Testserver Patch Notes - Lancelot Patch #2

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    • Testserver Patch Notes - Lancelot Patch #2

      Lancelot Patch #2 - Ver. 1.11.357 / REV 114501 - 23 March 2018


      Improvements
      • Optimized character-anchored UIs (i.e. Character Names + Health Bars) - disabling these UIs now improves game performance as intended
      • Corrected terrain contours for more accurate fishing placement
      • Added a lockable Party HUD: you can now toggle the drag button at the top right of the Party HUD UI to lock/unlock it (grey → not movable, yellow → movable). Lock state is saved locally in Player Settings.
      • The Guild Master role tag can now be edited without renaming it
      • Added the unique spell "Rotten Fish" to the Fisherman Cap
      • Luxury Goods now have their own Marketplace Category and Subcategories, and can be filtered by city to show which city will buy them at the set price
      • Added new shop subcategory for Tomes of Insight
      • Updated weapon effects for Heretic Mage and Morgana Cultist


      Changes
      Full-loot Lesser Hellgate chests have been adjusted to give slightly less loot, to match the intended value
      Split Lesser and Greater Hellgate spawns in red and black zones. Each cluster now always spawns a specific Hellgate type:
      • Red Zones:
        • T6 Cluster - Lesser HG
        • T7 Cluster - Greater HG
      • Outland Low:
        • T3 Cluster - Lesser hg
        • T4 Cluster - Greater
        • T5 Cluster - Lesser
        • T6 Cluster - Greater
      • Outland Mid:
        • T4 Cluster - Lesser
        • T5 Cluster - Greater
        • T6 Cluster - Lesser
        • T7 Cluster - Greater
      • Outland High:
        • T5 - Lesser
        • T6 - Greater
        • T7 - Lesser
        • T8 - Greater


      Fixes
      Fixed several Guild/GvG UI issues:
      • Fixed an issue where inviting/kicking a guild member was causing the Guild UI to be bugged
      • Fixed an issue where the Rights Management UI didn't correctly update when players were sorted by online status and status of a player changed
      • Updating Guild Tags now immediately updates Access Rights
      • Fixed an issue where mercenaries saw their own guild logos in the GvG UI instead of the logo of the guild they are actually fighting for
      Fixed an issue where Expedition rewards were not shown after finishing or returning from an Expedition, but were shown at a later time (such as after finishing an Arena battle)
      Improved food description text for Seaweed Salad and other fish-based foods
      Added Tooltips to the Guild Right Management UI tabs
      Spell fixes:
      • Mark of Sacrifice is no longer interrupted by damage
      • Morgana Raven now reduces Healing Received (it was previously reducing Healing Done)
      • The Mercenary Boot Invisibility spell is now removed by stealth-revealing spells (it was previously immune to these abilities)
      • Mortal Agony now reveals invisible characters
      (DE Version) Improved several German translations:
      • Weapons:
        • "Blutbrief" is now "Blutklinge"
        • "Weinender Wiederholungstäter" is now "Klangender Repetierer"
      • Faction Mobs:
        • "Vernichtender" is now "Knochenbrecher"
        • "Steine knackender" is now "Steinbrecher"
      Fixed a rare issue where Laborer rewards would disappear when the Laborer UI was opened prior to server maintenance
      Numerous additional graphical, audio, animation, UI, and localization fixes
    • PrintsKaspian schrieb:

      Changes
      Full-loot Lesser Hellgate chests have been adjusted to give slightly less loot, to match the intended value
      Split Lesser and Greater Hellgate spawns in red and black zones. Each cluster now always spawns a specific Hellgate type:
      • Red Zones:
        • T6 Cluster - Lesser HG
        • T7 Cluster - Greater HG
      • Outland Low:
        • T3 Cluster - Lesser hg
        • T4 Cluster - Greater
        • T5 Cluster - Lesser
        • T6 Cluster - Greater
      • Outland Mid:
        • T4 Cluster - Lesser
        • T5 Cluster - Greater
        • T6 Cluster - Lesser
        • T7 Cluster - Greater
      • Outland High:
        • T5 - Lesser
        • T6 - Greater
        • T7 - Lesser
        • T8 - Greater


      I'm not too fond of this idea.

