We're now in the second week of the Heist league and the team is continuing to monitor your feedback and reported issues. In this news post we'd like to give you an update about some recently reported issues and to provide a general indication of what we're working on. Please note that a lot of the plans here are early and may change as they undergo development and internal testing.
Experience from Monsters in HeistsWhile there's currently no experience penalty on Heist monsters, we agree that in actual gameplay, they don't grant enough experience. We plan to significantly increase the experience that Heist monsters grant, with a focus on monsters encountered during Lockdown.
Heist Areas (in maps) are too longWe're going to standardise the size of Heists so that once you hit maps, they don't get any larger than the current Tier 1 size. You'll find a greater density of reward rooms in the higher-tier ones, of course.
Opening Job Doors in HeistsWe have reduced the number of Heist Job doors along the direct path to the primary objective which need to be opened prior to Lockdown. We have also increased the speed at which Karst and Tullina complete the Agility Job.
There are some Heist Jobs that currently can't be sped up, but we're investigating the possibility of allowing this. In addition, some of the Heist doors have timing values that we'd like to make faster.
Observer TotemsObserver Totems, which can be found in Heists that require the Perception Job, increase Alert Level when you are close to them. One of the core issues is that it isn't necessarily obvious when you are approaching these totems or when you are in range of their Alert Level aura. We will be improving their visibility in a future update (both where they are and indicating when your Rogue specialising in Perception has made them vulnerable to damage).
Currently when a totem uses its Alert Level generation skill on you, your Alert Level goes up unless you kill it before it finishes using the skill. We will be changing it so that the skill essentially travels out in a wave that you can run away from or avoid. It will only increase the Alert Level if you are hit by it.
New Heist Bosses/QuestsWe plan to enable two new boss encounters (and their accompanying questline) in an upcoming patch this week. Following that, we are aiming to enable another boss encounter (and questline) next week!
Heist RewardsWe have completed a large pass on Heist rewards. Our current plan is to increase the value of various reward types, such as Generic, Talismans, Metamorph and Harbinger. We want to provide further incentive to prioritising Reward Room Chests, therefore we will be moving some of the special rewards from Main Path Chests into Reward Room Chests.
Various Reward Room Chests will have a chance to drop Scarabs which match their respective rewards. We will be reducing the frequency at which Generic Reward Room Chests appear in Heists as well.
We have increased the Rogue Marker value of Heist objectives by up to 40% (based on the Tier of the Contract).
We have reduced the revealing cost for high-tier Blueprints by up to 15%. Alongside the increased Rogue Markers generated by running Heist Contracts, we expect that you should feel less strained by Blueprint revealing costs.
Additionally, we plan to change Blueprints to display all of the Reward Rooms that the Wings contain, rather than just the Reward Rooms that can be revealed. This way, you'll be able to see all of the potential rewards in a given Wing, giving you more information to decide whether you'd like to reveal a given Wing.
We are also considering some changes to how much you can extend the lockdown timer, such that it's still an effective strategy, but not one that trivialises opening all reward chests.
Portals back to The Rogue HarbourThere's a problem where returning to the Rogue Harbour can put you into the wrong Harbour, preventing you from returning to your Heist. We attempted to fix it last week but ran into some big problems and had to revert the fix. We have another plan for fixing it which we hope to deploy later this week.
Client and Instance CrashesWe aim to fix crashes as soon as possible, prioritising crashes based on how frequently they're occurring and how many players they're affecting. On Saturday, we fixed the most common client crash. We will continue to fix crashes as quickly as possible in our upcoming patches.
PlayStation 4 CrashesThe common client crash on this platform has the full attention of our engine development team at the moment.
Stash Tab Folders and Stash Tab AffinitiesStash Tab Folders are nearing completion. We will then be doing extensive internal testing. As soon as they're ready to go, we will be patching them in.
Stash Tab Affinities will take a little bit more time to complete, but we don't want to delay Stash Tab Folders. We're aiming to have Stash Tab Affinities released within the next few weeks.
It's critical that both of these features are implemented very safely and tested thoroughly, due to their nature.
Official macOS releaseSince our unofficial release of an experimental macOS client immediately before the Heist release, we have been working on fixing commonly-reported issues. There are still a few important issues remaining, so we don't have a release date locked down yet. We'd like it to ideally be next week though.
The following commonly-reported issues are fixed and are awaiting testing/deployment:
Thanks for making it through this long post! We'll continue to monitor feedback as these changes are deployed. We're likely to make additional improvements, and we'll keep you updated about those too.
on Sep 28, 2020, 10:44:02 PM
Grinding Gear Games