OrbusVR: Reborn - Daynab


OrbusVR: Reborn launched a bit over two weeks ago, and since then we've seen a re-invigoration of the OrbusVR community, with many new and returning players joining us to play the game. We set new records for most concurrent players at launch, and the game continues to bring in lots of fresh faces every day.

Since launch we've been listening to your feedback and putting out patches multiple times per week to address bugs, add requested quality of life features, and just generally keep improving the game to make it even better. I wanted to take a moment to sketch out a quick roadmap for where the game is going over the next couple of months and what the community has to look forward to as we continue to add new content to the game.

(Quick note: we just pushed out Patch 10.83 fixing some more issues and adding some new quality of life features.)

June 11th: Raid Beta



Above; early work-in-progress on the Ruins of Guild City Raid

Beginning June 11th, we will have the Ruins of Guild City Raid available to beta test. During this time, you will be able to play the Normal Mode version of the Raid to help test boss mechanics and fights. We're still deciding exactly how this will work, but either we will bring back the Beta Launcher and copy over current game data to a development server, or we will offer it as a queue option in the live game, but like a Battleground nothing you do in the instance will be saved when you exit.

The Ruins of Guild City Raid will feature 5 new bosses with fun and challenging mechanics for 10 player groups. The Normal Mode version of the Raid will be tuned such that most players in OrbusVR who reach max level can complete it given a bit of effort, it should be possible for pick up groups to defeat it, etc.

Barring any major issues, the Raid will launch out of Beta and live for all to play on June 25th.

June 11th: Explorers League Outposts

In addition to the Raid Beta on June 11th, we'll be launching the beginning of a piece of new content based on your feedback. We've heard from many players that they miss the old Orbus overworld's sense of exploration, with multiple areas to visit and an over-arching questline. Although we provided a series of Lore Quests in Reborn, many players want something that takes them through the whole game from 1-30 in a cohesive fashion.

Your heroic efforts to aid Highsteppe and reclaim the realm have not gone unnoticed, and the Explorer's League has begun making plans to take back the desolate wastelands and battlefields of Patreayl one outpost at a time. With this patch, a series of camps have been established by the League throughout the realm, and they are requesting your assistance to bring supplies and aid, as well as to defend, these camps as they begin to rebuild.

Each camp will have a series of quests (like those from the original game/the lore quests from Reborn) to complete, and along the way you will begin to unlock things such as Apprentice Smiths at each camp, with future content leading to actual rebuilding of the camp itself into an outpost. All of this will also begin to tie in to an extension of Randel's questline, allowing us to provide further quests in the overworld and tell another part of the ongoing story.

Note that the June 11th patch will be the first phase of the release of this content, with further content coming every few weeks until the entire questline is implemented.

July 9th: Hard Mode Raid

Two weeks after the launch of the normal Raid, we'll launch the Hard Mode version, which will feature significantly higher tuning as well as some other surprises to challenge groups of players who really want to test themselves.

In addition to these major content releases, you can expect additional minor patches in-between with quality of life fixes as well as some work on balancing tanking and healing ahead of the release of the Raid Beta. There's a lot to look forward to coming up for Reborn, and we're glad to have you with us!
May 6, 2019
OrbusVR: Reborn - Daynab
Hi, we have a pretty big patch for you today that should fix a lot of remaining issues from launch.
  • The buyout button now opens a confirmation window before purchasing the item.

  • The Size, Time Remaining, Bid and Buyout columns are now sortable. Click on the column header to resort the column in ascending, descending or default order.

  • Auction House results will now be sorted in order of ascending buyout price initially.

  • Monsters that spawn in groups should now respawn missing monsters after a few minutes when a partial group kill occurs (That missing Sorceress should now respawn). Partial group respawns are disabled in dungeons.

  • Corrected the orientation of the confetti gun, sparkle gun and tagger tools.

  • Players are now notified when exiting a PvP safe zone.

  • Master Second Class and Grand Master Second Class achievements have been fixed.

  • Reworked the title menu so the background buttons no longer interfere with title selection.

  • Fixed the bug where lure ingredients wouldn’t show on a lure if you put them on too quickly.

  • Increased maximum members a fellowship can have.