      The hellgate ratio seems alright in black zones but in red zones it's not working at all. There will only be 3 hellgates max on the royal continent and those maps are far from Caerleon. Looking for a 5v5 HG on the royal continent will be almost pointless. You might consider making it a black zone exclusivity at this point, and please don't do this. It's very convenient to meet in Caerleon with a group and immediately try to find a gate instead of having to worry about Anglia/Cumbria/Mercia lock-outs. It makes finding a group much easier.

      Then in black zones we also have a huge problem. Every single portal maps will be home to lesser hellgates. It means that it will be impossible to locate greater HGs from the realm gate. 5 man groups will have to pick a location and roam to find gates.

      Right now, if all 5 group members are locked to the same continent, from Caerleon we have 8 maps to scout for gates, +4 if we are locked in Anglia, and +4 if we count the underground access. This means that teams can do gates repeatedly with a very small downtime and get fights almost every time. With this new system, the number of maps to scout from Caerleon will be 0. If the group needs to stay on royal because of lock-outs, there will be 3 maps total to chose from. If the group is clear for black zones, then we chose a portal and search from there. Walk to the next map; if there is no gate then walk through the next one and keep high hopes for the one after. Repeat the process until we find a gate (there is always a map with a 2v2 gate between 5v5 maps). After the fight, we have to ride all the way back to town to drop loot. Then repeat the process from the portal we used to get in town. Same story for city territories, only 2v2 gates on city plots. Downtime between gates will be much longer. Also, greater gates around raids are too far and probably won't be used much. Similarly, lesser hellgates not located on portal maps will be rarely used and will only become obstacles to 5 man groups.

      - No 5 man group will go in red zones so making a group will be longer and/or harder because of lock-outs.
      - The downtime (or travel time) between greater gates will be much longer making them less exciting and less rewarding for players. No 5v5 gates from Caerleon anymore.
      - Lesser gates now take the place as accessible gates; 8 gates around Caerleon and the possibility of scouting 4 portals in black zones.

      The only argument that could support this change is that there will be more people in open world riding around. Good for ganking. Then again, I don't think gankers are looking for hellgate groups.

      Here's my solution;
      Do exactly the opposite; greater where you want to put lesser and vice versa. However, keep maps accessible from the underground lesser gates (Mardale, Malag Crevasse, Longtimber Glen, and Deadvein Gully) to balance red zones.
      It's not perfect, lesser hellgates now end up with problems I described but the impact would be less dramatic on a new feature designed for two players. Longer travel time would be compensated by the facility to make a 2 man team. Also, gankers would be pleased. Destroying the 5v5 hellgate ecosystem is a pretty dangerous idea anyways. And it's nothing that you need to implement, just change values. It just makes more sense to do it this way.

      • Edit; Turns out I didn't look correctly before posting this. Black zones situation will not be so bad. In Anglia and Cumbria, half of portals are lesser and the other half is greater. Mercia is all lesser though (source of mistake). Sorry for raising the alarm. The choice to replace all gates around Caerleon for lesser gates is still a bad idea. Maybe settle for Mardale, Malag Crevasse, Longtimber Glen, and Deadvein Gully (underground accessible maps) to be greater hellgates.

      Dieser Beitrag wurde bereits 2 mal editiert, zuletzt von Frankasti ()

    • @Retroman

      Want to weigh in on the HG portal change and say i agree @Frankasti Ultimately 5v5 groups are harder to form than 2v2 groups and the HG ecosystem as it exists revolves around many Pickup Group Discords where people play with each other regardless of guild or alliance affiliation.


      As a result this means many 5v5 teams will have differing portal locks to the BZ making it difficult for them to play HG's if people are portal locked to different continents. To better understand how 5v5 PUG HG groups operate here is a typical search for HG as a PUG team.


      If people aren't continent locked to different continents, they will check the BZ portal tiles first to check for an available gate.

      If people locked to different continents or no BZ portal zone tiles have a gate then they check the 4 zones directly outside caerleon. If no gate is found check the 4 gates outside the underway. If no gate is found Check timers and wait or venture to the zones adjacent to these 8 zones.

      If no gate is still not found, then a person in the group who is continent locked will scout the tiles adjacent to the BZ portal zone entry points to see if a gate is there so as to not bind everyone to that continent since they will certainly now be past the timer period that would allow them to exit without binding to a continent or portal.

      As you can see 5v5 HG groups are trying to spam as many gates as possible to be able to get consistent 5v5 fights, have to remember in many instances they will find themselves in an empty gate and are therefore even when they do find gates quickly they may have downtime in actual 5v5 PvP.


