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Community Update #1

[p]Volker here![/p][p][/p][p]This is something the team wanted to start doing to kind of show appreciation for the awesome community we have and show off some of the things that stick out to us in the community as well as give an insight to the appreciation for the stuff all of you do. We love every piece of creativity the community shows us, whether it be art, a screenshot of them with their friends, or even just some video of them screaming in the mic killing someone in game. While the team's heads are down coding and doing all the tedious developer stuff, I've been sifting through the community looking at the awesome things you all have made. So here we go, enjoy the first of many Community Updates! [/p][p] [/p][h2]Connection Failed[/h2][h2][/h2][p]A lot of users have been experiencing connection failures on our launch and in light of the situation one of our community members in the discord Rose made this great piece below to remind us of our mistake (sorry Rose we will do better we promise)[/p][p][/p][h2]Epic Clan Photos[/h2][p][/p][p][/p][p]The epic screenshots above come from our community members GalaxyGG32, and alariclothbrok. We love seeing all the different group photos with your friends so keep them coming. Fun fact: the studio name RDBK actually comes from a Rust Clan we were in years ago RDBK (Redback) before starting Renown. [/p][p][/p][h2]Player base or POI? [/h2][p][/p][p][/p][p]This awesome base that was posted by our community member Dime, was all built on 1x (yes that makes it extra impressive) There are so many epic bases to show but I thought this one would be an awesome one to share. We love seeing the massive builds people make that feel as if they could almost be POI's or apart of the world. We're also planning on getting a build server up eventually so you architectural geniuses of Renown can have a playground to build in hopefully soon. [/p][h2]Renown the movie?[/h2][previewyoutube][/previewyoutube][p]We'll be finishing off this Community Update with a video from our community member Spanks! There were so many different videos I could have shown that we absolutely loved and I will probably even show in future Community Updates, but this one stuck out to us because of the creativity and overall silliness.

Lastly, a huge thanks to all of you in our community showing your awesome creativity and overall passion for Renown, it means the world to us.[/p]

October - The Road Ahead #1 - Plans and Discussions

[p]Welcome to Octobers 1st The Road Ahead - Plans and Discussions [/p][p]This is where we talk through our ideas, discussions and planned work. This could be right around the corner or a little further down the line. [/p][p][/p][p]Balance [/p][p]Once the treasure system and new server events are implemented, balance will be the word of the month. I'm sure things may feel too easy or too hard while these systems are finding their place in the progression of the game. Just know we will be making tweaks, some good and some bad, until we hit the right spot. We want treasure to be a meaningful aspect of teching up while also not being so important that an ambush on a treasure run means the end of your wipe. We have also been finding that 3x seems a little over tuned, we are going to be trying 2x instead to see if that feels a little better. [/p][p]
Traps [/p][p]A big one being discussed internally is our first iteration of defensive traps. These could come in the form of Bear traps, Caltrops, Tripwires, Crossbow Turrets, Oil Pots, False Floors and of course pressure plates with swinging weapons. A great option for extra base defense against unwanted intruders, both those that have raided in or those who have snuck in. Nothing screams get out like a face full of hot oil. To keep things simple, we will start with a select few, making sure they function as intended and then expand our options over time. [/p][p][/p][p]Mission Systems[/p][p]At the end of the day Renowns progression boils down to one thing, collect gold and research new items, craft said items with components and resources and bobs your uncle. We have always intended it to be a simple, easy to understand system, one which we can add to over time. The mission system is one of the first steps in the direction of adding options to our players choice of progression. Players will be able to accept these from mission givers dotted around the map, each providing a task and reward, usually in the form of gold, components or treasure. Once balanced correctly this should be a valid option and change of pace for players tired of farming the same pois over and over without a loss in efficiency. The expansion options of a system like this is endless, such as reputation unlocks allowing an almost nomadic play style operating through purchases from traders, or functionality for player created missions to allow others to become mercenaries or farmers. The options are endless and we are excited to explore where we could take it. [/p][p][/p][p]The New Player Experience (Combat)
A problem im sure all our players are aware of and that is our new players experience and especially those regarding combat. Renowns combat is incredibly hard to grasp for someone without any experience in this genre, and to compound that issue we are a full loot game with quite a fast TTK. New players rarely get to experience the combat at any meaningful length before they are killed, usually to something they can't understand. Those issues combined with our massive variance of weapons and attack speeds as well as the bugs such as desync and phasing creates a not so great experience for a first timer to say the least. Our team is open to any option that works for our community, and are currently exploring different methods to hopefully assist in the onboarding of new players and allowing a more meaningful, enjoyable combat experience for everyone. We don't have the answers just yet but we wanted to let everyone know we are working on the issue. [/p][p][/p][p]Player Count Concerns [/p][p]We have been seeing some valid concerns about the lowering of player counts and I just wanted to quickly address these. We have had issues and bugs plaguing the player base since the EA launch of Renown, which has had a clear effect on the current player population, these are mostly performance concerns and EAC connection issues. Both of these points are our number one priority right now and we are already working on some large performance improvements and the EAC issues should also be squared away soon as well. For those worried about the continued development of Renown, I'd like to quell those worries, our team believes in the vision of Renown and what it can become in the future, the team has been working on Renown for the better part of 5 years and we aren't going to be stopping any time soon. EA Release has given us the ability to increase the speed at which we are able to develop and iterate on the game and we haven't been as excited as we are now to smash out the work. If the current state of Renown is not to your liking there's no problem with taking a step away and returning when we have made those leaps and bounds in the right direction. [/p][p]Thats all from us for now, have a great day! [/p][p]
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Renowns OCT 25 Developer Update (Part 1)

