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Patch Notes 28-SEP-2022

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Great news about the rifts.

Can we get a rift information or something pinned on the forums to help figure out the timing?

Niarja is closing very soon and I think rift timings will be some of the vast information that will be lost.  

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20 points WM... ok.. whatever.. still too much work to bother for more than turrets anyway, that aside.. -40% less creatures means directly -40% less points to gain from rifts.. and making all rift shop items 40% harder or more expensive to obtain

 

might need some addressing.. unless goal is to make these 2x more expensive and harder to get

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11 hours ago, joedobo said:

Make them far more common and many will always be active on a server. Each of these will have significantly less mobs. Again, the goal here is to reduce the time we have to spend to participate.

No please too much scars on the landscape already.

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9 hours ago, Magg said:

Niarja is closing very soon and I think rift timings will be some of the vast information that will be lost.  

 

You can find upcoming rift times on wurmnode.com :)

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Rift update sounds good, few times i've done had hard time not falling asleep due it taking looooong time and of course late night -.-

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On 9/28/2022 at 3:42 PM, Aldurair said:

 

 

Not against the change, but definitely see an unintended consequence of 95+ ql moonmetals becoming impossible except for fo priests, 90+ ql may near be impossible except for the top 5 or so. Perhaps increasing points by 40% or adding an additional pool of points to 40% to damage dealt/healing done would be nice. 

 

So went to the first rift after patch on Melody, achieved first with 171 participation points, got a .28kg/90.57ql serryl lump, a bit underwhelming. Also third with 131 points got a .26kg/88.15ql serryl lump.

 

Will say I have seen over 300 rift rewards almost always near the top. Now I don't care too much about MM over 90 ql in the past, but it is a goal to someday forge 95+ ql MM weapons, and that will take a lot of MM. (Serryl lumps are capped at .30 kg fyi, I assume because marks rewards come with 1kg, I always thought this deserved some sort of balancing.) 

 

The point here is that even with a healing priest grabbing 1st spot, I did not even come close to the required participation points to get the threshold required for uber ql lumps(Threshold seems to be between 200-300). Now I still believe it's possible for a healing priest to get that amount of points on a very busy rift, but to completely gate uber ql mm into just fo priests or to hyper taggers seems like quite the unintended nerf.  

 

(Also on the point of tagging it seems to be an unintended playstyle yet to be addressed. Nothing against them but it seems wrong that I get 2x the points if I run around tagging mobs without even taking a single swing vs choosing to stand toe to toe with the mobs and deal ~25% of the total rift damage. One style contributes absolutely nothing but gets 2x the participation points :D)

Edited by Aldurair
Addendum, Threshold number update
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unless best results are hardcoded at 200-250-500/+ like the results only achievable from fo priests, still... never addressed to have equal opportunities for priest/non-priests at rifts..

 

it's fine to get ~90ql.. you shouldn't always be able to cap a 90-99ql lump

 

I've had almost or full 0.4kg lump.. unsure for ql.. random I recall is 96ql (done with excessive tagging.. not optimal for anything other than carpal and rift score as it's coded)

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2 hours ago, Martynas5 said:

Rift update sounds good, few times i've done had hard time not falling asleep due it taking looooong time and of course late night -.-

gone to nap/sleep in a pen once on other server.. woke up at 10%hp.. somehow survived the swamp of fire and ice from wm.. somebody either had no idea what it's doing or tried well.. to get something done there..

either way.. not recommending the 100 rifts to anybody, been there, done that

Edited by Finnn

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On 9/28/2022 at 10:30 AM, gnomegates said:

Damage delt and Healing done never counted towards the points received. In the end, unless they changed how many points you get per mob targeted, there will be less points gained in total as there will be less mobs to even target. This will mean lesser amounts of rift reward points earned, and lower ql and weight of moonmetals, as those were always based upon the amount of points that you were able to build up during the fight. The difference between 200 points and 400+ points during a rift could mean the difference of 80ql rewards and high 90ql rewards, as well as the number of rift reward points.

 

This change would seem to mean you have to attend more rifts to get the same amount of rift reward points, that you used to spend on the shoulder pads and the such, just each rift will be shorter, but now you just have to attend more of the shorter rifts....Not sure if this is a good or bad thing.

This.

Did everyone forget that you can really shorten rifts by burning hearts. They are a bit of a time investment, but it is somewhat controllable by burning. Now the travel time will be more than battle time. I'm sort of disappointed by this but at least the warmaster gives good points now. Will be interesting to see how often attendees vote for burning vs wm now.

