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Patch Notes 30/04/2022

Posted: Sat Apr 30, 2022 10:05 am
by ReturnOfReckoning
Notice
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Chat Profanity Detector

[02 May Update] - Initial optimization of the system is done.
A profanity detector has been added which will mute players in public channels until further action can be taken.
We will need to spend some time tweaking the system so if you feel you have said something which was not inappropriate then please feel free to open a ticket or contact a Game Master.
Please keep in mind that we will be tweaking the system and we highly appreciate your understanding and patience.



Highlights
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Weekend Warfront: Battle at the Gate

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The Phoenix Gate guards the entrance to the inner lands of Ulthuan; soft rolling landscapes where in more peaceful ages the Ellyrion Horselords bred Elven Steeds. Now the plains are filled with signs of war – siege engines and corpses litter the landscape as Order and Destruction forces vie for control of the Phoenix Gate and all that lies beyond.

This weekend Battle at the Gate will be the weekend warfront from 12:00 on Friday to 12:00 on Monday Altdorf time. You get +50% XP and Renown in the Phoenix Gate scenario, and extra rewards from completing the event tasks.

Realm versus Realm
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City Siege

The city siege schedule is now changed to a rotating schedule instead of a weighted random times. This is made to try and create city sieges in prime times for various time zones.

- EU early (20:00 Altdorf time)
- EU late (22:00 Altdorf time)
- NA East (00:00 Altdorf time) - this hour will be adjusted as per NA community feedback
- EU early (20:00 Altdorf time)
- EU late (22:00 Altdorf time)
- NA West (03:00 Altdorf time) - this hour will be adjusted as per NA community feedback

Stage end rewards adjusted to the following:

Win: 10 * (stage + cityRating)
Loss: 4 * (stage + cityRating)

The "Routed" debuff for losers is no longer applied



Combat and Careers
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General Changes and Fixes

- Fixed an issue that could cause a player to get a permanent unstoppable buff in some situations.


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Bug Fixes

- [20040] Fix Fierce Might tactic to not reapply on each dot tick.



Content
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World

- A gravestone has been added in Praag's Russenscheller Graveyard to commemorate player Avocetti, following a request by his guild and friends.



Tickets
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[19991] The appearance has been corrected to match the class.
[19976] The typo has been corrected

Re: Patch Notes 30/04/2022

Posted: Sat Apr 30, 2022 11:39 am
by Kpi
omg... scheduled citys stills in game :(

Re: Patch Notes 30/04/2022

Posted: Sat Apr 30, 2022 11:41 am
by hippyia
City crest change reverted lmao.

Welp back to sc's when city is online again. so much for the previous patch:

Code: Select all

Before:
Win: 10 * City Rank
Loss: 4 * City Rank

After:
Win: 20 * (stage + cityRating)
Loss: 5 * (stage + cityRating)

Reason behind this change: The time investment for normal scenarios is about the same as the previous amount (excluding bags), and City is now a time-restricted and time-scheduled event. In order to encourage participation in City Siege content which currently has little incentive, we have majorly boosted the amount of crests given. City is optional content as it stands; there needs to be some incentive to participate/compete. The amount rewarded for a loss, while still significantly lower than a win, is still much more than it was before and is in line with slightly more than losing in a non-scheduled standard scenario for an hour long.

Re: Patch Notes 30/04/2022

Posted: Sat Apr 30, 2022 11:49 am
by Scottx125
Spoiler:
hippyia wrote: Sat Apr 30, 2022 11:41 am City crest change reverted lmao.

Welp back to sc's when city is online again. so much for the previous patch:

Code: Select all

Before:
Win: 10 * City Rank
Loss: 4 * City Rank

After:
Win: 20 * (stage + cityRating)
Loss: 5 * (stage + cityRating)

Reason behind this change: The time investment for normal scenarios is about the same as the previous amount (excluding bags), and City is now a time-restricted and time-scheduled event. In order to encourage participation in City Siege content which currently has little incentive, we have majorly boosted the amount of crests given. City is optional content as it stands; there needs to be some incentive to participate/compete. The amount rewarded for a loss, while still significantly lower than a win, is still much more than it was before and is in line with slightly more than losing in a non-scheduled standard scenario for an hour long.
Ikr? "Let's incentivise playing it by giving people loads of reward but have cities be at completely random times" and then later "Let's make it easier for people to actually play cities at realistic times with scheduling but also deter it by reducing the reward". 1 Step forward, 1 Step back.

