{"id":3018,"date":"2022-02-18T16:45:00","date_gmt":"2022-02-18T16:45:00","guid":{"rendered":"https:\/\/remaster.realmofthemadgod.com\/?p=3018"},"modified":"2022-02-21T21:26:46","modified_gmt":"2022-02-21T21:26:46","slug":"producers-letter","status":"publish","type":"post","link":"https:\/\/remaster.realmofthemadgod.com\/?p=3018","title":{"rendered":"Producer&#8217;s Letter"},"content":{"rendered":"\n<figure class=\"wp-block-image is-style-default\"><img decoding=\"async\" src=\"https:\/\/lh5.googleusercontent.com\/SZqV6YQocskY5Cen0tWcI5QjZDAY17zHS0ZBc3JiUZYKMBAXdgvzR_PQq8YG1C203bvR0k1mNONoYGJotNn8exdv6dliF58djOP6F6fRhOSQIRLeqRMJPdnkG2zUjsr4Pkzpb_KA\" alt=\"\"\/><\/figure>\n\n\n\n<p>Realmers,<\/p>\n\n\n\n<p>2021 was a big year for Realm. We released many game-changing features and delivered functionalities that were promised long ago.&nbsp;<\/p>\n\n\n\n<p>The two biggest new additions to the game were the new, completely reworked Shatters and the Dungeon Modifiers. Yes, both still need some tender love and care, but they are a big step towards our vision for the game.&nbsp;<\/p>\n\n\n\n<p>We ended the year by releasing our 18th class, the Kensei! Despite the changes that came with it, we still need to iron out some issues. While the situation is not ideal, we expect it to be solved soon.&nbsp;<\/p>\n\n\n\n<p>2021 was also the year when we planned to release the Enchantments. As the release day was getting close, we started to realize there were some concerning issues with it. We weren\u2019t happy with the existing specifications and we felt that, in the current state of the game, it wouldn\u2019t be the addition we wanted it to be. First, we need to make big changes to the balancing of the game, stats, and progression, and only then can we implement Enchantments. We are still in love with the idea, but for these reasons, it has been postponed for now.&nbsp;<\/p>\n\n\n\n<h3 class=\"wp-block-heading\" id=\"what-s-to-come\">What\u2019s to come:<\/h3>\n\n\n\n<h4 class=\"wp-block-heading\" id=\"tackling-latency\">Tackling Latency<\/h4>\n\n\n\n<p>One of our goals for Easter 2022&nbsp; this year is to improve the experience for players that are having latency issues. We are developing a system that advises you to play on the best servers<\/p>\n\n\n\n<p>available for you, with one of the main latency issues can be being too far away from the servers. To have shorter Latency times is an important aspect of RotMG. We are continuously working on improving them and with that, the overall game experience. So stay tuned for Easter!<\/p>\n\n\n\n<h4 class=\"wp-block-heading\" id=\"lair-of-draconis-and-mountain-temple-rework\">Lair of Draconis and Mountain Temple rework<\/h4>\n\n\n\n<p>Lair of Draconis and Mountain Temple will be receiving an overhaul, especially on the design side with some art enhancements. These improvements were also the projects our teammates Kiddforce and Toastrz started working on last year. Although they both aren\u2019t on the team now, we want to thank them for their amazing job and contribute to their efforts by finishing up the work they started for these awesome dungeons.<\/p>\n\n\n\n<p>The scale of this rework will not be \u201cremade from scratch\u201d, but more focused on improving what was already there. Both dungeons are iconic for Realm players, and we think they deserve to be polished and modernized to today&#8217;s standards.<\/p>\n\n\n\n<p>Some of the general changes made are geared towards pacing and fairness with respect to both dungeon&#8217;s difficulty levels. From a more careful tweak of the different phases and rhythm of the Dragons\u2019 fights in LoD that is more respectful with players\u2019 time to even a complete rework of Daichi the Fallen, the boss of Mountain Temple.