Greetings Fellow Avatars!
Here’s what we have for you in this week’s edition of Update of the Avatar:
- Architecture of the Obsidians, Part 5: Desolis Underground!
- Hangout of the Avatar ~ Release 20 Postmortem
- Novia – Circa 1977
- Let’s talk about… USE BASED SYSTEMS! Part 1
- Release 21 Grand Tour Quest Reward: Highwayman Hat
- SXSW Panel Picker
- Airship City Home
- Last Weekend for Obisidian Tower 1/2 Off Sale
- 17 Day Countdown for 10% Summer Bonus & Reward Expirations
- 3 Day Countdown for Pledge Splits & Merges
- In-game Community Weekend Events
- This Week In the News
- Upcoming Events
- World Builder/Level Designer and VFX Artist Job Openings
- Recommended Games to Back
Architecture of the Obsidians, Part 5: Desolis Underground!
[Continuation of A Dev+ Forum Post by Scottie Jones]
Alright folks! Here’s the last and largest update for this particular area I’m creating. There’s lots more decorating left to do, but I don’t want to spoil everything with teasers. Soon I’ll be moving on to other items and areas!
Near the center of the town of Desolis is a prison composed of the fortress walls of what had long ago been the seat of power for the once mighty Obsidian Empire. These walls surround the Epitaph, a towering plateau containing an entrance to the underground zone I’ve been building. Those who live in the town of Desolis place their criminals beyond these walls (instead of behind bars), where they wander the contained rocky ruins and small oasis surrounding the plateau, unable to escape. Some of the toughest of them choose to enter the Epitaph to claim the cooler inner chambers as their own, though they rarely dare to delve deeper, for fear of the hideous monstrosities that dwell far below.
You’ve seen a version of this following image, but since it’s been finished, I figured I’d start us off at the beginning, with a view as you walk down the entrance hallway toward the Cave of Night. Here you can have a closer look at the sentinel dragon statues favored by the Obsidians, which mirror the even larger version that overlook the outside entrance.
Inside the Upper Prison you will encounter the toughest of the criminals who have been thrown beyond the dark and ancient walls of the Desolis prison compound. Beyond the passages containing the old cells, which now have been claimed by those that wander these upper ruins, you’ll encounter their self-proclaimed leader, who lives in what was one the Upper Garrison Commander’s quarters,…now decked out with the nicest things the convicts could scavenge.
You’ve all seen the entrance to the Obsidian Keep, so I’ll bypass that and move into the keep proper, where all the rooms have been built out and now await final decoration. Soon I’ll be making a pass to turn these rooms into abandoned wrecks now infested with monsters for several centuries (unless they’ve been successfully locked and sealed away)… I think an abandoned underground library would be a perfect place for a web-choked den of giant cave spiders,…don’t you?
From here we move on to the Lower Prisons, on our way to the terrible Reshapers’ Labs.
We know we’re about to reach the laboratories themselves because, despite over 200 years having gone by, the disgusting chamber of the Charnel Pit still reeks of the thousands of bodies once dumped into it, each one a failed experiment. No doubt it is still in use to this day, since the mad remnants of many of those experiments still wander the dark halls seeking vile sustenance.
By now there’s no turning back! Just beyond the foul pit is the great central chamber of the Laboratories of the Reshapers. Three other hexagonal passages lead from this room to unknown areas, but first you’ll need to deal with whatever horrors our world-builders choose to infest this place with!
Connected to this main hall are numerous sub-chambers devoted to the Obsidians’ dark alchemical arts of twisted transformation. Subtle yet hideous vignettes can be glimpsed beyond shadowy archways and reinforced gates; piles of bones surrounding a fleshless, huge troll-like cadaver,…chambers with arcane work-tables,…the skeleton of a dragon, long dead and forgotten.
And lastly, I’ll take you beyond the Chamber of Souls (which you’ve already seen)…to the deepest destination in the Desolis Underground. Here the Obsidian sorcerer lords once stood, to catch a glimpse into their future, at the heart of the power that drew them to this place long ago. This is the cave of the Pool of Destiny, a stone bowl set above a shaft of air and fire to catch the powerful energies of the obsidian shards, carried by mineral-rich waters as they fell, drop by drop, from above. Legend has it that the waters of this pool once gave visions to those powerful enough to use it. What secrets might it still hold?
