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Difference between revisions of "V330.xx - Patch Notes"
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These changes should allow more flexibility with room sizing and lower population environments. | These changes should allow more flexibility with room sizing and lower population environments. | ||
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+ | ==== Misc. ==== | ||
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+ | * Guild kicks increased from 3 per week to 6. | ||
=== Room/Team Shuffling === | === Room/Team Shuffling === |
Revision as of 15:49, 6 July 2022
Contents
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Patch v330.0
Status
This patch is NOT live.
Patch v330.0: Feedback & Updates
The changes made here are via feedback from members of the community. These changes have been applied to patch v330.0.
- Guild Bank
- The maximum rate for Code Contribution that can be set by the guild leader is 6% (changed from 2% during the patch preview).
- The maximum rate for Cash Contribution that can be set by the guild leader is 3% (changed from 2% during the patch preview).
- Guild Point rate based on guild members’ within a room
- 4 Guild Members: 0.9x GP Rate -> 1.0x GP Rate
- 5 & 6 Guild Members: 0.4x GP Rate -> 0.5x GP Rate
- Added combine command (ss-water, ss-fire, ss-earth, ss-wind) for regular Super Silvers (untradable and tradable)
- Guild leaders can now kick 6 players per week instead of 3.
Guild Changes
We’ve made major adjustments to Guild Boosters, introduced a new way for guilds to fund their progress and updated Guild Accolades.
New Guild Boosters
A new system for Guild Boosters has been implemented. Old boosters have been removed.
- Guild Boosters will only be purchasable using the Guild Bank (more details below).
- Only 1 type of each booster can be active at any given time:
- Example: If a 3 hour EXP & Code booster is active, a 24 hour EXP & Code booster cannot be purchased.
- Guild Boosters can only be purchased using the Guild Bank by Guild Leaders and Officers.
Booster List
- 3 Hour “Regular & Plus” Boosters
- 3 Hours, +150% Guild Points
- 200,000,000 Code
- 3 Hours, +45% Element Rate
- 100,000,000 Code
- 3 Hours, +250% Guild Points
- 400,000,000 Code
- 3 Hours, +100% Element Rate
- 200,000,000 Code
- 3 Hours, +150% Guild Points
- 24 Hour “Endurance” Boosters
- 24 Hours, +100% Guild Points
- 10,000 Cash
- 24 Hours, +15% EXP & Code
- 5,000 Cash
- 24 Hours, +20% Element Rate
- 5,000 Cash
- 24 Hours, +100% Guild Points
- 1 Hour “Blitz” Boosters
- 1 Hour, +500% Guild Points
- 10,000 Cash
- 1 Hour, +50% EXP & Code
- 10,000 Cash
- 1 Hour, +200% Element Rate
- 10,000 Cash
- 1 Hour, +500% Guild Points
Guild Bank
The guild bank is a new system introduced in patch v330. The guild bank stores Code and Cash contributed by the guild’s members. The guild leader can set the Code and Cash contribution rates.
- Contribution rates can only be changed on Sundays. If the rate is set to 0%, it can be changed at any time.
- All guilds following this patch will have both Cash & Code contribution rates set at 0%.
- When the contribution rate is set, all players within the guild will automatically contribute a percentage of their earnings towards the guild bank.
- The guild bank cannot be directly contributed to via a deposit. It can only be contributed to via the methods listed above.
- The guild bank balances cannot be withdrawn. They can only be spent on Guild Boosters (at this current time).
There are slight variations between the Code and Cash contribution mechanics.
- Code Contribution Rate
- The minimum rate for the Code Contribution that can be set by the guild leader is 0%.
- The maximum rate for Code Contribution that can be set by the guild leader is 6% (changed from 2% during the patch preview).
- The code is only taken from the following earning methods:
- Player Kills, Monster Kills
- Game Completions (PVP, PVE)
- Code will NOT be taken from any economic activities, such as trading or the User Shop.
- Code will NOT be taken from any rewards such as DMS, Boss Raid, etc.
