Patch du 21 Mai sur l'économie

Répondre
Partager Rechercher
Ce patch introduit de nouveaux matériaux dans les processus de l'artisanat.
Pour rendre le système plus compliqués et rendre moins intéressant la récolte passive comparé au PvE ou récolte actif.

4 nouveaux matériaux dans la transformation des ressources :

- Quicklime : pour la transformation du Leather et s'obtient en récoltant sur les rochers Metal.
- Coal : pour la transformation du Ingot et s'obtient en récoltant sur les rochers Stone.
- Lye : pour la transformation du Clotch et s'obtient en récoltant sur les arbres Tree.
- Linseed : pour la transformation du Wood et s'obtient en récoltant sur les buissons Herb.


Hotfix du 22 May :
Ces matériaux s'obtiennent également sur certaines créatures à partir du niveau Freak jusqu'à Villain (example : Les
Hobgobelins pour avoir du Coal).
On en trouve également avec les cartes Small Map.


Les ressources de mauvaises qualités :

- Inferior Rawhide
- Inferior Ore
- Inferior Cotton
- Inferior Timber

Il suffit d'un peu de gold pour les transformer en matériaux supérieurs et cela participe à la progression des compétences de transformation.

Tous ces matériaux sont plus facilement récolté en Safe zone (zone danger 1) qu'en zone danger 5.

De nouvelles ressources rares :

- Selentine Rawhide (et au-dessus)
- Selentine Ore (et au-dessus)
- Selentine Cotton (et au-dessus)
- Selentine Timber (et au-dessus)

Les Super Nodes (ressource infinie) :

Elles sont situés sur certains emplacements de créatures qu'il faudra découvrir.

Ajout de la longue vue pour détecter les navires plus facilement en mer.

Les Loots ont été réajusté.


Patch du 21 Mai sur l'économiex

Citation :
New Content
Economy Related (Harvesting)
This is one more of the steps we are making to the game economy in which we are addressing the passive harvesting rewards.
High Yield Nodes
In order to promote more active harvesting activities we introduce new special harvesting nodes in selected monster spawn points that are more lucrative than the normal harvesting nodes. These nodes are going to be always full as long only one player is harvesting it. They drop the new rare materials we are introducing instead of the essences in order to give them better harvesting value. By harvesting a special node you can completely skip the rare essence conversion step (see below).
New advanced tools
We introduced new more expensive rare tools (pickaxe, wood axe, sickle, skinning knife) available through construction crafting. These tools offer faster harvesting and less stamina consumption and they also offer 50% of the chance to get the next level rarity material and 100% chance to get the same level and previous materials, for example:

  • With the normal pickaxe you have 50% chance (of the existing selentine chance drop probability) to get selentine essence from the normal mining nodes and no chance at all to get veilron essence.
  • With the Selentine pickaxe you have 100% chance to get selentine essence and 50% chance to get veilron essence.
  • With the Veilron pickaxe you have 100% chance to get selentine and veilron essence and 50% chance to get neithal essence etc. etc.
Of course, the tool chance probability multiplier works on top of the existing node, zone and territory probabilities.
Another special note is that this mechanic is applied to the new high yield nodes as well but for the new rare refined materials instead of the rare essences as the new high yield nodes do not drop essences. The mechanic is also applied on holdings harvesting buildings and on houses harvesting attachments.
The rare skinning knives also use this mechanic on the new special leather node, however, when skinning a monster you will only get the speed and stamina bonuses.
New materials
We are introducing 4 new basic harvested materials Inferior Ore, Inferior Cotton, Inferior Timber, Inferior Rawhide. Normal harvesting nodes will now drop the inferior version of the material (which you can upgrade to the normal material through the conversion crafting skills smelting, weaving, tanning, woodcutting).
The nodes in safe areas drop abundant inferior materials and the ratio to the normal material gets better according to the danger of the zone.
We also updated all the loot and skinning loot tables of the monsters to reflect the new inferior rawhide addition. The stronger the monster the more chance for normal Rawhide you will have.
We are also introducing 4 new basic materials that drop exclusively from the normal and special harvesting nodes.