&nbsp;<\/p>\n\n\n\n<figure class=\"wp-block-image is-style-default\"><img decoding=\"async\" src=\"https:\/\/lh4.googleusercontent.com\/UZ4rqNy5dYOvvIf9-WrWPtDbkYjSqkKbAQVIA0cSz1UubxvsKwMrRpl9oi6lt7sUJug6ZEm_YzyBu6eycQXMwZSe7gTNSk-LSMDLNdFXprnTYmtQ2keERGPIsISiWgDkAfWPPeiz\" alt=\"\"\/><\/figure>\n\n\n\n<figure class=\"wp-block-image is-style-default\"><img decoding=\"async\" src=\"https:\/\/lh5.googleusercontent.com\/HjpUxkF4ZarNzSgbG5Si5vwyNuZtRPtz0T0vxOFNyMAtW_Ll402RMcjT4NOzHQ9rAUoSWrx2ttJJ9Z28Bj25N3KuFo9wfeBxJzVveKvZ1MoUf43wpDzJ-i8iiuAGonBThWSqaxLF\" alt=\"\"\/><\/figure>\n\n\n\n<p>We hope you like the changes and delve into these reworked dungeons soon!<\/p>\n\n\n\n<h4 class=\"wp-block-heading\" id=\"item-rebalance\">Item Rebalance<\/h4>\n\n\n\n<p>Some time ago, we introduced an item balancing patch. We think it&#8217;s time we do this again, and because of that, we have been working on rebalancing gear that needed some attention.<\/p>\n\n\n\n<p>For this project, your feedback has been invaluable. It&#8217;s also worthy of comment how great the videos created by our esteemed content creators have been. Their opinions have sparked a very interesting debate around certain items and design topics. Carefully analyzing that feedback has helped us make informed decisions and overall see the global view you players see.<\/p>\n\n\n\n<p>While some of these items just had slight tweaks or adjustments to get back in shape, certain items underwent important changes (you will be able to check the details in the update&#8217;s release notes).<\/p>\n\n\n\n<p>With this new batch of rebalanced items, we hope to answer several long-awaited requests and improve Realm\u2019s overall metagame. But our balancing work doesn&#8217;t end here&#8230;<\/p>\n\n\n\n<h5 class=\"wp-block-heading\" id=\"bow-rework\">Bow Rework:<\/h5>\n\n\n\n<p>It was time we got to this. You can see we got hands-deep into game balance and, simply put, Bows were not in the spot we wanted them to be. We knew they needed a deep revision, and so we did. Our goals with the bow rework were to normalize the tiered progression of bows and give bows their own unique identity.<\/p>\n\n\n\n<p>The first major change is that all tiered bows are triple shot, whereas it was restricted to bows tier 8 and above previously. Tiered Crossbows and Double bows will disappear (and we have a good reason for this!). UT bow functionalities will mostly be kept as they are (with updates to their damage stats), as they are meant to be out-of-the-norm weapons.&nbsp;<\/p>\n\n\n\n<p>In synergy with this rework, we are also changing how bows fire. We are redefining the general playstyle of bows: they will be based on a central shot which will deliver about 60% of the bow&#8217;s total damage at low-to-mid defense, while the two side shots will pierce armor. We hope you will give the reworked bows a good try and let us know what you think!<\/p>\n\n\n\n<figure class=\"wp-block-image is-style-default\"><img decoding=\"async\" src=\"https:\/\/lh4.googleusercontent.com\/AdtYo-S4pCTIN3N-Yp2SkkFS3sGlHM2MewR9_Yub2ZXNmnKhoCUaWm52gQ4ET_EfdH7PoMtxaW8wEYT63Hzg5Lkhm3nwaKCxstAFvHZS6oZWh8D34tKenW1juSgH7HCgsSwZMiV1\" alt=\"\"\/><\/figure>\n\n\n\n<h5 class=\"wp-block-heading\" id=\"katana-rebalance\">Katana rebalance<\/h5>\n\n\n\n<p>Another important frontline in regards to item balance was the state of katanas. Katanas have historically been a little on the weak side, currently dealing similar damage to daggers despite having a lower range. In addition, many players often consider Enforcer to be the only useful UT choice as almost all of the other UTs and STs had been balanced closely to the tiered weapons, which were very lacking.&nbsp;<\/p>\n\n\n\n<p>Due to this, we will be increasing the baseline damage values of the entire weapon class as well as tweaking a few UTs further where we deem it necessary. This will hopefully bring katanas up to a damage value deserving of their range as well as lower the gap between most katanas and Enforcer (especially Valor).