[14. September 2022] Into the Fray Patch 6

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    • [14. September 2022] Into the Fray Patch 6

      Into the Fray Patch 6 - Ver. 20.060.1 - September 14, 2022
      Japanese and Italian Added

      • Albion Online now offers full language support for Japanese and Italian
      • These languages are selectable from within the launcher or via the in-game Settings menu
      • Dedicated chat channels have been added to the game for these languages
      • Forthcoming news articles will appear in these languages as well
      • Dedicated forums have been added:
      • Note that newer ingame text may not yet be fully translated, and that some news articles may remain untranslated during this launch period. As always, to report translation errors for these or other languages, please use this dedicated forum thread: forum.albiononline.com/index.php/Thread/87904
      Guild Finder
      • A new Guild Finder allows players to easily find a suitable guild, and guilds to find new recruits
      • Accessible via the guild dropdown or pressing Shift+G
      • There are three tabs:
        • The first tab is catered towards beginners and recommends beginner-friendly guilds
          • This is based on settings chosen by the guild, as well as some automatically gathered data
        • The second tab contains an improved search function for guild names
        • The third tab contains multiple filter options to find guilds that follow certain playstyles
      • Guild Leaders now also have access to the new Recruitment Tab in their Guild Management
        • There they can set up all the important information that players looking for a guild might need (e.g. language spoken, times active, etc.)
      • NOTE: To give Guild Leaders some time to set up their Recruitment Information, and to get a sufficient data set for the recommendation algorithm, the feature will be disabled on launch. The Guild Finder will be enabled when we deem our data set to be sufficient (current expectation: 1 week).
      Season 17 Overview
      • Albion's 17th Guild Season kicks off on September 17
      • This season will be one week shorter than a standard season to avoid Season 18 beginning on December 24, and as a result will offer tripled points during the final weeks
      • In order to receive guild season rewards, players must now again be a member of the qualifying guild for at least 75% of the season. Qualifying time spent with a guild will be easily visible in a new UI.
      • For the full season schedule, see this forum post: forum.albiononline.com/index.php/Thread/168529
      • This season brings changes to the Crystal Arena, Hideout Boosters, Open-World Treasures, and more—read on for details
      Crystal Arena Changes
      Starting with Season 17, there will be additional substeps in the Crystal Arena ranking system. While the amount of Rank Points needed to reach maximum rank remains the same, there will be extra steps between the ranks (Iron III, Iron IV, etc.) which makes Rank Up events more frequent. As a result, more chests are given out for ranking up in a Crystal Arena Season. Additionally, Arena rankings will not fully reset at season end. Instead, players will be partially ranked down at the start of the next season: for example, Crystal Rank players will start at Silver I. Any Rank Up Rewards skipped by starting above zero are still earned, and will be sent via in-game mail. Details:
      • Full list of ranks starting with Season 17:
        • Iron I-IV
        • Bronze I-IV
        • Silver I-IV
        • Gold I-IV
        • Crystal
      • At the start of the next Arena Season, players will be partially instead of fully down-ranked
      • Other changes:
        • The Arena Master now only accepts the new Arena Sigils; the old Discontinued Arena Sigils can no longer be traded for rewards. However, Discontinued Arena Sigils can now be salvaged for a 10% chance to get a T4 Royal Sigil.
        • Various UI improvements
      Hideout Booster Changes
      • Boosters are no longer earned at the end of a season
      • Instead, every guild always has a Booster (beginning with guild creation)
      • To use the Booster, the guild must still meet the current HQ Hideout requirements, i.e. meeting the Season Point Threshold of the current or previous season
      • After use, the Booster goes on a 90-day cooldown
      Treasure Chest Adjustments
      • Small Treasure Chests now open more quickly (5 min → 3 min)
      • The time they take to respawn has been adjusted accordingly
      • Treasure Chest loot distribution now puts less emphasis on Legendary Chests, with Regular Chest loot value instead increased by 20%. This will improve the average loot experience, but reduce the value spikes of Legendary Chests.
      • Halved chance for a large treasure chest to spawn but increased value accordingly
      Might Level Changes
      • Crystal Spiders:
        • Might Requirement First Level: 20,000 → 10,000
        • Might Level Requirements for all subsequent levels halved (i.e. each Crystal Spider effectively gives twice the Season Points)
      • Corrupted Dungeons:
        • Might Requirement Increase per Level: 4,000 → 3,000
      • 2v2 Hellgates:
        • Might Requirement Increase per Level: 5,000 → 4,000
      • 5v5 Hellgates:
        • Might Requirement Increase per Level: 7,000 → 5,000
      Corrupted Dungeon Changes
      Players can now directly enter a new Corrupted Dungeon after they defeat another player or are banished. This allows players who want to primarily engage in the PvP aspect of this feature to have less downtime between PvP fights.
      • If a player defeats another player or is banished by another player, the Exit Dungeon ability cast time is shortened back to 7s. (This does not apply to players who destroy the crystals during an invasion, only to those who are banished when the crystals are destroyed by an opponent.)
      • After successfully casting the Exit Dungeon ability, the player can choose to directly enter a new Corrupted Dungeon.
      • Additionally, downing an invader on Hunter level now sends the invader back into the open world.
      Hideout Crafting Changes
      By player demand, crafting bonuses from Power Levels for Hideouts have been changed. Instead of a multiplicative bonus, each power level now adds an additive +1% bonus to general crafting and a +2% bonus to specialist crafting (for a total of +3% for specialist crafting recipes since these are additive with each other). As our goal was to make the crafting quality slope more fair and even, this results in a reduction to Hideouts with very large bonuses, while affecting Hideouts in lower quality zones less.

