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Melvor Idle
Melvor Idle

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Balance Update #1 - Melvor Idle 2 v0.7.5-alpha

Welcome to our first patch specifically related to game balance. These updates are designed around making sweeping changes to various aspects of the game based on feedback and playtesting.

We name these "Balance Updates", as they are too impactful to be called a Minor Update, and too small to be labelled a Major Update.

In this balance update, we are making some big changes to Ranching, the Grain Mill, Cooking XP and also GP rates.

Firstly, how is the game balanced?

Before I get into the changes, I'd like to give some insight into how the game is currently being balanced.

When we balance content for the game, we are taking the whole game into consideration and setting values knowing there's many bonuses still to come.

Currently, there are many missing bonuses from the game that are still yet to arrive which will boost your character. This includes:

The current rates in the game are balanced knowing the above boosts are coming.

A key example of this is Coal - obtaining Coal feels like a chore as Smithing consumes a lot if it in the higher levels. But we know there's new content being added alongside Agility that will vastly improve this area of the game. We can't add Agility yet because we need player damage which is being added alongside Combat.

Developing a game like Melvor has many similarities to how you actually play it:

We have a very good indication of what the rates in the game are going to be at every level range (every 10 levels). This is done by setting desired limitations on bonuses we give you throughout your progression.

Its not 100% perfect (as you'll see further below with the changes), but by setting desired limits on bonuses and rates, we can effectively balance the game without needing to nerf so much content every time we add something new.

This is done so when we actually add new Skills and content to the game, you can feel the impact it has on your character. By adding a new Skill like Astrology that solely provides bonuses to the game, you can experience the true nature of the buff you receive because the rates in the game were already set knowing this was coming.

This approach has a few benefits:

However, this approach has some big downsides:

There have been suggestions to add "temporary" content to mimic what's to come, but this isn't something I'm interested adding as it would simply feel bad loading an update and losing access to this content.

Changes in our balance methodology

This Alpha period is proving to be extremely beneficial due to the feedback we receive from everyone, especially via the surveys. There's a good amount of you participating in Discord discussions, but the anonymous nature of the surveys really brings out the collective feedback which is vital in making sweeping changes to the game.

The alpha period has shown us that our original plan of balancing just isn't cutting it, and we need to adjust how we balance for the future of the game. We're too harsh on some content that would be eventually be solved by external Skills, but this basically creates a situation where those external Skills become a requirement instead of a choice

Here's a breakdown on what some key changes to our balance methodology behind the scenes:

This is of course only a very summarised list of what we are changing behind the scenes, but your feedback is basically being fed into any new Skill that is being planned and has already made a pretty large impact on the design and balance of upcoming Skills like Hunting & Herblore.

===THE ACTUAL UPDATE CHANGELOG===

Everything from this point on is the changes listed in the update.

Important Note: This update does not touch of every point of feedback we've received. This is touching on some very important areas based on Survey #4's responses, while other larger changes require more time for discussion and implementation on our end.

This update is now available on Steam, or via Google Drive: https://drive.google.com/drive/folders/100nzjLElJOK4IbFZT-mK1dXKVeCF2413?usp=sharing

Ranching

First up, let's look at the changes to Ranching.

Animal Pricing

We've heavily reduced the prices of Animals:

Animals that do not consume food will always cost more GP than the others.

Animal GP Refund

Anyone that has been here since MI1 Alpha days will know that we sometimes provide GP refunds for large cost changes. This decision is solely up to us when choosing when to refund GP.

For this update, we are refunding the cost difference back to you for all the animals you have purchased. This will be granted when you load into the game. There's no notification or anything, you'll just get your GP back (Yes the game tracks exactly how many of each animal you have purchased).

Animal Food Consumption

Animal Produce

We've reduced some animal produce quantities (which has helped us reduce the cost of these animals):

Other Changes and Quality of Life

A quick note about Animal lifespans

We've seen requests to increase the lifespan of animals, or simply make them not die at all.

Because Ranching produces items passively, and these items have a sale price, and you can have 100s of the same animal, the animals are required to pass away to maintain healthy GP rates. I'm not risking running into another Township situation where a passive Skill generates enough GP to make the rest of the game obsolete.

The GP cost of animals directly relates to the lifespan of the Animal to keep this in check. If we find the pricing changes above to be good, we can easily increase the base lifespan of animals while also increasing their GP cost.

Farming

Some minor changes here to help with Ranching.

The Mill

Other changes

Cooking

As mentioned in the wall of text above, we are testing a big change in how Artisan Skills are balanced using Cooking as our test dummy before applying the change elsewhere.

These changes only touch XP and Ingredient rates. Mastery Guild will follow suit in a future update.

Cooking XP Changes

We've completely rebalanced Cooking XP by factoring in the time it would take to collect the ingredients. This might need further adjustment as balancing around Farming products is super difficult.

These changes increases the XP rate across the whole Skill.

You can see all the XP changes here: https://pastebin.com/c77DniMm

Cooking Recipe Ingredients (Orchard Fruits)

We've slightly reduced fruit requirements on some recipes:

More GP Sources

We've increased the GP rates for many Artisan skills in hopes to provide a competitive GP source other than simply Smithing or fishing Eels*.

*It is very important to note that Eels are a good GP source because they are a >L100 item, so the rates applied to them relate to that. When L100+ content is added, their sale price will also increase.

The Skills that we targeted were:

You can view all the price changes here*: https://pastebin.com/sEzbvDki

*You will notice there are no changes to Dragonhide Leather gear in Crafting. This is because a big change is planned for these in the next Major Update.

Conclusion

This concludes our first balance patch!

There are many more things on our radar, but we need those utility Skills added first before we make any more major sweeping changes.

Balance Update #1 - Melvor Idle 2 v0.7.5-alpha

Comments

I love the design of the game so far. Farming with the animals moving fishing with the water!!!! I love it. Can't wait for full release!

Gruntz11

Awesome changes. As much I love this game preview i'm going to have to leave after this month. Was fun to play and am looking forward to the full release! Honestly might be back once combat is released tho :)

Lenkz


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