[p]Welcome everyone to our first of many EA developer updates! [/p][p]We will be splitting our developer updates into multi parters so it's a little more digestible over the week, today we will be outlining our current workload and what the team is actively working on for the next few patches.

Firstly we wanted to thank everyone for taking the time to check out Renown, we have heard all the comments and feedback, the good and bad. We really appreciate you letting us know what you feel the game needs. [/p][p]We have been having many internal discussions about certain systems, features and directions that we could take the game, to create a more enjoyable experience for all our players.

Lets crack into what the team has been working on and has planned for the next few patches.

Monthly Wipes - Why its like this, and what we’re changing.
We have heard your concerns about the game only being able to handle weekly wipes, we know not everyone has the time to commit to such a short wipe cycle and there are a lot of players hoping for a slower, longer and more persistent version of the game. [/p][p]
Currently the only reasons we didn't launch with biweekly or monthly wiping servers, was purely down to optimization and maintenance cost balancing. The game simply could not handle lasting that long. For roughly the last year, this has been one of our major focuses and we are making leaps and bounds towards the goal. We will keep you updated as we reach the biweekly milestone and beyond!

Fatal Errors and EAC Connection Issues [/p][p]We have had some reports of people experiencing fatal error crashes and Easy Anti-Cheat (EAC) connection errors which have been limiting, if not entirely stopping users from playing Renown. [/p][p]This is another one of our major focuses and we have brought on some experts in the field to help identify and solve the issues. We are truly sorry for all those that have not been able to play and or have had their experience diminished with these issues, we are working on it and will have a solution as soon as possible. [/p][p]
Combat Desync & Phasing
We are aware of the problems and bugs related to the combat system specifically those related to desync and weapon phasing, this is obviously not intended and being worked on, we hope to have a lot of these issues iron out in the coming patches. Of course combat is a complex beast so at times new issues can be introduced. We do our best to test our combat changes rigorously but things can always slip through the cracks. 

Solo Duo Trio Servers
It's of course not a lot of fun for solos or small groups to be completely overrun by a 10 man, with little to no possibility of coming out alive. [/p][p][/p][p]We wanted to create a place for smaller groups to enjoy the game, this will come in the form of solo duo trio servers. Banners and teams will be limited to a max of 3 players, code locks won't be able to be crafted, research blueprints can't be crafted and shared.[/p][p]
Of course it will require moderation and reporting of players abusing the rules to create a good experience but it's a step in the right direction. [/p][p][/p][p]Over time we will develop more systems to help keep people honest in this mode of the game and add better tools for our community hosts running them.

Treasure System [/p][p]Work on the treasure system is still ongoing and almost complete. There will be a decent amount of balance work required before this is in a great spot, drop rates and trade prices will really dictate how quickly people can progress in the game. 

[/p][p]You can read more about each roadmap feature in our feature descriptions channel on our discord that will be coming soon!

Server Events [/p][p]Winterhold has been a fantastic proof of concept for server events, though it was never meant to be the only one, we are working on 2 new server events, both underground themed and will lend itself well to the treasure system. [/p][p]We are also working on Renown's version of the airdrop and other randomly spawning events to draw players together. More information on both of these new additions is coming soon.