- Cash Contribution Rate
- The minimum rate for the Cash Contribution that can be set by the guild leader is 0%.
- The maximum rate for Cash Contribution that can be set by the guild leader is 3% (changed from 2% during the patch preview).
- The code is only taken from the following earning methods:
- DMS: A portion of the cash earned per day will be given to the guild.
- Cash will NOT be taken from any other system/mechanic.
Commands
To access the Guild Bank, use the @guild bank command.
Guild Accolade 2.0
New changes to the Guild Accolade system have been added to improve competition and usage of the system, making it more rewarding to participate and compete.
End of Day Bonuses
- At the end of the day, each guild holding the top spot with the Guild Accolade will earn a Guild Point bonus which is added at 12AM each day.
- Guild Trophies will also be given for the top spot holder.
The bonuses are as follows:
- Guild Mission 300
- +4% Guild Points
- 5 Guild Trophies
- Guild Slayer Score
- +4% Guild Points
- 5 Guild Trophies
- Guild Game Win/Loss
- +2.5% Guild Points
- 3 Guild Trophies
- Guild Monster Kills
- +2.5% Guild Points
- 3 Guild Trophies
End of Week Bonuses
- At the end of the week, when Guild Accolades calculate and add additional Guild Points to the guild right before the end of the weekly guild war, Guild Trophies will be added as well:
The bonuses are as follows:
- Guild Mission 300
- 30 Guild Trophies
- Guild Slayer Score
- 30 Guild Trophies
- Guild Game Win/Loss
- 20 Guild Trophies
- Guild Monster Kills
- 20 Guild Trophies
Rate Changes
- Decay of Guild Mission 300 levels per week reduced from 50% of levels -> 25% of levels.
- For example, if you were at Level 100; previously the level would be reduced to 50. Now it will be reduced to 75
Guild War Rewards Changes
- Guild Leaders will now receive an additional 20% bonus in guild rewards (Loot Crates, GEN Coins, Cash)
- Guild Leaders will now receive an additional 10% bonus in guild rewards (Loot Crates, GEN Coins, Cash)
Guild Point Earning: Rates based on Room Count/Guild Member Count
We have made changes on how Guild Points are calculated depending on how many players occupy a room and how many guild members of the same guild occupy a room.
- Previously, if there were more guild members than non-guild members, the guild could not earn GP.
- This would be passable when player count on the server was “low”, defined as 12 or less players actively playing in a room.
We have removed BOTH of these functions and replaced them as follows:
- Rooms of 2 players will only yield GP if active player count on the server is “low”, (12 or less players actively playing).
- Room with 3 players follow these rules based on how many guild members of the same guild occup the room:
- 1 Guild Member: 1.25x GP Rate
- 2 Guild Members: 1.0x GP Rate
- 3 Guild Members: 0.15x GP Rate
- Room with 4 players follow these rules based on how many guild members of the same guild occup the room:
- 1 Guild Member: 1.25x GP Rate
- 2 Guild Members: 1.0x GP Rate
- 3 Guild Members: 0.75x GP Rate
- Room with 5 or more players follow these rules based on how many guild members of the same guild occup the room:
- 1 Guild Member: 1.25x GP Rate
- 2 & 3 Guild Members: 1.0x GP Rate
- 4 Guild Members: 1.0x GP Rate
- 5 & 6 Guild Members: 0.5x GP Rate
- 7 or more Guild Members: 0.15x GP Rate
These changes should allow more flexibility with room sizing and lower population environments.
Misc.
- Guild kicks increased from 3 per week to 6.
Room/Team Shuffling
Room shuffling/team shuffling is a function where in team based rooms, when the room starts, players will be randomly assigned to the blue or red team to prevent “stacking” and power levels in teams being skewed to one side.
- Room/Team shuffling is enabled by default.
- To disable, use @room rule shuffle (this can only be disabled by the room leader)
- Bonus rates for room/team shuffling only apply to team based PVP rooms (Teamplay, Tournament, Hero, Assault, etc.)
- Room/Team shuffling will increase Code earned in a room by 15%.
