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hh_katherine

Early Access Week 9 + 10 PREVIEW!

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Editor’s Notes

After releasing our preview we received feedback that our relic update needed some reworking. We also wanted to let you know that our crafting UI changes will not go live on Wednesday as planned - there was a delay in completing them and we want to have a little extra time to test them before they go live.

Revised Relics

  • Your first relic consumed will provide a major stat increase
  • Reaching level 2 requires that you consume 5 more relics (provides the pre-patch equivalent of consuming one relic)
  • Higher levels will require additional relics but the benefit of this update is that now you can keep consuming relics to get higher stats instead of the previous low cap
  • By consuming a total of 40 relics, you will reach the equivalent of double the pre-patch stats cap from relics
  • You can continue to gain greater power by leveling up your relic level to 99


Hey there, Ancestors!

In lieu of our developer stream this week, I wanted to give a quick preview of some of the content coming next week. As always, a full set of patch notes will be released next Tuesday before the Wednesday patch.

Crafting UI Updates

Wait, this looks familiar! We released these mock-ups in October, and premiered an early version of our crafting queue with our Early Access Launch - now it’s time to launch this update to crafting! Players will now be able to access all of their craftsmen from tabs within the same UI and more clearly track the progress of their pending items.

Relic System Rebuild

We’ve rebuilt our relic system! Relics now have 99 stages. Each benefit will require more Relics than the last, but with 99 ranks to advance through there will always be a route forward to more power.

For example:

Relic of the Mirage Hunter

  • Consuming 1 relic awards +4 Swiftness
  • Consuming 2 additional relics (3 total) awards +4 Swiftness
  • Consuming 3 additional relics (6 total) awards +4 Swiftness
  • Consuming 4 additional relics (10 total) awards +4 Swiftness
  • Consuming 5 additional relics (15 total) awards +4 Swiftness
  • Consuming 6 additional relics (21 total) awards +4 Swiftness
  • Consuming 7 additional relics (28 total) awards +4 Swiftness
  • Consuming 8 additional relics (36 total) awards +4 Swiftness
  • Consuming 9 additional relics (45 total) awards +4 Swiftness
  • Consuming 10 additional relics (55 total) awards +4 Swiftness
  • Consuming 11 additional relics....

We’ve also polished up our relics UI to display the level of each relic with a progress bar.

Well Rework + Leaderboard

We’re changing how the Well works! The time limit will be increased from 2 minutes and 30 seconds to 20 minutes. There will be a high cap on how much Valr can be earned. Leaderboards will be added to the Well for “Amount of Valr Earned” and “Duration of Time in Well.”

The leaderboard will be across all regions and will reset every two weeks. Rewards will be distributed to the top players on each leaderboard.

We are also adjusting the conditions that need to be met for Wraiths to get more difficult and will be proving visual feedback when they do.

_________________

As always, the update will include our ongoing efforts to improve the game’s tech and a long list of bug fixes. Stay tuned for more details in next week’s patch notes, or tune in for our Developer Stream to learn more!

- Katherine

 

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COOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOONTENTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTT!!!!!!!!!!!! 

YAHOOOOO!

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Rank 99 requires 4950 relics. Are we still going to lose all progress on death?

Edited by Nojaw
typo

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with this change the relics should be account shared O.o

Edited by Milder

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Relics aren't account shared with this update, and will reset on death - but as always, this system is always subject to change based on player feedback.

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55 relics to achieve the effect of 1 current relic AND reset on death? So relics are useless for the average player. And I don't think killing every boss 5000-10000 times is good endgame content. Although I know that Kelphaz would disagree, he really like his T2h. 

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Only a mere 132000 dungeon runs without dying to complete all T9 relics!

Edit: Wait, there is no T1 relic! So only 115500.

Though if the AH were to return, it would also drive the market for relics.

 

Edit again: was recalling the number from memory and inverted numbers

Edited by BreadSlice

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I spoke one on one with a lot of people that had issues with the relic change. What I think is the big thing is the cap is to high. People seem to feel the need to grind relics for the next forever to reach cap. To reach tier 99 it would take 192 days if you did 500 runs a day. The reason why this seems to deter others from this system is that to them that makes hard mode seem like end game content you need to repeat for forever and no other end game will be able to be done since you will always be doing this. Hope this helps navigate how the ones against the change feel. @hh_katherine

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too much grind.... better to concentrate on game UI (its designed really bad, im not about style of images, im about how bad it works and its not friendly) for example why we cant drop stack of items by holding space for example or why there is no button to equip everything that  player tag as favorite in 1 click, or where is to swap weapons button  or why game do not show that I have low HP more clearly way, many times I missed the moment to use some heal potion in that lags. About main therm, I got it that devs dont get enough resources  to give us new content, so they slow down progress of gamers with new extended resources collection, craft time and now new relics system. This game is already quit hardcore, but make it from game to play for fun - to grind one like millenium mmos when players invest too much time to uptain little progress is too much. I think new relics system will be great ONLY if relics wot dissapear with death and bound to whole account.

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3 hours ago, ApfelSwag said:

55 relics to achieve the effect of 1 current relic AND reset on death? So relics are useless for the average player. And I don't think killing every boss 5000-10000 times is good endgame content. Although I know that Kelphaz would disagree, he really like his T2h. 