 

Maybe a better change would have been to allow for a more easy choice between burning and the wm. Make it require fewer hearts and ability to burn while spawning is still happening, but then leave the 4 waves. That way the particular group in attendance can more easily speed it up if they like or take the long road should they desire. Now, everyone just gets a much shorter event even if they enjoy the longer battle.

Edited by MordosKull
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On 9/28/2022 at 7:02 AM, DevBlog said:
  • Fix: Fixed a shader crash on new Mesa drivers.

 

I had hoped that meant the Ambient Occlusion issue, but it must have been another, because:

Spoiler

[23:02:18] Startup Phase - Preparing terrain...
[23:02:18] WARNING: Unable to compile pixel shader (shader.hbao_blur.fragment): class.GcGouch1v: 0:57(13): error: no function with name 'texture2D'
[23:02:18] 0:57(13): error: type mismatch
[23:02:18] 0:58(12): warning: `aoz' used uninitialized
[23:02:18] 0:59(12): warning: `aoz' used uninitialized
[23:02:18] 0:73(13): error: no function with name 'texture2D'
[23:02:18] 0:73(13): error: type mismatch
[23:02:18] 0:74(19): warning: `aoz' used uninitialized
[23:02:18] 0:75(19): warning: `aoz' used uninitialized
[23:02:18]
[23:02:19] Startup Phase - Connecting ..
[23:02:19] Disabling Nagles
[23:02:20] Writing to /home/USERNAME/wurm/players/Teggs/logs/_Event.2022-09.txt
[23:02:20] Disabling Nagles
[23:02:21] Writing to /home/USERNAME/wurm/players/Teggs/logs/Alliance.2022-09.txt
[23:02:21] Writing to /home/USERNAME/wurm/players/Teggs/logs/CA_HELP.2022-09.txt
[23:02:21] Login successful
[23:02:21] Executing /home/USERNAME/wurm/configs/MXL-AOoff-30/autorun.txt
[23:02:21] Starting update of login splash image...
[23:02:22] Water reflection offscreen size 960x520
[23:02:22] Finished loading new login splash image!
[23:02:23] Execution aborted at connection 1, iteration 0
[23:02:23] Run time 0s, local time Thu Sep 29 23:02:23 MDT 2022
[23:02:23] Destroying game window
[23:02:23] ====== CLIENT CRASH ======
[23:02:23] Unexpected crash while playing
[23:02:23] java.lang.NullPointerException
[23:02:23]     at class.casGTFS7W8.mMV5oPkCW(SourceFile:1473)
[23:02:23]     at class.jbBMGNT7CW.FZOk5L6Gfy(SourceFile:6925)
[23:02:23]     at class.VnfewXSljT.fgtPPuD8uC(SourceFile:1706)
[23:02:23]     at class.VnfewXSljT.mMV5oPkCW(SourceFile:1351)
[23:02:23]     at com.wurmonline.client.WurmClientBase.yuix3IabUz(SourceFile:12621)
[23:02:23]     at com.wurmonline.client.WurmClientBase.run(SourceFile:38391)
[23:02:23]     at java.lang.Thread.run(Thread.java:748)
[23:02:42] Exiting Wurm after an Error
[23:02:42] Time is Thu Sep 29 23:02:42 MDT 2022
[23:02:42] Performing final cleanup after playing 0s
[23:02:42] Saving props file /home/USERNAME/wurm/players/Teggs/playerdata.txt
[23:02:42] Saving props file /home/USERNAME/wurm/configs/MXL-AOoff-30/gamesettings.txt
[23:02:42] Saving props file /home/USERNAME/wurm/players/Teggs/stats.txt
[23:02:42] Saving window positions to /home/USERNAME/wurm/players/Teggs/windows_1920x1041.txt
[23:02:42] Saving props file /home/USERNAME/wurm/players/Teggs/windows_1920x1041.txt
[23:02:42] Shutting down OpenAL subsystem.
[23:02:42] WOM Loader exited.
[23:02:42] Collada Model Loader exited.
[23:02:42] Job executor 0 terminating
[23:02:42] WOM Loader exited.
[23:02:42] WOM Loader exited.
[23:02:42] WOM Loader exited.
[23:02:42] Job executor 1 terminating
[23:02:42] Job executor 2 terminating
[23:02:42] Job executor 3 terminating
[23:02:42] Job executor 4 terminating
[23:02:42] Job executor 5 terminating
[23:02:42] JCEF Shutting Down
[23:02:42] Fast Clock Workaround Thread exited.
[23:02:42] shutdown on Thread[AWT-EventQueue-0,6,main]