Well,…that’s it for this thread, my friends… I truly hope you enjoyed it. Look for more threads like this one in the future as I create new areas to share!
Scottie ^_^
Hangout of the Avatar ~ Release 20 Postmortem
We had a rather memorable Hangout of the Avatar this week! Richard, Starr, and Chris chatted about Release 20 and looked ahead to Release 21. FireLotus fielded some great questions and live feedback from the chat-room.
As an interesting variation on the usual postmortem Hangout, Starr, Chris, Richard, and FireLotus agreed to take a shot for every full level tier upgrade that was pledged during the Hangout. Well, um, the community rose to the occasion and generated over $5,000 worth of pledge upgrades during that 90 minute hangout. And the Hangout team had a rather merry time for the rest of the afternoon!
Check out the video if you missed the live show:
Novia – Circa 1977
Now for a historical tidbit from Lord British:
Before beginning any computer role playing games, I hosted a weekend D&D group in our home in Houston Texas. This map, used during those D&D sessions, goes back to about 1977. The lands of New Britannia in Shroud of the Avatar are loosely based on this pre-personal computers Lands of Lord British!
Let’s talk about… USE BASED SYSTEMS! Part 1
[A Dev+ Forum Post by Chris Spears]
For those who haven’t been around for a while, for the first 6 or 7 releases I would write up a massive wall of text style post each release where I just broke down one or two topics in detail. A few clever people identified that the departure of the “Chris’ wall O’ text” posts coincided with the arrival of my daughter. Sadly they were dead on target with that guess and I really just had to stop because I wasn’t able to work 60-70 hours a week and something had to give. This has made Smack very sad…
Well, for R20 I’m making time to write up a few big posts because I’ve got some exciting stuff to talk about! Possibly the biggest change since we started the project. Drum roll please….
Let’s talk about the impending switch to a use base system!
So I’m going to break this brain dump into 2 parts. This first part represents how it appears to the players. I’ll let dev plus people give feedback on it and then assuming feedback is generally positive, I’ll post the second half next week where I explain the specifics of how the system accomplishes its goals.
So outside of a handful of not so constructive people, I think most people acknowledge that we listen to players and change things when needed, almost to a fault. (PVP people, I swear you’ll get one of these style posts soon! I’m looking at you Tek/Abydos/Isiah) So this was an idea I started fishing around the office about 6 or 8 months ago. Our office policy for when to take PTO is “There is never a good time to take PTO so any time is a good time!” I think we’ve finally realized the same is true of major project design changes… “There is never a good time to make a major design change so (if it really needs to happen) any time is a good time!” Well, now is not a good time to make this change so that must mean it is a good time!
Based on a number of reasons we finally decided this needed to happen. The largest reason for it was definitely player feedback. We were also struggling with how to make crafting compelling and immersive in the long run and too many times the answer started with “Well, if we were using a use based system…” Also, while we all still feel we’re not a game that requires extensive grinding, switching to to a use based system will make it even less grindy for players.
The reason we hadn’t switched yet was because no one had a design that we felt was both implementable without massive rework of systems, which was fun, and that solved some of the more serious flaws in the use based systems of UO and SWG. After several more months of thinking and planning, I believe we have something that meets all of those criteria!
So there were a number of problems we were trying to solve with the system but the biggest problem can pretty much be summed up as: “Stack of Pennies”! For those not understanding, in UO/SWG, since everything was purely use based, the most efficient way to advance your skills was to take a stack of pennies (or a wrench if you’re Burningtoad!), put it on the A key and then go to bed for the night. Today that stack of pennies would be replaced with a keyboard macro or robot program. While it is fun to hear the stories about people who became Jedis in SWG by dancing for a day and then tumbling and using medic on themselves for a day completely through macros, this is not the game we really want to make!