      Study Fame Changes
      • Local Bonuses no longer increase Fame received from studying, but the base Study Fame Factor (i.e. Fame earned by studying vs. crafting the same item) has been increased from 2 to 2.75
        • In a Specialist City, this results in an increase from 2.66 to 2.75
      • Daily Production Bonus events still apply a multiplier to Studying Fame
        • In a Specialist City during a rare (+20%) event, this results in an increase from 3.06 to 3.30
      • Focus can still be used on Studying and is multiplicative with all other bonuses
        • In a Specialist City during a rare (+20%) event, this results in an increase from 4.64 to 5.25
      Economy Adjustments
      Recent updates and patches have substantially increased the amount of Silver generated by Albion’s economy each day. This led to a substantial increase of the in-game price of Gold and Premium.
      Our economic modeling shows that this increase will continue unless we rebalance the Silver economy in such a way that sinks and faucets are brought back to a balanced state. Hence, we have implemented the following changes:
      • Increased Silver sinks, and reduced Silver faucets, by around 10% across the board
      • Increased market order setup fee and sales fee by by one percentage point (two for non-Premium characters)
      Other Changes and Improvements
      • Activity Hub now displays notifications for new events
      • Added win / lose / draw overhead message after duels
      • Updated minimap party icon for better readability
      • Added role colors to party members on minimap and zone map
      • Added "Always" option for entering Roads of Avalon portals that will close soon
      • Battle Mount combat spells are now disabled in yellow zones
      • Removed the Taunt VFX from Concussive Blow to make it more readable during combat
      • [MOBILE] Improved scaling of various UI windows
      • [MOBILE] Added option to disable zoom camera
      • [CONTROLLER SUPPORT] Controller buttons can now be assigned as Hotkeys to various actions; added auto-run option
      Fixes
      • Fixed issue where spell indicator areas would sometimes not display
      • Fixed issue where Faction Outposts could be captured with defenders still in the circle
      • Fixed issue where incorrect loot bonus percentage was displayed in loot UI
      • Hotkey element on spell icons now displays correct info
      • Fixed issue where closing and reopening the Rights UI would produce a blank window
      • Fixed issue where Thetford Cape's Chain Lightning effect showed wrong values on Training Dummies
      • Time Freeze (Great Arcane Staff) now only applies immunities if the stun successfully triggers on the target; if the stun is blocked the target will not gain immunity and the animation will not freeze
      • Fixed rare issue where players could become stuck after changing zones and casting spells very quickly
      • [MOBILE] Fixed an issue where spells on cooldown could be dragged and cast in wrong direction after cooldown expired
      • [MOBILE] Fixed an issue where some spell re-activations would use the wrong spell target (Glacial Obelisk, Shock Wave, Avalanche)
      • Various additional graphical, UI, terrain, animation, audio, and localization fixes
    • JudgeNutmeg wrote:

      Hideout Crafting Changes
      By player demand, crafting bonuses from Power Levels for Hideouts have been changed. Instead of a multiplicative bonus, each power level now adds an additive +1% bonus to general crafting and a +2% bonus to specialist crafting (for a total of +3% for specialist crafting recipes since these are additive with each other). As our goal was to make the crafting quality slope more fair and even, this results in a reduction to Hideouts with very large bonuses, while affecting Hideouts in lower quality zones less.
      I've not heard one person complain about hideouts being too strong for crafting bonuses... It seems arbitrary to nerf it now after having it the way it was for so long.
    • Eternalhaze wrote:

      JudgeNutmeg wrote:

      Hideout Crafting Changes
      By player demand, crafting bonuses from Power Levels for Hideouts have been changed. Instead of a multiplicative bonus, each power level now adds an additive +1% bonus to general crafting and a +2% bonus to specialist crafting (for a total of +3% for specialist crafting recipes since these are additive with each other). As our goal was to make the crafting quality slope more fair and even, this results in a reduction to Hideouts with very large bonuses, while affecting Hideouts in lower quality zones less.
      I've not heard one person complain about hideouts being too strong for crafting bonuses... It seems arbitrary to nerf it now after having it the way it was for so long.
      most stop complaining and just went for the money, doesn't mean we didn't like it, just why complain when SBI appeared to be dragging their feet in making crafting more competitive across the board. Not that deep BZ HO's shouldn't have advantages of course they should.
      Avid Handheld Gamer :love:
    • These market changes are way too extreme.

      You went from taking 4.5 silver for every 100 silver worth of stuff I want to sell to taking 6.5 silver for every 100 silver worth of stuff I want to sell. A 44% increase in what I have to pay just to try to sell my stuff.