[23:02:42] JCEF Shut Down
[23:02:42] Destroying game window
[23:02:42] [LWJGL] GLFW_NOT_INITIALIZED error
[23:02:42]     Description : The GLFW library is not initialized
[23:02:42]     Stacktrace  :
[23:02:42]         org.lwjgl.glfw.GLFW.glfwDestroyWindow(GLFW.java:1924)
[23:02:42]         com.wurmonline.client.yuix3IabUz.XwhlvVTrl(SourceFile:476)
[23:02:42]         com.wurmonline.client.WurmClientBase.XwhlvVTrl(SourceFile:2120)
[23:02:42]         com.wurmonline.client.mMV5oPkCW.mMV5oPkCW(SourceFile:200)
[23:02:42]         com.wurmonline.client.mMV5oPkCW.actionPerformed(SourceFile:194)
[23:02:42]         javax.swing.AbstractButton.fireActionPerformed(AbstractButton.java:2022)
[23:02:42]         javax.swing.AbstractButton$Handler.actionPerformed(AbstractButton.java:2348)
[23:02:42]         javax.swing.DefaultButtonModel.fireActionPerformed(DefaultButtonModel.java:402)
[23:02:42]         javax.swing.DefaultButtonModel.setPressed(DefaultButtonModel.java:259)
[23:02:42]         javax.swing.plaf.basic.BasicButtonListener.mouseReleased(BasicButtonListener.java:252)
[23:02:42]         java.awt.Component.processMouseEvent(Component.java:6539)
[23:02:42]         javax.swing.JComponent.processMouseEvent(JComponent.java:3324)
[23:02:42]         java.awt.Component.processEvent(Component.java:6304)
[23:02:42]         java.awt.Container.processEvent(Container.java:2239)
[23:02:42]         java.awt.Component.dispatchEventImpl(Component.java:4889)
[23:02:42]         java.awt.Container.dispatchEventImpl(Container.java:2297)
[23:02:42]         java.awt.Component.dispatchEvent(Component.java:4711)
[23:02:42]         java.awt.LightweightDispatcher.retargetMouseEvent(Container.java:4904)
[23:02:42]         java.awt.LightweightDispatcher.processMouseEvent(Container.java:4535)
[23:02:42]         java.awt.LightweightDispatcher.dispatchEvent(Container.java:4476)
[23:02:42]         java.awt.Container.dispatchEventImpl(Container.java:2283)
[23:02:42]         java.awt.Window.dispatchEventImpl(Window.java:2746)
[23:02:42]         java.awt.Component.dispatchEvent(Component.java:4711)
[23:02:42]         java.awt.EventQueue.dispatchEventImpl(EventQueue.java:760)
[23:02:42]         java.awt.EventQueue.access$500(EventQueue.java:97)
[23:02:42]         java.awt.EventQueue$3.run(EventQueue.java:709)
[23:02:42]         java.awt.EventQueue$3.run(EventQueue.java:703)
[23:02:42]         java.security.AccessController.doPrivileged(Native Method)
[23:02:42]         java.security.ProtectionDomain$JavaSecurityAccessImpl.doIntersectionPrivilege(ProtectionDomain.java:74)
[23:02:42]         java.security.ProtectionDomain$JavaSecurityAccessImpl.doIntersectionPrivilege(ProtectionDomain.java:84)
[23:02:42]         java.awt.EventQueue$4.run(EventQueue.java:733)
[23:02:42]         java.awt.EventQueue$4.run(EventQueue.java:731)
[23:02:42]         java.security.AccessController.doPrivileged(Native Method)
[23:02:42]         java.security.ProtectionDomain$JavaSecurityAccessImpl.doIntersectionPrivilege(ProtectionDomain.java:74)
[23:02:42]         java.awt.EventQueue.dispatchEvent(EventQueue.java:730)
[23:02:42]         java.awt.EventDispatchThread.pumpOneEventForFilters(EventDispatchThread.java:205)
[23:02:42]         java.awt.EventDispatchThread.pumpEventsForFilter(EventDispatchThread.java:116)
[23:02:42]         java.awt.EventDispatchThread.pumpEventsForHierarchy(EventDispatchThread.java:105)
[23:02:42]         java.awt.EventDispatchThread.pumpEvents(EventDispatchThread.java:101)
[23:02:42]         java.awt.EventDispatchThread.pumpEvents(EventDispatchThread.java:93)
[23:02:42]         java.awt.EventDispatchThread.run(EventDispatchThread.java:82)
[23:02:42] Goodbye.
[23:02:42] Exit.
[23:02:42] WARNING: OpenAL was already stopped.