So let’s get to talking about how it will appear to the player:
Skill trees will generally look the same as they do now. The only real visible changes is there will be a small toggle icon for train/do not train, a small bar going across the bottom of each skill icon, and the number above each skill go from 0-100 instead of 0-5. There will also be a few new skills at the tops of some of the trees that are effectively tier 0 skills that represent things like polearm base attack skill, bow base attack skill, etc. Mousing over skills will show when the next glyph is unlocked for those using random decks. The effectiveness of the skill will now be tied to the 0-100 number though and not the number of glyphs unlocked.
Skills will start at zero and training takes them to a 1. That unlocks the skill and allows the player to use the skill. For active skills, when a player uses the skill successfully, the small bar on the skill will go up slightly assuming they did something useful. If they failed or missed, it will still go up some smaller amount. For passive skills, they will simply progress slowly while the player is actively playing. Skills will default to “Train” but can be toggled to not train which will allow other skills to progress slightly more quickly.
Repeatedly using a skill in a pointless manner (attacking a training dummy, casting fireballs at cows) will actually improve the skill some but will have rapidly diminishing returns until you go do real stuff. Adventuring, PVP-ing, crafting, will all show much faster advancement in skills.
All skills go from 0 to 100. Skills that gain glyphs generally gain an extra glyph at 1,10,20,40, and 80. Skills that have more levels than 5, gain at evenly distributed increments. For example, for the Strength passive, you gain a point of strength for every 2 skill point increases in the strength skill because 100/50 = 2.
Passives will advance pretty slow but you will be able to go to a trainer and pay for a lesson with most skills. The lesson will give you a buff that helps you increase skills faster for some amount of time though that will come at a cost to the speed at which other skills advance.
All skills will VERY slowly decay over time. Current target is that if you set a skill to not train, it would take about 40 days to lose a full point. That decay will only be applied at death or when gaining another skill point. There will also be a cap to how much decay can be accrued so players who don’t die or gain any skills for a month, aren’t suddenly going to get a bunch skill decreases on their next death. Also worth noting that death does not accelerate that decay process, it only applies it.
There are no hard caps on how many total skill points a player can have. Due to the slow decay there is a sort of a soft cap where at some point, no matter how frantically a player tries to advance everything, they will not be able to keep everything at max. Also, the higher the skill is, the tougher it will be to maintain BUT the same 40 days to lose a point still applies!
Player hit points and focus pools both slowly increase over time and are based on their stat passives. Just as with the existing system, players can expect this to not be a huge curve though.
A handful of real crafting skills will be coming online this release as well and they too will use this system. Also, the salvage system will make it for R21. This will let a player break down finished items into its base components. This conversion is a lossy process but how lossy will depend somewhat on player’s skill in salvaging.
Also, keep in mind that players will be able to salvage many of the items that they find on creatures. So now those useless rusty swords suddenly become not so useless as they can be taken by a blacksmith and turned into iron scrap which can then be crafted into an ingot. All the while earning the player skill up options with the use based system!
Also, for those worried about there being a wipe to drop this in, don’t fret. We will be wiping skills BUT the way the system has been engineered means that players who are highly experienced now will advance FAST in the new system. So don’t feel like you shouldn’t adventure in R20. Go adventure, PVP, and craft like the wind!
That is it in a nutshell! Next week I’ll post the second half of this brain dump which will include details of some of the mechanics that are going on behind the scenes. See you next week!
Chris “Dippy Dragon” Spears
Release 21 Grand Tour Quest Reward: Highwayman Hat
Just as in our past several releases, we’re including a Grand Tour Quest in R21 designed to guide you through all the new content. You will be rewarded with a Highwayman Hat when you complete the R21 Grand Tour Quest. This reward can only be unlocked during Release 21 (did someone say rares?), so be sure to log in to R21 starting August 27 and talk to all the Tour Guides!
