During the holiday period, our team has carefully observed the game and identified several areas that require adjustments to achieve better balance. We've pinpointed elements that are currently underpowered and others that are excessively strong.
Please note, this update will be gradually rolled out over the coming hours, meaning you might not observe these changes immediately.
We've implemented significant alterations to the travel system, recognising that the current setup rendered travel largely obsolete. This undermined our intention to introduce adventures, along with extra rewards, during travel. Our goal was for pets' movement speed to enhance, rather than overshadow, a character's journey between locations. Under the old system, for instance, one could traverse from one end of the map to the other in under eight minutes using a pet, which was excessively efficient.
Due to this, we are introducing the following changes:
We've recognised that hunting in our game demands more player interaction than we originally planned. While we aim to keep combat moderately engaging, the current requirement for frequent hunting and battling cycles is more intensive than intended.
To make hunting less repetitive and more rewarding, we're implementing these updates:
Additionally, we've addressed an issue where increasing the hunting mastery level resulted in longer hunting times, causing confusion. The new changes are as follows:
Item stats were fairly ineffective, especially when compared to other ways of obtaining boosts to various attributes (such as pets and increasing your core stat levels).
We wanted to improve the effectiveness of items which is why we are introducing the following:
We've observed that the "Snowrunner" pet, obtainable through the campaign, exceeded our intended power level. Alongside the movement speed reduction, we have further adjusted the pet's overall stats. Although "Snowrunner" will retain its "Legendary" quality, its revised statistics will align more closely with those of a mid-tier epic pet.
In our latest update, we've refined the efficiency formula for better gameplay balance and extended functionality. This update allows efficiency values to be more impactful. With this update, the impact of efficiency at lower levels has been significantly enhanced. For example, an increase of 15% in efficiency now yields a more substantial benefit compared to the same increase before the update.
To ensure a balanced experience, we will be closely monitoring the effects of this change. If necessary, we will adjust certain values to maintain game balance and fairness. Rest assured, any modifications made will be transparently communicated in subsequent patch notes.
If you want to read more information, you can read the “Understanding Efficiency” section in the wiki.
We observed that players were swiftly progressing through the campaign by acquiring event items on the market. This trend created a significant disparity between affluent and less affluent players. Our goal is to bridge this gap by streamlining the acquisition of event items through gameplay, and by limiting the ability to purchase progress. This approach aims to ensure a more balanced and fair experience for all players.
We felt like the dungeons were a little too easy and too quick to complete as well as yielding higher EXP rewards than we expected. Our goal is to make dungeons the "afk" side of battling and having short dungeons goes against our goal. Therefore we are introducing the following changes:
We will continue to make further balancing changes in due course.