1.6 Objectives & Outline + Draft Notes

Starfish
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1.6 Objectives & Outline + Draft Notes

Thu Apr 23, 2015 12:37 pm

Greetings all!

Welcome to the outline for 1.6! We're going to be launching 1.6 in the upcoming weeks, and we'd like to show you some of the objectives and new things that will be introduced or tweaked in the patch. We're trying to keep our patches smaller in comparison to the likes of 1.5 or 1.0, and 1.6 is the first patch that will begin this new method.

New Content

The first major point of 1.6 is a brand new content piece, called Outposts. These Outposts already exist on the server and you can see their location marked by an errant shield. When we enable them, you're going to be able to claim these Outposts for your nation. When you claim them, you and everyone helping claim the outpost (up to 5 or 10 people) will get a reward. Then the Outpost will sub under your nation, allowing you to teleport to the Outpost and gain access to nearby zones, lands and cities.

Outposts additionally contain a Votary, unique to each individual outpost, who will grant you an effect for free for a short time. This effect will give you a positive bonus, and a negative debuff. It's sort of like a boon but with a downside - so they're not "necessary" or even always a good idea but they could give your build added effect/impact and let you tailor your character to a certain taste or aim in exchange for a disadvantage. For example, one outpost might increase your damage output but lower your maximum health.

Outposts will be attackable any time so long as they are vulnerable. They become vulnerable every 72 hours since the previous time they changed hands. We'll detail this system more when we're closer to the release of 1.6!

Useless Discipline Rework: Part 1!

The following disciplines will be reworked or just tweaked to be more useful:
  • Conjurer - a Warding based discipline with two pets and a unique offensive utility power.
  • Summoner - a Pet focused discipline with 3 pets all with different advantages and niches, and an AoE destroy pet power.
  • Animator - a supportive & pet focused discipline with 1 tanky, single target slow moving pet and two support oriented powers.
  • Enchanter - A powerful general purpose discipline that only has one power. But this power is very impactful, interesting to use and operates with a high skill cap.
  • Sanctifier - A new power added to Sanctifier to make varied support options more viable.
  • Darksworn - An offensive utility discipline with mana denial, personal survivability and a unique offensive utility power.
We hope to give you more details on these as the CRT votes on more details of the patch! As with all of our patches in early development, the above could change.

Racial Resistance Profiles & Tank Race Fixes

Racial resistance profiles will be normalised so that all negative or bonus resistances are + or - 20. For instance, Vampires have -20 Holy/Fire, but +20 Unholy/Cold/Poison. Half Giant have +20 Cold and -20 Fire (from -10 fire), and so on. In addition to that, some new weaknesses or bonuses have been added to races and the current draft of profiles can be seen below. The result is that we hope race choice is more impactful in gameplay in terms of resistances and we hope that Dwarf & Minotaurs are seen both as viable options, but with counterplay available if they become too popular. See below for all the racial profiles at the current stage of testing.
  • Racial spell resistances have been normalised to be +/- 20 resistance to help make Race more of an impact on your character and accentuate unique decisions, all the while reducing confusion regarding the resistances. See below for races' new resist spreads, as some new weaknesses have been added to races..
  • Minotaur Mental Resistance has been adjusted from -10 to -20, Minotaur additionally now have -20 Poison Resistance.
  • Irekei no longer have 10% bonus movement speed, and have -20% Cold Resistance down from -10%. We will look at future updates to Blood Prophet & Sun Dancer instead.
  • Vampire Resistance profile changed to +20 Poison/Cold/Unholy & -20 Holy/Fire, +20 Healing.
  • Half Giant Resistance profile is now +20 Cold / -20 Fire.
  • Aracoix Resistance profile is now +20 Mental / -20 Lightning.
  • Centaur Resistance profile is now -20 Unholy. Additionally, the -5% movement speed reduction imposed in RiF 1.0 has been removed.
  • Elf Resistance profile is now +20 Magic / Holy & -20 Healing / Bleeding.
  • Shade Resistance profile is now +20 Unholy / Poison & -20 Holy.
  • Nephilim Resistance profile is now +20 Lightning / Fire, -20 Holy/ -20 Magic.
  • Dwarves no longer gain Juggernaut at creation.
  • Dwarf resistance profile has been changed to +10 Slashing, +10 Piercing, -10 Crushing (Negative value!), +20 Lightning, -20 Magic, -20 Unholy. From: +10 to all physical, +5 lightning, -5 Magic/Unholy.
  • Minotaur now have a total bonus 15% movement, up from 10%.

