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Steam News29 April 20215y ago

Weekly Update 269 – Feel rewarded!

Greetings warriors! This week we are addressing your feedback and introducing further changes in Nation Points gathering mechanics, laying the foundation for the User Interface overhaul and as always, dropping some fixe

In this update3

Full notes

Full Gloria Victis: Medieval MMORPG update

Read the full published notes in a cleaner layout. The original post stays linked below.

Repeated intro

Greetings warriors!

What changed

0 fixes2 additions7 changes1 removal
  • UI and audio
  • Maps
  • Events
  • Balance
changedThis week we are addressing your feedback and introducing further changes in Nation Points gathering mechanics, laying the foundation for the User Interface overhaul and as always, dropping some fixes and quality of life improvements.
changedLast week clearly showed the importance of tanks and medics on the battlefield, and that not only damage is important in sieges and battles. But despite those positive sides, that should encourage more teamplay and cooperation between players, we now can clearly see the downsides of this approach. That is why today we are introducing another layer on the Nation Points system, which will instantly reward you for your actions.
changedWe hope you will be happy with the outcome, since the reward will be even more instant than in the past, and everyone should feel rewarded for their actions and understand their impact and importance in fights. Read the details below and see you in battle!
addedNation Points Gathering System IterationWe are aware that the new system was not rewarding proper actions on the battlefield and in the end, even if you tried hard to turn the outcome of the battle with flanking or pushes, you could not be rewarded for those attempts. And indeed, it is bad, players should not be forced to count on others and should be properly rewarded for their willingness and attempts to turn the tide on their allies' side, no matter how they want to do that. Even if the player fails in his attempt, and the end he will not have an impact on the outcome of the battle because the enemy could be too numerous and well organized, even if the push “almost succeeded”, you should feel that you are making the difference right away when you are jumping into the fray.
addedNation Points Gathering System IterationWe can see that more and more people are being convinced of the new system, but by strengthening ourselves with the feedback collected on the survey, we are taking the challenge and adding an element that will make up for the situations players were described as “not rewarding”.
changedFrom now on, we are adding “instant” Nation Points for dealing damage to enemies.I believe the raw example will be the best to show how this system works:

Gloria Victis: Medieval MMORPG changes

changedThis week we are addressing your feedback and introducing further changes in Nation Points gathering mechanics, laying the foundation for the User Interface overhaul and as always, dropping some fixes and quality of life improvements.
changedLast week clearly showed the importance of tanks and medics on the battlefield, and that not only damage is important in sieges and battles. But despite those positive sides, that should encourage more teamplay and cooperation between players, we now can clearly see the downsides of this approach. That is why today we are introducing another layer on the Nation Points system, which will instantly reward you for your actions.
changedWe hope you will be happy with the outcome, since the reward will be even more instant than in the past, and everyone should feel rewarded for their actions and understand their impact and importance in fights. Read the details below and see you in battle!
addedWe are aware that the new system was not rewarding proper actions on the battlefield and in the end, even if you tried hard to turn the outcome of the battle with flanking or pushes, you could not be rewarded for those attempts. And indeed, it is bad, players should not be forced to count on others and should be properly rewarded for their willingness and attempts to turn the tide on their allies' side, no matter how they want to do that. Even if the player fails in his attempt, and the end he will not have an impact on the outcome of the battle because the enemy could be too numerous and well organized, even if the push “almost succeeded”, you should feel that you are making the difference right away when you are jumping into the fray.
addedWe can see that more and more people are being convinced of the new system, but by strengthening ourselves with the feedback collected on the survey, we are taking the challenge and adding an element that will make up for the situations players were described as “not rewarding”.

This week we are addressing your feedback and introducing further changes in Nation Points gathering mechanics, laying the foundation for the User Interface overhaul and as always, dropping some fixes and quality of life improvements.

Last week clearly showed the importance of tanks and medics on the battlefield, and that not only damage is important in sieges and battles. But despite those positive sides, that should encourage more teamplay and cooperation between players, we now can clearly see the downsides of this approach. That is why today we are introducing another layer on the Nation Points system, which will instantly reward you for your actions.

We hope you will be happy with the outcome, since the reward will be even more instant than in the past, and everyone should feel rewarded for their actions and understand their impact and importance in fights. Read the details below and see you in battle!

The screenshot’s authors have been awarded. Siegbert, Apophys and THE PURIFIER – check your Ambers!

Changelog v.0.9.6.11 Beta

Nation Points Gathering System Iteration

We are aware that the new system was not rewarding proper actions on the battlefield and in the end, even if you tried hard to turn the outcome of the battle with flanking or pushes, you could not be rewarded for those attempts. And indeed, it is bad, players should not be forced to count on others and should be properly rewarded for their willingness and attempts to turn the tide on their allies' side, no matter how they want to do that. Even if the player fails in his attempt, and the end he will not have an impact on the outcome of the battle because the enemy could be too numerous and well organized, even if the push “almost succeeded”, you should feel that you are making the difference right away when you are jumping into the fray.

We know that the community is divided into two camps right now. Players who feel confident and were able to risk their characters lives by flanking and spreading fear on the enemy backline or flank, who feel less rewarded for their efforts, and those who like the changes, because they can risk much fewer nations points and are losing less of them for getting unconscious in battle.

We can see that more and more people are being convinced of the new system, but by strengthening ourselves with the feedback collected on the survey, we are taking the challenge and adding an element that will make up for the situations players were described as “not rewarding”.

From now on, we are adding “instant” Nation Points for dealing damage to enemies.

I believe the raw example will be the best to show how this system works:

Meet Bob. Bob is a frontline tank and likes his blue heavy champion gauntlets. By delivering damage to Bob, we can earn up to 250 EXTRA Nation Points. Bob is not losing his NP from that. This extra pool can be only earned by his enemies.

Instant reward:

You are receiving a share of the extra NP pool for % of damage needed to put the player unconscious.

You will receive an instant reward and a message when you take 25% of Bob’s Health using melee (counting healing, so it may be higher than blunt 25% of his health if he is healing or being healed during tanking), or if you are an archer or siege engine operator after you remove half of his HP.

Source

Steam News / 29 April 2021

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