SotA’s Executive Producer, Starr Long, submitted a proposal to SXSW Interactive 2016 called “Co-Development: Open and Agile Game Development“. It is the method we are using to make Shroud of the Avatar and if you think that it should be part of the SXSW program then please vote here: http://panelpicker.sxsw.com/vote/50444
Airship City Home
Bob Cooksey recently completed this magnificent Airship City Home! The original idea for the airship came from Richard Garriott’s decision that Darkstarr should not have a permanent abode in Novia, but rather, would always be moving around because, well, Chaos! Therefore we created Darkstarr’s personal airship that will be christened (and named) soon.
Floating above a city lot, it provides ample living area while preserving almost 100% of yard space! With three floors, there is a roof-top deck above the spacious Captain’s quarters, and three rooms below deck. Available in the Add-On Store (in-game in Release 21, August 27). And, no, the Airships cannot actually be sailed across the landscape (yet).
Here is Darkstarr’s personal “Chaos” version of the Airship (no, this version is not available in the Add-On Store):
Last Weekend for Obisidian Tower 1/2 Off Sale
If you were thinking of getting one of the Obsidian Towers introduced last month (town or village size), you may want to grab one this weekend while they are still 1/2 price! After Sunday night the price of the Obsidian Tower Village Home will increase from $60 to $120 and the Obsidian Tower Town Home will increase from $85 to $170. Get yours now in the Add-On Store!
17 Day Countdown for 10% Summer Bonus & Reward Expirations
If you were thinking of pledging your support to the development of Shroud of the Avatar, upgrading your existing pledge, or purchasing/upgrading a Player Owned Town, now’s a great time to do it! To celebrate twenty months of successful monthly releases, we are offering a 10% Summer Pledge/Town Bonus! Starting at 10am CST, July 10 and running through Midnight CST, August 31, 2015, you will receive an additional 10% bonus added to your Store Credit for any pledge purchases/upgrades, or Player Owned Town purchases/upgrades (including monthly pledge or town payment plans).
(NOTE: The 10% Bonus will be applied to your Store Credit within 24 hours of your purchase; 10% Bonus is for Pledges and Player Owned Town purchases/upgrades/payment plans only and does not apply to Add-On, Stretch Goal, or Make a Difference Store purchases; Existing Store Credit applied toward a purchase does not qualify for the 10% Bonus)
Additionally, as we enter the last half of 2015, and major milestones such as Alpha and Beta are looming closer on the horizon, we will be announcing a series of expiration events regarding pledges, rewards, and related services. The first expiration event coincides with the end of our 10% Summer Bonus promotion at Midnight CST, August 31, 2015. These expirations include:
- Select Pledges (including their specific rewards):
- $220 Patron Pledge
- $375 Navigator Pledge
- $450 Developer Pledge
- Signed physical goods (Patron pledge and above)
- Home and basement stacking (Ancestor pledge and above)
- Secondary lots (Lord pledge and above)
- Player Owned Towns with Overland Map Access
Please know that these expirations DO NOT affect any backers that already have these rewards. If you already got ’em, then you get to keep ’em! These expirations only affect new backers, or existing backers that have not upgraded to the specified pledge tiers before the expiration date.
[NOTE: Any payment plans started for the specified pledge tiers (Patron, Ancestor, & Lord) or above prior to Midnight CST, August 31, 2015 will not be affected by these expirations]
[Click here for more details…]
3 Day Countdown for Pledge Splits & Merges
As announced in Update #134, backers will have thru August 17, 2015 to request a pledge split or merger, after which we will no longer be able to process them. We may get backed up with lots of these requests coming in at the last minute, but we will honor all requests that come in thru end of day August 17.