Re: Patch Notes 30/04/2022

Posted: Sat Apr 30, 2022 11:50 am
by Kaeldrick
Now that Slayers can't abuse anymore, City rewards are lowered. Nice job!

What about other bugs on classes? Is there someone actually fixing anything there?

Re: Patch Notes 30/04/2022

Posted: Sat Apr 30, 2022 12:21 pm
by Gravord
hippyia wrote: Sat Apr 30, 2022 11:41 am City crest change reverted lmao.

Welp back to sc's when city is online again. so much for the previous patch:

Code: Select all

Before:
Win: 10 * City Rank
Loss: 4 * City Rank

After:
Win: 20 * (stage + cityRating)
Loss: 5 * (stage + cityRating)

Reason behind this change: The time investment for normal scenarios is about the same as the previous amount (excluding bags), and City is now a time-restricted and time-scheduled event. In order to encourage participation in City Siege content which currently has little incentive, we have majorly boosted the amount of crests given. City is optional content as it stands; there needs to be some incentive to participate/compete. The amount rewarded for a loss, while still significantly lower than a win, is still much more than it was before and is in line with slightly more than losing in a non-scheduled standard scenario for an hour long.
Scottx125 wrote: Sat Apr 30, 2022 11:49 am
Spoiler:
hippyia wrote: Sat Apr 30, 2022 11:41 am City crest change reverted lmao.

Welp back to sc's when city is online again. so much for the previous patch:

Code: Select all

Before:
Win: 10 * City Rank
Loss: 4 * City Rank

After:
Win: 20 * (stage + cityRating)
Loss: 5 * (stage + cityRating)

Reason behind this change: The time investment for normal scenarios is about the same as the previous amount (excluding bags), and City is now a time-restricted and time-scheduled event. In order to encourage participation in City Siege content which currently has little incentive, we have majorly boosted the amount of crests given. City is optional content as it stands; there needs to be some incentive to participate/compete. The amount rewarded for a loss, while still significantly lower than a win, is still much more than it was before and is in line with slightly more than losing in a non-scheduled standard scenario for an hour long.
Ikr? "Let's incentivise playing it by giving people loads of reward but have cities be at completely random times" and then later "Let's make it easier for people to actually play cities at realistic times with scheduling but also deter it by reducing the reward". 1 Step forward, 1 Step back.

Previous patch overinflated city crest gains for no logical reason. Players didnt start skipping cities because crest gains are low, there are other reasons to it that need adressing.
Even after this little nerf city crest gain is still far too high compared to other content.
Simple example: 5 star city, not counting bags nor kills (keep in mind in 24 man wb theres 16 bags given), gives 210 crest for a win and 84 crest for a loss.
For comparison, perma sc pops and 100% win rate, lets say 6 sc an hour, can give you 36 crest.
One lost city is worth almost triple value of crest vs 100% win rate sc with both activities taking same amount of time.
City gains are still extremely high and either should be further reduced or other content upscaled to bring it into more balanced state.

Re: Patch Notes 30/04/2022

Posted: Sat Apr 30, 2022 12:36 pm
by Kpi
Gravord wrote: Sat Apr 30, 2022 12:21 pm
hippyia wrote: Sat Apr 30, 2022 11:41 am City crest change reverted lmao.

Welp back to sc's when city is online again. so much for the previous patch:

Code: Select all

Before:
Win: 10 * City Rank
Loss: 4 * City Rank

After:
Win: 20 * (stage + cityRating)
Loss: 5 * (stage + cityRating)

Reason behind this change: The time investment for normal scenarios is about the same as the previous amount (excluding bags), and City is now a time-restricted and time-scheduled event. In order to encourage participation in City Siege content which currently has little incentive, we have majorly boosted the amount of crests given. City is optional content as it stands; there needs to be some incentive to participate/compete. The amount rewarded for a loss, while still significantly lower than a win, is still much more than it was before and is in line with slightly more than losing in a non-scheduled standard scenario for an hour long.
Scottx125 wrote: Sat Apr 30, 2022 11:49 am
Spoiler:
hippyia wrote: Sat Apr 30, 2022 11:41 am City crest change reverted lmao.