      It is unclear if the HG portal system is coded in a manner that all Zones of the same Tier are tied together or If Zones of the same Tier can be spawn gates independent of each other.

      If HG spawns are coded in a way that you can make a Lesser or Greater HG spawn independent of other gates of the same Tier than make spawns like this:

      Royal Continent


      Greater HG
      Birken Fell
      RoastCorpse
      Wyre Forest
      Creag Morr
      Stumprot Swamp

      KindleGrass
      Deadvein
      Longtimber


      Lesser HG
      Mardale
      Malag Cravasse

      Shiftshadow
      Murkweald
      Highbole Glen
      Greag Garr
      Runnel Sink


      Blackzone
      Won't List every territory simply do it so that every portal zone and every zone adjacent to the portal is a Greater HG, Any zone that is 2 or more zones away from the Portal zone make lesser.



      If Gates are tied to the tier of the territory such that all zones of the same tier will all spawn the same type of Gate then code as follows.

      Royal Continent

      Flip the tiers so that T6=Greater; T7=Lesser

      Blackzone
      Ditch the alternating format and go with sequential format.

      Outland Low
      T3 & T4=Greater
      T5 & T6= Lesser



      Outland Mid
      T4 & T5=Greater
      T6 & T7=Lesser


      Outland High
      T5 & T6=Greater
      T7 & T8=Lesser


      If you want to maintain the alternating format of gates by tier in the outlands then simply make it so that for each outland area the Tier of the portal Entry is Greater HG and alternate the gates from that baseline.



      As far as the rationale for making 2v2 gates farther away from portal zones than 5v5 it is much simpler for 2v2 groups to form and roam, moreover with roaming mobs luxury goods and other additions in the Lancelot update there is more reward for a 2v2 group to roam and venture out farther than there is a 5v5 group.

      Long term I think if you track the HG entry by zone tier you will probably find noone enters any HG in the highest tier zones of each Outland Continent due to their distance from Caerleon and overall risk to reaching them; these portals you may want to repurpose in future updates as High tier Raid zones for 10+ PvP/PvE content or something of that nature.
    • Lmfao nerf the rewards for full loot hellgates are you fucking idiots the whole reason you do them is cause of the loot people will bring trash shit to fight with and making it harder ONCE AGAIN FOR SMALL GUILDS TO NEVER SUSTAIN THERE MONEY AGAINST GIANT FUCKING GUILDS GET YOUR HEADS OUT OF YOUR ASSES AND QUIT FUCKING WITH LOOT TABLES. you nerf lesser hellgates loot tables I will just farm 5 man hellgates again with small party and piss off more of your community leave are shit alone lol
    • agonyclutch schrieb:

      Lmfao nerf the rewards for full loot hellgates are you fucking idiots the whole reason you do them is cause of the loot people will bring trash shit to fight with and making it harder ONCE AGAIN FOR SMALL GUILDS TO NEVER SUSTAIN THERE MONEY AGAINST GIANT FUCKING GUILDS GET YOUR HEADS OUT OF YOUR ASSES AND QUIT FUCKING WITH LOOT TABLES. you nerf lesser hellgates loot tables I will just farm 5 man hellgates again with small party and piss off more of your community leave are shit alone lol
      because people farm them as solo and get 1mil silver each gate :thinking:
    • PrintsKaspian schrieb:

      Full-loot Lesser Hellgate chests have been adjusted to give slightly less loot, to match the intended value

      I said this three weeks ago:

      Eternalhaze schrieb:

      This. I'm really hoping with the introduction of these new duo hellgates that infernal gates don't have shitty farmers in them, but there's no word of enforcement on SBI's part.

      A friend of mine had the idea to make the bosses in infernal gates take % less dmg and give a % increase damage done based on how many people are attacking the boss. So say there's three farmers - the boss now takes 40% less damage and deals 40% more, but with a five man group it's business as usual. This will stop 2-4 people from being able to kill the bosses in 4.1. Without an IP requirement (and I'm not advocating for one) 5 farmers could still enter in whatever gear and hopefully it would encourage them to actually want to fight.

      Also the loot from duo hellgates cannot be better than infernal.
      Farmers still in infernal gates instead of duo gates.

      The loot from duos was way more rewarding than 5 man, it's almost like I predicted SBI would not know how to balance loot tables.
    • The real question is why it must be always a late "hotfix" to change things into the "correct" way according to them.
      Doing this they are saying one more time "we screwed up" and "we dont test it all".