      44% is not "around 10%."

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

    • Shaderfox wrote:

      Are you sure it was a 10% nerf? In CD Hunter I've dropped from 87% bonus before maint, down to 34%.

      Modifiers that increase loot aren't displaying correctly in the UI as of today, so you're only seeing the base yellow zone bonus.

      This is a visual issue only.

      I've looked in the logs where we record the factor used for loot calculations and it is using the correct factor. Just the UI is incorrect. We'll have a fix for it as soon as possible.

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

    • jonottawa wrote:

      These market changes are way too extreme.

      You went from taking 4.5 silver for every 100 silver worth of stuff I want to sell to taking 6.5 silver for every 100 silver worth of stuff I want to sell. A 44% increase in what I have to pay just to try to sell my stuff.

      44% is not "around 10%."
      This is actually a really interesting sink to be such an outlier when trying to adjust economy. Why? Because increasing sales tax trends towards increasing market prices. Sales tax actually tends to affect the seller less than the buyer, because sellers have the capability of adjusting prices to make a profit.

      This means that among economy adjustment choices, one of the inclusions would not only have the effect of reducing the total amount of silver in the economy but would also have the effect of raising market prices. It is possible that the end result will be market prices dropping instead of increasing, due to the overall effects of all silver sink and faucet adjustments outweighing this individual silver sink adjustment; however, it is also possible that in the end we will see market prices increase while total silver decreases.

      Keep in mind that the inflation that occurs from increased sales tax goes through a positive feedback loop that gets cut off at the final transaction of the items lifespan: Most people don't gather, refine, then craft, especially with the mechanic of focus. It is better to specialize in one of these three points (or 2, gathering doesn't take focus so gatherers may also refine their products [however, gatherer's tend to gather more than what they can use their focus on in a day, so a good amount of their resources are sold to refiners that do not gather]). gatherers selling to refiners have a 44% increase in tax, they'll raise their prices to maintain a similar profit; refiners selling to crafters have a 44% increase in tax, they'll also raise their price to maintain profit. Crafters selling to consumers then experience the same 44% increase in tax, so again, another increase in prices to maintain profits.

      They made changes to reduce gold price inflation, but from an economist's perspective these changes will cause inflation to market prices. Prices will be higher relative to the amount of silver you earn.

      The post was edited 6 times, last by Dezvul ().

    • Yes, this extreme market change will have many negative side effects as pointed out by Dezvul. It's not JUST the 44%+ versus "around 10%" problem, but that's the most egregious bit.

      If you want silver to maintain its value, the problem is with silver faucets, not silver sinks. The repairman is the richest guy in Albion. Nerf silver faucets. Markets should be efficient and the costs of using them should be trivial or nonexistent.
    • JudgeNutmeg wrote:



      Treasure Chest Adjustments
      • Small Treasure Chests now open more quickly (5 min → 3 min)
      • The time they take to respawn has been adjusted accordingly

      What does "adjusted accordingly" mean? Does this result in more chests overall, or less chests overall, or neither?

      The #1 thing SBI can do to improve my experience is to add more POIs on the map for people to fight over, so I'm praying this means more chests will appear... but it sounds like they will spawn less often and just be openable faster, which is a bad change. Players start fighting on top of chests well before they unlock, so if they open faster without a corresponding increase in spawn frequency, it will result in less content overall.
    • Heads up for those that think there was a 44% tax increase. It appears to me that there was only a 33% tax increase actually. I put in a sell order for 250,000 silver for something, it showed that there would be a 10,000 deduction (4% Premium Tax), and a 6250 deduction (2.5% setup fee), but the proposed profit was 240,000. If this isn't a visual bug it seems the setup fee counts towards the premium tax. In other words, if the item sells the total amount lost in the transaction is the 4% premium tax, but if it doesn't sell you lose 2.5%.

      This would mean that, assuming your transaction were to sell, you don't lose 6.5% of the total silver but only 4%. Assuming this isn't a visual but, it is a 33% increase to taxes. I previously wasn't aware that the setup fee went towards the Premium Tax.
    • Dezvul wrote:

      Heads up for those that think there was a 44% tax increase. It appears to me that there was only a 33% tax increase actually. I put in a sell order for 250,000 silver for something, it showed that there would be a 10,000 deduction (4% Premium Tax), and a 6250 deduction (2.5% setup fee), but the proposed profit was 240,000. If this isn't a visual bug it seems the setup fee counts towards the premium tax. In other words, if the item sells the total amount lost in the transaction is the 4% premium tax, but if it doesn't sell you lose 2.5%.

      This would mean that, assuming your transaction were to sell, you don't lose 6.5% of the total silver but only 4%. Assuming this isn't a visual but, it is a 33% increase to taxes. I previously wasn't aware that the setup fee went towards the Premium Tax.
      The setup fee is paid immediately. The tax is paid when the product sells. That's why it shows 240,000, because you will receive 240,000 when the product sells but you will have already paid an additional 6,250 WHETHER OR NOT the product sells. 44%+ is correct.