
Vawraek Technology, Inc. announced the release of Patch v1.0.0.21 for The Quinfall via their Discord, and later their Steam Page.
You can caravan your way on over to their Steam page for a look at the official patch message, here.
There were some pretty insane changes to shields, dodge (rolls), and other mechanic related features to The Quinfall with Patch v1.0.0.21!
Alongside that, is promise with more work to come! The evolution of the game certainly seems to show the devs (and Company) cares about the player base input.
I’m looking forward to what the end result of some of these changes might be!
Explore well, travel safe, and good luck collecting that water.
-Hobbit
Patch v1.0.0.21
Input Lag and Its Impact
In reflex-based mechanics like dodge, input lag plays a critical role.
Input lag refers to the delay between a player’s action (such as pressing the dodge key) and the game registering and displaying that action. This delay can be affected by connection quality, server load, or hardware limitations.
Especially in large-scale battles:
A player may press the key at the correct moment, but the input may be registered late
The dodge may trigger too late or fail to produce the expected result
This can make players feel punished despite making the correct decisionFor this reason, we are not only introducing the dodge system, but also closely monitoring these technical factors and will continue improving the system where necessary.
Large-scale battles are at the heart of the MMORPG experience. However, within this chaos, being unable to respond clearly to incoming abilities and heavy crowd control effects can sometimes lead to a frustrating experience for players.Recent community feedback has shown that this issue has become increasingly noticeable.
While maintaining depth in the combat system through diverse abilities, crowd control mechanics, and intense battle scenarios remains important to us, we also believe that players should not lose their sense of control in the process. Every powerful effect should have a meaningful counter.
With this in mind, we explored several solutions.
First, we introduced a system that would activate after consecutive crowd control effects. Unfortunately, this system did not deliver the results we expected and was removed.
We then added a potion that removes crowd control effects and grants temporary immunity. While effective in certain situations, it proved insufficient in large-scale battles due to the overwhelming number of incoming abilities. We observed that this particularly put melee characters at a disadvantage.
New Mechanic: Dodge
The roll mechanic performed with the ALT key now gains a dodge feature.
With this new system:
Well-timed actions can negate incoming damage and crowd control effects
Players can actively control the flow of combat rather than simply enduring it
Reflexes and timing become key factors in determining the outcome of battlesOur internal testing has shown very promising results. However, we are also aware of several factors that may impact the performance of this system.
You can find details about the upcoming patch.
v.1.0.0.21
- Dual Dagger Blindside skill not dealing the stated damage has been fixed to deal damage through a bleed effect.
- A visual bug in the charge bar of the Bow Charge attack has been fixed.
- The cooldown of the Arcane Staff Necro Herd skill has been increased from 13 seconds to 15 seconds.
- A collision error regarding the healing of the LifeStaff Mana Tide Skill has been fixed.
- A translation adjustment was made regarding the Spanish language with Community Support.
- Fixed the Fish Bread Tier 2 food not being active for the specified duration.
- In arena combat characters on the bridge and in the Base can no longer use skills.
- The shield effect obtained by players has been adjusted to decay over time proportionally to the shield amount. So instead of a fixed decay it now decays quickly when there is a high shield amount and slowly when there is less shield.
- A 1 second damage protection and immunity has been added to stamina consuming roll movements. The stamina requirement for the roll movement has been set to a fixed 25.
- Stamina consumption for the jump movement has been removed.
- PvP score can no longer be earned in Custom clan wars.
- A 10 percent PVP score effect has been added to Ordenus Secret Arts Package.
- PVP Coin and PVE Coin which correspond to PVP and PVE points have been added to the game. These Coins are obtained in the same amount when PVP and PVE points are earned. Accordingly markets where valuable materials can be purchased for PVP and PVE Coins have been added.
- A new costume wheel has been added to the store.
Our goal is clear: To preserve the chaotic nature of battles while giving players a true sense of control. A combat system where every action matters, every risk has a response, and every player can make a difference with the right decision at the right time.