      Much better way would be to increase loot in 5v5s to keep everyone happy and make 5v5 gates even more appealing.

      Also when the stupid "holes" in HGs will be fixed on some edges you just go under the ground. Saw this too many times being abused by ppl who are losing the fight to just not leave loot for the winners.
      Pretty much detailed guide for nature healing in pvp/pve - https://albiononline.com/en/characterbuilder/solo-builds/view/15819
    • Zeranor schrieb:

      Please be very careful nerfing 2v2 reward. Theres already a lot of empty gates. Gates with solo natures in flat T4 and stuff like that. Nerfing chest will make it less attractive to bring your good gear.
      The chest loot setup had a mistake, which made the per player loot better than the per player loot from the Greater Hell Boss. The difference was moderate, that is why it wasn't spotted immediately. With loot drops it is a little easy to miss smaller mistakes, since the loot is randomized and each test could have just been a good or a bad roll, as long as the resuts are not too much off. However after the new gates went live and were played a lot, we noticed the loot dropped there on average was higher than intended.

      In a nutshell: On a per player basis, the chest loot should not be better than the loot from the Boss of the 5v5 gate.

      That is why we adjusted the loot now accordingly. I hope this explains why we made this change.

      Cheers,
      Retro
    • @Retroman @PrintsKaspian

      Please rethink the changes to hellgate spawns.

      As currently laid out these changes will absolutely destroy the 5v5 hellgate ecosystem. This is because:
      - Gates will be much harder to find because you cannot scout directly from Caerleon.
      - Fewer groups will be able to form because of continent lockout timers or it will take more time for a group to be ready (people will have to rebind to the same continent).
      - More time will be spent searching for a hellgate rather than inside the hellgate
      - All of this will increase the chance your group gets a no show when actually inside the hellgate.

      This will cause a downward spiral of fewer and fewer groups participating in hellgates.

      Why would you choose to destroy one of the greatest systems in this game? Please rethink these changes.

      My guess is the developers *want* 5v5 groups to choose a portal zone and roam from there to find a gate because this increases open world activity. I can't stress enough how bad of an idea this is. 5v5 groups will get bored before they find a portal and they'll find something else to do. Please do not make it harder to find a gate than it already is. Running around the open world aimlessly searching for a gate *is not fun*.

      Here are a few suggestions for how to tweak this so it does not ruin hellgates:

      - Increase hellgate spawns such that a new boss spawns 1 minute (or less) after the last portal goes down. Never let bosses de-spawn. This will allow a group to ride out and find a zone with a gate immediately and then camp that zone until they need to bank their loot. If you can guarantee you'll find a portal in a particular zone this will encourage groups to actually make the trip out there instead of giving up after trying five zones and finding nothing.
      - Frankasti's suggestion (swapping the suggested lesser and greater hellgate spawns) is good. Please do this is combination with increasing hellgate spawns.
      - People have said this many times: Add a separate 2v2 spawn in zones.
      - If you cannot come up with a reasonable solution please just don't implement the changes you've currently outlined. What we have right now is much better than what has been proposed.

      I'd also like to second Kolkhara's suggestion. 10v10 hellgates or something similar would be really cool. They could be added to the zones like Searslab and Craeg Uchag (the ones with warcamps adjacent to world boss zones) because those hellgate portals are rarely used.
    • Retroman schrieb:

      Zeranor schrieb:

      Please be very careful nerfing 2v2 reward. Theres already a lot of empty gates. Gates with solo natures in flat T4 and stuff like that. Nerfing chest will make it less attractive to bring your good gear.
      The chest loot setup had a mistake, which made the per player loot better than the per player loot from the Greater Hell Boss. The difference was moderate, that is why it wasn't spotted immediately. With loot drops it is a little easy to miss smaller mistakes, since the loot is randomized and each test could have just been a good or a bad roll, as long as the resuts are not too much off. However after the new gates went live and were played a lot, we noticed the loot dropped there on average was higher than intended.
      In a nutshell: On a per player basis, the chest loot should not be better than the loot from the Boss of the 5v5 gate.

      That is why we adjusted the loot now accordingly. I hope this explains why we made this change.

      Cheers,
      Retro
      @Retroman

      Does this mean you guys adjusted the loot to match 5v5 gate loot on a per person basis? (Meaning a 2v2 chest has 2/5 the loot of the middle boss from 5v5).