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a few questions from a ne...
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Patch 43a - 03/01/16 - Fair and Balanced |
Posted by: Jack - 03-01-2016, 06:50 AM - Forum: Patch Notes
- Replies (10)
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At this point Town Invasion rewards have seen a lot of changes. Every change has been an effort toward making the rewards fair and balanced. Town Invasions are supposed to be very rewarding, because they draw players together for an hour or two each day to work toward a common goal.
My goal has never been to make the rewards of town invasions stingy or hard to get, but to balance them over all the players attending and make sure everyone gets a nice reward from it. Some of the changes have missed the mark, some were just overall too rewarding.
Our first iteration of the town invasion reward system worked like so: - Players who did enough damage to the boss got 10 platinum.
- Mobs had twice as high of a chance to drop a single platinum.
Obviously this reward system wasn't very good, because it just encouraged people to turn up to kill the boss. Worse still, sometimes people who spent the entire invasion helping out, didn't get a reward from the boss, because they were too late to find it, or did too little damage.
So the next iteration worked like so:- Damage was tallied over the whole invasion to determine who got between 4-12 platinum after the boss died.
- Mobs had a flat chance to give a player platinum when killed (multiple players could get platinum from the same mob).
This system was the most popular so far, because nearly everyone who participated would get the platinum at the end. However it was highly exploitable, and there was a good reason why. The more people who participated in the invasion, the less total damage was required from each player to earn the final reward. We started to see the number of players on the final damage list go up and up, with 30+ different characters participating. However this wasn't totally accurate. Players were "entering" more characters into the town invasion, because they realised they could double, triple, quadruple... well, earn 12 plat for every character that could deal a lot of damage in a short time, really. The real story was that some people were earning close to (or even above) 100 of platinum per invasion. This caused the value of platinum to quickly sink to a low of 3k per. So the system was scrapped due to the exploitable nature.
Prior to this patch, our system now works like this. Each mob has a minimum chance of 0.5% to give platinum, or 1.5x the chance that they normally give. Multiple players can earn their 2 plat from the same mob. The idea being that players are rewarded for staying at the invasion from beginning to end.
However, I can agree this is the worst system so far. For one, it requires a lot on luck whether you get platinum or not. Secondly, it favors platinum being given out in the early levels while in the later levels where there are much less mobs, it's harder to get platinum, despite the increased rate of drop. Thirdly, some invasions give out far more platinum than others simply due to the base chance of the mob dropping plat. I've seen some entire invasions drop less than 20 plat, while others dropped nearly 200.
So to rectify this, we'll be moving to a new system, and one I hope that will work to keep things fair and balanced in the invasions. Onto the differences:
- Platinum drops are now guaranteed. Each level of an invasion will give out a set amount of platinum (not counting normal "corpse" platinum drops).
- Level 1: 20 drops of 1 platinum.
- Level 2: 25 drops of 1 platinum.
- Level 3: 20 drops of 2 platinum.
- Level 4: 25 drops of 2 platinum.
- If there are 250 mobs in the first level, and first mob in the level has a 20/250 chance of dropping platinum, the second will have either a 19/249 or 20/249 chance, depending on whether platinum dropped off the first mob. The less platinum which is dropped, the higher the chance the next mob will drop it, and vice versa. This guarantees at the end of a level that the invasion level has given out exactly the amount of plat that was intended.
- When an invasion is scaled up to have more mobs, the amount of platinum given out will too.
- Since the amount is now flat, players are almost guaranteed that the more work they do at the invasion, the more platinum they'll get.
- The highest damager of a mob will receive the chance for the platinum drop, instead of everyone who attacked it.
- Highest damage uses "scaled" damage, so if multiple people attacked a mob, the person who is more likely to get the platinum is the one who did the most total damage after bard/tamer/direct scaling. This means simply running around "tagging" every mob at an invasion won't be as effective as someone else is doing the majority of actual killing.
- The calculation for eligibility for the rare drop at the end of the invasion is unchanged.
- Bosses will now explode and leave gold piles again instead of gems/plat.