&nbsp;<\/p>\n\n\n\n<figure class=\"wp-block-image is-style-default\"><img decoding=\"async\" src=\"https:\/\/lh4.googleusercontent.com\/TLBEd72jB96k075Bpud09XRsych_VRx4ObnVjVoTMAJQB3iL3ltjEmwr2OedoxTPlj_Km6zKFq_VojN99XEEB_8K4bKs7JojGEfhw6asQ60CxuNuAVBehPEqhmn3DdWhFIsJM33b\" alt=\"\"\/><\/figure>\n\n\n\n<h4 class=\"wp-block-heading\" id=\"easter-event\">Easter Event<\/h4>\n\n\n\n<p>This Easter we celebrate the Spring Equinox. It&#8217;s a festival of renewal and prosperity, where the elements work together to make the earth bloom. To do that, and during the complete season, we will host a special Double Exaltation event where all the dungeons will spawn with a guaranteed Exalted Banner modifier. When the earth is happy, the players get rewarded!<\/p>\n\n\n\n<h4 class=\"wp-block-heading\" id=\"month-of-the-mad-god\">Month of the Mad God&nbsp;<\/h4>\n\n\n\n<p>This will be the biggest MotMG ever. What? You think we\u2019ve said that before? That is very true. We did say that before for other years\u2019 MotMG. Yet, this year is going to be better.&nbsp;<\/p>\n\n\n\n<h5 class=\"wp-block-heading\" id=\"seasonality\">Seasonality:<\/h5>\n\n\n\n<p>Seasons will change the game at its core and will be a big step towards the vision we have for Realm. We will not promise that all these features will be implemented in time for MotMG, but the ones that are not should be released throughout 2022.&nbsp;<\/p>\n\n\n\n<p>Each season will last roughly 8 weeks. There will always be an open season and you\u2019ll be able to choose to play normally, with the normal characters, or with the seasonal characters. If you choose to play with seasonal characters, you\u2019ll have access to challenge modes and your character may have additional advantages compared to playing normally. Ah, and if your character is alive at the end of the season you get to keep it for the next one.<\/p>\n\n\n\n<p>Seasons will bring an already talked about and important system: the battlepass. The battlepass will always be active during seasons and will replace the current campaigns. It will have a free progression, as well as a paid one.<br>You will be able to collect a new type of experience points called Battlepass XP (BXP for short). These points are collected by defeating monsters, the same as normal XP. However, bear in mind this resource is unrelated to regular XP\/Fame. At the start of the Season, all BXP is reset to 0.<\/p>\n\n\n\n<p>As you progress through the Battlepass acquiring BXP, at certain &#8220;milestones&#8221; you can claim prizes, which require you to have a minimum amount of BXP to claim. They&#8217;ll be sent to your Gift chest if they are inventory items.&nbsp;&nbsp;<\/p>\n\n\n\n<p>Players will also be able to buy an Exalted Pass, similar to Premium Pass in many other games. This will allow you to claim Premium-only milestones and also &#8220;boost&#8221; their progress with Gold if so they want (boosting is not allowed without having an Exalted Pass). The Exalted pass rewards will accumulate with the regular pass. If a player with an Exalted Pass completes the whole season, they\u2019ll be gifted an Exalted Pass for the next one.<\/p>\n\n\n\n<p>You can also expect new families of items or their blueprints to be unlockable through this. But not only: we want to introduce different types of accelerators, which will be some kind of &#8220;booster&#8221; (but account-tied, not character-tied, so you can swap your character and still benefit from it).<\/p>\n\n\n\n<p>We are also reworking the quest system and creating a new Achievements\/Missions system, where we&#8217;ll offer optional methods of gaining BXP by completing different types of missions.