- Disabling Room/Team shuffling will decrease Code earned in a room by -20%.
- Room/Team shuffling will increase GP earned in a room by +20%.
- Disabling room shuffling will decrease GP by -15%.
We may consider continually adding more features for rooms which use the shuffle feature to keep teams fair and balanced.
Daily Challenge System (DCS)
To further increase diversity while still maintaining bonuses from the Daily Challenge System (DCS), we have added the following new challenges:
- Slot 1 (Maps)
- Added: Wildcard “Anything Goes”
- This challenge means any map will count towards DCS Challenge 1 and will apply rates.
- Added: Wildcard “Anything Goes”
- Slot 2
- Added: Wildcard “Anything Goes”
- Like the challenge in Slot 1, this challenge always applies when it is active and will apply rates.
- Added: Flying Characters
- Play a flying character.
- Added: Ground Characters
- Play a ground character.
- Added: Wildcard “Anything Goes”
Wildcard “Anything Goes” challenges will also be available during event periods where it will be guaranteed for 4 hours, relieving players of any restrictions from DCS.
Survival Mode
Due to popular request, we have reinstated Survival Mode back to its original form with some limitations to prevent swapping and mass kill farming.
- Removed feature where your magic card would be unequipped when playing in Survival Mode.
- Survival Mode will now require players to set their account to ‘primary’ to be able to join and play.
- This is to weed out alts and bots from this mode.
Soccer Mode
Due to an increased interest in Soccer Mode, we have made some changes to Soccer Mode to ensure that players are at least able to earn reasonable rewards while playing the mode.
- Soccer mode now provides a decent amount of Experience, Code & Elements.
- These rates are subject to change as we continue to tune the rates to be fair.
- It should not be expected that Soccer rates are competitive to PVE or PVP rates though.
- Guild Points cannot be earned via Soccer Mode.
- DMS cannot be completed via Soccer Mode.
- Soccer mode tested to ensure it works properly.
Mission 300 Mode
Mission 300 mode traditionally generated rewards (code, exp, elements) based on how many monsters a player killed during the stage/level. Due to the nature of how Mission 300 is played at a higher level (where teams may need healers, support players, etc.), we have changed the way Mission 300 yields rewards.
- Mission 300 will now split some of the rewards amongst the group playing to ensure players who are in a supportive role still earn rewards (code, exp, elements, guild points, etc.)
- The split is not evenly distributed among players; killing monsters in Mission 300 will still yield more rewards than not.
- Accounts which are NOT set to ‘primary/main account’ will not receive their split.
- The splitting of rewards will still count ‘non-primary/main accounts’ into the split factor. Playing with non-primary account players means wasted rewards.
User Shop
We have added new tools to assist players in the usage of the User Shop system.
- Added clearer messages for when cards and elements are returned from the User Shop when they expire.
New User Shop Commands
We have added 3 new commands to the @account subset of commands:
- @account usershop sold
- View the last 10 cards you sold on the User Shop.
- @account usershop returns
- View the last 10 cards that were returned to you from the User Shop because they expired.
- @account usershop added
- View the last 10 cards that you added to the User Shop.
Quality of Life Changes
- Guild Booster command will now show active boosters and their time until they expire.
- Resource Changes message after leaving a room: Numbers displayed will be properly separated by commas for easier legibility.
- Guild Booster expiry and purchase will broadcast a message to all guild members.
- When viewing a player’s info card (clicking on their name in the user list), their rebirths and premium status will display in the chat.
- Added combine command (ss-water, ss-fire, ss-earth, ss-wind) for regular Super Silvers (untradable and tradable)
- Korean characters can now be used in ALL, GUILD, FRIEND and WHISPER chats; you will no longer need to use community rooms to communicate
PVP Rooms: Auto Start
- When playing in PVP rooms, rooms will automatically start within a specific amount of time regardless if players are “ready”
- This is to prevent players from griefing rooms and preventing rooms from starting
- The time frame for auto start is anywhere from 30 seconds to 180 seconds
- A message will prompt when auto start is engaged