 

Turned it back off, no crash.

 

 

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6 hours ago, Teggs said:

 

I had hoped that meant the Ambient Occlusion issue, but it must have been another, because:

  Reveal hidden contents

[23:02:18] Startup Phase - Preparing terrain...
[23:02:18] WARNING: Unable to compile pixel shader (shader.hbao_blur.fragment): class.GcGouch1v: 0:57(13): error: no function with name 'texture2D'
[23:02:18] 0:57(13): error: type mismatch
[23:02:18] 0:58(12): warning: `aoz' used uninitialized
[23:02:18] 0:59(12): warning: `aoz' used uninitialized
[23:02:18] 0:73(13): error: no function with name 'texture2D'
[23:02:18] 0:73(13): error: type mismatch
[23:02:18] 0:74(19): warning: `aoz' used uninitialized
[23:02:18] 0:75(19): warning: `aoz' used uninitialized
[23:02:18]
[23:02:19] Startup Phase - Connecting ..
[23:02:19] Disabling Nagles
[23:02:20] Writing to /home/USERNAME/wurm/players/Teggs/logs/_Event.2022-09.txt
[23:02:20] Disabling Nagles
[23:02:21] Writing to /home/USERNAME/wurm/players/Teggs/logs/Alliance.2022-09.txt
[23:02:21] Writing to /home/USERNAME/wurm/players/Teggs/logs/CA_HELP.2022-09.txt
[23:02:21] Login successful
[23:02:21] Executing /home/USERNAME/wurm/configs/MXL-AOoff-30/autorun.txt
[23:02:21] Starting update of login splash image...
[23:02:22] Water reflection offscreen size 960x520
[23:02:22] Finished loading new login splash image!
[23:02:23] Execution aborted at connection 1, iteration 0
[23:02:23] Run time 0s, local time Thu Sep 29 23:02:23 MDT 2022
[23:02:23] Destroying game window
[23:02:23] ====== CLIENT CRASH ======
[23:02:23] Unexpected crash while playing
[23:02:23] java.lang.NullPointerException
[23:02:23]     at class.casGTFS7W8.mMV5oPkCW(SourceFile:1473)
[23:02:23]     at class.jbBMGNT7CW.FZOk5L6Gfy(SourceFile:6925)
[23:02:23]     at class.VnfewXSljT.fgtPPuD8uC(SourceFile:1706)
[23:02:23]     at class.VnfewXSljT.mMV5oPkCW(SourceFile:1351)
[23:02:23]     at com.wurmonline.client.WurmClientBase.yuix3IabUz(SourceFile:12621)
[23:02:23]     at com.wurmonline.client.WurmClientBase.run(SourceFile:38391)
[23:02:23]     at java.lang.Thread.run(Thread.java:748)
[23:02:42] Exiting Wurm after an Error
[23:02:42] Time is Thu Sep 29 23:02:42 MDT 2022
[23:02:42] Performing final cleanup after playing 0s
[23:02:42] Saving props file /home/USERNAME/wurm/players/Teggs/playerdata.txt
[23:02:42] Saving props file /home/USERNAME/wurm/configs/MXL-AOoff-30/gamesettings.txt
[23:02:42] Saving props file /home/USERNAME/wurm/players/Teggs/stats.txt
[23:02:42] Saving window positions to /home/USERNAME/wurm/players/Teggs/windows_1920x1041.txt
[23:02:42] Saving props file /home/USERNAME/wurm/players/Teggs/windows_1920x1041.txt
[23:02:42] Shutting down OpenAL subsystem.
[23:02:42] WOM Loader exited.
[23:02:42] Collada Model Loader exited.
[23:02:42] Job executor 0 terminating
[23:02:42] WOM Loader exited.
[23:02:42] WOM Loader exited.
[23:02:42] WOM Loader exited.
[23:02:42] Job executor 1 terminating
[23:02:42] Job executor 2 terminating
[23:02:42] Job executor 3 terminating
[23:02:42] Job executor 4 terminating
[23:02:42] Job executor 5 terminating
[23:02:42] JCEF Shutting Down
[23:02:42] Fast Clock Workaround Thread exited.
[23:02:42] shutdown on Thread[AWT-EventQueue-0,6,main]
[23:02:42] JCEF Shut Down
[23:02:42] Destroying game window
[23:02:42] [LWJGL] GLFW_NOT_INITIALIZED error
[23:02:42]     Description : The GLFW library is not initialized
[23:02:42]     Stacktrace  :