[Click here for more details…]
In-game Weekend Community Events
Our amazing community has another great lineup of in-game events planned for this weekend. Special thanks to community member SpookyJenny (aka Jenny Phoenixfyre in-game) for her help in compiling the latest schedule of player events from the Avatar’s Circle Community Events calendar and the Events of the Avatars community calendar:
Recurring Events
- Gladiator Wars (Mondays, 7pm CST)
- A call to all fighters PVE and PVP! Would you like to participate in the “Gladiator Wars” PvP Tournaments? (details)
- Novian Academy – The Philosophy of Order (Fridays, 5pm CST)
- Weekly discussion on the philosophy of Order and their interconnection to the virtues. Learn how to overcome the misconceptions of order and chaos and instead learn about the realities behind the creation of both the Order philosophy and the virtues. (/zone Kazyn Phoenixfyre)
- The R20 Unreliable Travel Guide
- The Unreliable Travel Guide, created at the SotA Writing Round Table, is not an event, but a a collection of hilarious short stories published by two drunken layabouts who have nothing better to do than try to derive a dishonest income from newly arrived avatars. (details)
- “The Tavern Respite” RP Event (Mondays, 8pm CST)
- The tavern door opens before you, and the scent of pipe and stew waft outwards with a wall of warmth from the hearth. Join in with the patrons of the Bear Tavern as they share tales of their adventures amid endless mugs of ale, legs of mutton, and merriment unbounded (details)!
- Happy Hour Wednesdays (Wednesdays, 8pm CST)
- Otherwise known as “Spend Stryker’s Gold” – Stryker will open a bar tab at one of the local Novia taverns for an hour or so for drinks, stories, news, critique of the arts, dancing, and otherwise unplanned mayhem. Zone /Stryker Sparhawk or watch this thread for locations each week!
- Vengeance Madness (Fridays, 7pm CST)
- This is an Open PvP event where everyone fights it out in a royal rumble to see who the ultimate death dealer is! (City of Vengeance; /zone Bambino LudoVate)
- Daily Breakfast Club – 12am CST (London UK); 6am CST (Central US); 3pm CST (Sydney Australia)
- Breakfast Clubs offer a time when people from around different time zones can gather. (Wody’s Pub, Paxlair)
- Phoenix Republic Open Mic Night (Thursdays, 7pm CST)
- Come hang out in Wody’s Bar. Have a story or a song, Maybe want to do some stand up? Every Thursday the audience will vote on the winner of the weekly prize (Wody’s Bar, /zone Kazyn Phoenixfyre or Jack Knyfe)
- Beach Party by BMC (Fridays at 9pm CST)
- Come join the BMC for dancing and fun at the Beach (/zone River Beauchamp)
- Challenge Dungeon Run (Fridays at 10am and 7pm CST)
- This is a self-host event, meet at the Braemar Cemetery and organize into groups to take on the infamous Chillblain’s Compendium of Pain & Suffering!
Saturday, August 15
- 9:00am CST PaxLair Working Hours
- PaxLair town and community “working hours” are for anyone interested in PaxLair. (/zone Winfield)
- 11:00am CST Church of the Dark Star – Saturday Service
- Join Lady Amber Raine, High Priestess of the Church of the Dark Star along with Kazyn Phoenixfyre of the Church of the Sun, as they bring another thought provoking service. (PaxLair; details)
- 12:00pm CST Welcome Quest R20.5
- Welcome Quest showcases many of the Player-owned and Player-ran towns in New Britannia. (/zone Dara Brae; details)
- 3:30pm CST Gust Fest
- This will be a tournament where competitors are pitted against each other in attempt to knock each other off the Tower of the Shuttered Eye! (Tower of the Shuttered Eye, Veiled Swamp, Perennial Coast, Novia; /zone Bambino LudoVate; details)
- 6:00pm CST BMC Speaker of the House Election Debates
- Candidates of the BMC will be answering questions from the guild as they run for the guild office of Speaker of the House, streamed LIVE Audio by NBNN at www.nbnn.info. Voting polls will be open to guild membership via the guild website at http://bmcguild.enjin.com/home (Blackrock Point on Novia near Etceter Crag Mines)
- 7:00pm CST Doomsayer in Owl’s Head
- A role-playing event (Owl’s Head; /zone Mallory Tolbert)
- 7:00pm CST Port Phoenix: Gustball Challenge Matches