  • Quicklime: Used for Leather Conversions and is harvested from metal nodes.
  • Coal: Used for Metal conversions and is harvested from rock nodes.
  • Lye: Used for Cloth conversions and is harvested from tree nodes.
  • Linseed: Used for Wood conversions and is harvested from herb nodes.
These materials drop more in safer zones and less in the dangerous zones as far as the normal nodes go. The high yield nodes have specific chance of dropping these materials.
Finally we are introducing the new rare refined basic materials

  • Selentine Ore - Theyril Ore,
  • Selentine Timber - Theyril Timber
  • Selentine Rawhide - Theyril Rawhide
  • Selentine Cotton - Theyril Cotton
These materials can be crafted from normal materials and rare essences, a step you can skip if you harvest those materials directly from the new high yield nodes.
As a consequence we changed the crafting recipes of the rare materials of

  • Selentine Ingot - Theyril Ingot
  • Selentine Wood - Theyril Wood
  • Selentine Leather - Theyril Leather
  • Selentine Cloth - Theyril Cloth
to use the new refined rare materials instead of rare essences.
We reverted the rare essences drop chances we made in the last patch as we now introduced the advanced tools mechanic.
Monster loot rebalancing
The loot of most Horror, Monstrosity and Scourge rank monsters had been redone. As a general rule, the world has been split into 4 sections. Niffleheim and the NW part of the mainland provide leather related products, Yssam and the NE wood related, Cairn and the SE Metal related and Rubaiyat and the SW cloth related. This is the first step in redistributing monster loot with more steps to follow.
Spyglass
We added the new spyglass item in the game which can be crafted through engineering using the new Quartz material that drops from Raven monsters. This item can be used by double clicking it in the backpack and it will reveal the spawned ships on the map in a radius around the player. The radius will be bigger the higher the player is, so climbing a crow's nest on a ship will give you much bigger revealing distance.
Crafting Orders
Players can now place and fullfill crafting orders at crafting stations. For more details on how the system works follow this link:
Any player can bring materials to a crafting station and request an item to be crafted.
General Changes

  • Added minimum number of required characters in map search window (3 characters) and maximum (30 characters)
  • Made the tracker main menu button be disabled when the game has just started and the tracker window is empty (With the exception of Starting feats).
  • Removed the previous feat notification messages and added the following new ones:


    • feat [<feat name>] unlocked. <+/->
    • feat [<feat name>] progress <current progress>/<total progress>. <+/->
    • feat [<feat name>] completed.
  • The ± button adds/removes a feat to/from the tracker.
  • Whenever you make progress in a feat you are not tracking it will now show up as a suggestion on the feat tracker so you can add it (The feat suggestion feature can always be toggled off in the feat tracker options).
  • Mostly every marker in the world map (normal view) can now be tracked (there are some intended exceptions).
  • Feats tracked can now be rearranged in the tracker via drag-n-drop.
  • Repeatable feats completed are now kept on the tracker by default (You can toggle this off from the feat tracker options)
  • Increased market slots from 30 to 100
  • Made some market category rearrangements
  • Added 3 New Headpieces. These work like masks, but are full helmets.
    • Stoic Headpiece (Darkbrood General and Cabalist)
    • Militant Headpiece (Apostle and Maiden of Malaut)
    • Barbaric Headpiece (Sadayel Chief)
  • Online mentors with the least apprentices will now have higher priority on getting one.
  • Monster loot boosts:
    • Imperator Jabaoth
    • Shorax the Flame-wrought
    • Vykersis the Crystalline
    • Baradron
    • Celestial Prime
    • Grimdrake
    • Kraken
    • Leenspar Golem
    • Theyril Golem
  • Roll command will now display the player name
  • Tweaked player character movement
General Fixes