[23:02:42]         org.lwjgl.glfw.GLFW.glfwDestroyWindow(GLFW.java:1924)
[23:02:42]         com.wurmonline.client.yuix3IabUz.XwhlvVTrl(SourceFile:476)
[23:02:42]         com.wurmonline.client.WurmClientBase.XwhlvVTrl(SourceFile:2120)
[23:02:42]         com.wurmonline.client.mMV5oPkCW.mMV5oPkCW(SourceFile:200)
[23:02:42]         com.wurmonline.client.mMV5oPkCW.actionPerformed(SourceFile:194)
[23:02:42]         javax.swing.AbstractButton.fireActionPerformed(AbstractButton.java:2022)
[23:02:42]         javax.swing.AbstractButton$Handler.actionPerformed(AbstractButton.java:2348)
[23:02:42]         javax.swing.DefaultButtonModel.fireActionPerformed(DefaultButtonModel.java:402)
[23:02:42]         javax.swing.DefaultButtonModel.setPressed(DefaultButtonModel.java:259)
[23:02:42]         javax.swing.plaf.basic.BasicButtonListener.mouseReleased(BasicButtonListener.java:252)
[23:02:42]         java.awt.Component.processMouseEvent(Component.java:6539)
[23:02:42]         javax.swing.JComponent.processMouseEvent(JComponent.java:3324)
[23:02:42]         java.awt.Component.processEvent(Component.java:6304)
[23:02:42]         java.awt.Container.processEvent(Container.java:2239)
[23:02:42]         java.awt.Component.dispatchEventImpl(Component.java:4889)
[23:02:42]         java.awt.Container.dispatchEventImpl(Container.java:2297)
[23:02:42]         java.awt.Component.dispatchEvent(Component.java:4711)
[23:02:42]         java.awt.LightweightDispatcher.retargetMouseEvent(Container.java:4904)
[23:02:42]         java.awt.LightweightDispatcher.processMouseEvent(Container.java:4535)
[23:02:42]         java.awt.LightweightDispatcher.dispatchEvent(Container.java:4476)
[23:02:42]         java.awt.Container.dispatchEventImpl(Container.java:2283)
[23:02:42]         java.awt.Window.dispatchEventImpl(Window.java:2746)
[23:02:42]         java.awt.Component.dispatchEvent(Component.java:4711)
[23:02:42]         java.awt.EventQueue.dispatchEventImpl(EventQueue.java:760)
[23:02:42]         java.awt.EventQueue.access$500(EventQueue.java:97)
[23:02:42]         java.awt.EventQueue$3.run(EventQueue.java:709)
[23:02:42]         java.awt.EventQueue$3.run(EventQueue.java:703)
[23:02:42]         java.security.AccessController.doPrivileged(Native Method)
[23:02:42]         java.security.ProtectionDomain$JavaSecurityAccessImpl.doIntersectionPrivilege(ProtectionDomain.java:74)
[23:02:42]         java.security.ProtectionDomain$JavaSecurityAccessImpl.doIntersectionPrivilege(ProtectionDomain.java:84)
[23:02:42]         java.awt.EventQueue$4.run(EventQueue.java:733)
[23:02:42]         java.awt.EventQueue$4.run(EventQueue.java:731)
[23:02:42]         java.security.AccessController.doPrivileged(Native Method)
[23:02:42]         java.security.ProtectionDomain$JavaSecurityAccessImpl.doIntersectionPrivilege(ProtectionDomain.java:74)
[23:02:42]         java.awt.EventQueue.dispatchEvent(EventQueue.java:730)
[23:02:42]         java.awt.EventDispatchThread.pumpOneEventForFilters(EventDispatchThread.java:205)
[23:02:42]         java.awt.EventDispatchThread.pumpEventsForFilter(EventDispatchThread.java:116)
[23:02:42]         java.awt.EventDispatchThread.pumpEventsForHierarchy(EventDispatchThread.java:105)
[23:02:42]         java.awt.EventDispatchThread.pumpEvents(EventDispatchThread.java:101)
[23:02:42]         java.awt.EventDispatchThread.pumpEvents(EventDispatchThread.java:93)
[23:02:42]         java.awt.EventDispatchThread.run(EventDispatchThread.java:82)
[23:02:42] Goodbye.
[23:02:42] Exit.
[23:02:42] WARNING: OpenAL was already stopped.