- Come on out to Port Phoenix to join the Republic in a series of 1v1 and 2v2 Gustball matches! (/zone Kazyn Phoenixfyre)
- 8:00pm CST Vengeance 1v1 Tournament
- The longest running Player vs Player tournament in Shroud of the Avatar. (City of Vengeance)
Sunday, August 16
- 6:30am CST Explore Novia with royalsexy (PaxLair Moon Tower, /zone royalsexy)
- 8:30am CST PaxLair Meeting
- Come see what PaxLair is up to in Novia and other town areas! Many people also attend from towns and guilds for a bit of a weekly wrap-up and what’s happening. Good discussions! (PaxLair, /zone Winfield)
- 11:00am CST Phoenix Republic Town Hall/Working Hours
- A Gathering of members of the Phoenix Republic to cover important topic areas of the month. (Republic Town Hall, Port Phoenix, /zone Kazyn Phoenixfyre or Jack Knyfe)
- 3:00pm CST Gustball
- Two teams are pitted against each other in a sporting event not dissimilar from soccer, football, and basketball. The object of the game is to Gust a Gustball around the field and into your opponent’s goal (/zone Bambino Ludovate, details)
- 5:00pm CST BMC Grid Iron Feast and Registration
- Register to compete in the BMC Gridiron and mingle with other participants and spectators before the big fight! (Blackrock Point on Novia near Etceter Crag Mines, details)
- 5:30pm CST BMC Gladiator’s Grid-Iron
- The BMC is proud to present the nastiest, the foulest, the most feared arena in all of New Britannia! The Grid-Iron is equipped with a pit-style arena, locker rooms, a VIP round-table, betting & vendor booths, and all the blood-sport you can handle. (Blackrock Point on Novia near Etceter Crag Mines, details)
- 7:00pm CST PaxLair Meeting
- Come see what PaxLair is up to in Novia and other town areas! Many people also attend from towns and guilds for a bit of a weekly wrap-up and what’s happening. Good discussions! (PaxLair, /zone Winfield)
- 8:00pm CST Fishing with Winfield
- Come sit with Winfield on a log or rock to hear some fish tales or tell your own. Chat about anything from the moons to the earth worms. Spend a relaxing day in nature near a stream or lake — bring insect repellent or a sword. (some lake or pond, /zone Winfield)
Be sure and check out the Release 20 Events thread in the SotA forums for additional events that may not be included here.
R20 Deco Contest – Shops & Markets
[A Release 20 Event Forum Post by Edward NewGate]
Welcome to the R20 Deco Contest – Shops & Markets!
Your entry should be some kind of (shop/bazaar/market/black market/trading post/harbor). Having a Vendor isn’t requirement and doesn’t affect our judging!
Prizes:
- $15 Store Credit – first place
- $10 Store Credit – second place
- $ 5 Store Credit – third place
Get your entries in by 21th August, and judging will begin on 25th August.
[Click here to enter the R20 Deco Contest]
Upcoming Events
2015.08.27 – Release 21
2015.08.28 – SotA at Syndcon
2015.09.04 – SotA at Dragon Con
2015.09.24 – Release 22
2015.10.29 – Release 23
Recommended Games to Back
Eric “Wingman” Peterson and team are bringing back six-degrees-of-freedom combat by blasting 90’s action game favorite, Descent, into the 21st Century with current-generation gaming technology. Descent: Underground is more than a graphics upgrade. Get ready for multiple types of customizable ships! Prepare for upgradable weapons and sensors with richly-detailed tech trees. Brace yourself for destructible voxel maps with new power-ups and mod tools to make your own maps and more!
Love the Airships!!
Please.
Please.
PLEEEEEEEZ!
Make a brown add-on store version of the highwayman hat!
And the chaperon too, btw. plzkthx…
Please make masks hide the name of the player wearing the mask.
Brown add-on store version of highwayman hat is coming
I definitely let out some air reading this article.
Now you are making me think of upgrading just for a city lot to get the airship!
Love the Obsidian stuff! Love the Highwayman’s Mask.
You guys are doing a great job.
I love Lord British’s Novia Circa 1977 map!
Brings back memories. I, too, was playing PnP D&D back then…
Very cool! Thank you for sharing
That airship is ridiculously awesome.
Can’t wait to deploy it in R21.
Please make a cool looking City Level Obsidian Tower.