-- Sneak Peak of our new Server Events --

Titles
As our backers are aware they were promised in game titles to go alongside their skins, this functionality is almost complete, these titles will be applied to your dlc packages and immediately be accessible once added to the game. [/p][p][/p][p]For those who are not backers we will be adding further systems that will allow you to unlock new titles for completing various feats in the game.

Thank you so much for keeping up to date with the progress we are making, keep an eye out over the next few days for the roadmap update discussing the plans we have for the future. [/p][p]
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Renown Dev Update! - Balancing, Week 1 Patch Notes, and Treasure!

[p]Thank you so much to everyone who has been playing Renown! [/p][p][/p][p]We really love seeing all the comments, including the good and bad. The only way we can improve the game is by learning what works and especially what doesn't. [/p][p][/p][p]Right now, our main goal is to improve the current experience as quickly as possible. 
We want to make sure that the gameplay loop feels correct with what we have on offer right now. [/p][p][/p][p]One of those major points was that 1x rates felt too grindy for what was intended. We will observe how things feel with increased gold coin drops and gold node spawns. [/p][p][/p][p]Gear was also feeling a little too hard to craft so we have increased how much iron you can acquire. We have also decreased the research costs for some items. There is a chance things might be a little too easy now, but we will keep tweaking values until it feels correct. [/p][p][/p][p]We recommend our 3x server hosts reduce from 3x to 2x as I imagine 3x might be a little fast after this patch. [/p][p][/p][p]The Raiding economy was something we noticed felt a little off. When raiding, the player should always feel that there is at least a chance they will get a return on their investment. [/p][p][/p][p]At the very least make something back, as it stands there is no need to acquire silver unless you were intending to raid, resulting in players feeling let down. We have added silver costs to more items in the hopes that all bases will at least have some amount of silver. [/p][p][/p][p]We’re already changing and evolving our plans for the game going forward. Primarily this is focused on general optimization, fixes and balance passes. The goal of this being to remove any Jank and get the game running smoothly again. [/p][p][/p][p]However, at the same time, we’re still working towards new content for Renown. [/p][p][/p][p]As such I’d like to introduce the Treasure System! [/p][p]Treasure will be Renown’s form of dopamine hit when looting. While looting anything in the game, there will be a high chance that you will receive a piece of treasure. [/p][p]These will come in the form of gems, necklaces, rings, goblets and anything warranting valuable bullion, all in varying rarities, each able to be sold to a rogue merchant. [/p][p]
These merchants are placed throughout the map and not in a safe zone. Players will have to do treasure runs to sell their haul. This system will become an integral part of the progression; as such, other loot rates will be lowered to incentivise taking part in this system to progress quickly. We’ll have a detailed blog for this topic, going soon.  [/p][p][/p][p][/p][p][/p][p][/p][p]The following is our week one patch notes: [/p][p][/p][p]Options [/p][p]Streamer mode now toggles the Kill Feed off[/p][p]
[/p][p]Features[/p][p]Added Player Ticketing menu where you can ask for support from devs directly[/p][p]Added better error handling on the main menu so players know why they lost connection[/p][p]Added a Wipe Time Indicator to the compass[/p][p]
[/p][p]Balance[/p][p]Rebalanced some tools[/p][p]Doubled the spawn rate of Plant Fibers[/p][p]Changed ground stone to respawn at the same rate as trees[/p][p]Gold Coins from lootables increased from 5 to 5-15 (AVG 10)[/p][p]Reduced Research Costs of T2 & T3 Weapons [/p][p]Reduced Research Costs of Sappers Axe and Petard [/p][p]Reduced Research Costs of Steel Tools[/p][p]Banner Upgrades now cost silver[/p][p]Bench Upgrades now cost silver[/p][p]Some T2 and T3 Weapons now have a small silver cost [/p][p]Iron Cook Recipe reduced to 1 to 1 (was 2 to 1)[/p][p]
