{"id":99025,"date":"2023-03-21T11:29:50","date_gmt":"2023-03-21T10:29:50","guid":{"rendered":"https:\/\/stevinho.justnetwork.eu\/?p=99025"},"modified":"2023-03-21T11:29:50","modified_gmt":"2023-03-21T10:29:50","slug":"patch-10-1-die-entwickler-passen-das-dropverhalten-von-t-sets-an","status":"publish","type":"post","link":"https:\/\/stevinho.justnetwork.eu\/2023\/03\/21\/patch-10-1-die-entwickler-passen-das-dropverhalten-von-t-sets-an\/","title":{"rendered":"Patch 10.1: Die Entwickler passen das Dropverhalten von T-Sets an"},"content":{"rendered":"
In Dragonflight <\/span>wird es zur Freude vieler Fans in jedem neuen Schlachtzug auch wieder ein eigenes T-R\u00fcstungsset f\u00fcr jede spielbare Klasse von World of Warcraft geben. Diese Sets bestehen aus f\u00fcnf Teilen, sie liefern Spielern m\u00e4chtige Boni und sie basieren optisch wieder st\u00e4rker auf den jeweiligen Klassen. Gleichzeitig gibt es mit dem Belebungskatalysator ein System, welches das Sammeln von Set-Gegenst\u00e4nden etwas simpler gestaltet.<\/p>\n Trotz dieser vielen Vorteile gibt es bei den T-Sets von Dragonflight<\/span> nat\u00fcrlich einige Dinge, die nicht unbedingt gut funktionieren. Spieler stufen das Freischalten von Ladungen f\u00fcr den Belebungskatalysator als l\u00e4stig ein, Spieler k\u00f6nnen das Abschlie\u00dfen der Quest verpassen, die Tokens der einzelnen Set-Teile droppen<\/span> nicht zuverl\u00e4ssig genug und die Relevanz dieser Beute schwankt im Verlauf eines Raid-Tiers<\/span> enorm. Um diese Probleme zu beheben und die Situation zu verbessern, hat Blizzard gestern Abend eine Reihe von \u00c4nderungen f\u00fcr Patch 10.1 und die n\u00e4chste Saison geplant.<\/p>\n Erst einmal soll die Questreihe<\/span> rund um den Belebungskatalysator in 10.1 komplett wegfallen. Spieler erzeugen pro Woche einfach eine Aufladung automatisch. Dadurch ist niemand mehr gezwungen eine Quest zu beenden und Spieler k\u00f6nnen direkt nach dem w\u00f6chentlichen Reset zu dem Ger\u00e4t laufen und dort ihre Ausr\u00fcstung anpassen. Auf diese Weise kann niemand mehr das Abschlie\u00dfen der Aufladungsquest<\/span> verpassen und die Spieler geraten nicht mehr in Situationen, in denen sie pl\u00f6tzlich hinter der Community hinterherhinken. Das Limit von 6 Aufladungen wird aber beibehalten.<\/p>\n Des Weiteren soll es einen neuen Erfolg f\u00fcr die Meisterung der zweiten Saison von Dragonflight<\/span> geben. Dieser Erfolg wird durch eine 1800er Wertung<\/span> im PvP<\/span>, eine 2200er Wertung<\/span> in M+ oder das Abschlie\u00dfen von Hero<\/span> Aberrus<\/span> erlangt. Wer dieses Ziel erf\u00fcllt, der darf sich ein heroisches St\u00fcck seines T-Sets aussuchen. Dieser Schritt soll sicherstellen, dass Spieler nach einer gewissen Investition von Zeit und Aufwand auch wirklich ihr Set vervollst\u00e4ndigen k\u00f6nnen. Aus diesem Grund wird der Endboss in Aberrus<\/span> auch einen Omnitoken<\/span> f\u00fcr das T-Set droppen<\/span>, der in jedes R\u00fcstungsteil umgewandelt werden kann. Dieser spezielle Token ist Sonderbeute, die keinen Einfluss auf den eigentlichen Drop<\/span> hat.<\/p>\n Ansonsten ist den Entwicklern bewusst, dass T-Set Teile irgendwann nur noch eine l\u00e4stige Belohnung darstellt und nicht mehr gebraucht werden. F\u00fcr eingespielte Raids<\/span> sind diese Objekte irgendwann nur noch Dead Drops. Daher m\u00f6chte das Team in 10.1 einige Anpassungen durchf\u00fchren und die Droprate<\/span> von T-Sets Token im Verlauf der zweiten Saison reduzieren. Auf diese Weise werden gegen Ende der Saison deutlich weniger Tokens droppen<\/span> als zu Beginn der Saison und die d\u00fcrfen sich \u00fcber n\u00fctzlichere Beute freuen. Gleichzeitig verschwinden die Tokens aber nicht komplett, sodass man noch immer Nachz\u00fcgler und Twinks<\/span> ausr\u00fcsten kann.<\/p>\n Meiner Meinung nach klingen diese Pl\u00e4ne erst einmal gut. Spieler erhalten zu Beginn der Saison schneller und zuverl\u00e4ssiger die einzelnen Teile ihrer T-Sets. Zeitgleich schraubt Blizzard aber auch die Droprate<\/span> der T-Sets runter, wenn niemand mehr Teile ben\u00f6tigt und andere Gegenst\u00e4nde aus dem Schlachtzug vermutlich sinnvoller w\u00e4ren. Das Ganze ist nat\u00fcrlich noch kein perfektes System, aber es w\u00fcrde es als eindeutige Verbesserung einstufen. Ich bin bisher wirklich zufrieden damit, wie die Entwickler dieses Addon<\/span> handhaben.