Testserver Patch Notes - Merlyn Update

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    • b0unc3r schrieb:

      May i know what is the background behind below change?

      "The amount of Tier 6 resources on the Royal continent has been reduced significantly"
      The amount of nodes is the same but the nerf to respawn time of T6 nodes decreased the amount of T6 resources on Royal by about 18%.

      The nerf to respawn time of T6 nodes had been made because of the increase of T6 nodes in outlands that took the place of T4 and T5 nodes.
      Looking at the whole world the amount of T6 is pretty much same as it was before.

      Azu_Raged schrieb:

      Why are you taking away solo dungeons ????????????????????????

      Stub dungeons (solo dungeons that are very short with one miniboss/boss at the end) had a very low occupancy rate (1 to 5%) compared to group dungeons (40 to 70%).
      To improve this situation we exchanged those stub dungeons (which made about 50% of all solo dungeons in outlands) with group dungeons.

      Dieser Beitrag wurde bereits 1 mal editiert, zuletzt von Thorn-Delwyn ()

    • I've just compiled the full set of changes to refining and crafting in all locations...



      as KantosKan mentioned above, Caerleon and the outer cities had their resource returns reduced by 3%, which is unexpected since we were told in the Merlyn Roadmap video that Caerleon wouldn't be changed...

      territories also saw an equal reduction for both refining and crafting, I suspect to bring them into line with the changes to the cities...

      as expected the outer cities received very reasonable bonuses to their specific resource and specialist items...

      but the biggest surprise is the inclusion of outer city personal islands in this balancing... refining the bonused resource on outer city islands is now extremely attractive as players can avoid building taxes, repairs and auction bids... perhaps this is too much?

      combining this with the long-awaited addition of personal island transfer... almost everyone will be moving their islands to take advantage of some or all resources on July 31st... I know I will xD
      Bank of Albion
      Investments & Third-Party Services
      Contact me via the Forums or Discord: Saya#4434
    • Thorn-Delwyn schrieb:

      The amount of nodes is the same but the nerf to respawn time of T6 nodes decreased the amount of T6 resources on Royal by about 18%.
      The nerf to respawn time of T6 nodes had been made because of the increase of T6 nodes in outlands that took the place of T4 and T5 nodes.
      Looking at the whole world the amount of T6 is pretty much same as it was before.
      oh thank you for clearing that up xD
      Bank of Albion
      Investments & Third-Party Services
      Contact me via the Forums or Discord: Saya#4434

    • The changes at the top end when using focus is a result from replacing the formula we use to compute the kickback.

      Old formula: 1 - (1 - base bonus) * (1 - focus bonus)
      • e.g: 1 - (1 - 0.15) * (1 - 0.35) = 0.4475 rounded to 0.45 or 45% kickback
      New formula: 1 - 1 / (1 + sum of bonuses / 100)
      • e.g. 1 - 1 / (1 + (18 + 55) /100) = 0.421965 rounded to 0.42 or 42% kickback
      The formula has been changed to make make it easier to understand. The 18 means that if you use the kickback completly you are 18% more efficient than without it even though it only offers a 15% kickback.
      18 + 55 = 73 so you are about 73% more efficient than without the bonus.

      Let's say you craft something that costs 100 resources. With a bonus of 73 you have a 42.2% kickback. That means your first crafting action returns 42.2 resources. Using those resources to craft once more you get 17.8 resources back.
      If you do this repetitively you used up to 173 resources instead of only 100.

      This way we can later show the bonuses from different sources and maybe increase the number of sources that grant such a bonus.
    • Thorn-Delwyn schrieb:

      The changes at the top end when using focus is a result from replacing the formula we use to compute the kickback.

      Old formula: 1 - (1 - base bonus) * (1 - focus bonus)
      • e.g: 1 - (1 - 0.15) * (1 - 0.35) = 0.4475 rounded to 0.45 or 45% kickback
      New formula: 1 - 1 / (1 + sum of bonuses / 100)
      • e.g. 1 - 1 / (1 + (18 + 55) /100) = 0.421965 rounded to 0.42 or 42% kickback
      The formula has been changed to make make it easier to understand. The 18 means that if you use the kickback completly you are 18% more efficient than without it even though it only offers a 15% kickback.
      18 + 55 = 73 so you are about 73% more efficient than without the bonus.

      Let's say you craft something that costs 100 resources. With a bonus of 73 you have a 42.2% kickback. That means your first crafting action returns 42.2 resources. Using those resources to craft once more you get 17.8 resources back.
      If you do this repetitively you used up to 173 resources instead of only 100.

      This way we can later show the bonuses from different sources and maybe increase the number of sources that grant such a bonus.
      I'm confused,

      Why you didn't compensate for the change of the formula. You basicly made BZ town plots completly useless for refining.

      I also don't understand why refining and crafting is different now.

      I am also confused why you want to make T4/T5 more rare in the BZs, If you decided that T4/T5 will be replaced by T6 its ok but making T6 respawn slower to compensate ? This in total make BZ worse.

      Buffing royal is good change. Nerfing BZ to make royal look more attractive is bad change.

      And on top this patch is huge nerf to focus

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

    • Im very displeased with the changes on crafting and refining, thats exactly what it looks like, a NERF into the black zones.

      "Buffing royal is good change. Nerfing BZ to make royal look more attractive is bad change." << repeat 100x times before continue...