Individual Smaller Updates

Finally, we have some smaller individual updates that have been made from feedback collected from the community. For a sampling of some of these changes, see below:
  • Assassin Shadowmantle Cooldown reduced from 30s to 15s.
  • Resource costs for gear rolling (Not including Obsidian or Bloodstone) have been reduced by 33%.
  • Tweaks to AoE Statistics (range, radius, cooldown etc)
  • Tweaks to anti-AoE supportive abilities (Sanctuary of Faith, Breath of Spring, Leech of Souls, etc) and to Single Target Resistance Buffs.
  • Bard's Song of Spring has been increased from +15 Elemental Resistance to +20 Elemental Resistance.
  • Bard's Chant of the Titans has been reworked into a group +30% (at PR-20) Damage Chant that does not stack with Crusader, Knight, Commander or other damage buffs, but does stack with Ragnor's Rede. This power caps at PR-20.
  • An issuewith Tend the Wounded has been fixed. Its cast time is now 2.5 instead of 3, which was a bug.
  • Creation Resistance Runes now grant 10% Resistance. They will, in the future, be available as rare drops in the game.
  • Creation Weaponline Bonus Runes now grant +10 Weapon Skill.
  • Blood of the Desert (Irekei Racial Rune) now gives +5% Fire and +5% Movement Speed.
  • A new item, the Scroll of Experience has been added. This item will grant you a level of experience on use, or two levels if under level 60. More info on attaining this item is upcoming.
  • Realm Charters no longer drop randomly. You may now only attain these realm charters by killing R8 Mobs.


I hope this post has been helpful. We'll absolutely have more information in the coming weeks as we get ready to launch the patch, but we hope the above current drafts give you an insight into what you might see in 1.6!


Current Draft Notes:

General Gameplay Updates
Misc.
  • A new item, the Scroll of Knowledge has been added. This item will grant you a level of experience on use and is contained in rewards related to Outposts, Noob Island, Hotzones and the Glory system.
  • A new item, the Potion of Knowledge has been added. This item will grant you a bonus 33% Experience Rate for 1 hour upon use.
  • Underwater cities have been moved and should now be functional.
  • Psychic Shout is now group friendly, instead of 10-ally friendly. Unholy Storm, Call Lightning (Channeler), Saint Lorne's Ire and Psychic shout are now the group-friendly Area of Effect spells.
  • The 20% damage bonus to certain Damaging Aoes has been reverted. These now deal 20% less damage.
  • All Area of Effect spells have had their Radius normalised to 30 units. This is an increase for Mind Trap (Warlock Root) & Divine Word of Binding (Sentinel Big Bomb) from 20 to 30, but is otherwise a reduction for all other powers, from 40 to 30.
  • The 5/55 Rule has been reverted. All Area of Effect Spells now hit for full damage or effect on a maximum of 7 Targets.
  • Realm Charters: may now only attain these realm charters by killing R8 Mobs. R8 Mobs now announce their arrival, and spawn every 4 hours. They are less tedious to fight, resulting in quicker engagements, but are hopefully more interesting/engaging and provide more meaningful rewards.
  • Glory & Mine successes no longer grant experience. Instead, you are rewarded with an item similar to the old Fate Peddler mechanic. Have fun and good luck!
  • Glass no longer drops in Hotzones. Instead, you an item similar to the old Fate Peddler mechanic drops which has a chance to drop glass and other goodies. This item drops much more often than glass used to, and only drops in hotzones.
  • Artillerist's Field Ballista now deals Piercing damage and as such may no longer attack buildings.

Creation Runes
  • Resistance Runes now grant 10% Resistance. They will, in the future, be available as rare drops in the game.
  • Weaponline Bonus Runes now grant +10 Weapon Skill.
  • Blood of the Desert (Irekei Racial Rune) now gives +5% Fire and +5% Movement Speed. This rune may in the future be found as a rare drop ingame.