  • Fixed map search in combination with political map. The map search window searched and opened the markers for the political map when the polical map was not open, thus causing double markers and double tooltips. Now, when the political map is toggled on and off, the map search results are cleared.
  • Fixed state of left menu world map marker group button when the group is made visible.
  • Fixed the search result indicators visibility when the marker group is made visible/invisible when the search map window was open. Previously, if a search result indicator was visible on a marker and the group was hidden, when the group was made visible the search result indicator did not appear.
  • Fixed clearing of the search results when the map search window is closed. Previously when the window was closed, the search results were not cleared.
  • Fixed the name text input on the chat options window. Previously black rectangles appeared instead of the chosen font after the valid status of the name was changed.
  • Fixed the map search text input text after the text input lost focus. Previously the background text appeared even if the text input had some characters.
  • Fixed a bug where the tracker window could not open after closing it and logging out.
  • Fixed initial size of tracker window.
  • Fixed a bug where the feat completed "link" would also show for feat goals completed
  • Fixed a bug where the feat tracker would not update feats correctly from one computer to another
  • Fixed the feat window to appear quickly when shown for the first time.
  • Fixed a bug where hiding and unhiding the helmet would make it appear as white
World Changes & Fixes

  • Revamped the Minotaur Prop Set
  • Applied many changes to Sinspire Cathedral in order to cut exploitable pathways and force direct conflict with Davos in all cases.
  • Fixed a hole in a lavafall in Flamming Skull
  • Collision Fixes to Sunthrone Clan City
  • Covered exploitable terrain entrances in the following Clan Cities:
    • Ul'Hamra
    • Tiqu iya

Hotfix du 22 Mai

Citation :
Character movement


Further tweaked character movement to make it feel more responsive and accurate. This will be noticeable when sprinting + turning using mouse (also known as ice-skating), or when switching directions when strafing.

  • Fixed a sync issue with player jumping turning and strafing.


General Fixes


  • Fixed a bug that affected essence drop rates negatively and inferior material drop rates positively. Now essences will drop more and inferior materials a lot less depending on the danger level of the area.
  • Crafting masteries will not appear disabled if you do not own them in the crafting skill selection window
  • Fixed a client crash that was triggered when the first skill that a character selected in the crafting session after login was salvaging.
  • Fixed a bug with the role changing timer (Every time a player was getting a debuff or health damage, combat timer was kicking in and the cool down was setting back to 15 minutes).
  • Increased base crafting speed by 40%
  • Fix for gui button not resetting after fulfilling last available crafting order
  • Fix for clan holding structures that were disabled at server shut-down being re-enabled (with 0-health) at server startup


New recipe requirements for smelting (you can map these equally to the 3 other conversion skills)


  • Iron Ingot - Coal x1 (from 2)
  • Selentine Ingot - Coal x3 (from 4)
  • Veilron Ingot - Coal x4 (from 5)
  • Neithal Ingot - Coal x5 (from 7)
  • Leenspar Ingot - Coal x6 (from 8)
  • Theyril Ingot - Coal x8 (from 10)


Increased 5% the Coal, Lye, Quicklime, Linseed in normal nodes in safe zones (these decrease from danger level) and decreased 5% the inferior materials.


  • Further adjusted the loot tables of all Horror and some Monstrosity monsters. They now drop Leenspar tier materials as well as Theyril ones.
  • Added 100% chance to get 10 to 20 of one of the following (so 25% each) Coal, Lye, Quicklime, Linseed from small treasure maps
  • Various Freak to Villain tier monsters now drop conversion materials

Dernière modification par Compte #477625 ; 23/05/2014 à 07h37.
Les explications concernant la mise à jour et le hotfix du jour suivant.

Harvesting changes insight



Citation :
https://forums.darkfallonline.com/images/icons/icon1.png Harvesting changes insight
As a follow-up to our harvesting patch yesterday we would like to shed some light into our reasoning behind the changes and our intended direction with the economy as a whole. We would have explained our reasoning before the patch but these changes were exploitable with prior knowledge.

First of all we would like to clarify that there were some bugs that are being addressed with the patch today which:


  • Severely affected the drop rates of materials in the normal harvesting nodes and also
  • Resulted in the tools not providing the appropriate rewards.