<\/p>\n\n\n\n<h5 class=\"wp-block-heading\" id=\"sorcerer-and-assassin-rework\">Sorcerer and Assassin rework<\/h5>\n\n\n\n<p>Some of you will probably be excited about this: we finally will deliver the long-awaited Sorcerer and Assassin rework! They had been on our to-do list for a while, and for a good reason: both Sorcerer and Assassin rework needed extra support to implement our ideas. This meant reworking the functionality of their abilities, besides of course the stat balancing &#8211; a mere numerical tweak was not going to do the job!&nbsp;<\/p>\n\n\n\n<p>In regards to Sorcerer, we will be extending his ability to give him more options and roles to play in combat. In this regard, Sorc\u2019s Scepter ability will be revamped so his ability will now make use of enemies to extend his damaging range even further. In this sense we want this to be an &#8220;expansive&#8221; rework: he&#8217;ll be the same, but with more combat options still based on careful positioning and skilled timing, with which we hope Sorcerers will be back on the frontlines very soon!&nbsp;<\/p>\n\n\n\n<p>Assassin is the other class that will undergo an important ability change. We had announced this in previous communications, and honestly speaking, Assassin&#8217;s rework has been on our to-do list for about one entire year without pushing the final specifications for it. The issues with Assassin were blatantly obvious for us after seeing how well received the Polarity Poison was, which highlighted how lacking his options were in the current metagame. We will rework the class with a high focus on increasing assassins\u2019 overall DPS with more incentive to use both your dagger and poison in tandem.<\/p>\n\n\n\n<h4 class=\"wp-block-heading\" id=\"new-weapon-types\">New weapon types<\/h4>\n\n\n\n<p>During our talk about balancing issues, you might have noticed how our focus for items now has shifted from &#8220;making each item individually powerful&#8221; to &#8220;making each option a meaningful choice for the situations it&#8217;s designed for&#8221;.&nbsp;<\/p>\n\n\n\n<p>With that in mind, we want to expand basic options for all classes at all levels of progression. We are introducing new weapon &#8220;types&#8221; as a novelty in Realm. So all classes will have new types of weapons available at their disposal, and they will work with the same compatibility as current weapons.<\/p>\n\n\n\n<p>For example, Bow classes will now be able to also use &#8220;Crossbows&#8221; as a completely new weapon type, which will feature a playstyle based on single, powerful projectiles with contundent damage. So you will be able to find Tiered Crossbows and Crossbow UT\u2019s the same as you do with Bows currently. More options for your characters!<\/p>\n\n\n\n<h4 class=\"wp-block-heading\" id=\"but-besides-big-releases-we-are-working-on-plenty-of-additional-things\">But besides big releases, we are working on plenty of additional things\u2026<\/h4>\n\n\n\n<p>We plan to continue to fight against bots and cheaters. When it comes to bots you recently could have tested the first attempt of our captcha implementation. Right now we are making changes based on feedback so that the system is safer and more user-friendly. At the end of the day, our goal is to make as little impact on real players as possible. In terms of cheaters, we made significant progress in identifying them and banning them in 2021. We continue to work on finding new ways of recognizing players using third-party software so that in 2022 we can continue to remove them from the game.<\/p>\n\n\n\n<p>In the first half of 2022, you can also expect a slight rework of the Item Forge system. Item Forge has changed how players acquire items and while we are mostly happy with it, we want to address concerns about top-tier items can be acquired too easily without playing that much the dungeon they were designed for.<\/p>\n\n\n\n<p>While we want to keep flexibility in general, we think it\u2019s important to introduce a change in the system to enforce that players use items from the same dungeon to craft other top-end items.