Race
  • Racial spell resistances have been normalised to be +/- 20 resistance to help make Race more of an impact on your character and accentuate unique decisions, all the while reducing confusion regarding the resistances. See below for races' new resist spreads, as some new weaknesses have been added to races..
  • Minotaur Mental Resistance has been adjusted from -10 to -20, Minotaur additionally now have -20 Poison Resistance.
  • Irekei no longer have 10% bonus movement speed, and have -20% Cold Resistance down from -10%. We will look at future updates to Blood Prophet & Sun Dancer instead.
  • Vampire Resistance profile changed to +20 Poison/Cold/Unholy & -20 Holy/Fire, +20 Healing.
  • Half Giant Resistance profile is now +20 Cold / -20 Fire.
  • Aracoix Resistance profile is now +20 Mental / -20 Lightning.
  • Centaur Resistance profile is now -20 Unholy. Additionally, the -5% movement speed reduction imposed in RiF 1.0 has been removed.
  • Elf Resistance profile is now +20 Magic / Holy & -20 Healing / Bleeding.
  • Shade Resistance profile is now +20 Unholy / Poison & -20 Holy.
  • Nephilim Resistance profile is now +20 Lightning / Fire, -20 Holy/ -20 Magic.
  • Dwarves no longer gain Juggernaut at creation.
  • Dwarf resistance profile has been changed to +10 Slashing, +10 Piercing, -10 Crushing (Negative value!), +20 Lightning, -20 Magic, -20 Unholy. From: +10 to all physical, +5 lightning, -5 Magic/Unholy.

Crafting
  • Resource costs for crafting of all ranks will be reduced. This does not include expansion resources (Obsidian, Bloodstone, Galvor, Wormwood), which will remain the same.

Outposts
  • 6 Outposts have been enabled. Capture them for your nation to earn the ability to teleport to the Outpost, use its Shrines to gain Rank 1 Boons or use its unique benefits such as proximity to a Runegate.
  • Capture Outposts by killing the Outpost Lord. Outposts will be difficult to take without sufficient force (3-5 people). Some Outposts will require greater force than that. (5-10)
  • Once captured, an Outpost may not change hands for (TBA) hours. If your Outpost is under attack, you will be notified.
  • Successfully taking an Outpost will grant you an Outpost Reward Package. It will contain a variety of rewards.
  • Outposts have Votaries that grant bonuses to your character in exchange for a weakness.
Spires
  • ATR & DEF debuff spires have been slightly reduced in potency to -15% through to -30%.
Class & Discipline Updates
Assassin
  • Shadowmantle has been adjusted to have a 15s Cooldown, down from 30s.
Bard
  • Song of Spring has been increased from +15 Elemental Resistance to +20 Elemental Resistance.
Crusader
  • Sanctuary of Faith now lasts for 10 seconds, up from 6. Cooldown increased from 30s to 60s.
  • Sanctuary of Faith now Wards against Holy, but no longer Wards against Unholy damage. The power is now also tagged as a chant, and as such may be blocked by Silence.
Doomsayer
  • Leech of Souls' Cooldown has been increased from 30 to 60s.
  • Leech of Souls' Cast Time has been lowered to 3s from 4. Leech of Souls' Effect duration has been increased from 15s to 30s.
Druid
  • Breath of Spring healing increased by 33%. Mana cost has been reduced from 240 base to 140 base.
  • Breath of Spring now also Wards against Unholy damage in addition to its current Bleeding, Poison & Fire.
Priest
  • A bug with Tend the Wounded has been fixed. Its cast time is now 2.5 instead of 3, which was a bug.
Disciplines
  • Enchanter's Infuse with Power has been reworked into "Twist Fate", a single target Snare Dispel & Movement Buff, and Area of Effect Movement Buff Dispel & Snare. This power basically removes the snare on your target friendly, infuses him with a short burst of movement speed and at the same time dispels the run buff of enemies immediately near your target friendly, and applies a powerful short snare to them.
  • Darksworn's Blight of Chaos has been reworked into Devour Spirit, a Single Target Mana to Health Drain - damages the targets mana and gives you an equal amount of health. Based on restoration. 2.5s Cast, 12s Cooldown.
  • Darksworn's Corrupt the Mind has been reworked into Suppress Faith, a Single Target "Cannot Cast Summon" Power. It lasts for 120s and has a 30s cooldown, 1.5s Cast Time. It cannot be dispelled.
  • Darksworn's Corrupt the Body has been reworked into Winds of Woe, a Personal Heal & PBAoE Bleed Damage. It has a 1.5s Cast Time, heals the caster for an amount of health and deals that amount of health in damage to (very) nearby enemies as bleeding damage. Based on Restoration.
  • Sanctifier's Sacred Fortification power has been reworked into "Unwavering Faith", a personal Stun Immunity power. This power is dispelled by any "powerful" (9s+ duration) stuns - absorbing the stun, but protects the caster from lesser stuns without being broken.
  • Forgemaster's Harden Armor no longer grants Crushing resistance.