      The resources distribution and enchantment rate on merlyn is just a bad taste joke...i hope SBI fix it, bacause right now i just see the game drifting more and more from its original purpose...
    • Thorn-Delwyn schrieb:


      Azu_Raged schrieb:

      Why are you taking away solo dungeons ????????????????????????
      Stub dungeons (solo dungeons that are very short with one miniboss/boss at the end) had a very low occupancy rate (1 to 5%) compared to group dungeons (40 to 70%).
      To improve this situation we exchanged those stub dungeons (which made about 50% of all solo dungeons in outlands) with group dungeons.
      So why dont you remake solo dungs so they are not useless? Open world mobs were buffed but solo dungs still give 0 fame... why?

      Make solo dungs challenging for 1 guy and buff the fame so its comparable to group dungs while done by 1 guy but not attractive for group.
      Maybe add some antizerg mechanic in the dung so ppl are not getting farmed by groups all the time. For examle if more than 3 ppl in the instance then player count will show on minimap or something like that.

      It would create cool spots to fame/pvp for solo play.

      Solo content was much better in beta and i dont understand why it was taken away. All ppl do these days is farming HCE which is really sad.

      Also before open world buff there was so much fun in that t7 skele solo dung next to Caerleon. But now solo dungs are just dead :((
      "Montaron, you are so aggravating! 'Tis disturbing to my demeanor!"
    • Montaron schrieb:

      Thorn-Delwyn schrieb:

      Azu_Raged schrieb:

      Why are you taking away solo dungeons ????????????????????????
      Stub dungeons (solo dungeons that are very short with one miniboss/boss at the end) had a very low occupancy rate (1 to 5%) compared to group dungeons (40 to 70%).To improve this situation we exchanged those stub dungeons (which made about 50% of all solo dungeons in outlands) with group dungeons.
      So why dont you remake solo dungs so they are not useless? Open world mobs were buffed but solo dungs still give 0 fame... why?
      Make solo dungs challenging for 1 guy and buff the fame so its comparable to group dungs while done by 1 guy but not attractive for group.
      Maybe add some antizerg mechanic in the dung so ppl are not getting farmed by groups all the time. For examle if more than 3 ppl in the instance then player count will show on minimap or something like that.

      It would create cool spots to fame/pvp for solo play.

      Solo content was much better in beta and i dont understand why it was taken away. All ppl do these days is farming HCE which is really sad.

      Also before open world buff there was so much fun in that t7 skele solo dung next to Caerleon. But now solo dungs are just dead :((
      Nah just easier to scratch solo dungeons and bring in group dungeons .. I mean for fuck sakes the dungeons only was occupied 1-5% of the time .. Hmm

      BTW I would occupy t5 dungeon if you made it so I can pull 4-6 mobs, I'm sure others would consider it as well

      Anyway I think our suggestions is out of the scope, due to envision of what the creators want to do with the game. Shame =(
    • Thorn-Delwyn schrieb:

      b0unc3r schrieb:

      May i know what is the background behind below change?

      "The amount of Tier 6 resources on the Royal continent has been reduced significantly"
      The amount of nodes is the same but the nerf to respawn time of T6 nodes decreased the amount of T6 resources on Royal by about 18%.
      The nerf to respawn time of T6 nodes had been made because of the increase of T6 nodes in outlands that took the place of T4 and T5 nodes.
      Looking at the whole world the amount of T6 is pretty much same as it was before.

      Azu_Raged schrieb:

      Why are you taking away solo dungeons ????????????????????????
      Stub dungeons (solo dungeons that are very short with one miniboss/boss at the end) had a very low occupancy rate (1 to 5%) compared to group dungeons (40 to 70%).
      To improve this situation we exchanged those stub dungeons (which made about 50% of all solo dungeons in outlands) with group dungeons.

      Buff solo dungeons and add more of them....this game desperately needs more solo content.
    • Don't know what others think about it, but for me 5% difference for crafting something with focus (47% with city bonus vs. 42% without) is not worth the time i have to spend on travel in 99% of cases.

      BTW. Can someone paste new map designed with marked colors of zones? If i understood Robin correctly in video, you took 2 yellow maps from each city. That made only "2" of them left for each biom?


      EDIT: After calculating theoretical craft having mats for 10000 1H fire staffs at the beginning, difference will be 9,4263%. 17239 (with 42%) vs. 18864 (with 47).

      Dieser Beitrag wurde bereits 2 mal editiert, zuletzt von b0unc3r ()

    • b0unc3r schrieb:

      Don't know what others think about it, but for me 5% difference for crafting something with focus (47% with city bonus vs. 42% without) is not worth the time i have to spend on travel in 99% of cases.

      BTW. Can someone paste new map designed with marked colors of zones? If i understood Robin correctly in video, you took 2 yellow maps from each city. That made only "2" of them left for each biom?

      5% more return is A LOT OF SILVER, at least for me.
    • Thanks @LordSilva

      So one more important thing to mention. No more so called "save paths" to Carleon. At least 1 whole map, 1 half + tunel, so more or less all 5 cities are equal now from that point. No more Lymhurst (and other) still has one tunel more.

      tabooshka schrieb:

      b0unc3r schrieb:

      Don't know what others think about it, but for me 5% difference for crafting something with focus (47% with city bonus vs. 42% without) is not worth the time i have to spend on travel in 99% of cases.

      BTW. Can someone paste new map designed with marked colors of zones? If i understood Robin correctly in video, you took 2 yellow maps from each city. That made only "2" of them left for each biom?
      5% more return is A LOT OF SILVER, at least for me.
      @tabooshka

      Having in mind you have to cross one more red zone than before + time needed to do so (and back) I personally will still do craft at Carleon.

      Cheers you both.

      Dieser Beitrag wurde bereits 1 mal editiert, zuletzt von b0unc3r ()