[/p][p]Combat[/p][p]Fixed a movement bug[/p][p]Buffed Falchion Damage so its in line with other t2 weapons[/p][p]Missed swing Stamina cost for all weapons is now 10[/p][p]Fixed a bug with Parry into Riposte into Parry[/p][p]Fixed a bug with Parry into Parry lockout[/p][p]Fixed Parry into Parry mechanics[/p][p]You can now Feint to Parry out of a Riposte Morph[/p][p]Changed swing hit detection to use a box to reduce the amount of swing phases[/p][p]Added better inputting queuing for Parry and Release[/p][p]Fixed ground hits costing Stamina when you've already hit a player[/p][p]
[/p][p]Building [/p][p]Fixed upgrading a building causing it to regain its destruction timer[/p][p]Owners are properly hidden in the building health menu where appropriate[/p][p]Fixed spiral plaster staircase crashing people[/p][p]Fixed an issue with the autoplacelock option[/p][p]Fixed an issue with upgrade costs not being displayed properly on Optimized buildings[/p][p]Fixed an issue where Gateways would decay sometimes[/p][p]Fixed triggering siege mode on your own base Fixed being able to parry with a tool
[/p][p]Raiding[/p][p]Fixed being able to pick up certain objects while being sieged[/p][p]Petards can now be placed 2 seconds after another blows up (was 20s)[/p][p]Fixed placement issue with Petards [/p][p]Fixed Portcullis taking wrong damage amounts from siege weapons[/p][p][/p][p]Exploits[/p][p]Fixed Safe Zone Exploit[/p][p]Fixed Dupe Exploit[/p][p]Removed selling animal hide and fat to the Vendors[/p][p]
[/p][p]Map Fixes[/p][p]Fixed animal spawns to match icons on the map[/p][p]Fixed some holes you can get stuck in[/p][p]Fixed walkable beach ground being too low in some areas[/p][p]Fixed moss on the riverbed being the wrong color[/p][p]Fixed some tree imposters[/p][p]Fixed some floating foliage spots[/p][p]Fixed some floating loot on the map[/p][p]
[/p][p]NPCs[/p][p]Fixed an issue with Bots not being able to attack[/p][p]Fixed NPC Loot[/p][p]Changed AI pathfinding so they stand closer to the player when attacking[/p][p]Touched up some stairways so NPCs can navigate them[/p][p]
[/p][p]Servers/Community Hosting[/p][p]Player cap to 100[/p][p]Server Reboot time upped to 2 hours[/p][p]Fixed IdleTimeOutTime, its now in the gamemode configs[/p][p]Made the rebooting message more obvious[/p][p]Fixed MaxPing using a byte, now it uses an int and can be set to values higher than 255[/p][p]Fixed an issue where Map Rotations would bug out on GameMode servers[/p][p]Fixed adding admin via RCON not taking effect till next boot[/p][p]
[/p][p]General Fixes[/p][p]Fixed an issue with Weapon racks not replicating their weapons accurately[/p][p]Fixed an issue voice chat[/p][p]Fixed Lampposts [/p][p]Fixed the crosshair reacting to the player in 3rd person[/p][p]Gave the Treasure chests in POIs a proper name[/p][p]Cleaned up the Rename Building menu[/p][p]Added additional Save validation[/p][p]Added extra checks for Sleepers[/p][p]Removed the ability to change your name from the settings menu[/p][p]Fixed some instances of research bugging out[/p][p]Improved the text in the tutorial[/p][p]Updated localization[/p][p]Updated the tutorial for better quality of life for new players[/p][p]Fixed an issue with the server browser[/p][p][/p][p]At the time of posting, this patch will go live in a few hours.[/p][p][/p][p]If you've been enjoying the game, please don't forget to leave a review. It could really help the future of renown. [/p][p]On behalf of the entire RDBK Studios team, another huge thank you to our amazing community. We’ve been blown away by the launch, and we’re super pumped to get Renown into its ultimate state. [/p][p][/p]

Wipe times for this weekend!

[p]Hey everyone!

We will be wiping the servers for the weekend, this will accompany a large patch which addresses a bunch of issues, patch notes for those will be posted in a couple hours. Unfortunately due to some regions being a day earlier than everyone else we will need to push those servers wipe to Saturday to allow time to properly test the patch.

These are the wipe times in your local time:

Sydney - Saturday 4pm AEST

Paris - Friday 4pm CEST

Hamburg - Friday 4pm CEST

Dallas - Friday 4pm CDT

LA - Friday 4pm PDT

New York - Friday 4pm EDT

Seattle - Friday 4pm PDT

Singapore - Saturday 4pm GMT+8

Hong Kong - Saturday 4pm HKT
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