[4. June 2020] Queen Patch 13

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    • [4. June 2020] Queen Patch 13

      Hotfix 13.1: forum.albiononline.com/index.php/Thread/131340

      Queen Patch 13 - Ver. 1.16.396 / REV 167506 (Windows: 167575) - 4 June 2020

      Arena Changes and Fixes

      • Adjusted Arena Rewards:
        • Fame Bonus per win: 20,000 → 40,000
        • Healers now get an additional 10,000 Fame per win via an additional Tome of Insight
        • An Arena win now also gives 1,000 Adventurer's Challenge points
      • Improved Arena Signup UI:
        • Now shows all daily rewards and the different rewards for healers vs. other roles
        • Shows time until new daily rewards can be won
        • Style synced with Crystal League Signup UI
        • Clarified and shortened wording
      • Improved appearance and wording of "Match Ready" popup
      • Fixed an issue where Arena registration would sometimes cancel before the current countdown ended
      • Fixed an issue where the Arena UI would not display more than one queued player
      Increased Availability of Blue and Yellow Zone Solo Randomized Dungeons
      When a player enters a Solo Randomized Dungeon in a blue or yellow zone and no other player uses the portal in a certain time, the entry portal will disappear while the player is still inside the dungeon. Players already inside the dungeon can remain inside and can use the exit or A-ability to leave, but no new players will be able to enter.

      Once a given entry portal is removed, a new entry portal will spawn elsewhere in the world. This will increase the overall number of "fresh" dungeons in these zones, while still allowing players to run solo dungeons together and follow others into a dungeon within a reasonable time window.

      Smart Cluster Queue Adjustments
      Players waiting to enter a cluster via the Smart Cluster Queue now also add to the total Disarray headcount in the cluster for which they are queueing. For example:
      • Alliance X has 100 players in Cluster A
      • Alliance X also has 80 players in Cluster B, 50 of whom are waiting to enter Cluster A via the Smart Cluster Queue
      • All Alliance X players in Cluster A would receive a Disarray debuff based on 150 players (100 in cluster + 50 in queue)
      • All Alliance X players in Cluster B would receive a Disarray debuff based only on the 80 players in the cluster
      Disarray Strength Adjustments
      Additionally, the effects of Disarray, AKA the zerg debuff, no longer accelerate as quickly with higher player numbers. The new debuff thresholds can be seen in the chart below.
      As a reminder, the following 3 attributes are affected by the debuff:
      • Bonus Damage vs. Players
      • CC Duration vs. Players
      • Received Healing
      Effective DebuffPlayer Threshold (New)Player Threshold (Old)
      -1%2626
      -2%--
      -3%2727
      -4%28-
      -5%2928
      -6%30-
      -7%3129
      -8%3230
      -9%3331
      -10%3432
      -11%3532
      -12%3733
      -13%3834
      -14%4035
      -15%4136
      -16%4337
      -17%4538
      -18%4639
      -19%4941
      -20%5142
      -21%5343
      -22%5645
      -23%5946
      -24%6248
      -25%6650
      -26%6952
      -27%7354
      -28%7856
      -29%8358
      -30%8960
      -31%9663
      -32%10466
      -33%11369
      -34%12473
      -35%13677
      -36%15181
      -37%15685
      -38%16091
      -39%16696
      -40%171103
      -41%177111
      -42%183119
      -43%190129
      -44%196141
      -45%203152
      -46%211156
      -47%219160
      -48%227165
      -49%236170
      -50%246175
      -51%255180
      -52%266186
      -53%278191
      -54%290198
      -55%302204
      -56%316211
      -57%331218
      -58%347226
      -59%363234
      -60%382243
      -61%401252