I hope this system will turn out to be the most "fair and balanced" one we've had and discourage multi accounting practices or "cheesing" of invasions to get more plat.
As always, I keep logs of how platinum is distributed and will adjust as necessary.
This patch is now live.
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Patch 43 - 02/28/16 - Event Timer Revamp |
Posted by: Jack - 02-28-2016, 09:30 AM - Forum: Patch Notes
- No Replies
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Event Timer - Huge revamp to the way the event timer works. Staff can now easily add new events with the click of a button. This will allow us to better suit the needs of players, with less effort.
- Town invasions can now be automated.
- The IRC bot will be more responsive and give better information about upcoming events. Namely:
- If an event is during the signup period, the bot will recognize that and tell you that the event is currently in signups (and how long until the event starts).
- If an event is currently running, it will tell you so, instead of telling you when the next event is.
- The bot will tell you when a town invasion is currently running.
- Changes to this webpage: https://uolostlands.com/event-schedule
- The schedule will now rotate so the next event is always top in the list.
- The schedule will include events that are "one off" or started manually by staff.
- The schedule will automatically update whenever the in game schedule changes. Keep an eye on this to see what's coming up!
- The schedule now shows you the current EST time to make it easier to tell how far away an event is.
Events- Fixed a bug with tournaments that sometimes caused a player to "lose" twice in the same match. This happened when a person disconnected and died, because they lost for both conditions. If this happened in the final match, it caused a crash.
- Fixed a bug where event gates did not get deleted sometimes when nobody signed up to an event.
- Players who do not have the 5.0.8.3 client can no longer enter event gates.
- Your horse will not be given back to you in CTF until you are actually returned to the lobby.
Platinum Rewards
The "requested hues" tub is no longer available. It has been replaced with 2 different tubs which are 750 plat each.
The first tub is the "hue of the month" tub. There is one for both mask and sandals. When you purchase a hue of the month tub, the color on the tub will be set. It will not be redyable. It will be labelled with the date of purchase (eg: February 2016). The hues auto-update and will begin to rotate if enough months pass without the list of hues growing larger, but it is planned that there should be a new hue every month. Check the platinum vendor to see what this month's hue is!
Note: February and March will have the same hue since we are so close to the end of the month.
The second tub will be called the "premium hues" tub. The hues can be seen here:
Many thanks to Wiz Kid for the idea, and for spending the time to pick out hues.
Miscellaneous- Provoking a creature onto yourself is no longer a criminal action. Provoking spawn at the Forest Lord invasion is no longer a criminal action either.
- When a creature is guarding you, it will now appear grey to you (or green if you are in a guild).
- When a creature is guarding you, or in attack mode, it will also be orange to enemy guilds.
- The broken chair rare will now spawn with more item ids.
- When smelting an item that will overload your pack and the ingots drop to the ground, they will now stack with other ingots on the ground.
- Receiver crystals are now available from jewelers.
- You can now telekinesis ore to combine it with another pile.
- When Pixelclicker feeds a horse wheat sheafs, the horse will now die. Wheat sheaves are not good for horses.
- The flame spurt trap no longer blocks movement.
- NPC beggars now actually beg. They have the behaviour that has been observed on the demo. You may find them quite annoying.
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Blank scrolls not doubling per buyout |
Posted by: Isis - 02-21-2016, 07:31 PM - Forum: Bug Reports
- Replies (4)
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Hello, I have noticed on a few different mage and scribe vendors, the amount is not doubled after each time. Say you buy 20 and next hour respawn should be 40. only about 2 vendors I found actually increase, the rest just reset back to 20 or 40, same npcs too, no ones killing them. Look into this pls jack?
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Welcome Myrnae as a new staff member! |
Posted by: Jack - 02-21-2016, 12:57 AM - Forum: Latest News
- Replies (1)
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Welcome Myrnae as a new staff member to the shard. Myrnae will be giving up his player accounts to become a Gamemaster and possibly helping out with coding on the shard depending on time commitments. He has been a long time and dedicated player, helping out with creating rune libraries and the museum for the shard.
Everyone please welcome him aboard!
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