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Patch Notes 12/11/2022

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SuperStar
Posts: 322

Re: Patch Notes 12/11/2022

Post#11 » Sat Nov 12, 2022 9:48 pm

Sulorie wrote: Sat Nov 12, 2022 9:45 pm
SuperStar wrote: Sat Nov 12, 2022 8:04 pm I will never understand why do you fix ehat is not broken and why dont you fix what is broken as f.

What was the problem with the npc black? What?
And now we get "very lore friendly ugly yellow?"

Why guys why?
There is an epic quest line with like 20+ black dye as reward. Oh well, I should check whether those dyes are still there. :lol:
Do you mean this?
https://wiki.returnofreckoning.com/Epic ... el_1_-_40)

Buying dyes froma vendor is not borken or bad.
Cant dye ths SM and many other class armor parts is bad, and broken.

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ekalime
Developer
Posts: 146

Re: Patch Notes 12/11/2022

Post#12 » Sat Nov 12, 2022 10:07 pm

Goryak wrote: Sat Nov 12, 2022 7:45 pm
ReturnOfReckoning wrote: Sat Nov 12, 2022 3:16 pm Dyes

Dye Rarities

- Rare Dyes consist of the end range of Mythic dyes that were available at launch, and these dyes will be in the dye interface. These dyes are worth 50 silver.

Did you remove the only black (Order of the Black Gryphon) that was available from NPC's for gold from the dye interface?
Or is that last one, a bright green bugged and it's supposed to be a black?
Should be a black in the default interface (instead of that bright green), will try to fix that asap.

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Omegus
Posts: 1053

Re: Patch Notes 12/11/2022

Post#13 » Sat Nov 12, 2022 10:08 pm

ekalime wrote: Sat Nov 12, 2022 10:07 pm
Goryak wrote: Sat Nov 12, 2022 7:45 pm
ReturnOfReckoning wrote: Sat Nov 12, 2022 3:16 pm Dyes

Dye Rarities

- Rare Dyes consist of the end range of Mythic dyes that were available at launch, and these dyes will be in the dye interface. These dyes are worth 50 silver.

Did you remove the only black (Order of the Black Gryphon) that was available from NPC's for gold from the dye interface?
Or is that last one, a bright green bugged and it's supposed to be a black?
Should be a black in the default interface (instead of that bright green), will try to fix that asap.
Thank you :)

Sulorie
Posts: 6752

Re: Patch Notes 12/11/2022

Post#14 » Sat Nov 12, 2022 11:15 pm

SuperStar wrote: Sat Nov 12, 2022 9:48 pm

Do you mean this?
https://wiki.returnofreckoning.com/Epic ... el_1_-_40)
https://wiki.returnofreckoning.com/Vainglorious_Set
Quest line to obtain this set. I just checked, the dyes are still working.
Dying is no option.

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SpacestarKid
Posts: 119

Re: Patch Notes 12/11/2022

Post#15 » Sun Nov 13, 2022 3:32 am

ekalime wrote: Sat Nov 12, 2022 5:40 pm
Kelith wrote: Sat Nov 12, 2022 4:43 pm On the Dye update:

Is it intentional that some dyes available since 2019 are now gone (Cardinal Red) from the "Very Special Dye Vendor" and will they come back ?
Intentionally removed - yes. will it come back - yes, in the not-too-distant future probably :)

Cardinal approve

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Shogun, Zama, Mashka, Antifreeze, Alcotester

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Skullgrin
Posts: 799

Re: Patch Notes 12/11/2022

Post#16 » Sun Nov 13, 2022 4:54 am

ReturnOfReckoning wrote: Sat Nov 12, 2022 3:16 pm Group XP/Renown/Influence

The way XP, Renown and influence is split among group members has been changed to encourage grouping up. Previously it was split <amount> / <members>, this has been changed to <amount> / (<members> ^ 0.75).

So for example the split of a kill that would have given 600 renown total in old vs new systems:

- 1 member: old 600, new 600
- 2 members: old 300 each, new 356 each
- 3 members: old 200 each, new 263 each
- 4 members: old 150 each, new 212 each
- 5 members: old 120 each, new 179 each
- 6 members: old 100 each, new 156 each

Note that this only applies to renown that is split between group members. Static renown granted to players is same as before, for example zone locks, BO captures, end of scenario ticks etc.

