Introducing a brand new system to the world of Dura:
Heroism.
When you first played Dura you may have felt the exhilarating rush of hunting a Dragon Lord with your friends at level 45 and made unforgettable memories doing so but unfortunately as time passed you probably felt the sting of reality that if at that same level I burrow down into the dark mines of Kazordoon and do battle with dwarf after dwarf I will actually progress my power, in both advancement of my prowess as well as the hoarding of my gold, more than I ever could battling a dreaded firebreathing beast. And so even though the former felt more adventurous, more fun, and yes more deadly we all submitted to do what we felt 'we were pushed to'. And even though it felt as if battling a Lord of Dragons should be more rewarding as it was more challenging, it actually was the opposite, and it would be better to pilfer troll hole after troll hole than the lair of the winged calamity; it always 'felt off' and the poor incentives betrayed our feelings of what the game should really be.
Well today that might not be coming to a complete end, as there is more to do, but we believe we make here a strong footed step towards it with Heroism. Heroism in concept is simple: If in the world of Dura you come across a foe (monster) which is a match for you, a very deadly and challenging match, then you will receive bonus experience and loot upon slaying it. The system will constantly account for your level and 'gauge' it against what you are doing battle with. If the monster is not a challenge for you then you will receive no benefit, however if it's a mild challenge you will receive some, and if it's a deadly fight for your level then as any hero should you will be rewarded with a great bonus.
Here are some conceptual points:
u The systems's reward is determined via your level vs the monster's experience.
u The reward is fluid, the greater the monster is than your own level the greater the reward. However the less challenging the monster is compared to your level the less reward you will receive.
u Max bonus is 2x Exp and 1.6x Loot.
u Min bonus is 1x Exp and 1x Loot, meaning you are not deemed a hero for your foe is 'beneath your power'.
u A player can be solo, duo, trio, etc... up to 100 players battling a foe, it doesn't matter.
u You don't need 'to do' anything to activate the system. The system is always active automatically. There are safeguards however that deactivate it to prevent abuse.
u Safeguards are in place to prevent all abuse cases (we spent more time on this than any other part of the system)
It's possible we missed some, if there are any we will identify them and solve for them.
u Heroic bonuses will always apply to the lowest common denominator, meaning the highest level player for the least bonus.
An example of Heroism is a team of four players of level 65 deciding to go kill a Behemoth. They will receive when killed 1.79x exp and around 1.45x loot. If they were level 64 they would have received more experience and loot, if they were level 66 they would have received less.
Another system getting a smaller facelift is the
Elite Reward System.
The amount of tiers of Elite 'Bag' rewards have been increased from
6 to
11. If you had some lying around in your inventory they may have been changed, for better or worse.
Here's one peek into the new system: sparing exact numbers roughly the highest Elite Treasure Reward was previously about
1000 gold on average
(purple bag), but now... the highest tier bag is going to give roughly
15,000 - 25,000 gold
This update to the Elite Reward system will give proper rewards for all monsters, including the newest and strongest and will give far greater balance and equivalence to the challenge you're defeating.
This system has a partner:
The Expansion of the Elite Spells and Ability System. We are working on it now, it will take some more time and will come out after Overexperienced and Overspawning but it is meant to be paired with this expanded elite reward system. The expansion of Elite System is going to greatly increase the repertoire of all elite monsters spells and abilities, making them far more dangerous, far more engaging, and far far more unpredictable; combined with other Dura Systems like Spawn-Layering, Dynamic World, and our sophisticated ambush-system in pipeline it is further pushing Dura to a place of constant spontaneous and unpredictable gameplay. It will give a facelift to many of the current monsters which have Elite Abilities but also give the monsters that currently do not have any Elite Spells and Abilities their own and to those go some of the spiciest things we've been working on.
Bright Regards,
Dura Staff