You’ve explained why the use base is there but not why you’ve chosen to add a decay. What about those of us who can’t play 24/7 or even more than a couple of times each week? Won’t this decay system favour those who are on 24/7 even more than the simple fact that because they can be online more, they can level more? Love the other parts of the system but this decay idea has me concerned. Please provide some feedback to reassure us “casual” players.
I’m seconding concern about decay for skills. I rarely get a chance to play, and sometime take months off between sessions. I’m not looking for an MMO, and the idea of losing progress after an extended absence is offputting.
Darkstarr just got the best pimpmobile ever.
Looking forward to catching a glimpse of that in game!
I believe the below commenters’ focus on the bells and whistles instead of the major gameplay changes indicated in this update is indicative of the overall lack of critical thinking among this community.
Two questions for Chris regarding the new stat grinding system:
1. How will the game tell the “pointless skill use” from “real stuff” apart, especially with so much user-created content to you your skills on? For example, can a player craft a “training dummy” that the game will consider “real stuff” and let them grind their fighting skills as if they were adventuring?
2. Why do successful uses bring more skill progress than unsuccessful one? Don’t people learn more from mistakes than from successes? Doing it the other way around would also provide a natural “easy to learn, hard to master” progression for every skill (since you learn less and less, the better you become and the more often you succeed).
Koveras, there is a long thread in Dev Plus that answers some of this and we’ll move it to dev soon. 1) is definitely answered in that thread but I don’t think I will do it justice if I answer it here. There is a GREAT answer for it though.
2) This is more about exploits than anything else. We do give some exps for failed attempts at things but giving more than successful attempts would lead to people doing silly stuff. For example, I might be the worlds worst miner but if we went by your suggestion, my best option is probably to try and mine obsidian OVER and OVER again. Why? Because I’ll fail and get to try again because the node will remain. Success usually consumes some world object where as failure may not. For those that think that failure to mine a node should destroy it, that could lead to griefing as players with low skill repeated destroy valuable objects.
Well, I don’t have access to Dev Plus forums, but if you have a link to the dev thread, please share it once it goes public.
Regarding grinding, I honestly don’t see what’s wrong with failing over and over and wasting resources on the initial (!) learning experience. After all, that’s what happens in real life, too, if you don’t have a good instructor. If you are worried about griefing, you should just make it so that the “worst miner in the world” destroys only a few nodes before his mining skill improves so much that he’ll be consistently pulling up some ore. Better yet, he should go to a trainer first and invest some cash into training before attempting something for the first time, as sensible people do. And beyond awesome would be to let an inexperienced miner team up with an pro and use the latter’s skill to extract ore, but with the former getting the skill increase–which is essentially how real life tutoring works.
Would it be possible to get that Airship in a darker color scheme? (Had to ask!) The design looks awesome, i just do not like those light colors.
Now I know where the map of Sosaria from Ultima 3 came from!
Happy to see the switch to a use-based skill system. That’s the update I was waiting for!
I’m really unhappy with the idea of skill decay. So much so that it could cause me to never play the game. I’ve experienced games that had this sort of ‘feature’ before, and all it does is frustrate. I never want to be penalized for not playing, or not playing enough. I never want to lose something I’ve earned. Ever. Skill decay is a terrible idea. Please don’t do that.
Does anyone else think that Novia map looks similar to Sosaria from Ultima III?
A hilarious Hangout! Even though I wasn’t watching it live, I was drinking (not nearly as much ha!) right along side you guys. Such fun. Perhaps that could be a semi-annual or annual thing — party with the devs… virtually In any case, great times.
Love the new use based skills concept, I’m glad you’re going that route. Airship, Obsidian content–great!
Well nothing is over with decay and the use based system. Once tried out in the game it can be tweaked by Chis and the team as needed and with also feedback from the community it will get designed to be the most fun. I say we will not be able to imagine or know how it feels until we try it out a while.I personally can’t wait to play and test it out
Be gone with you, level system! Right on!
This is what the majority of the people I know were hoping for.
The airship looks great. Excellent work on the Desolis Underground.
Keep up the good work. Thanks for listening to the little guys!
Can we get a quest release reward of shoes? It’s going to take me forever to rotate through all of these hats