  • Players can no longer hit the Guaranteed Roll and Re-Awaken prompt
    buttons at the same time.

  • Fixed Warrior war horn not showing/hiding properly.

  • Fixed war horn and compass sometimes not triggering when put near your mouth.

  • Defend Fort Event Changes:
    Mage projectiles ignore crossbow when shield is broken.
    Increased Crossbow health
    Crossbow can fire every 3 seconds (rate increased from every 5 seconds)
    Tuned spawners on the event. Only one shielded mage spawns unless many people show up, then increased to two.

  • Corrected discrepancies for various weapons and their respective icons

  • Fixed missing model for Legendary Bow

  • Break It will no longer apply to Bosses.

  • The “jerkiness” of catching fish has been adjusted based on the amount of Strength that is available now on your primary weapon (so basically, less is required overall). Really rare fish (like the two new ones) still require substantial Strength to reel in easily (i.e. you may want to drink a potion).

  • If you snap your line while reeling in a fish, you now lose 5 durability rather than all durability for the lure. 1 durability = 1 cast normally, so it’s still a penalty, but not as severe as it was.

  • The +2% Crit Damage and Empowered affixes are now working properly.

  • Made some changes to voice chat to hopefully address remaining issues.

  • There is now a “voice chat status pane” that will be active if you have enabled the GPU Stats window. This is temporary to help us track down any remaining issues. Disabling the stats window will cause it to be hidden.

    Thanks! We'll keep working on some of the remaining issues and we'll have more patches for you soon. We'll see you in game!
Apr 29, 2019
OrbusVR: Reborn - Daynab
A lot of bugfixes in today's patch, here is the full changelog. We are still working on tracking down some of the launch day issues and we will be coming out with some more patches this week as well.

We hope you're enjoying the game and we appreciate the feedback and reports you have given us!

  • The Paladin has had its damage absorption and energy generation lowered in PvP.
  • After activating their Super ability, the Paladin can now activate it by holding grip for 0.2 seconds (down from 1 second).
  • A 5-second cooldown (and associated icon) has been added to the Paladin’s Hammer of Retribution and Hammer of Forgiveness talents.
  • Fishing bobbers should now appear correctly.
  • Fishing line should now turn red correctly even in bright daytime conditions.
  • The Runemage spell lines are no longer transparent so they should be easier to see in all lighting conditions.
  • Fixed a bug which could sometimes cause the “Continue…” button in dialogues to be incorrectly placed to where it was hard to click on.
  • Some enemies which were not showing casting bars during abilities such as World Bosses have been fixed.
  • The Transmog Station scrollbar now behaves the same as the other scrollbars and you can scroll it using the joystick or the laser pointer.
  • Added the new “Proxied” connection type which may work better for some players.
  • Randel’s location has been moved closer to the player starting position to make it more obvious that players should speak to him upon first logging in.
  • Fixed issue with Darius Giant Scav kill mission. ( You must cancel and re-accept to get changes)
  • When the Reincarnate mutation is activate, you will now receive credit toward completing the trash of a shard dungeon when killing the reincarnation of the mob.
  • Fixed the Scoundrel slow effect not working properly.
  • Some public events have now been labeled as Group events to indicate that they are intended to be done with a group and are difficult to solo.
  • Runemage Portal rituals will no longer cast if you are already in combat (before they wouldn’t cancel until the last step, now they will cancel immediately).
OrbusVR: Reborn - Orrbain
Hey everyone,

Since launch on Tuesday we've been hard at work listening to your feedback about the game and making a variety of improvements. This morning we rolled out the second part of a server-side patch which, since Tuesday, includes fixes for:

- Latency spikes, especially in crowded areas such as the starter zone, are greatly reduced.
- Various quest lines have been fixed and improved based on your feedback.
- The Broken Halls dungeon's last boss fight has been re-worked to be less unpredictable.
- When you select an item in your inventory, we will now helpfully dim all the slots that you can’t equip it to, to make it more obvious what you should do with that item.
- Updated the color chart in the Player House.
- Updated some inventory icons that were incorrect.

