October 12th Update Preview Announcement
- WriterGMmadworld
- Written Date2023-10-07 21:06
- Count1
[List]
- Removal of level 35~40 jumping zones
- Item drop balance adjustments
- Common Monster Gold Drop Balance Patch
- World Item Acquisition and Gold Drop Rate Adjustment
- Relaxing Level-Related Gold/Experience/Drop Adjustment Range
- Level 70~80 Segment Experience Gain Adjustment
- Random Option/Option Change Adjustment
Balance Patch |
- Removal of level 35~40 jumping zones - Item drop balance adjustments - Gold drop balance adjustments for common monsters - Adjustments to world item and Gold acquisition probabilities - Easing the Gold/EXP/item drop adjustments due to level differences - Easing EXP gain values in level 70~80 zones - Adjustments to random options and option changes Developer's Comment Mad World has many strengths and possibilities, but it also has its fair share of shortcomings. Among these, balancing is a critical aspect that cannot be overlooked. The game's balance has several issues that need to be addressed. Therefore, we plan to carry out balance patches that address these issues and work on overall adjustments with each update and new content release. |
Removal of Level 35~40 Jumping Zones | ||||||||||||||||||||||||||||||||||||||||||||||||
- The jumping zones from level 35 to 40 have been removed, and the balance of equipment, monsters, EXP, and Gold for the subsequent level ranges has been adjusted. - The stats of equipment at level 40 and above have been readjusted to match the differences in the "Table 1 Jumping Zone Table." - Attack and defense stats have been decreased, and monster health and defense have been lowered. - The quantity of EXP and Gold obtained has been reduced in proportion to changes in attack and defense stats. - These adjustments have been made to ensure a smooth gameplay EXP without issues.
Developer's Comment The issues with the balance and progression in the level 35 to 40 jumping zones have caused numerous problems and challenges in terms of growth and combat balance. These issues have led to a negative cycle of providing a poor EXP for players. Furthermore, these challenges will become even more pronounced with the introduction of new skills, soul stones, mastery, RvR systems, and new content updates scheduled until November. Therefore, we have decided to remove the problematic jumping zones and focus on meaningful system and content updates in the future. |
Item Drop Balance Patch |
- The probability of item acquisition has decreased, increasing the opportunities for item drops. - The value of options that increase item drop probability has been enhanced. - When challenging higher dungeon difficulties, the total quantity of item drops will increase even more. Developer's Comment In Mad World, the importance of materials among the rewards is significant, and during the early stages of service, the base drop rate was defined very high due to a probability increase. While this may have short-term benefits, the high initial drop rates have limitations when it comes to the functionality of rewards related to increased item drop probabilities and dungeon difficulty. Therefore, we are transitioning to a format where players can obtain more rewards based on their growth and the difficulty of challenges. The range of fluctuations may be significant, but on average, players will be able to obtain higher rewards in line with challenging content. |
Common Monster Gold Drop Balance Patch |
- The Gold acquisition probability from common monsters has decreased, but the amount of Gold obtained has increased. Developer's Comment The Gold drop rate from common monsters was high with small amounts of Gold being dropped, causing frame rate issues and disrupting the player's EXP. Therefore, we have reduced the drop probability while increasing the amount of Gold obtained to allow players to progress smoothly in their gameplay. |
World Item Acquisition and Gold Drop Rate Adjustment |
- The drop and Gold acquisition probabilities in dungeons/fields will be increased. - Other areas will be adjusted upwards based on ACT5, which is the most farmed dungeon. Developer's Comment Currently, Mad World lacks significant rewarding elements. Endlessly repeating ACT5, which is the most efficient, has become the norm. However, constantly repeating ACT5 is not what we desire. Therefore, we plan to make adjustments to fields and overall world content based on the standards set by ACT5. |
Relaxing Level-Related Gold/Experience/Drop Adjustment Range |
- The adjustment range for EXP/drop rate adjustments caused by level differences will be relaxed. - Boss-level monsters will receive a wider range of item drop rate reductions. - Gold adjustment ranges will be introduced due to level differences, with a maximum reduction of up to 70% when the level difference is 30 levels or more. - Ancient Boss/Field boss/Dungeon Final boss will receive less penalty from level differences than common monsters. Developer's Comment The level adjustment range is steep, and there's a shortage of hunting spaces after Chapter 5. This has caused inconvenience as players are forced to repeatedly run dungeons for quick leveling. Additionally, the disparity in level ranges has led to increased instances of Gold farming in lower-level areas through macro exploitation. As a result, we are relaxing the item/EXP adjustment ranges. For Gold, we have introduced an adjustment range based on levels, making hunting less efficient in lower-level areas. For players who play normally, we are adding growth elements and allowing for play at higher difficulties, ensuring that they can obtain growth and high rewards through balanced adjustments. |
Level 70~80 Segment Experience Gain Adjustment |
- The EXP gain requirement for the level 70~80 segment will be adjusted, allowing for faster growth. Developer's Comment Along with the relaxation of level adjustment ranges, the EXP gain values for this level range will be adjusted. Please look forward to many exciting updates in the future. |
Random Option/Option Change Adjustment |
- Overall options will appear on Cloth Armor, Light Armor, and Heavy Armor. - Additional weight will be given to options corresponding to the characteristics of Cloth Armor, Light Armor, and Heavy Armor. - Additional weight will be given to options corresponding to the characteristics of materials. Developer's Comment Options related to attack, defense, and support were previously limited by the characteristics of Cloth Armor, Light Armor, and Heavy Armor, which made it inconvenient and difficult to find equipment that matches the characteristics of individual growth and playstyle. Therefore, adjustments have been made so that various characteristics can affect options within a range of up to 40%, based on the characteristics of materials, equipment, and parts. This will introduce more diversity in equipment characteristics. |
Ranking 2nd Update |
- Combat ranking update - Life ranking update - PvP ranking update |
UI/UX Improvements |
- An effect has been added when using currency items. - Ancient boss/Field boss will now be displayed in real-time on the world map when they appear. - A trash bin for discarding items has been added. - The titles of the notices posted on the homepage will now be displayed in in-game mail as well. |