Update Dec 16th (Destiny Board rework) - Changelog

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    • Update Dec 16th (Destiny Board rework) - Changelog

      Patch News

      Changes


      Destiny Board Rework
      • Re-Worked Destiny Board fame requirements and fame gained from actions. Progression beyond T4 should now be significantly easier. Also reworked the structure of the gathering and refining trees. Any fame gained towards your achievements will be converted into the new system.
      Mob Fame Rework
      • Mob fame no longer depends on how long mobs were alive. Mobs now always give the same fame based on their type.
      Improved Hellgate Rewards
      • Mobs in Hellgates now yield significantly more fame than regular mobs (4x for red / 2x for yellow).
      • Mobs in Hellgates now drop significantly more silver (+66%).
      Improved Treasure Chest Rewards
      • Relic lockers now drop between 37,500 and 52,500 silver. They also drop T4 gems.
      • Relic chests now drop between 180,000 and 270,000 silver. They also drop T5 gems.
      • Relic coffers now drop between 900,000 and 1,500,000 silver. They also drop T6 gems.
      Adjusted Spawn Rates
      • Set the spawn rate of T5 mobs and resources to 300%
      • Set the spawn rate of T6 mobs and resources to 300%
      • Set the spawn rate of T7+ mobs and resources to 200%
      Fast Travel Costs Rework
      • Significantly increased fast travel cost by increasing the baggage fees to 20% of item value (was 5%).
      • Increase cost factor of travelling through yellow and red zones even further.
      Other Changes
      • Small changes to button labels in gold market to differentiate between gold buying and gold trading (English only until the next major update in January).
      • Spawn protection buffs now make you immune to stacked up buffs & debuffs to prevent exploits.
      • Significantly reduced refining times (up to 90%).
      • When building, repairing or upgrading buildings you can now install up to 30 resources per click.
      • Improved the description texts of farming and crafting achievements.
      • Reduced Transmutation times by 90%.


      Balance

      Cursed Staffs
      • Vile Curse:
        • Damage Reduced by 7%
        • Range: 9m -> 8m
      • Area of Decay:
        • Tick interval 1s -> 1.5s
      Hammers
      • Knockout:
        • Lowered the duration of the sleep by 20%
        • Made mounted targets immune to the effects of the sleep
        • Targets become immune to Knockout for 20 seconds after being knocked out.
      Fire Staves
      • Meteor Strike:
        • Knockback doesn't ignore CC Resist anymore.


      Bugfixes
      • Added missing alcohol recipes to high tier alchemist buildings
      • Fixed the connections for the Siege Camp in "Weedriver". You can now use it to attack adjacent territories.
      • Fixed mouse wheel scrolling in alliance menu being reversed
      • Fixed butcher buildings not being upgradeable beyond T5
      • Fixed T6 guildhalls not being unlockable on destiny board
      • Fixed all Level 2/3 weapons not allowing you to use T5+ weapons of the appropriate base type to unlock them
      • Removed invisible collision prefabs on Guild Island Upgrade 4, so they dont block player movement anymore
      • Fixed a problem with the market place search field which would cause the client to log out
      • Fixed the Rejuvenating Mushroom spell on nature staff also healing enemy targets
      • Fixed an technical issue with island instances not shutting down properly
      • Fixed a visual issue with projectile orientation
      • Fixed cast range of Vile Curse (should now be 8m)
      • Fixed hotkey settings getting lost on restart if you tried to assign a key already in use
      • Fixed the time for scheduled battles in a territory being displayed incorrectly on world map
      • Fixed the Healing Beam, it can now be cast by multiple sources on one target.
      • Stacks of items no longer give PvP kill Fame.
    • nogare schrieb:

      Patch News

      Fast Travel Costs Rework
      • Significantly increased fast travel cost by increasing the baggage fees to 20% of item value (was 5%).
      • Increase cost factor of travelling through yellow and red zones even further.

      Out of curiosity, is there any consideration being given to removing fast travel entirely, to help with interesting trade?

      Having an expensive fast travel will make it so traders probably need to travel between towns to sell things in less common markets. However, buyers are able to much more easily afford the option of fast traveling to trade hubs to get the cheapest price.

      I haven't given it a great deal of thought, but I think the economy would be more interesting if fast travel just wasn't an option.
    • SI the idea to go with a tiered linear progression system makes it pretty much impossible for you to balance. All you can do is slide the grind bar around. You should consider removing the restrictive gameplay, let people play withr he items they want right from the beginning, remove the tiered items , and add horizontal customization and prestige to give those who focus on a role added benefits. Such as minimal power boosts, talent trees. Etc. at the end of the day the tiered progression system is the illusion of a sandbox but basically removes all the fun. I don't mind grinding but freedom would be nice, and to know that using a weapon more allows me to be more proficient by ways of using it and talents, and not for huge power spike imbalance. Give more skill to the players , and get rid of unnecessary grinds

      Honestly if you keep this tiered progression system the only way to make it work is adopt the real time training from Eve online.

      Dieser Beitrag wurde bereits 1 mal editiert, zuletzt von Sharka ()

    • Sharka schrieb:

      SI the idea to go with a tiered linear progression system makes it pretty much impossible for you to balance. All you can do is slide the grind bar around. You should consider removing the restrictive gameplay, let people play withr he items they want right from the beginning, remove the tiered items , and add horizontal customization and prestige to give those who focus on a role added benefits. Such as minimal power boosts, talent trees. Etc. at the end of the day the tiered progression system is the illusion of a sandbox but basically removes all the fun. I don't mind grinding but freedom would be nice, and to know that using a weapon more allows me to be more proficient by ways of using it and talents, and not for huge power spike imbalance. Give more skill to the players , and get rid of unnecessary grinds
      really great idea... i love it :)
    • Sharka schrieb:

      SI the idea to go with a tiered linear progression system makes it pretty much impossible for you to balance. All you can do is slide the grind bar around. You should consider removing the restrictive gameplay, let people play withr he items they want right from the beginning, remove the tiered items , and add horizontal customization and prestige to give those who focus on a role added benefits. Such as minimal power boosts, talent trees. Etc. at the end of the day the tiered progression system is the illusion of a sandbox but basically removes all the fun. I don't mind grinding but freedom would be nice, and to know that using a weapon more allows me to be more proficient by ways of using it and talents, and not for huge power spike imbalance. Give more skill to the players , and get rid of unnecessary grinds

      Honestly if you keep this tiered progression system the only way to make it work is adopt the real time training from Eve online.
      Right? Get rid of the destiny board, let people wear whatever they have, let them craft whatever materials they got. Allow full loot PVP everywhere to limit progression to a certain extent. True sandbox.

      Unfortunately, that would be a major game design change and it would turn into a completely different game. I don't think the developers are ready to make a 180-degree turn and throw years of game development and research out the window, uncertain of whether the new design would be even playable or enjoyable. If it's 'true sandbox' you're craving, it's probably better to look in another direction...

      Dieser Beitrag wurde bereits 1 mal editiert, zuletzt von Elsa ()