Hello Lumia Island survivors,
We're here to inform you of the changes that will be applied to the Rulebook and upcoming competitions, including the (Asia Server) ER Masters Season 3 Phase 1.
1. We're revising some of the clauses in the rulebook, including penalty rules.
So far, our existing penalty rules haven't fully addressed all the reasons for in-game sanctions outside of competitions, resulting in some ambiguity in how these rules are interpreted and applied.
With the shift to a squad-only mode, certain adjustments are necessary to ensure our regulations are up to date.
We're in the process of a comprehensive overhaul of the penalty regulations. Keep an eye out for the new Rulebook, which we'll be sharing shortly.
2. Until the changes to the Temporary Restricted Areas are implemented, the criterion for determining the winner will shift from "last survival" to "most round points"
*Most Round Points are calculated after a team has reached the checkpoint, reflecting the points earned during the event. Victory goes to the team with the most placement and kill points. In case of a tie, priority is given to kill points to determine the winner.
While the recent patch aimed to fully address the issues with temporary restricted areas in the latter stages of competitions,
the adjustments led to improved but not fully resolved gameplay patterns, as observed in online tests with seed teams.
Player feedback and test outcomes prompted immediate changes to the Hyperloops, Restricted Area Count, and Downed State durability, all detailed in the 1.18 Patch Notes.
However, a thorough system overhaul, particularly addressing and rectifying mechanics in the Battle Zone highlighted during testing,
is anticipated to take at least one season to implement.
Meanwhile, we're working to eliminate unfair scenarios caused by the current Temporary Restricted Area system until a full overhaul can be implemented.
This involves adapting competition rules, including the checkpoint rule.
We know switching to a 'most round points' basis isn't a fix-all, but it should encourage more active gameplay since teams that focus solely on maximizing their gains in the temporary restricted areas phase and even succeeding in the final battle won't automatically secure victory.
We'll provide more details on these adjustments in our upcoming Dev Stream, so stay tuned.
As always, thank you to everyone participating in our competitions and for sticking with us!