      Improvements

      • When a building upgrade requires a Destiny Board node unlock, the error message now offers to show the required unlock
      • White Direboars have been washed and now appear brighter
      Fixes
      • Fixed broken terrain in Bleachskull Steppe and Meltwater Channel (NOTE: players in these zones when the patch is deployed will be moved to the nearest exit)
      • Fixed an issue where Resource Return Rate percentages did not display for some languages
      • Fixed an issue where Hideout item recovery was not available for Hideouts lost due to lack of food during downtimes
      • Correct Season 8 winner banner now displays in cities
      • Tooltips for the following spells have been reworded for clarity or corrected:
        • Fearless Strike, Charge (Claymore)
        • Soulless Stream (Galatine Pair)
        • Spinning Blades (Dual Swords)
        • Deep Leap (One-handed Mace)
      • Additional minor localization, UI, audio, animation, and terrain fixes
      KNOWN ISSUE: The updated White Direboar skin has not yet been implemented for Mac OS / Linux / mobile. This will take place with an upcoming patch.
    • I think one of the problems with arena is the poor reward structure, not the rewards themselves. There should be a baseline reward for actively participating until the end of a match, with the performance based rewards like winning and playing needed roles on top of that. The challenge points is a step in the right direction toward solving why Albion arenas don't work very well. We have a player base a lot of MMOs with working arena systems would die for, but there's really fundamental things wrong that keep Albion's from working. I have over 100 arena wins for the achievement, but I really didn't enjoy doing it even with a really good W/L ratio as a high spec healer. Way too little of the community engages with the arena system because it doesn't respect your time at all. You queue for 20 minutes and get a junk match with rage quitting team mates multiple times in one night and you don't want to play Albion at all anymore. Should be at least a consolation prize, and the system giving more positive feedback would probably get rid of the long queue times just by itself.
      https://steamcommunity.com/id/asgaeroth/

      The post was edited 1 time, last by Asgaeroth ().

    • PrintsKaspian wrote:

      Queen Patch 13 - Ver. 1.16.396 / REV 167506 (Windows: 167575) - 4 June 2020

      Arena Changes and Fixes

      • Adjusted Arena Rewards:
        • Fame Bonus per win: 20,000 → 40,000
        • Healers now get an additional 10,000 Fame per win via an additional Tome of Insight
        • An Arena win now also gives 1,000 Adventurer's Challenge points
      • Improved Arena Signup UI:
        • Now shows all daily rewards and the different rewards for healers vs. other roles
        • Shows time until new daily rewards can be won
        • Style synced with Crystal League Signup UI
        • Clarified and shortened wording
      • Improved appearance and wording of "Match Ready" popup
      • Fixed an issue where Arena registration would sometimes cancel before the current countdown ended
      • Fixed an issue where the Arena UI would not display more than one queued player
      Increased Availability of Blue and Yellow Zone Solo Randomized Dungeons
      When a player enters a Solo Randomized Dungeon in a blue or yellow zone and no other player uses the portal in a certain time, the entry portal will disappear while the player is still inside the dungeon. Players already inside the dungeon can remain inside and can use the exit or A-ability to leave, but no new players will be able to enter.

      Once a given entry portal is removed, a new entry portal will spawn elsewhere in the world. This will increase the overall number of "fresh" dungeons in these zones, while still allowing players to run solo dungeons together and follow others into a dungeon within a reasonable time window.

      Smart Cluster Queue Adjustments
      Players waiting to enter a cluster via the Smart Cluster Queue now also add to the total Disarray headcount in the cluster for which they are queueing. For example:
      • Alliance X has 100 players in Cluster A
      • Alliance X also has 80 players in Cluster B, 50 of whom are waiting to enter Cluster A via the Smart Cluster Queue
      • All Alliance X players in Cluster A would receive a Disarray debuff based on 150 players (100 in cluster + 50 in queue)
      • All Alliance X players in Cluster B would receive a Disarray debuff based only on the 80 players in the cluster
      Disarray Strength Adjustments
      Additionally, the effects of Disarray, AKA the zerg debuff, no longer accelerate as quickly with higher player numbers. The new debuff thresholds can be seen in the chart below.
      As a reminder, the following 3 attributes are affected by the debuff:
      • Bonus Damage vs. Players
      • CC Duration vs. Players
      • Received Healing
      Effective DebuffPlayer Threshold (New)Player Threshold (Old)
      -1%2626
      -2%--
      -3%2727
      -4%28-
      -5%2928
      -6%30-
      -7%3129
      -8%3230
      -9%3331
      -10%3432
      -11%3532
      -12%3733
      -13%3834
      -14%4035
      -15%4136
      -16%4337
      -17%4538
      -18%4639
      -19%4941
      -20%5142
      -21%5343
      -22%5645
      -23%5946
      -24%6248
      -25%6650
      -26%6952
      -27%7354
      -28%7856
      -29%8358
      -30%8960
      -31%9663
      -32%10466
      -33%11369
      -34%12473
      -35%13677
      -36%15181
      -37%15685
      -38%16091
      -39%16696
      -40%171103
      -41%177111
      -42%183119
      -43%190129
      -44%196141
      -45%203152
      -46%211156
      -47%219160
      -48%227165
      -49%236170
      -50%246175
      -51%255180
      -52%266186
      -53%278191
      -54%290198
      -55%302204
      -56%316211
      -57%331218
      -58%347226
      -59%363234
      -60%382243
      -61%401252