Welp back to sc's when city is online again. so much for the previous patch:

Code: Select all

Before:
Win: 10 * City Rank
Loss: 4 * City Rank

After:
Win: 20 * (stage + cityRating)
Loss: 5 * (stage + cityRating)

Reason behind this change: The time investment for normal scenarios is about the same as the previous amount (excluding bags), and City is now a time-restricted and time-scheduled event. In order to encourage participation in City Siege content which currently has little incentive, we have majorly boosted the amount of crests given. City is optional content as it stands; there needs to be some incentive to participate/compete. The amount rewarded for a loss, while still significantly lower than a win, is still much more than it was before and is in line with slightly more than losing in a non-scheduled standard scenario for an hour long.
Ikr? "Let's incentivise playing it by giving people loads of reward but have cities be at completely random times" and then later "Let's make it easier for people to actually play cities at realistic times with scheduling but also deter it by reducing the reward". 1 Step forward, 1 Step back.

Previous patch overinflated city crest gains for no logical reason. Players didnt start skipping cities because crest gains are low, there are other reasons to it that need adressing.
Even after this little nerf city crest gain is still far too high compared to other content.
Simple example: 5 star city, not counting bags nor kills (keep in mind in 24 man wb theres 16 bags given), gives 210 crest for a win and 84 crest for a loss.
For comparison, perma sc pops and 100% win rate, lets say 6 sc an hour, can give you 36 crest.
One lost city is worth almost triple value of crest vs 100% win rate sc with both activities taking same amount of time.
City gains are still extremely high and either should be further reduced or other content upscaled to bring it into more balanced state.
And what happen with low level citys??? People will not queue if they can obtain big amount of royals. The people dont queue in city and don't risk to be farmed if they don't have a big carrot for do it.

No "carrots", no citys pops... same problem

Re: Patch Notes 30/04/2022

Posted: Sat Apr 30, 2022 12:37 pm
by wonshot
Any changes to the LOTD time frames or will they stay as they are?

Re: Patch Notes 30/04/2022

Posted: Sat Apr 30, 2022 12:47 pm
by Ceithin
if i resume, before this patch
- schedule was weird asf, reward correct but instance pop rate was low.
now :
- better schedule for EU west, lower the reward. I can bet that instance pop rate will be lower than before.
Whats the point ?

Re: Patch Notes 30/04/2022

Posted: Sat Apr 30, 2022 12:56 pm
by Gravord
Kpi wrote: Sat Apr 30, 2022 12:36 pm
Gravord wrote: Sat Apr 30, 2022 12:21 pm
hippyia wrote: Sat Apr 30, 2022 11:41 am City crest change reverted lmao.

Welp back to sc's when city is online again. so much for the previous patch:

Code: Select all

Before:
Win: 10 * City Rank
Loss: 4 * City Rank

After:
Win: 20 * (stage + cityRating)
Loss: 5 * (stage + cityRating)

Reason behind this change: The time investment for normal scenarios is about the same as the previous amount (excluding bags), and City is now a time-restricted and time-scheduled event. In order to encourage participation in City Siege content which currently has little incentive, we have majorly boosted the amount of crests given. City is optional content as it stands; there needs to be some incentive to participate/compete. The amount rewarded for a loss, while still significantly lower than a win, is still much more than it was before and is in line with slightly more than losing in a non-scheduled standard scenario for an hour long.
Scottx125 wrote: Sat Apr 30, 2022 11:49 am
Spoiler:
Ikr? "Let's incentivise playing it by giving people loads of reward but have cities be at completely random times" and then later "Let's make it easier for people to actually play cities at realistic times with scheduling but also deter it by reducing the reward". 1 Step forward, 1 Step back.

Previous patch overinflated city crest gains for no logical reason. Players didnt start skipping cities because crest gains are low, there are other reasons to it that need adressing.
Even after this little nerf city crest gain is still far too high compared to other content.
Simple example: 5 star city, not counting bags nor kills (keep in mind in 24 man wb theres 16 bags given), gives 210 crest for a win and 84 crest for a loss.
For comparison, perma sc pops and 100% win rate, lets say 6 sc an hour, can give you 36 crest.
One lost city is worth almost triple value of crest vs 100% win rate sc with both activities taking same amount of time.
City gains are still extremely high and either should be further reduced or other content upscaled to bring it into more balanced state.
And what happen with low level citys??? People will not queue if they can obtain big amount of royals. The people dont queue in city and don't risk to be farmed if they don't have a big carrot for do it.

No "carrots", no citys pops... same problem

Lowest city that can happen would be 3 stars. Meaning win gives 150 crest and loss 60 crest.
For that to happen same city need to be sieged twice in a row and defenders had to lose first one. If those conditions are not met, defenders won or its different city, it will always be 4 or 5 stars only.
3 star city loss is still almost twice better than 100% sc win rate with perma pops for same amount of time. Again, not counting bags and kills. City win is worth anywhere from 5 to 10 hours of 100% win rate scenarios.