In this update, we are introducing various improvements, tweaks, and fixes to the game.
Players can now set a main character to give them an additional 20 or 40 minutes of idle time (time is dependent on membership status). This can be achieved by navigating to the settings page.
The main character can only be changed once every 30 days.
We plan to further allow players to increase their idle time via other means. More information on this will come soon.
The threshold for reaching the “Exhausted” effect has been increased from 18 hours to 20 hours. The “exhausted” effect also has been reduced from 6 hours to 4 hours.
We’ve also improved the explanation on how it works in the wiki along with examples.
Players are now able to delete a character by navigating to the character preferences page within the account settings.
We've recently upgraded the leaderboards page to enhance the experience for all players, not just those at the top. The revamped default view now centres on your character's current ranking, showing the 15 characters immediately below and 5 immediately above the characters position. Additionally, we've introduced a class-based filtering option for more targeted insights. We’ve also expanded the categories by including bartering and hunting mastery. The gold leaderboard has also been removed because we feel it is detrimental and serves little purpose.
We’ve set the minimum value of a purchase order and market listing to the vendor value of the item.
We have done this for a variety of reasons:\
Please be aware that the current market system was not originally designed for transactions between alternate characters. Despite this, we recognise the necessity of such trades in the absence of a dedicated trading system. As a temporary solution, trading between alternate characters through the market will be permitted until the introduction of our new trade system. Once this system is implemented, trading between alternate accounts via the market will be restricted, and users must utilise the direct trading feature for such exchanges.
In this update, we introduce various new balancing changes, rule updates, bug fixes and quality-of-life additions.
Upon monitoring the game since its release, it has become increasingly apparent that the alternative character system harbours significant flaws. Currently, players use alternative characters primarily to amass gold, which they then use to buy membership in the market. This practice has led to inflated prices for items and gold, as the supply outstrips demand. These characters contribute to the game's economy by adding resources but don't balance this by removing any, exacerbating the issue.
The root of the problem lies in the limited utility of alternative characters; their sole function is to gather gold for purchasing memberships. When designing this system, our intent was to allow players to remain engaged while their main characters were occupied. However, we overlooked the system's potential impact on the market dynamics.
Additionally, over the past month, we've identified problems with the trading rules among alternative accounts. These rules are ambiguously defined and fail to address numerous edge cases, leading to technically legal but unintended loophole exploitations.
To address these issues, we are introducing the following:
Due to the change of eliminating the trading restrictions between alternative characters, we've had to reassess how items are acquired through skills. We recognise that many players prefer using a single character, and it's crucial to consider their experience. The original game design did not anticipate trading between alternative characters, and skills were balanced for a single character. To address this, we've rebalanced certain skills to suit both single-character players and those using multiple characters. Our goal is to mitigate the impact of the recent changes on item acquisition, ensuring that playing with a single character remains rewarding.
As a result, we've adjusted the time required to obtain items from certain skills. These adjustments vary: some items will see minor increases of a few seconds, while others will have more substantial time increases. Currently, the "alchemy" and "forge" skills will not be altered, but we may consider revising these in the future to maintain game balance.
We've observed a concerning behaviour among certain players who are adjusting their sleep schedules to reach near 24 hours gameplay in a single day - achieved by resetting the skill every two hours. To promote healthier gaming habits and encourage regular breaks, we're implementing an 'exhaustion effect' in the game.
The exhaustion effect will kick in when a character has exceeded 18 hours of gameplay in a single day. The exhaustion effect will apply the following on the character:
We have updated the wiki to explain the exhaustion effect.
Since the game is currently in the early stages of its beta phase, we want to emphasise that various aspects of its balance and structure are likely to evolve. Players should anticipate potential significant changes. Our team is committed to closely monitoring the game's progress and implementing any necessary adjustments to ensure a well-balanced and engaging gaming experience.