We closely monitored your reaction to the patch and we would like to thank you for all the constructive feedback. Here we will attempt to address the most popular of these concerns and present our thoughts.
Many of you are understandably concerned about:


  • The new conversion materials: The purpose is to offset the diminished market impact of new players because of the new higher tier and value resources as well as the new harvesting tools. There is a valid point that these resources need to be relatively abundant so we have added them to monsters accessible to new players, as well as to small treasure maps.
  • The introduction of a new step in the processing of materials from raw state to finished product. This has been done for a couple of reasons: First, it allows us to introduce new materials that are of higher value than the essences exactly because they allow players to omit this extra step. Secondly it’s our way to devalue the passive harvesting and hoarding of the past, and promote active harvesting.
  • The whole crafting process becoming more tedious. This is partially true and intended, although the bugs mentioned above affected it adversely. We classify the concern as partially true because it really depends on which step in the crafting process you choose to step in at. If you are harvesting at low danger zones and you get inferior materials, you enter the process at the lowest possible level. Killing monsters of the 3 highest ranks however provides materials that allow you to skip all intermediate steps and go straight for the end product. Our intention is for the order of efficiency in production to be: normal nodes (depending on danger area) > clan holding nodes > super nodes > monsters. This is because want players to have multiple routes to reach the end result. Going through the long path, which we intentionally made longer, means that you can do things at your own time, diminish your risk but your reward will take longer to come. This is ideally intended for people that actually want to craft or enjoy this slow pace way of playing. The fast route, through monsters, means more risk, more equipment decayed but a more active and fun way to play.


We are aware that there are more actions required to fix the economy. A player driven economy is a complex system and we need to make what steps we can every time. Our goal is a sound system with proper offer and demand correlations that is also in line with our sandbox strategy. What we can promise you is that the additions and changes will not stop until you and we are all happy with the state of the economy.

Thank you for reading.
Pour ceux qui ont du mal à s'adapter à cette mise à jour.

Voici un exemple de ce qui peut être fait pour optimiser les ressources :

- Localiser les créatures qui tombent les nouveaux matériaux de transformation. Exemple : Hobgobelins pour récolter du Coal qui permettra de faire la transformation du Metal que vous pouvez utiliser pour transformer vos Iron Ores ou les supérieures.

- Collecter le Loot pour faire le Salvage qui donne masse de Iron Ingots etc...

- Pour les matériaux rares, soit vous chassez les créatures de hauts niveaux pour avoir les matériaux rares, soit vous faites de la récolte avec des Outils (selentine etc...) en zone 5 ou sur les nodes des citées joueurs pour avoir des essences rares.

- La Réquisition des villages et Levy Collector sont devenus également plus intéressantes car elle se remplissent à env 20% des Loots et récoltes faites dans la zones. (A faire en groupe)

- Posez vos commandes de crafft aux stations si vous n'avez pas les compétences nécessaires!
J'avais oublié de préciser cette nouvelle implémentation du jeu :

Les commandes aux stations de crafts


Citation :
Our lead developer, Thanasis_dev, took a few of his precious minutes off his work, to write some details on Crafting Orders:

Crafting orders is a system that can allow crafting in Darkfall to become a profession rather than something that everyone has to do.

Also it will hopefully give access to higher tier armor and weapons to new players.

A player can place an order on any recipe of any skill requirement (even masteries that he does not have). The order is local only and stays on the crafting station it was placed on.

When an order is placed, the required materials are removed from the players backpack. The orders can be removed if the player changes his mind and the materials will be returned to his backpack.

A player with the appropriate skill level can fulfill orders for any recipes that have been placed on a crafting station.

Orders are anonymous and are processed in the order they were placed(first come - first served).
Crafting an order will provide a player with the same amount of skillup and prowess as if crafting the same item for themselves.

The crafted item or the returned materials(if the crafting failed) are placed on the station.

The player that placed the orders can at any time access the station and retrieve the resulting items and materials to his backpack.

Clan crafting station bonuses will work for crafting orders as well. If a clan crafting station is destroyed or lost the orders are not lost.

Next time a player can access the station, he will be able to retrieve his orders.
Selon les tests :

Resources:

Coal:

Hobgoblins: 2-4 per kill.
Gnolls: 1-2 per kill.

Lye:

Matayins: 1-2 per kill
Ghouls: 2-4 per kill

Linseed:

Ogre Bullies: 2-4 per kill
Hags: 1-2 per kill

Quicklime:

Beastman: 1-2 per kill
Centaur: 2-4 per kill

---

Grave Shot: un peu de tout

Dernière modification par Compte #477625 ; 18/06/2014 à 23h19.
Répondre

Connectés sur ce fil

 
1 connecté (0 membre et 1 invité) Afficher la liste détaillée des connectés