Focus has been almost entirely been on rock xp and connected subjects this week but I’m interested in how people are feeling towards the upcoming prestige changes, as I think they might come as a bit of a shock to some.
I think there will be a range of reactions when this hits (next week?), from the uninterested to those upset if prestige falls a fair bit.
Thought this might serve as a pre-emptive strike, as it were, to prepare ourselves and maybe to soften the blow when it does land.
For myself, I have been trying to “game” the system somewhat by using a lot of reinforced iron behind walls and such…not solid chunks but trying to add prestige somewhat subtly but I have tried to build stuff that I actually like overall.
I will be a tad miffed if my prestige drops a fair bit but I knew I was playing the system and hints of changes have been around since the beginning.
So, please comment below on your own thoughts on your own expectations etc
- The prestige system has had major work in rebalancing both prestige rewarded per block type, and by the total calculation of prestige within a beaconed area.
- The main aim was to rebalance the prestige values for all blocks so that they are more accurately related to the cost of collection and production. This brings them up to date with changes to the rarity of blocks since the prestige system was added to the game.
- The prestige calculation has also been updated to better reward sufficient variation.
- All blocks will now give prestige, including: Soil, Rocks, Foliage and Trunks, which will now count towards your total.
- All meshes will also give prestige: machines, doors, poles, beams, torches, storage, flowers, etc.
- The only items that don’t give prestige are Air, Mantle, Water and Lava.
- Prestige algorithm changes:
- The old prestige system calculated prestige as the sum of all block prestige for placed blocks in the beacon, combined with a percentage bonus of that prestige based on variation of blocks, otherworldly colours and chiselling, and the amount of built vs unbuilt space within the beacon. The problems were that users were able to spam high prestige blocks in a solid block and get massive prestige, whilst the percentage bonuses often meant that placing a block could actually reduce your prestige instead due to the bonuses fluctuating and having a much larger negative impact than the small positive increase in the base prestige.
- The new prestige system works such that prestige will never, ever decrease as a result of adding a block, chiselling a block, or adding a plot to the beacon and works to prevent spamming a single category of block from providing large prestige boosts; the increase in prestige may be minuscule or even 0 (eg, spamming a single category of block too much), or may add more prestige than it normally would do (eg, if you previously had spammed a single category of block, but the changes now being made are evening out the distribution so that those blocks that previously gave little to no prestige are now permitted to provide more), but will never reduce the prestige.
- The system of percentage bonuses is reworked into instead providing extra prestige without respect to the base prestige of the beacon, again in such a way that adding a block, chiselling a block or adding a plot to the beacon will never reduce prestige, but may provide little to no extra prestige, or more than would normally.
- The chiselled bonus now takes variation of chiselling into account so that the maximum prestige requires a decent variation of chiselled shapes so that spamming the beacon with a single chisel shape type will not produce a large prestige boost.
- Some beacons may find that they now get a prestige boost compared to before, but others prestige will be reduced, sometimes greatly should the old system have been abused too much. However in general prestige will remain fairly constant across all beacons.
- Fixed a bug in prestige where metal doors would be classified as otherworldly in colour.