Wait, so now you get more renown for hiding in a group/zerg? Makes no sense at all lore-wise, and this just serves to negate AAO modifiers. You know, the modifiers that were put in place to try and equalize the population. Guess population balancing is out, better start working on a login que if you don't want the game to turn into a one sided nightmare...


edit: Just wanted to add a quick note on one of the dye changes that I've noticed so far - Iridescent Cardinal Red somehow got broken, possibly when you removed the regular Cardinal Red. It now dyes things a greyish white color, where before it looked pretty much the same as Cardinal Red. I'll update if I find any others.
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Thargrimm - Chosen 40/88
Thargrimmm - Ironbreaker 40/80

Sulorie
Posts: 6752

Re: Patch Notes 12/11/2022

Post#17 » Sun Nov 13, 2022 10:09 am

Skullgrin wrote: Sun Nov 13, 2022 4:54 am Wait, so now you get more renown for hiding in a group/zerg? Makes no sense at all lore-wise, and this just serves to negate AAO modifiers. You know, the modifiers that were put in place to try and equalize the population. Guess population balancing is out, better start working on a login que if you don't want the game to turn into a one sided nightmare...
Uhm, those are 2 different things which have no link at all.
Classes are balanced around groups, so encouraging grouping is only logical.
This doesn't reward zerging at all, as the limit is 6 players.
This has no effect on unbalanced populations. If one side is bigger, there is still AAO bonus.
Dying is no option.

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Goryak
Posts: 183

Re: Patch Notes 12/11/2022

Post#18 » Sun Nov 13, 2022 11:24 am

ekalime wrote: Sat Nov 12, 2022 10:07 pm
Spoiler:
Goryak wrote: Sat Nov 12, 2022 7:45 pm
ReturnOfReckoning wrote: Sat Nov 12, 2022 3:16 pm Dyes

Dye Rarities

- Rare Dyes consist of the end range of Mythic dyes that were available at launch, and these dyes will be in the dye interface. These dyes are worth 50 silver.

Did you remove the only black (Order of the Black Gryphon) that was available from NPC's for gold from the dye interface?
Or is that last one, a bright green bugged and it's supposed to be a black?
Should be a black in the default interface (instead of that bright green), will try to fix that asap.

Appreciate the info. o7
Better get using that green while it's there. :o
NUMBER 1 SHR :shock: O :shock: O :shock: O :shock: O :shock:O :shock: O :shock: MIES CONSUMER!!!
RESPONSIBLY

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Skullgrin
Posts: 799

Re: Patch Notes 12/11/2022

Post#19 » Sun Nov 13, 2022 3:11 pm

Sulorie wrote: Sun Nov 13, 2022 10:09 am
Skullgrin wrote: Sun Nov 13, 2022 4:54 am Wait, so now you get more renown for hiding in a group/zerg? Makes no sense at all lore-wise, and this just serves to negate AAO modifiers. You know, the modifiers that were put in place to try and equalize the population. Guess population balancing is out, better start working on a login que if you don't want the game to turn into a one sided nightmare...
Uhm, those are 2 different things which have no link at all.
Classes are balanced around groups, so encouraging grouping is only logical.
This doesn't reward zerging at all, as the limit is 6 players.
This has no effect on unbalanced populations. If one side is bigger, there is still AAO bonus.

Really? Here is a quick chart showing the renown differences with negative AAO added in.

Image

If you are in a 6 man group now you don't need to worry about losing any renown (compared to the old number) until you are at a -35% negative modifier. Keep in mind that AAO modifiers are on a scale 0f 1-400, so that -35% is actually -140 AAO. So do you see now how AAO (which was designed to get small groups to swap sides to get more renown, while balancing population) is undermined by the new bonus system?
Image
Thargrimm - Chosen 40/88
Thargrimmm - Ironbreaker 40/80

Sulorie
Posts: 6752

Re: Patch Notes 12/11/2022

Post#20 » Sun Nov 13, 2022 4:42 pm

Skullgrin wrote: Sun Nov 13, 2022 3:11 pm

Really? Here is a quick chart showing the renown differences with negative AAO added in.

Image

If you are in a 6 man group now you don't need to worry about losing any renown (compared to the old number) until you are at a -35% negative modifier. Keep in mind that AAO modifiers are on a scale 0f 1-400, so that -35% is actually -140 AAO. So do you see now how AAO (which was designed to get small groups to swap sides to get more renown, while balancing population) is undermined by the new bonus system?
Those small groups who swap sides will do so, no matter what. If all groups get more renown, no matter what side, the AAO bonus is still added on top of all other bonus.
Ofc you would get now the same renown as before patch while being on bigger side due to the group bonus but the odds stay the same.
Comparing it to pre-patch is a faulty comparison, because those groups seek for bigger rewards.
Dying is no option.

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