Hello Adventurers,
It's me, Alice. Finally, the day has come! Thank you for your attention about 13. Nov patch. There're so many questions, thanks again. I think we should have explained about the patch with more details. Sorry guys. So, I'd like to inform you about the main purpose of today's patch with more details. This patch is one of groundworks, and the purpose of this patch is to share existing issues with you and fix them with you. It’s not a final version then we need to adjust figures, thus we’d like to make it better by collecting your opinions. Yes, it’s a prototype. We need your help.
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[Main purpose of lock/lockpicking system changes]
1. We would not like that all of your items on the buildings suddenly disappear.
The locks can only be used once in the existing lock system (it’s disposable.), there is no protections for your building at all until you lock the door, once it’s opened. Therefore, if you’re not online for a while, the thieves will break into your base and steal lot of your properties regularly, and passing visitors even will be able to get your items. So you will lose everything. Your town will be one of hot spot of thieves very soon. That’s why we build the new recycling lock system. You’re able to get a guarantee that your base is protected from the thieves for 10 days. You’re able to use the locks for 10 days in the new lock system, but it could be changed, depending on the result of the test.
2. If you steal other users’ properties, you should take a risk.
It was possible that thieves destroyed your building first, then put your item in their inventories, then escaped from your base very quickly. However, in the new system, if the thieves break your building or pick the locks on the buildings, a mysterious box will be dropped on the ground. You won’t know what is in the box. And it’s totally random which items on the buildings will be in the box. Plus, the box will be in ‘Stolen properties’ status for 30 mins, so you can’t open the box for 30 mins. However, you can carry and move it. So, you can’t put items in your inventory, which is the risk for stealing.
The inventories of the buildings was opened immediately as soon as you pick the locks on the buildings like huts, cabins, etc. Therefore, the thieves can get one of valuable items in the inventory. However, in the new system, they won’t know what is in the box until they open the box, there is no guarantee of getting good, expensive, valuable items. Maybe you can empty your building or put useless items in the inventory for provoking them.
3. Improvement of guild protection system loopholes (in the absence of guild members)
You can put your lock on the same guild member’s buildings. In the existing system, you can put only your own building, thus the building had to be destroyed or abandoned if the owner doesn’t play the game anymore. But, if you put your own lock on your building for private use, no one can put a lock on your own building. Because your privacy is precious. :D
4. Consistency management between PvE system and existing criminal system.
In the existing system, nothing was dropped on the ground in case you broke huts, cabins, etc. That’s why you should level up your lockpicking mastery for stealing. However, from now the mysterious box will be dropped on the ground if you destroyed buildings. We will apply the same system to the PvE system. Monsters are too stupid to pick a lock, so to speak, they’re not smart, so they will destroy your building, being attacked by watchtowers. And after that, they will steal the boxes, and will also be gone with wind.
5. Conclusion
So we can protect you from the serious situation that you lose all of your items. We also anticipate that if the thieves want to steal your properties, they SHOULD take a high risk and they will decide to steal your properties very very very carefully.
[Main purpose of building destruction system improvement]
1. Novice Protection
Zombies and skeletons destroyed novices’ buildings with the same destruction velocity. So if the novice didn’t log in for a day or two days, all of the buildings are destroyed. That’s why we adjusted the destruction velocity of novices’ building. They won’t be destroyed for a certain of time.
2. Building defense stress decline
You should put a lot of arrows into your watchtowers constantly for protecting your base from zombies and skeletons. However, from now, we’re pretty sure that you won’t have an issue of lack of arrows because of the change.
3. Building destruction system by mouse.
Zombies and skeletons destroyed your buildings and base always, so most of your base destroyed even though you’re not online for a short time. But in case of mice, they will appear in the abandoned base, so the leftover buildings for a long time will be destroyed.
4. Unreachable building destruction
Zombies and skeletons didn’t be respawned on the cliff or on the shore, so some users used this loophole for protection. From now, we’re sure that we can fix the loophole by this change.
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One more note. please refer to the patch note for 13 Nov. Please go to: http://www.treeoflifeforum.net/board/viewtopic.php?f=3&t=1870 FYI, It's updated.
The patch work will start at 3:00 pm(Korean Time, GMT+9) and it will take around 2 hours to reopen the service.
Korean Time: 3:00 pm to 5:00 pm
CET: 7:00 am to 9:00 am
PDT: 11:00 pm to 01:00 am
See you in ToL soon. Thank you.