 

Turned it back off, no crash.

 

 

 

MESA_GL_VERSION_OVERRIDE=4.2 .\WurmLauncher

 

Wurm's shaders are stuck on a 10 year old OpenGL standard and the AO shader uses an OpenGL function that was deprecated a long time ago.

 

FWIW, I think mesa is wrong to not allow use of Texture2D() in newer compatibility profiles, but on the other hand, Wurm should really get its shaders updated to a modern core context…

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On 9/28/2022 at 2:02 PM, DevBlog said:
    • Reduced the time cool down between meditation level ups for defiance by half, the skill requirements will stay the same and this will effect all paths and all levels.

Will Path Leaders be removed from Defiance, as they are now redundant functionality?

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9 hours ago, MordosKull said:

This.

Did everyone forget that you can really shorten rifts by burning hearts. They are a bit of a time investment, but it is somewhat controllable by burning. Now the travel time will be more than battle time. I'm sort of disappointed by this but at least the warmaster gives good points now. Will be interesting to see how often attendees vote for burning vs wm now.

 

Maybe a better change would have been to allow for a more easy choice between burning and the wm. Make it require fewer hearts and ability to burn while spawning is still happening, but then leave the 4 waves. That way the particular group in attendance can more easily speed it up if they like or take the long road should they desire. Now, everyone just gets a much shorter event even if they enjoy the longer battle.

I am always amused how people travel to places for hours and ditch their characters a day earlier just to be able to do rifts on next day or 2.. meanwhile they can't normally play the subscription based game they pay for..

It's priceless what how some manage their time around rifts.. as only free mm source and rift mat source.

 

I've only ever done 2 rift camps.  

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Whenever I wanted to spend an hour on rifts before I would just arrive late. Which was... almost half of them, so I dont exactly hate shorter rifts. Still Im not a fan of having your choice taken away. Now you have to be punctual as going to half a rift now will just butcher your rewards. Plus the window is that much smaller.

 

Being 30 minutes late was no problem before, now if you are 30 minutes late, you only have ~30 minutes to rift so even reaching phenomenal gets sketchy. I wouldnt bother trying to attend now unless I knew I could arrive for the full duration.

 

IE You may actually see a lot less participation. Rift times have been halved, rewards have been halved, but travel time remains the same. Arguably they have gotten less accessible. 

Edited by Aldurair
IE
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I haven't participated in a rift event lately thanks mostly to the lag issue, but I do remember what they were like.  Disclaimer, I don't really understand the mechanics at all: for all I understand about them, you fight critters until they stop spawning.  I have no clue what the burning hearts mechanic is all about.  So take these musings with a grain of salt :)

 

The first wave seems to come and go in the blink of an eye, such that you barely knew it was there.  The second wave is a little better but not by much.  The third wave felt nice, but the fourth wave dragged on, and on, and on, and on.  when the Warmaster finally appeared, he also took forever compared to absolutely everything else.

 


Increasing the reward for the Warmaster is definitely a positive step, regardless of any other change.

 

I don't know what the specific rewards are for the individual critters you fight, but a puppy shouldn't be worth the same as an ogre mage; if they are, that should be adjusted as well.  However, from the sound of things, everything was just worth 1 point?  Hard disagree with that decision, but it's not mine to make :)

 

As far as participation rewards, what people have been describing sounds really wonky: spastic targeting to reap the most benefits?  That sounds weird and not-at-all straightforward.  Just keep track of the total hp of critters spawned and the total hp of players lost and reward players based on how much damage and healing they do ... with limits to prevent abuse and heal-farming.


To adjust the rifts so they "feel right", I would suggest combining the old-first wave with the old-second wave while adding a few more spawns, maybe buff the old-third wave a touch, and then slash the old-fourth wave at least by half or more; that one was really the problem wave.  Let each wave have one or two "harder" critters to kill, to signal it's the end of the wave.  Aside from the already-mentioned Warmaster, the creature difficulties seemed fine to me.  And really, Warmaster is fine as long as his reward scales with his difficulty.

 


Also, it feels like rifts stay suck in the various timezones for a long time because of how the base + random spawn timers work.  With smaller, shorter rifts, having them a bit more often would be nice as well.  If they bounced around the time zones more, everyone would have more of a chance to participate.  Maybe cut a day or two plus 8-10 hours off of the base respawn time?

 

It feels like I'm among the minority who actually enjoy the rifts and think that overall, they're really fun.  My primary gripes are the travel times and the time zones; a shorter fourth wave would be amazing as well.  But even without any changes, if the lag permitted and timezones lined up, I would be at more of them.

 

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10 hours ago, Zakiah said:

I haven't participated in a rift event lately thanks mostly to the lag issue, but I do remember what they were like.  Disclaimer, I don't really understand the mechanics at all: for all I understand about them, you fight critters until they stop spawning.  I have no clue what the burning hearts mechanic is all about.  So take these musings with a grain of salt :)

 

The first wave seems to come and go in the blink of an eye, such that you barely knew it was there.  The second wave is a little better but not by much.  The third wave felt nice, but the fourth wave dragged on, and on, and on, and on.  when the Warmaster finally appeared, he also took forever compared to absolutely everything else.

