      Sounds good, but if the costs I've been seeing reported are any indication, this is practically useless. :(

      PrintsKaspian wrote:

      Small Tier 7 and Tier 8 nodes now spawn fully charged (Tier 7: 3 charges, Tier 8: 2 charges)

      Small Tier 7 node respawn time tripled (26100 seconds to 78300 seconds)

      Small Tier 8 node respawn time doubled (68300 seconds to 126600 seconds)

      I like this change, and would like all nodes to be like this, provided two things:
      • It doesn't favor timer campers
      • It's not a silent nerf to total resource spawn