Thank you for reading!
SilentX
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Re: 1.6 Objectives & Outline + Draft Notes

Thu Apr 23, 2015 1:18 pm

I like it!
Can't wait to dupe those scrolls of experience
longblade
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Re: 1.6 Objectives & Outline + Draft Notes

Thu Apr 23, 2015 2:05 pm

20% resists or vulnerabilities as defaults is very large, and the type of damage that is used will overshadow both build and skill. 5% resists and vulnerablities makes a noticeable impact, especially after gearing up, and 10% should be the cap in most cases. Vamps with fire and holy should probably be the rare exception.
QuiteGoneJin
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Re: 1.6 Objectives & Outline + Draft Notes

Thu Apr 23, 2015 2:12 pm

Agreed, 20% should NOT be the norm except those 2.
Colest
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Re: 1.6 Objectives & Outline + Draft Notes

Thu Apr 23, 2015 2:51 pm

longblade wrote:5% resists and vulnerablities makes a noticeable impact
Yea, nah.
Coolwatersx
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Re: 1.6 Objectives & Outline + Draft Notes

Thu Apr 23, 2015 5:49 pm

So stoked to see what the pet discs end up like. Same on the outposts.

Those two areas alone make a great update.

These will be very large changes. It's ambitious. People need to understand that the pets will probably need to be tweaked. Don't lose your minds if something is stronger or weaker than you think it should be.

If only we could have multiple pets up at the same time. O.o
(I think that would be great, actually)
chimpy
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Re: 1.6 Objectives & Outline + Draft Notes

Thu Apr 23, 2015 5:59 pm

Coolwatersx wrote:So stoked to see what the pet discs end up like. Same on the outposts.

Those two areas alone make a great update.

These will be very large changes. It's ambitious. People need to understand that the pets will probably need to be tweaked. Don't lose your minds if something is stronger or weaker than you think it should be.

If only we could have multiple pets up at the same time. O.o
(I think that would be great, actually)
I'm very excited about the Outposts (not just because I am writing the code either!). The Rewards + Boons + Locations make them very important.
aeroch
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Re: 1.6 Objectives & Outline + Draft Notes

Thu Apr 23, 2015 7:06 pm

hi5 on disc updates
Ciliano
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Re: 1.6 Objectives & Outline + Draft Notes

Fri Apr 24, 2015 11:28 am

What are you trying to solve for with the Racial changes? Please have a problem in mind when you make these type of changes and fill us in on what that problem is.

It seems to me and pretty much everyone else that you are just throwing mud at a wall to see what sticks while creating more problems than solutions. The rest is alright and interesting enough to try, but you are changing the meta way, way too much with every patch with very little reasoning.
Colest
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Re: 1.6 Objectives & Outline + Draft Notes

Fri Apr 24, 2015 11:54 am

Ciliano wrote:What are you trying to solve for with the Racial changes? Please have a problem in mind when you make these type of changes and fill us in on what that problem is.
The result is that we hope race choice is more impactful in gameplay in terms of resistances and we hope that Dwarf & Minotaurs are seen both as viable options, but with counterplay available if they become too popular.
Second sentence in racial summary.
Blyster
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Re: 1.6 Objectives & Outline + Draft Notes

Fri Apr 24, 2015 12:30 pm

Ciliano wrote:What are you trying to solve for with the Racial changes? Please have a problem in mind when you make these type of changes and fill us in on what that problem is.

It seems to me and pretty much everyone else that you are just throwing mud at a wall to see what sticks while creating more problems than solutions. The rest is alright and interesting enough to try, but you are changing the meta way, way too much with every patch with very little reasoning.
The fact this game has very noticible and very specific "Meta's" IS THE PROBLEM.

This game is supposed to have rock/paper/scissors circular balance. And SKILL of the player should be the ONLY meta.

Mino meat spec shouldn't be unbeatable except by only another Mino meat spec, for instance. Or an all-AoE spec shouldn't be unbeatable except by only another all-AoE spec, for instance.