<\/p>\n \u00a0Hey everyone, with 10.1 on PTR & Raid Testing in full swing, we wanted to catch up and talk about some Rewards Updates coming to Embers of Neltharion. This will include changes we\u2019re making to the Revival Catalyst, Class Set Acquisition, Raid Rewards, as well as some of the history behind how we\u2019ve arrived to our current approach & how those philosophies are evolving over time. This post will already be pretty long already, so for now this is going to focus entirely on the Class Sets & the Catalyst – how we got here initially, how things are today, and what they\u2019ll look like soon – and keep the Raid Talk to a different post coming soon.<\/span><\/p>\n First off, let\u2019s talk about the Revival Catalyst (formerly the Creation Catalyst from Zereth Mortis), and how we got to where we are today. Early on in 10.0\u2019s development, we knew we would keep the Catalyst unlock timing of 6 weeks after the season begins – which certainly wasn\u2019t the most popular decision, but let\u2019s talk about why. Generally speaking, when iterating on a system we try to be careful of not making too many changes at once so as to better discern & analyze the impact of those changes individually, and with something as big as the Catalyst, making too many changes at once could jeopardize our ability to balance its place in the gearing ecosystem in the future. If we\u2019d made it unlock even one week earlier, and discovered that was a mistake or didn\u2019t align with our goals, it would be even more<\/strong> disruptive to players to say \u2018oops\u2019 and rewind it back. So let\u2019s talk about what did<\/strong> change – because coming from Shadowlands Season 3 where the Catalyst was introduced (and Class Sets reintroduced overall), there were a number of compounding issues that made the experience of assembling your Set as frustrating as it was. These complicating factors were:<\/span><\/p>\n So that was the world of 9.2 We\u2019re highlighting these factors alongside the 6-week release timing of the original Catalyst to hopefully show the snowball effect acquisition and rewards systems can have. Players weren\u2019t killing as many bosses early, which meant they weren\u2019t killing the rest<\/em> of the Class Set bosses, which meant less people had them appear in their Great Vault, which all meant less trading across your raid group to fill out slots – furthermore, this delays the power spikes those bonuses would give, which makes it harder to progress past certain walls within the raid, and so the cycle continues. Even guilds choosing to clear Normal and Heroic bosses for extra chances at Set Tokens were still running afoul of the trading restrictions, which didn\u2019t help much either. So what changed moving into Vault of the Incarnates & Dragonflight Season 1?<\/span><\/p>\n Knowing the 6-week Catalyst unlock timing would still be controversial, we held fast due to the other incoming changes to get a look at how things would shake out – and as it happens, our data shows that these changes had an even bigger impact than anticipated. Without peering too much behind the curtain, we were able to see that the vast majority of players filling between 3 & 6 Great Vault slots (by far the most common bracket for players who engage with vault at all early in a season) either had their 4-piece Set Bonus before the Revival Catalyst opened, or were set up to complete it that very week. Players were killing more bosses on more difficulties than before, which led to more vault slots & more gear trading, which in turn led to progressing deeper into the raid earlier, which continues the positive loop of more players getting geared faster. That said<\/strong>, some readers will correctly identify that there\u2019s groupings of players who still were left out of this bounty – these are players who engage only<\/strong> with Mythic+, and only<\/strong> with PvP, with zero raiding at all. These players still on-average had decent luck getting some<\/strong> Set pieces via the Great Vault change, but were extremely unlikely to complete their 4-piece bonus before the Catalyst arrived.<\/span><\/p>\n So, that\u2019s the basics of Season 1 – but we still think we can do better for more players. So let\u2019s talk about what\u2019s changing in Dragonflight Season 2:<\/span><\/p>\n First, we\u2019re reverting the Weekly Quest system to get Catalyst Charges in favor of how it worked in Shadowlands Season 3. For those unaware, this is very simple – every week, all characters on your account will get a charge, no action required. We wanted to experiment with making the acquisition of Charges require some more effort & investment on the player\u2019s part in lieu of having a Currency Cost (9.2 had Cosmic Flux, which handled this previously) – but in so doing we ended up taking a step backwards on one of the founding goals of the Catalyst system itself: mid- or late-season catch-up for new or returning players.