&nbsp;<\/p>\n\n\n\n<p>So, for example, you will need Shatters\u2019 UT\u2019s to craft other Shatters\u2019 UT\u2019s (again, this is only for top-tier items!). We believe this change will improve the long-term replayability of the dungeons the items were designed for and reward players who become skilled at completing these dungeons.<\/p>\n\n\n\n<p>This isn\u2019t the only change connected to items. For MotMG 2021 items from tiers D\/C\/B became tradeable. Simultaneously we have released a unique item id system in the background to prevent duping of items. We observed the system and have been fixing bugs since release. At this point, we are confident in the system enough to expand tradeable items also to tier A which we plan to do this year. S-Tier items will keep being soulbound.<\/p>\n\n\n\n<p>Lastly, for 2022 we are also planning to introduce a brand new Exaltation dungeon to Realm. The work on it has already started and we hope to deliver it by the end of 2022. As we have more details, we will try to share them with you.<\/p>\n\n\n\n<h4 class=\"wp-block-heading\" id=\"what-about-after-2022\">What about after 2022?<\/h4>\n\n\n\n<p><br>After 2022 we currently have in mind three big changes for which we have already started creating specifications and real work should start already in 2022:<\/p>\n\n\n\n<p>Stats rework and character progression changes &#8211; as mentioned at the beginning of the letter these are changes that are needed for the game from the balancing perspective but also to enable designers to create more dungeons and more items for the game. We hope that with these updates we will create a few new ways of developing classes other than DPS builds.<\/p>\n\n\n\n<p>Enchantments &#8211; an idea that we are still in love with but for it to make the impact on the game we wish for we want first to concentrate on stats rework. We want enchantments to complement these different styles of gameplay rather than everyone looking for most DPS enchantments in-game.<\/p>\n\n\n\n<p>Realm Rework &#8211; something we want to do almost as much as the community. We started internal discussions about how to tackle it and hopefully, soon we will be able to move forward with the idea. As soon as we have more details we will share with you what our plan is and how we want to make Realm great again.<\/p>\n\n\n\n<p>Thank you,<\/p>\n\n\n\n<p>DECA Team<\/p>\n","protected":false},"excerpt":{"rendered":"<p>Realmers, 2021 was a big year for Realm. We released many game-changing features and delivered functionalities that were promised long ago.&nbsp; The two biggest new additions to the game were the new, completely reworked Shatters and the Dungeon Modifiers. Yes, both still need some tender love and care, but they are a big step towards [&hellip;]<\/p>\n","protected":false},"author":5,"featured_media":0,"comment_status":"open","ping_status":"open","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[3],"tags":[159,310],"class_list":["post-3018","post","type-post","status-publish","format-standard","hentry","category-producers-letter","tag-preview","tag-producers-letter","entry"],"yoast_head":"<!-- This site is optimized with the Yoast SEO plugin v27.4 - https:\/\/yoast.com\/product\/yoast-seo-wordpress\/ -->\n<title>Producer&#039;s Letter - Realm of the Mad God Exalt<\/title>\n<meta name=\"robots\" content=\"index, follow, max-snippet:-1, max-image-preview:large, max-video-preview:-1\" \/>\n<link rel=\"canonical\" href=\"https:\/\/remaster.realmofthemadgod.com\/?p=3018\" \/>\n<meta property=\"og:locale\" content=\"en_US\" \/>\n<meta property=\"og:type\" content=\"article\" \/>\n<meta property=\"og:title\" content=\"Producer&#039;s Letter - Realm of the Mad God Exalt\" \/>\n<meta property=\"og:description\" content=\"Realmers, 2021 was a big year for Realm. 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