 


Increasing the reward for the Warmaster is definitely a positive step, regardless of any other change.

 

I don't know what the specific rewards are for the individual critters you fight, but a puppy shouldn't be worth the same as an ogre mage; if they are, that should be adjusted as well.  However, from the sound of things, everything was just worth 1 point?  Hard disagree with that decision, but it's not mine to make :)

 

As far as participation rewards, what people have been describing sounds really wonky: spastic targeting to reap the most benefits?  That sounds weird and not-at-all straightforward.  Just keep track of the total hp of critters spawned and the total hp of players lost and reward players based on how much damage and healing they do ... with limits to prevent abuse and heal-farming.


To adjust the rifts so they "feel right", I would suggest combining the old-first wave with the old-second wave while adding a few more spawns, maybe buff the old-third wave a touch, and then slash the old-fourth wave at least by half or more; that one was really the problem wave.  Let each wave have one or two "harder" critters to kill, to signal it's the end of the wave.  Aside from the already-mentioned Warmaster, the creature difficulties seemed fine to me.  And really, Warmaster is fine as long as his reward scales with his difficulty.

 


Also, it feels like rifts stay suck in the various timezones for a long time because of how the base + random spawn timers work.  With smaller, shorter rifts, having them a bit more often would be nice as well.  If they bounced around the time zones more, everyone would have more of a chance to participate.  Maybe cut a day or two plus 8-10 hours off of the base respawn time?

 

It feels like I'm among the minority who actually enjoy the rifts and think that overall, they're really fun.  My primary gripes are the travel times and the time zones; a shorter fourth wave would be amazing as well.  But even without any changes, if the lag permitted and timezones lined up, I would be at more of them.

 

in short -

- open niarja.com (since October 2022 replaced by wurmnode.com) and check for the rift's starting time..

- go to red beam

- give it some time... crazy bunnies are fashionably late.. they spawn...

- you kill and butcher them.. gather hearts, activate heart and burn them on the altar under the red beam

- that starts rift wave 2 and so on; there are now 3 waves in total

- once last wave is closed by burning hearts.. rift event closes and you're only now able to gather rift materials(wood/stone/crystals; needed to create runes);

- don't forget tent;

-- bonus player made afterparty event - butcher/bury/discard

go home, that's all

-- bonus content.. you could slap a few ~20 or 16 w/e was the minimum score.. to satisfy journal goal for 100 rifts.. and go afk at your deed or safe place overnight(go to work/do IRL stuff/sleep, while you're safely trapped in a house); minimal journal participation requires few points, to be on same server and to be online when the rift closes.. since rifts happen at mostly inconvenient times.. consider using this to get that journal goal done if you ever go after it

 

tldr: read the text above 

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On 9/28/2022 at 2:18 PM, Damascus said:

So instead of taking 1 hour and 18 using 9 characters to close the rift were looking at maybe 35 minutes ?

Not sure if this is good or bad  .

 

 there are servers where rifts are being done by few people that used to take 7 hours to close.. 

also, nobody really cares about them apart for the journal, even in your fast rifts 70% of people would get 20 contribution and woud leave leaving the remaining few players to do the hard work. 

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Sounds like even more encouragement to come late?

 

I dislike that the currently there are people who can show up at the end just to harvest the rift nodes. Always with very high (fast) harvesting skills.

 

They do no work on the rift, but get more rift materials than those who were there from the start.

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I am not sure whether this rather is a NFI thing with their endless envy and picking on one another. There already is the distribution of some rift mats depending on participation. And yes, the race for rift mats will never be "just", it may reach a saturation point though. We had rifts where the higher sklled woodcutters and miners collected the rift mats only to distribute them to fighters with less xp. And I never saw players coming late only to leech rift mats. It may happen, sure.

 

But I urgently plead to the devs not to overly micromanage that as it will lead to the next round of complaints about the next side effects. It is similar to the "tagging" whining. If the points were attributed based on damage there would be whining about those with higher FS and better weapons collecting more rewards, like now about rift mat harvesters with higher skill. It will never end, and the devs have better to do than programming after that moving target.

 

That said, I consider the extra points on WM a good thing. The rounds reduction is ok so far, but the mob reduction bit over the top. More ogres in round 2 already, please. And possibly extra points like 2 for champ jackals, summoners, casters, 3 for ogre mages, 4 for ogres, and 5 for champ ogres. Otherwise, I appreciate the changes.