@Kelphaz Just heard about energy increases from the T2H "Monster" and misunderstood.

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hese updates sound funny. Recently, a lot of players left the game. You're doing something that doesn't matter now. All my friends are out of the game - there's nothing else to do. I will write a few basic reasons why players leave.

1. The complete lack of exchange between players. Exchange and auction-this is one of the mandatory types of communication between players. In your game, you just deleted it. The game turned into a useless farm.

2. Bugs-I bought packs for the game and you know what I'm doing? I write in support and ask to return me paid things as they simply disappear. This is bullshit! You're not even trying to fix it!

3. You release new updates that old players need. But look how many are left? How long will they play your game? Your face should be turned to new players. First, correct the errors in the game, and then enter the content updates. You look like a crew of sailors on a sinking ship. The ship is sinking, and you decide what color and shape to make the sails!

4. "We are solving the problem of dupe, so half of the content does not work."Nonsense full! If your experts really want to solve this problem - it would have happened long ago. Either you have no specialists, or they have little experience in such work. Hire a good team of experts invite the community to the solution of this problem. Just don't pretend you're working!

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Your current mood may be similar to my mood a month and a half ago.
Why didn't the closed test solve it? Why are there so many BUGs, I paid for the package, and it took a week to respond? Some of the players' warehouses were cleared.....etc.
When the mail ate my support package, I need to wait for more than 5 days of work to get someone to respond. At the end of the real solution, it has been more than half a month XD (a whole December is a bad day)
Because the doubled items have bug, but the goods are not removed...
I don't dare to use it......
I hope that most of the bugs will be solved, and new things will be created instead of the old ones, plus new bugs.
However, once a player has no new things to pursue, maybe will start to lose somepeople.

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@hh_katherine I agree that the relic overhaul is not the best thing right now, grinding relics are so much pain so I don't think it would be good for us, like what @Sephos said: "It would take forever" just imagine grinding tons of relics for 192 days and 500 runs per day. If you are to push through with that we should be able to buy relics using silver (imo) or GREATLY increase the drop chance. Just imagine all the nerf that will happen to all our chars. Say for example with relic of hearto f the forest. What would happen? Our endurance will go low and it will take us another eternity to bring it back to the old endurance that we had.

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Sorry, I gave Sephos bad math.

  • 4950 of each relic to reach tier 99
  • 7 different T9 relics
  • 34,650 total T9 relics
  • 30% T9 relic drop rate
  • 34650 / .3 = 115,500 total runs required
  • 115,500 runs / 500 runs a day = 231 days at 500 dungeon runs a day

The math was wrong, but the conclusion is the same.

Random unorganized thoughts:

I'm ambivalent about this relic change.  I think the driving force behind the idea is to ensure "end game" players never run out of things to do, which is a good idea.  I see this in a similar light to the Diablo 3 paragon system. 

However, unlike the D3 implementation, it's not retained on death, it has a known cap, and it has the potential to reward a large amount of stats.

The potential progress lost on death would be staggering.  You need to die to gain legacies, but you would never want to risk dying after so many relics were obtained.  It flies in the face of the legacy system, where death is supposed to feel impactful, but not completely deflating. 

I believe the SB design philosophy is to focus on Ancestral Legacies as the main power source passed on between the generations, and this relic system would hamper that if it were allowed to be retained.   However, I think that idea will also have to be revisited eventually, as the power rewards for "living" pale in comparison to the power of dying, which likely doesn't feel good for the player.

Because there is a cap, you can see by these posts, players already have the desire to reach it,  and they also already feel frustration toward the effort and time it will require.  Adding more required time in dungeons players already feel are monotonous probably isn't a great idea.  The mechanic revamp should likely occur first.

Finally, the defensive stats (endurance) have extremely tight tolerances (at least in my opinion), which could impact future content.  It would be extremely hard to design future fights when player damage reduction, which is a straight subtraction of damage, will vary between players even further (especially when up to 396 more endurance is multiplied by Master legacy and Druid form).

 

 

 

 

Edited by BreadSlice
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I think the change for the t9 relics are good but my problem is how long you need to do the same dungeon to get the old or maybe the better relic back like now what we´ve had?. I mean i do  many of th dungeons and yesterday i do t6h to get a one relic. I need 18 runs ( without 60% drop rate buff) to find one relic. This is a problem for me. Maybe i was unlucky to find it yeah but it would be more helpful to grind it if the drop rate is a bit increased like 4% or 5%. My Idea is to increased the chance to find 2 relics in one bag ( 2% - 5% should be fair enough). So it doesn´t make it to long to grind . I mean some dungeons like t6h and t7h are bit long( for me it´s okay) and you need 1 m 30 s or 2m( 45 s till 1 m if you find him straight up  ) to find and a kill the boss to get a chance that 1 relic will drop.

Mfg ZoEasy :)

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Instead of changing the whole relic system, what about doing more changes into all charms and sockets on items? (They are actually quite low, even VI) That will make the game more challenging not just for farming charms but using the right ones for the right build anyone want to grow up. Just my point of view.

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