Upcoming Changes To Hideouts, Elite Dungeons…

Upcoming Changes To Hideouts, Elite Dungeons & Other Fixes

Hey everyone,

just a quick update before the weekend on a few issues that many of you are concerned about after the first couple of days that the Queen update has been live.

First: Dungeon rewards, in particular Elite Dungeon rewards. We will be addressing two urgent issues in an upcoming patch next week:

1. Elite Dungeon Fame and Loot rewards feel underpowered – we will be significantly boosting fame and loot from these dungeons to match our balancing expectations. Our goal for this was that fame and loot inside are on par with group dungeons, with Avalonian fragments and the Grail buff coming on top to make the Avalonian dungeons highly attractive. According to the first numbers we’re collecting, we’ll have to significantly boost the rewards in this dungeon to meet our goals, even if we account for players still getting used to the content.

2. With Queen we cleaned up some settings in the loot setup which had the result that party loot for chests was being split differently than before. The average total amount of loot did not change, but it became much more likely that one player would receive a lot of loot while another received no loot from a chest. Our goal is to fix this so that chest loot distribution works the same way as mob loot distribution in parties (should feel like it did before the Queen update).

Second: Hideout durability and visibility

We’re observing quite a high amount of Hideout destruction in the second placement phase. This is fine if a Hideout is actually being placed offensively. However, this is causing quite a lot of grief amongst the smaller guilds who are just trying to get a Hideout placed somewhere in the open world. For this reason, we’re planning to make an adjustment to Hideout visibility: Hideout construction sites will only appear on the region map if you’re in the same region as the construction site. This will make it far less convenient to scout remote Hideouts and go there without a strategic need. Our goal is that different size guilds can co-exist in the Outlands and that destroying another guild’s Hideout has no benefit and no incentive for the attacking guild, unless they’re in direct conflict with the guild owning the Hideout.
In addition, we’re reviewing the durability of Hideouts of all levels to check if they need to be adjusted based on our data. If we make an adjustment, its likely to increase the durability of construction sites (which are possibly too weak) and slightly lower the durability of fully upgraded Hideouts (which are very strong right now).

We hope to be rolling out these changes in a first patch next week already.

In addition, there are a few topics we’ve begun working on that we also hope to bring to you soon (though probably not next week).

These include (but are not limited to):

– A better way to control where you respawn when dying in the Outlands after visiting one of the “Rests” (we’ll probably add a “Make Home” option to these locations, and otherwise they will not be considered respawn cities)
– A growing delay to your ability to leave a Hideout after respawning repeatedly within a short period of time (to limit suicide-defense strategies somewhat)
– A long list of other bugfixes :)

Finally, we’re still working on a solution for our players affected by compatibility issues (in particular for Windows 7), which is unfortunately taking some time to fix, but we’ll roll it out as soon as we have a solution.

Thats it for now, I hope you’ve been enjoying the first week of this update as much as we have!

Sincerely,

 

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