      Improvements

      • When a building upgrade requires a Destiny Board node unlock, the error message now offers to show the required unlock
      • White Direboars have been washed and now appear brighter
      Fixes
      • Fixed broken terrain in Bleachskull Steppe and Meltwater Channel (NOTE: players in these zones when the patch is deployed will be moved to the nearest exit)
      • Fixed an issue where Resource Return Rate percentages did not display for some languages
      • Fixed an issue where Hideout item recovery was not available for Hideouts lost due to lack of food during downtimes
      • Correct Season 8 winner banner now displays in cities
      • Tooltips for the following spells have been reworded for clarity or corrected:
        • Fearless Strike, Charge (Claymore)
        • Soulless Stream (Galatine Pair)
        • Spinning Blades (Dual Swords)
        • Deep Leap (One-handed Mace)
      • Additional minor localization, UI, audio, animation, and terrain fixes
      KNOWN ISSUE: The updated White Direboar skin has not yet been implemented for Mac OS / Linux / mobile. This will take place with an upcoming patch.
      do i need to download the Apk and New Patch now ?

      I saw in the post that you will release another patch ?
    • PrintsKaspian wrote:

      Increased Availability of Blue and Yellow Zone Solo Randomized Dungeons

      When a player enters a Solo Randomized Dungeon in a blue or yellow zone and no other player uses the portal in a certain time, the entry portal will disappear while the player is still inside the dungeon. Players already inside the dungeon can remain inside and can use the exit or A-ability to leave, but no new players will be able to enter.

      Once a given entry portal is removed, a new entry portal will spawn elsewhere in the world. This will increase the overall number of "fresh" dungeons in these zones, while still allowing players to run solo dungeons together and follow others into a dungeon within a reasonable time window.

      awesome.. just tested this and it takes about 60 secs or so and the solo dungeon disapearred.. welp.. no more diving dungeons as a faction flagged anymore =/, maybe make some sort of "state" or "status" where if you are faction flagged your dungeon doesn't disappear or something or make it so flagged players can still see at least so they can still possibly go inside just they won't know if it's a regular dungeon or a faction dungeon? idk.. but kinda takes away from faction warfare flagging in blue/yellows..

      all a player has to do is just go jump into a dungeon and 60 secs later poof they're completely safe and no one else can do anything about it till they come out and by then they're probably unflagged.

      The post was edited 1 time, last by Dimmizer ().

    • Not yet sure but seems some of the SRD's are bugged and portal wont close. Yesterday had few dungeons that i entered that were cleared out: how do i know that? Ran them start to end with wanderlust and at one part even got red speed buff from untaken well at the beginning of the dungeon. Perhaps there was super fast group before me that could maintain lead and kill all the mobs and bosses infront of me with 30sec lead but... seems unlikely.

      Edit: @YZ
      "You cannot judge me. I am justice itself" - Tyrael, Diablo 3
    • Bogul wrote:

      Lohend wrote:

      Good job on Arena reward increase +1 and SRD changes +1

      But why not set arena daily reset from 24h from first victory to daily reset at maintenance? Would be logical...
      or 22h to bring it in line with laborers and farming
      I think, while putting arena reset on daily maint reset would be the far better option, Boguls suggestion would be much quicker to implement.

      I vote for 22h CD on arena match rewards with a very soon hot fix. Otherwise it's impossible to do 3 matches a day on the long run.