Today's update provides an overview of what to expect in the next two patches along with a few other newsworthy topics. Read more: Project Update - Nov. 17, 2017
Elaborate on the algorithm of gear to loot ratio please? How is it determined? Based on armor tier? Only applies if you have all 10 pieces on?
Hopefully they cap it so you don't need to be in full heavy armor for it to count What comes to mind is weapon/bow/staff ranks, enchants, and # of full plate+ pieces up to a certain amount... and gear durability of all the aforementioned, of course.
Thanks all the ladies agree. Sorry couldn't resist. Looks good can't wait !!! Please do factions after territory control I'm begging you!!
Markets are planned after the first iteration of the new territory control mechanics get implemented. After that our focus will be on Factions and the Character Perk System.
Why is Territory control being pushed? I asked on Discord so I wouldn't seem negative on the forums but honestly giving clans a reason to do stuff and organize stuff is one of the few things that would make the game better, billboards is a waste of time in comparison. Rune books should be made to use to runes to add charges, bring back portal chambers in cities that use portal shards, add an AoI system similar to UW but with something other then increased loot. Give us a reason to actually give a fuck about holdings and territory instead of making useless shit that makes people fight at timers.
Villages are planned to be tied into territory control so we wanted to get the village changes in beforehand. These changes make villages a lot more valuable to fight over and give daily fighting objectives for PvP minded players to sink their teeth into. The billboards are going to be used for additional purposes in the future and adding in the porting functionality was a pretty simple addition, so we added it on top to this patch. Champions haven't worked out as we had desired, there's changes needed to several areas, bugfixes and important new shiny loot that's needed to give good reason for players to want to group up and hunt them down. They are designed to be hotspots and we feel aren't living up to expectation based on both our own testing and of course the feedback/data from players. They'll get some love so there's some new PvE and PvP content right now and when we add in Artisan Skills there will be unique recipes dropped by the champions too. We wanted to polish up and improve the champion system before we add that in so that's why it's being worked on as well. It is a smaller task and it'll give some more group PvE content. Territory control has some assets still to build and we can't launch without them complete, the logic and programming side we expect to not take too long for the system to be up and running but it's going to take a lot of QA and playtesting for the feature prior to launching it. We won't have it done in time for the Christmas holidays and we'll update on the progress of the feature as it's being developed. We'll have a working version on the Public Test Server for a while like we did the village changes most likely, so everyone will have a chance to check it out before it goes live .
Really awesome changes. I didn't know about the 'craft-anywhere' update, I like it a lot No more crawlspeeding back and forth from the bank
You're not adding clan content to a game that's always been about clans, any endgame or long term goal was always clan based. We experienced the full game in beta and the water downed no portal chamber crap we got at launch felt lack luster in comparison, which is really sad when you consider how few people played during beta.
The new Territory Control Mechanics are all focused around clans and clan warfare. It is the next major piece of new content we are working on.