fireHeat & Blobs

Overview

The Heat Index is a dynamic indicator shown in game UI that describes how solo-friendly or group-contested a location is. Heat is based on your current position relative to the Heat centers (Dreadfort and WIlderness Hideout).

Every non-safe zone has a Heat Index value from 0 to 100, running across a spectrum:

  • 0 (“Remote”) → quiet, desolate, low-traffic, good for solo players

  • 100 (“Contested”) → faction-heavy, densely populated, high-conflict

Heat is used to create regions of the map that are more GROUP-FAVORED, vs others that are more SOLO-FAVORED, to balance competition between solo players and guilds.

Remote Zones

Remote areas are farther from civilization, characterized by:

  • Sparse but higher-variance resource density

  • Fewer players, more exploration

  • Longer travel routes for farming and mobility

These zones cater to solo gatherers, explorers, and players avoiding major guild presence.

Contested Zones

Contested areas pulse with high activity:

  • Heavy guild influence, roaming squads, and raid groups

  • Dense clusters of T4/T5 monsters and high-value resources

  • Close proximity to major wilderness hubs (e.g., Dreadfort, Wilderness Hideout) wth banks

These zones tend to attract organized groups seeking PvP, GvG, or efficient high-tier farming.

Effects by Heat Index

The Heat Index influences several game subsystems dynamically.

System
Remote Bias (Low Heat)
Contested Bias (High Heat)

Roaming Threats

More anti-group threats spawn (disruption, ambushers)

More anti-solo threats (assassins, elite hunters)

Loot Resolution

Reduced penalties for solo kills; harsher for zerg-looting (High Gear Savior chance)

Minimal penalty for multi-kill/zerg looting (Low Gear Savior chance)

Stress

Increased stress contagion; large groups inflict heavy stress multipliers

Massively reduced stress contagion

Reward Density

Higher variance; more dynamic node spawns; chance for sparse but high-value resources

Higher average tier, stronger value density (e.g., 0.2–0.3 productivity modifiers)

Focus Fire (Damage Reduction based on # of Attackers)

Significantly higher Damage Reduction when multiple players focus a target

Focus Fire DR is lowered or negligible (zerg-friendly)

Heat Source Calculation

Heat comes from Heat Sources placed in the world - currently there are two Heat Sources, centered on Dreadfort and the Wilderness Hideout.

  • Each Heat Source has a radius.

  • Inside that radius, Heat decreases linearly from 100 → 30 as you move outward (about 70% of the radius).

  • Areas outside all sources = Heat 0 (fully Remote).

  • If two Heat Sources overlap, the highest value wins (they don’t add together).

  • Special locations (e.g. Mining Dungeon) have a fixed Heat = 50 so they stay “neutral.”

Extra: Blobs (Player Density Visualization)

Blobs are a real-time visual indicator of where activity is happening.

They provide an immediate “hotspot” overlay beyond static Heat Sources.

Blob Rules

  • A Red Blob appears when 6 or more players are in close proximity.

  • The blob scales in size based on the number of players.

  • Blobs do not appear inside safe zones.

  • Blobs appear on:

    • The minimap

    • The World Map

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