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On 10/1/2022 at 8:03 AM, Homestead said:

I dislike that the currently there are people who can show up at the end just to harvest the rift nodes. Always with very high (fast) harvesting skills.

 

I've been to a lot of rifts over the years and never seen this happen. But.. it certainly could.

 

I've always thought it was strange how after the fight you run around like crazy collecting stuff. Why not just poof these rewards to inventory of only the players who participated, like the other rewards. It's silly how you could totally kick ass at the rift but yet, because you don't have certain skills high in harvesting (mining, prospecting, etc), you can't get good rift mats.

 

It's also a bit unfair sometimes too in that while some players are doing the work to finish the rift (burning, etc), other players are already just waiting at rift nodes, ready to harvest. When the rift finishes, they're well into harvesting, while those that were working to close the rift are now trying to locate unattended nodes and get to them. It's sort of like firing the starting pistol at a race while only some runners are positioned at the starting line.

 

Remove this silly mechanic and the ability of non-participants to come collect rewards by poofing ALL appropriate rewards to participants and that's it. Or maybe pop a window that allows you to pick which rewards you want based on your performance. Or add it to the rift reward points shop.

Edited by MordosKull
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On 10/1/2022 at 6:03 AM, Homestead said:

Sounds like even more encouragement to come late?

 

I dislike that the currently there are people who can show up at the end just to harvest the rift nodes. Always with very high (fast) harvesting skills.

 

They do no work on the rift, but get more rift materials than those who were there from the start.

 

On the contrary, if you come late you wont have much of a chance at getting phenomenal, or 60 points, the minimum for getting a guaranteed "decent mm lump". Post patch rifts seem to be about an hour now. 
 

Personally havent seen anyone abusing coming to the rift just to harvest rift nodes. I may just not care enough to notice but the way I see it is if someone bothered to travel all the way for a few measly rift pieces more power to them. Perhaps they need a few specific pieces for a specific rune and arent interested in the rift. People who participate in the rift are already awarded automatically some rift mats at the end anyway. 

 

I tag. I also kill mobs too. I wouldnt have gotten 1st on the recent Melody and Harmony rifts if I didnt tag(As Hayu). Cycling through mobs to tag them is a broken game mechanic, it could use changing eventually.

 

Right now the bigger fish is that points per rift have been nerfed as a result of the shortened rifts. Many it seems, would like to see any sort of change that makes up the missing points. It seems to be, understandably, an unintentional nerf with the shortened rift times. Or if it was intentional, it should be addressed. Along with where higher ql moonmetals will come from going forward. I realize not many care about moonmetals but for those who do, it is a concern.

 

Mainly though, the ceiling for participation points in a rift for everybody, no matter what your skills/playstyle have been taken down a very significant notch. 

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On 9/29/2022 at 2:44 AM, BattleWall said:

 

I wonder if those players who cried for this will actually move to Defiance permanently like they said they would.


Nope, because I already dropped 7 years of premium marks on affinities on freedom.
It's a year late and not even what we asked for, we wanted a 25% skill gain overall. I tried to push for everyone to post and ask for it, the players talk sh*t for hours in the discord but don't see any promise in taking 2 minutes to post what they want on the forums... 
 

Edited by Omar

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On 10/1/2022 at 4:03 PM, Homestead said:

Sounds like even more encouragement to come late?

 

I dislike that the currently there are people who can show up at the end just to harvest the rift nodes. Always with very high (fast) harvesting skills.

 

They do no work on the rift, but get more rift materials than those who were there from the start.

with 40% shorter rifts.. if you go late.. you'll likely miss it, if it takes 1 hour now in ok-ish small size knowing what they are doing, imagine how much it would take now.. 25minutes? 30 at best.. waves 1-2 get closed really fast, 3rd takes few minutes

(no big brainer.. gank the mobs and fight smaller groups with focused player attack to kill them faster with less aoe and creature gank attacks, they'll die faster and easier)

 

nobody stops you to go grind woodcutting/mining/prospecting and use high ql and woa to gather faster than other

what you put on yourself as brakes is nobody's fault, you'll only benefit from leveling your skills

 

as to last part - some rifts leave bunch of rift materials laying around, people literally leave it all and go home, everybody's able to gather because else you'd have laying around resource claimable only by somebody or few people who might not want it

 

 

Edited by Finnn
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Mind you, Finn, he is NFI where rifts are fairly new. I doubt that any rift node is left alone there. It will be in the future of course, but that will take time unless the clusters are merged.

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