Coucou, résumé des changements qui arriveront avec la 1.4:
Update 1.4
General topics
Release date:
Still for October, without a specific date.
Learnings
These are the issues they identified when they were analyzing their data.
Time to Kill / Time to be killed
They really wanted to identify the core problems with the game to solve that, before they move ahead with more content
They collected immense amount of data and put them into graphs and analyzed them
Identified issues:
The enemies in endgame are too bullet-spongy and deal way to much damage
There is no build diversity – when you do not have a very specific build, you are not effective in endgame.
That means, there is a very limited amount of good builds and that is not what an RPG game is about, there needs to be variety and multiple ways to build an effective character.
That also makes the game unrewarding, because only few looted items give you an upgrade or are usable.
That makes the game very difficult – not only for solo but also for unoptimized groups, so when you are not reading up builds or informing yourself on Reddit, you really have a rough time.
Time to kill and Enemy Scaling
There is a huge difference between 1-30 and in the endgame.
While the time to kill is pretty linear in 1-30 and increases exponentially as soon as you hit endgame
Level 12 is their baseline and reference what experience they want to achieve.
This graph is based on average gear.
Best / random gear vs. optimized gear
While the time to kill for 1-30 with best/random and min-maxed equipment is close and linear, there is a huge difference in endgame between best/random gear and min-maxed gear
Stats
Gear mods
Level 12: mods contribute 6% to the time to kill
Level 30: mods contribute 40% to the time to kill – (they are a critical part of the builds and that is even a low number, because it does not include accuracy etc)
Skills
Level 30: Skills contribute 78% to the damage (when you cap electronics it is even more)
Takeaways
The game is balanced for the best possible build and since there is a huge damage gap between the best equipped and worst equipped player – the game is therefore very difficult for the average player.
Damage fluctuation in certain situations can be as high as +/- 264% between players (even higher in the live game)
Damage mitigation can be up to 7 times more powerful at level 30 compared to how effective it was at level 12
The NPCs after level 30 are just too powerful
The difference between the best-equipped player and the average equipped player should not be that big
It has to be rewarding to optimize the gear, but it should not make such a huge difference
The weapon handling should be more like in the 1-30 phase, so that they don´t have to compensate with enemy health pools.
Gear mods are too powerful in endgame and have a too big impact on the build
Skills are too powerful
SmartCover and Pulse are the most used skills
Update 1.4 changes
General changes
Fixing enemy health and damage scaling post level 30 so that it is linear and not exponential
Time to be killed in comparison: Now it takes 2.1 seconds to be killed by a standard Riker at level 33 – it will be 6 seconds in 1.4.
Time to kill in comparison: Now it takes for an unoptimized build / unmodded ACR 3.8 seconds to kill a Riker at level 33 – it will be 2.1 seconds in 1.4.
Difficulty progression changes
Now you can play normal/hard mode missions without problems – but the gap between hard and challenge mode is huge and you basically need challenge mode gear to even play that content. That also needs to change and that is why the are reworking the difficulty scaling in the endgame:
Reworking the difficulty scaling in endgame:
Greater granularity
Even transition to endgame so that there are no huge difficulty spikes
Better loot and relevant rewards from mission
Linear equipment progression
Support solo players so that they have a chance to progress
RPG/Shooter experience back - faster killrate but RPG should still have an impact
Clearer path through endgame for fresh level 30 players, so that you really know what to do and where you can get equipment to improve your character.
New World Level for 1.4
Image
Players can now select the World Level when they hit level 30.
You are able to set the level of the NPCs and the loot to a specific level.
Named roamers are back in the open-world (Bullet King lives!) and now you can farm open-world again
The World Level can be changed at any time
There will not be level 34 / 35 NPCs
The World Levels will be unlocked as you improve your Gear Score
When you reach GS 163 you are overpowered for Tier 1 and can move on and also survive in the Tier 2 environment. That gives you a very linear progression in endgame and you get the equipment in your current Tier.
The World Level will affect the enemy levels of:
Missions
HVTs
Open World
Incursions
Underground
World Level impact
Tier 1 (Level 30 enemies – GS 163 loot (rare 182)) – no challenge mode
Tier 2 (Level 31 enemies – GS 182 loot (rare 204)) – challenge mode is unlocked
Tier 3 (Level 32 enemies – GS 204 loot (rare 229))
Tier 4 (Level 33 enemies – GS 229 loot ) – heroic mode in Incursions is unlocked
Difficulty selection
After 1.4 the difficulty (normal to heroic) does not affect enemy level anymore, it will affect what types of enemy you fight (normal grunts or elite enemies) and the amount of loot you get:
Normal / Hard / Challenge / Heroic difficulty selection for content
Normal/Hard/Challenge/Heroic difficulty will not increase enemy level anymore – but the amount of loot you get
Challenge mode + content will not be scaled to four players per default, so you could play it solo now
When you are in a group, the enemies still scale up to the number of players.
Elite NPCs are now smarter as before – so they will not be just bullet sponges but move faster and more tactical.
Heroic difficulty will only be available for Incursions
Incursion will be the only content that is balanced for 4 players
You will fight these types of enemies in the different difficulties
Normal = Mostly normal enemies
Hard = Normal enemies become Veteran, Veterans become Elite
Challenging = All enemies are Elite, and changes of fire teams and enemy archetypes
Gear Score Changes
Max Gear Score will be 229, so Gear Sets have the same Gear Score as the highest possible High-End gear
High-End items will be more important now, since they are at the same level as Gear Sets
They are not nerfing the Gear Sets, they are just changing the Gear Scores to make it more consistent.
Gear Sets will get a new Gear Score
191 = 163
214 = 182
240 = 204
268 = 229
Loot
All enemies are able to drop the best loot of the specific Tier.
Trash mobs have a less chance to drop the best loot than a named enemy.
This way you get constant rewards and don´t have to fight content for 10 minutes to get something relevant.
Trash-mobs in Incursion are still not dropping loot.
They are also removing gear drop weighting, the only activity that will drop guaranteed rewards (as well as more random ones) is Incursions. This will allow you to choose whatever activity you prefer and not force you to take part in content that you don’t like.
Monthly Supply Drops still look at your current Gear Score (the one that is used to calculate the DZ Bracket)
Matchmaking
You matchmake with people on your World Level
You can also play with players on a higher World Level and get the loot-drops from there (power leveling)
You can also join players in a lower World Level to help them out
The World Level is tied to the Group Leader - so when you join a Tier 1 player, you will fight Level 30 NPCs even when you are a Tier 4 player.
Dark Zone / PVP
PVE Dark Zone: they are listening, but there will not be specific Dark Zone mechanic changes in 1.4
Dark Zone selects the World Level for you and when you are put in World Level 1 all enemies will be level 30
The Dark Zone Bracket is still calculated based on your gear score, so that high level players don´t harass low level players
Lien avec les liens
Beaucoup de bonnes choses sur le papier, à tester mais:
-Un système de sélection de difficulté pour l’ensemble du jeu qui définit le stuff looté
-Le niveau (normal, difficile, heroique etc) des donjons définit le type d'ennemis rencontrés et non plus leur niveau
-Des ennemis moins forts, moins résistants
-Le retour des named farmable dans la zone pve
-De meilleurs loots, plus de build viable
En gros, et pour ma part, tout ce qu'aurait du être le end game depuis la sortie du jeu. j'ai hâte du coup!
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