This means that you’ll be able to loot junk piles and such when coming back in town, giving something to do while your friend is shopping, buying skills or re-organising their inventory. You will still be able to set up a hobo camp, but should you stay out of town for 7 consecutive days before the town resets. A lot of players felt that sleeping in a house or an inn simply didn’t make sense compared to just placing a plant tent that would freely feed you and provide a sufficiently generous sleep buff. Town Reset The fact that towns didn’t reset was causing issues both in terms of balance and immersion. The player will be able to talk with a town NPC to trade 3 of any samples for the specific type of rare resource you are looking for. We’ve found a way to alleviate this issue. Material Sample guaranteed drops The random nature of drops for rare resources could be too brutal in The Three Brothers. This opens up more viable gear and ensures items aren’t as easily outclassed. Some of the item properties that were only found in the areas specific to their respective DLCs - such as cooldown reduction or barrier - can now be found on items from the vanilla content of Outward too. Without proper gear to mitigate the effect of ambient corruption, you will feel quite pressured to move out of the green fog. Corruption is now found in any area where it makes sense, and it also more potent. These workshops will still require materials found in their respective regions. We’ve also put workshops in every region so players can build the musical totems, so don’t need to trek all the way back to the Caldera if you lose one of your apparatuses. However the Antique Plateau will still be the best area to farm elemental particles. Arcane elementals can now be found in every region, in places that make sense. I would say one of the most obvious consequences is how enchantment recipes are available in various stores, rather than concentrated in Harmattan. DLC Content redistribution This was another major change. Consequently, we had to revise impact resistance and make sure it didn’t suddenly become easy to ignore the risk of stagger altogether, or make some enemies almost impossible to stun. So we fixed both problems with a fundamental change: protection now not only applies to physical damage, but to impact as well. There was also a sentiment that resistance was always more attractive than protection. Protection While I believe the heavy armor sets were quite valid in Outward - and were a very good way for players to buy themselves some much needed protection when they made mistakes - there was a general sentiment that it didn’t offer enough to compensate for their drawbacks (loss of speed and higher stamina costs). This increase in difficulty will mostly affect defensive stats, such as increased HP, protection and resistances. This broke the intended progression curve and also made it tricky for players who then went into areas they were ‘under-leveled’ for. While this might appear on the surface to be a surprising move, the reasons why we did this was that some players could clear out dungeons very early on and jump into end game gear. Difficulty curve Let’s start with the scariest change: we made the hard enemies harder. For the definitive edition, I’m happy we had the chance to make wider and far reaching changes. Of course, there is a plethora of small tweaks to increase the viability of as many options as possible, but these could be the kind of balance changes in any patch. Here's the full thing: Hello everyone! Today I would like to clarify what we mean when we say “we made balancing changes”, as I’m pretty confident it will affect the experience in a meaningful way. These include an overhaul of the game's difficulty curve, updated armor stats, a new approach to DLC content, and more. With the Definitive Edition of Nine Dots Studio's open-world RPG Outward looming on the horizon, we get this Steam announcement outlining a number of balance-related changes this major update is going to bring to the game.
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