We'll continue to roll out improvements through the weekend and next week based on your input and bug reports. Thanks for enjoying OrbusVR and we will see you in-game!
Apr 24, 2019
OrbusVR: Reborn - Daynab
Hi, this is a quick patch to fix some underlying issues that have been happening since launch. You'll need to have it downloaded to continue playing on the live servers.

  • You can no longer switch shards if you are in combat.
  • Fixed a bug causing Paladin libram not to work properly on cooldown.
  • Mission tooltips will now show the total overall progress as well as the progress for the specific reward (bronze/silver/gold) you are currently doing. That should make it more clear that when you reach Bronze, you start in on the Silver progress, but the overall progress on the mission hasn’t been lost.
  • Fixed some graphical issues in Highsteppe causing slowdown.
  • Fixed a variety of errors from logs people have submitted (thank you!)
  • When monsters that block and heal are doing so, they will now show a bar like a charging up cast bar.
  • Casts and blocks that can be interrupted will now have text that says “Interrupt” on the bar to make it more clear to new players what should be done. We’re working on a snazzier solution for this as well.
  • You shouldn’t have to move portal globes as close to your face anymore to use them.
  • Added some additional logging to help us track down the Scoundrel card grab bug.

Thanks!
OrbusVR: Reborn - Daynab



OrbusVR: Reborn is officially launching today!
The servers are now officially live!

If you already owned the game previously, simply download the update and you'll be good to go. There is a blog post with details on what you can do to claim your beta or Defend The Realm items, and what has changed with your characters here.

OrbusVR come a long ways since launching our Kickstarter campaign two years ago. As we leave Early Access today and move forward into the next phase of the journey, we are grateful for the support of our community—and excited to get your feedback on Reborn.

We'll be around in-game and on the Official Forums tomorrow throughout the launch to offer support and just hang out with the community. We're very excited to share this next chapter of the game with you all, and we can't wait to see what the future holds for OrbusVR.

Stay tuned as we'll have more fun stuff to reveal and bring you in the coming months, including a new Raid for you to tackle!

We'll see you in game.
OrbusVR: Reborn - Daynab
It’s official. OrbusVR: Reborn will launch on Tuesday, April 23, 2019!

The servers for the original game went dark on April 1 and will remain offline until the launch of Reborn on April 23 at 12 PM (noon) CST. We’ll be spending the next three weeks finalizing the game. In the meantime, the closed beta continues through April 8, so you still have a couple days to play Reborn before the break begins.

We are also excited that with the launch of Reborn, we will finally be leaving Early Access. We want to extend a huge thank you to everyone for sticking with us and supporting us over the last couple years. OrbusVR has been a community effort from the beginning, and we couldn’t have done it without you!

We'll see you in-game!
OrbusVR: Reborn - Daynab
Hi everyone! If you've not been following our development blogs, we've been working on OrbusVR: Reborn, a complete overhaul and free expansion of the game, which will be releasing soon.

Yesterday was the final day of the original OrbusVR, and we've shut down the servers to prepare for the Reborn launch. We'll be announcing the release date tomorrow, and we thank you all for your patience.
Current owners of the game can participate in the Reborn beta until April 8th by clicking the following link: https://blog.orbusvr.com/join-the-beta/

It's been a really exciting journey and we are thankful and truly appreciate all the support you've given us so far!

Check out our blog for the latest information on the game, as well as all the new features coming in Reborn.

We'll see you in-game soon!


OrbusVR: Reborn - Daynab


Hi everyone! To prepare for OrbusVR: Reborn's launch in April 2019, we're currently hosting the final Beta test before the game arrives, which is your best chance to hop in and test things out and give us your feedback on the game.

We're having an Open Beta session available to everybody, even if you don't own the game, beginning on March 29th at 12 PM (Noon) US Central Time and lasting until March 31st at 10 PM US Central Time.

Instructions on how to participate will be posted on this page, so check it out!

The best place to send feedback or receive answers to questions will be on the OrbusVR Forums, where the dev team will be available all weekend.
We're excited to hear your comments!



For the players who own the game already, the Closed Beta portion will continue through April 8th and you can find a list of major changes since the last Beta here.

We'll see you in game!

The OrbusVR Team
OrbusVR: Reborn - Daynab
Today we deployed Patch 6.95 on both the client and server with some exciting new changes for the game.