That's not RPS circular balance.

So how do we reduce single spec meta's and enhance circular balance? You have to balance the "negatives", or vulnerabilities of each spec.

We have to make it so Rock can beat Scissors, Paper can beat Rock, and Scissors can beat Paper.

A "Meta" just means Rock can beat both Paper AND Scissors. And reducing vulnerabilities and then balancing them, fixes this.
Blyster
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Re: 1.6 Objectives & Outline + Draft Notes

Fri Apr 24, 2015 12:31 pm

Edit: I meant "increasing" vulnerabilities. My bad.
Ciliano
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Re: 1.6 Objectives & Outline + Draft Notes

Fri Apr 24, 2015 3:21 pm

Colest wrote:
Ciliano wrote:What are you trying to solve for with the Racial changes? Please have a problem in mind when you make these type of changes and fill us in on what that problem is.
The result is that we hope race choice is more impactful in gameplay in terms of resistances and we hope that Dwarf & Minotaurs are seen both as viable options, but with counterplay available if they become too popular.
Second sentence in racial summary.
I see you quoting your hopes but there are no "problems" here that need addressing. Nothing is getting "fixed" with these changes while tons of things are liable to be broken. Dwarves and Minotaurs are already very attractive options...

Messing with racial resists so dramatically is going to unbalance classes with spell damage far more than it will actual race choice. The method of design you guys are using here is basically smashing everything with a hammer and hoping that the shattered pieces fall into an attractive pattern. Really, I cringe every time I type "design" to refer the way you make changes since it is not an accurate word.
Mino meat spec shouldn't be unbeatable except by only another Mino meat spec, for instance. Or an all-AoE spec shouldn't be unbeatable except by only another all-AoE spec, for instance.
Are these two specs simultaneously unbeatable right now? Weird. Also, thanks for explaining what balance means and not at all addressing the fact that these wild racial changes are at best back-of-the-envelope guesses regarding rebalancing. Again, SMALL STEPS MORE FREQUENTLY!

Can't wait for 6 weeks after 1.6 when Vamps become totally immune to holy and fire and automatically one-shot by poison, cold and light.
Colest
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Re: 1.6 Objectives & Outline + Draft Notes

Fri Apr 24, 2015 3:44 pm

Ciliano wrote: Messing with racial resists so dramatically is going to unbalance classes with spell damage far more than it will actual race choice. The method of design you guys are using here is basically smashing everything with a hammer and hoping that the shattered pieces fall into an attractive pattern. Really, I cringe every time I type "design" to refer the way you make changes since it is not an accurate word.
Thanks for the feedback. Be sure to read the patch notes more thoroughly next time so you are able to understand them in their entirety.
Blyster
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Re: 1.6 Objectives & Outline + Draft Notes

Fri Apr 24, 2015 4:04 pm

@ Ciliano

I very clearly used hypotheticals to illustrate a point, and the fact you chose to twist them out of context on purpose just to be snide and argumentative means you're not at all serious about having an actual discussion or listening to an explanation or rationale for why the changes you questioned happened.

Good luck with the rest of your hissy fit.
Ciliano
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Re: 1.6 Objectives & Outline + Draft Notes

Fri Apr 24, 2015 6:32 pm

Colest wrote:
Ciliano wrote: Messing with racial resists so dramatically is going to unbalance classes with spell damage far more than it will actual race choice. The method of design you guys are using here is basically smashing everything with a hammer and hoping that the shattered pieces fall into an attractive pattern. Really, I cringe every time I type "design" to refer the way you make changes since it is not an accurate word.
Thanks for the feedback. Be sure to read the patch notes more thoroughly next time so you are able to understand them in their entirety.
I feel like your gratitude is disingenuous. Not very becoming of someone whose job has the word "community" in it. Again, the point is the problems that you think you guys are solving for are completely non-existent and the solution to non-existent problems are so dramatic and lacking in foresight that they will cause a great deal of new problems.

It is not like I am making this up. There is evidence in your surprise at our success using your new AoE mechanics and your quickness to try to revert them because of it. It is this pattern of behavior and lack of foresight that is so frustrating. The frustration is compounded by the fact that there are huge, pressing game-ruining problems that are seemingly getting ignored in comparison to the design guesswork.
Coolwatersx
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Re: 1.6 Objectives & Outline + Draft Notes

Fri Apr 24, 2015 7:02 pm

Ciliano you HoE!