<\/span><\/p>\n Whereas 9.2\u2019s system would greet fresh 60s with many Catalyst Charges ready to craft an entire Class Set for a hefty Cosmic Flux fee, level 70 players in Dragonflight Season 1 quickly found that if they were late to the party – that was it. It would always<\/strong> take 6 weeks to reach the Charge cap, and if you failed to turn in the quest for any reason, you couldn\u2019t gain another. It\u2019s not a total loss – this entirely-new truly account-wide quest is something we\u2019ll be able to use in the future, but not allowing catch-up was a mistake we\u2019re going to correct. The quick hits of how Dragonflight Season 2 will work are thus:<\/span><\/p>\n Second, we\u2019re adding a new Seasonal Achievement – tentatively titled Dragonflight Season 2 Master<\/strong>. You may be aware that in 9.2 & 10.0, we\u2019ve had some achievements that would require you to clear the Mythic Raid, or obtain a very high Mythic+ or PvP threshold to obtain a reward – in Shadowlands S3 it was a special item to upgrade all of your conduits, and in Dragonflight Season 1, it was a cosmetic item that gave you access to the previously Mythic-Only Visual Effects for all<\/strong> colors of your Class Set appearances. We\u2019re keeping that style of achievement & reward moving forward, but want to experiment with more seasonal milestones to hit as you progress towards your goals. Here\u2019s how it\u2019ll work:<\/span><\/p>\n This achievement and its reward serve a few functions. We\u2019re interested in adding a non-raid method of obtaining a guaranteed set item for those players we mentioned previously. Additionally, we\u2019re interested in testing the waters to see how players feel about being able to earn relevant power rewards for their progress and performance within a given season. For the most skilled and coordinated players, this token will be something they could earn within a matter of days or even a week – for others, it\u2019s a medium or even long-term goal to push for that could provide items otherwise out of their typical reach.<\/span><\/p>\n Lastly – and this is Raid-specific – Scalecommander Sarkareth, the final boss of the 10.1 Raid, will drop 1 \u2018Omnitoken\u2019 per defeat on all difficulties for your group, guaranteed. We\u2019re still hammering out the specifics here, but like the Mark of Mastery above, any player in possession of it will be able to take it to a vendor and purchase a Class Set item of the level & upgrade band appropriate to the Raid Difficulty it came from.<\/span><\/p>\n Also worth noting before we talk about the Raid Rewards charges in full is that some time into the season – either with the re-opening of the Revival Catalyst, or shortly thereafter – we\u2019ll be adjusting how often Set Tokens drop in raid as well. At present, Class Set tokens drop at a ratio of 1 per 10 players, scaling up to 2 per 20 and 3 per 30 guaranteed. We\u2019ll be reducing this number as the season progresses, as we\u2019ve heard feedback that players making late-season runs at mythic progression or AotC very often already have<\/strong> their Class Sets, and often at an item level that\u2019s decently above or comparable to those dropping. This can make those bosses feel less exciting & rewarding at the end of a season, especially when hunting specific trinkets or weapons.<\/span><\/p>\n All in all it\u2019s been about a year since Class Sets have returned, and we hope the above changes represent a shift towards making them more accessible for all players. We want to acknowledge the feedback that having raiding be the primary way all players obtain Class Sets doesn\u2019t feel in-step with your expectations, given that they feel like something that should be universally available to all styles of play. We\u2019re eager to see how Season 2 plays out, and will be looking for more ways to level the playing field in this regard as we continue to iterate. Thanks for all of your thoughts on this topic so far, and we\u2019ll see you in 10.1!<\/span><\/p><\/blockquote>\n\n
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