Funcom : What Are Your Plans Regarding The Dynamic Building Damage System?

Hey @helium3

Regarding the Dynamic Building Damage system and the projected changes to PVP, we announced that we would disable the feature (in official servers, or not enable it more like) and focus on fixing some shortcomings that were pointed out during the feedback rounds. It was pointed out, and correctly, that there was no point in many of the changes if there were some core loops that could be exploited to workaround them.

So we are still working on that. Some of the changes that stemmed from that are:
-The re-prioritization of the anti-undermesh tool. Even though it has been on Testlive since early this year, it was being updated once a month to cover some locations due to the slow input of data we could use to fine-tune it. So we got some more people assigned to it and it was made available, at least on its first public iteration, a few weeks ago. The tool is still being updated and work is needed to be considered 1.0, current focus being making it available on the Siptah map. It’s an ongoing process as there are still locations and false positives to iron out both in the Exiled Lands and Siptah.

-Changes to family sharing in dedicated servers. It was pointed out that some of the changes could be easily cheesed through the use of alts. We agreed, so we introduced the family sharing toggle that now allows servers to allow or prevent access to shared accounts, with it being disabled on official servers.

-Ironing out loopholes and cheese mechanics - exploits. There were other ways we received during the feedback rounds players thought the new changes would be invalidated, i.e. body vaulting, decay bugs. We started work on that as well, though these changes are still not out. They are being worked on, but no ETA that can be shared at the moment.

Once the patch with the DBD system was released, it was also reported that some of its features were not working as intended as well. The fixes for that were downprioritized due to the above, plus other critical issues that have popped up since then, not only on PC, but other platforms. Right now the focus is to deliver a stable 2.2 build while preparing a stronger foundation for 2.3. You’ll see why :soon: (hint hint, by the end of this week, keep an eye out :wink: ). Some of the issues reported with the DBD and some of its related features not working as intended are fixed internally and scheduled for 2.3 (i.e. Sundays being wonky), others fixed internally but pending review and testing, and others in the pipeline.

So TLDR of sorts, It is not an abandoned feature. It required, and still requires, a lot of behind the scenes work to make it work more on the line of what it was initially set out to do. We had underestimated this during the initial implementation and was rightly pointed out during the round of feedback before it being published. So we’ve been working on ironing that out first, while juggling with the other fronts that needed dealing with in the meantime, so we can focus later on the feature itself to be in tiptop shape.

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