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Balancing Background Stories - Part One

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Balancing Background Stories - Part One
  • Published Monday, June 3, 2024 9:15 AM
  • Last modified Tuesday, June 4, 2024 8:30 PM

Greetings Gambit Players

Hey everyone,

in this new Series of Newsposts we will shine some light into the process of the big balancing patch we are currently working on! We will start with some frequently asked questions from our community. In later installments we will go into more details the closer we get to the release date.

Frequently Asked Questions
  • When will the balancing be released? Whats the date?
    • We currently dont have a set date for the release. Its the highest priority in our work right next to the normal Gambit Business like weekly Maintenance and Bug Fixes. We want to release it as soon as possible.
       
  • Whats taking so long?
    • Several issues contribute to the long wait. One major point is that Gambit is a hobby project. Non of us do this for any money, its all done in our free time. Which means we all have RL Jobs and families at home. The second biggest point is Rappelz itself. Its an old game. A really old game. And since we dont have access to edit the Sourcecode of the Game itself, we are limited on the tech side of things.
       
  • What is being changed? Why not release finished classes? Why all in one patch?
    • The ongoing changes are extensive and far exceed just class adjustments. One big issue we have to tackle from a Developer side is the way monster work. For example, the biggest number we can use for stuff like MAX HP is 2 147 483 647. Due to Rappelz being a 32-Bit Game. For context, Reviac in Devildome 6 already has that number as its MAX HP. So how do we get Monsters tankier? Thats the big thing we base all balancing on. We will go into more details about this soon.
       
  • Why is that so difficult? Why dont you just change some numbers around until its fine?
    • In principle we are doing exactly that. However, some stuff needs to happen prior so we can make meaningful number changes. In a recent event on our Testserver, a buff to a skills power resulted in a bugged Damage spike. So we were forced to fix the underlaying issue that the number change could even happen in the first place. Which also just happend to uncover another buggy interaction we now have to fix first to be able to proceed.
       
  • Thats all fine but still, its so long already since you guys started!
    • Sadly thats true. For some more context: By now we had two szenarios where we were forced to restart the complete balancing process. Destroying finished work and weeks of testing. The latest big push we started this year does look promising and we hope no more setbacks need to happen!
       
  • So whats the scope of it all? How big is it really? Nerfs? Buffs?
    • We are changing each class, each (new) pet and also dungeons and some Items. We are pushing most classes and pets in power or versatility. Especially those currently underperforming in dungeons like Sky and Sorrows
Whats next?

Going forward we will post more details and keep the community more in the loop of ongoing processes. Any questions you have you can post in the Balancing FAQ Channel on our Discord!

We will also include information about actual tests and results on our Testserver. So we can share more of what is currently going on and whats the progress so far. Please keep in mind that we will be careful with what we share since all things are subject to change until release.

Keep an eye out for the next installments of this Balancing News Series.

Thank you all for your continued support on Gambit!

Cheers!