I do agree with you that small, incremental changes are preferable. But remember that for every one of the changes you're talking about, there's something awesome, like the stealth changes and outposts. You wouldn't get these kinds of bold changes in any area unless you were willing to risk them in all areas. If you're right, and you very may well be, things will come back to center, with improvements. You're a sharp guy, so keep complaining when you feel strongly about something.

In the meantime, can't we all just get along?
Starfish
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Re: 1.6 Objectives & Outline + Draft Notes

Fri Apr 24, 2015 7:35 pm

There is evidence in your surprise at our success using your new AoE mechanics and your quickness to try to revert them because of it.
You're mistaking a design 180 with genuine care for the community; if the feedback we're getting from the community is clear and collected, then we follow through. That was the biggest factor within any suggested 180. So you're actually complaining that we're just trying to listen to the community and do what their feedback is telling us regardless of what we want to do.

Cilano, previous posters inkled in on this. The meat races, dwarf in particular, have been long requested to have their nerfs removed as we don't see them played as fighters often anymore. A big issue on live was a lack of racial variety and we're attempting to slowly fix this problem - one thing was that in a game with soft circular balance, some races outright avoided it. This led to problems with there not being a clear soft counter to certain tactics or builds, and to some races simply being compared to these other races that lack any tangible or impactful downside. "Why be a Shade warrior when I can be dwarf in gvg? What negative does dwarf have? - it has superior damage, resists and health. That's all that matters in GvG!"

In countering this we are gently encouraging a more diverse portfolio of races being better at certain things or relevant in different metas. If you're being plagued by minotaurs, now you know that maybe you could try out running some poison damage auxilary or pressure, or maybe some high-damage warlocks. Maybe if Dwarf is causing you issues you'll roll an unholy spec, or a crushing based spec or being using wizard auxilaries.

These changes ensure each race has sufficient counterplay to encourage circular balance without the need for constant patching in to alter the meta directly. With enough user options for soft countering specific playstyles, it creates more impactful strategy, fosters creative thinking and ensures the game retains its place as a strategy game. Not "What's the very best spec to play right now?" and ending right there, or one of the other 2 popularised specs of the current patch. Previously, a -5% Poison, or -5 mental or magic resist being a races main negative wasn't in line with the circular balance that Shadowbane has in other areas (Such as countering Vampires, Shades or natural flight, for example)

There is a design philosophy behind most of our system changes. Some others are simply derived from community feedback because we're here actively listening - for instance Assassin Shadowmantle, Bard tweaks and so on. You might not agree with the design philosophy proposed or care for it, but that doesn't mean one doesn't exist! There is method behind our madness. I appreciate that you want smaller patches, and we're delivering on that. Even this patch looks a thousand times more like a "Shadowbane live" patch than any in our history but we'll learn to refine it even further. Unfortunately the long dev cycle needed for pet framework, Outposts and understanding the client made this one a little larger than we'd hope for, but it's still a tiny fraction of the size of any previous patches and we'll improve on that.

Thank you for reading.
Crassus
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Re: 1.6 Objectives & Outline + Draft Notes

Fri Apr 24, 2015 10:11 pm

Is a wipe imminent in order to implement some of these changes?
Starfish
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Re: 1.6 Objectives & Outline + Draft Notes

Fri Apr 24, 2015 10:13 pm

Hey Crassus, there's no planned wipe. The server is healthy and bustling, especially for 2 months into a server. Just tonight we had going on 650 online!
Ciliano
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Re: 1.6 Objectives & Outline + Draft Notes

Sat Apr 25, 2015 12:38 am

Well kudos for listening and acknowledging at least. I already hit the "next unread post" though so hopefully I remember to come back to this again when I am sober on Monday.
drdeath
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Re: 1.6 Objectives & Outline + Draft Notes

Sat Apr 25, 2015 1:30 am

Just 2 months into the server and the server is down to just 4 Nations of value. It was 5 nations last week, next week 3 if C&L keeps bringing in the extra 60 players from magicbane to destroy the server. Over 120 players from one Nation is not what I would consider a healthy server by any stretch of the imagination.

I very much appreciate the hard work that the SBemu team has put into this project, and while some of the bells and whistles that have been added and taken away are fun to mess with. It is the bigger problem that should be talked about more at the round table. How can you allow smaller guilds to survive and even own a city on their own without being zerged off that map?