Dynamic Scaling

Beginning with this patch, we have the ability to designate some content in the game as dynamically scaled. What this means is that regardless of your actual level, the enemies that you fight will scale the damage that you deal and the damage that you receive such that it feels like fighting an “Even Match” same-level monster.

A few notes on this feature:
  • You will still see the same damage amounts appear as when fighting any other monster in the game. So for example a Level 20 fighting a dynamically scaled monster might see 1200 damage from their attacks hitting, while a Level 5 might see 100. The amount of damage the monster is receiving based on how quickly their health bar is declining will be the same between them, though.
  • If you attack a dynamically scaled monster, you will receive a buff that lasts for 1 minute which causes any healing that you receive to be scaled as well. This means that a Level 5 Musketeer can heal a Level 20 ally just as well as a Level 20 can. It also means that a Level 20 healer can’t just instantly top off a Level 5 ally with one Renew orb making them invincible.
  • As a caveat to all of this, however, the way that the system works still allows for some scaling of damage above “normal” for highly-geared characters. So for example, a Level 20 in Raid-tier gear will do more damage than a Level 20 in basic gear. So you still do get an advantage for being better-geared for your level compared to other players of the same level. It’s just that you will no longer one-shot Level 5 monsters because you are Level 20.
  • The rewards in terms of drops that you receive from killing dynamically scaled monsters are based on your level. So if you fight a monster as a Level 19, you will receive Level 19 gear. Note that this caps out at Level 19 gear and does not extend to Level 20+ gear, you still have to go do Tradu Mines and Shard Dungeons to receive that.

    We are turning on this feature in this patch for the Cave Dungeon (Maeo’s Sanctum), Rainforest Dungeon, and Desert Dungeon. So you can now do any of those dungeons with a mixed-level group and still find a compelling experience.
Dungeon Queuing

This leads to our next major feature of the day, dungeon queuing. If you go into the Social tab and choose Activities, you will find a new feature which allows you to queue for dungeons. When doing so, you will be asked to choose a role (either Tank, Healer, or DPS – or a mix of these). Once you have selected your role, you will be entered into the queue and matched with an appropriate group.
  • When your match is found, you will be instantly teleported into the dungeon and placed into a party with your new group. (Note that any existing party you were in will be overwritten by this). After completing the dungeon, or at any time if you wish to end the dungeon run, you can exit through the dungeon entrance portal and you will be returned to the spot you were in the world when the queue “popped.”

  • In addition to queuing for dungeons, our queuing system now allows groups to join. When you are in a party, only the Party Leader can initiate a queue. Once they have done so, it will ask all party members to select a role. Then it will place you all into the queue together, and match your party up with other players to fill out your group appropriately. Note that depending on your group’s composition and roles, you may have to wait longer than when queuing as a single person.

  • The queue will (for now) only place you in the Cave, Desert, or Jungle dungeons, and since those are now dynamically scaled, that means any player in OrbusVR can join a queue and be placed with a group regardless of level. We’re hoping this really opens up the ability for newer and veteran players alike to join together and do a fun activity. Alongside this, the week’s Defend the Realm monster slaying requirement will be focused around these three dungeon’s bosses – so basically the best and quickest way to meet your Defend the Realm requirement this week will be to use the new queuing system!

  • We still have a lot of work that we want to do to further improve this feature, such as for example allowing you to choose to accept or decline the queue after it “pops”, to allow you to choose specific dungeons to queue for, and to offer daily rewards for veteran players for using the queue. But even in its current state, it should add a welcome new activity for players of all levels, and we’re excited to bring it to you!
Defend the Realm Rewards

We’ve updated the leaderboard 29 with a list of all the possible Defend the Realm rewards. In particular:
  • The Defender’s Crown will be a transmog hat style signifying your efforts.
  • The Defender of Patreayl will be a title available to choose in the new titles system we are bringing to Reborn.
  • The Dev Final Boss reward, if unlocked, will see us put in the time to develop a special type of World Boss that one of the Dev Team members can directly get online and control, so you can fight us as an actual boss in the world before Reborn launches.
Other Changes
  • The Raid Shop vendors now allow you to purchase the pet for that raid for 75 tokens.
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