I wish I had a good answer for this other than what we did in Beta by controlling how many people where in each nation. Even that had some folks working together.
drdeath
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Re: 1.6 Objectives & Outline + Draft Notes

Sat Apr 25, 2015 1:31 am

Just 2 months into the server and the server is down to just 4 Nations of value. It was 5 nations last week, next week 3 if C&L keeps bringing in the extra 60 players from magicbane to destroy the server. Over 120 players from one Nation is not what I would consider a healthy server by any stretch of the imagination.

I very much appreciate the hard work that the SBemu team has put into this project, and while some of the bells and whistles that have been added and taken away are fun to mess with. It is the bigger problem that should be talked about more at the round table. How can you allow smaller guilds to survive and even own a city on their own without being zerged off that map?

I wish I had a good answer for this other than what we did in Beta by controlling how many people where in each nation. Even that had some folks working together.
tooshifty
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Re: 1.6 Objectives & Outline + Draft Notes

Sat Apr 25, 2015 2:53 am

Blyster wrote:
Ciliano wrote:What are you trying to solve for with the Racial changes? Please have a problem in mind when you make these type of changes and fill us in on what that problem is.

It seems to me and pretty much everyone else that you are just throwing mud at a wall to see what sticks while creating more problems than solutions. The rest is alright and interesting enough to try, but you are changing the meta way, way too much with every patch with very little reasoning.
The fact this game has very noticible and very specific "Meta's" IS THE PROBLEM.

This game is supposed to have rock/paper/scissors circular balance. And SKILL of the player should be the ONLY meta.

Mino meat spec shouldn't be unbeatable except by only another Mino meat spec, for instance. Or an all-AoE spec shouldn't be unbeatable except by only another all-AoE spec, for instance.

That's not RPS circular balance.

So how do we reduce single spec meta's and enhance circular balance? You have to balance the "negatives", or vulnerabilities of each spec.

We have to make it so Rock can beat Scissors, Paper can beat Rock, and Scissors can beat Paper.

A "Meta" just means Rock can beat both Paper AND Scissors. And reducing vulnerabilities and then balancing them, fixes this.

Im sorry...you still havent really explained how this will do that. There are far more things in play than resistances that make things meta. I dont see this doing anything you described other than fck up balance more.
Blyster
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Re: 1.6 Objectives & Outline + Draft Notes

Sat Apr 25, 2015 5:14 am

@ tooshifty

Are you blind? Did you not read all the notes? We adjusted a lot more things than just resistances.

For instance, Mino's have -10 more and -20 poison, but they have +5% more movement. Hard SoS does +5 more, starting resist and weapon runes now give +10 for 4 points, AoE's were adjusted.......

And I could go on and on. For every negative or vulnerability we increased, some positive or strength was also enhanced and bettered.

If you don't understand and can't see what's been done here yet, then that's a You problem that we can't fix. We can't make you smarter.
ColdPoison
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Re: 1.6 Objectives & Outline + Draft Notes

Sat Apr 25, 2015 5:39 am

Fire dots are the most common form of spell damage

So by Making Half Giants -20 fire you are just nerfing them.
I don't think they needed a nerf
Blyster
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Re: 1.6 Objectives & Outline + Draft Notes

Sat Apr 25, 2015 7:06 am

ColdPoison wrote:Fire dots are the most common form of spell damage

So by Making Half Giants -20 fire you are just nerfing them.
I don't think they needed a nerf
They got +10 cold res and Bards SoS got +5 fire/cold/lightning.

So it's an overall +5 lightning, +15 cold, and -10 fire.

How the hell are you only seeing this as a nerf?????
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Re: 1.6 Objectives & Outline + Draft Notes

Sat Apr 25, 2015 7:23 am

When does this patch go live?
Starfish
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Re: 1.6 Objectives & Outline + Draft Notes

Sat Apr 25, 2015 7:24 am

This patch will be coming in the next few weeks if everything goes to plan!
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Re: 1.6 Objectives & Outline + Draft Notes

Sat Apr 25, 2015 7:26 am

Starfish wrote:This patch will be coming in the next few weeks if everything goes to plan!
Is there a list of races with what their resists will be? Or will the wiki be updated with the info? Or will it be correctly reflected in the character creation?

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