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Post by Tim on Dec 24, 2010 2:20:08 GMT -6
Donors, check your email for info about the test site. Everyone else, the test site will be open to all 1 week from today, so you can ring in the New Year playing around on the test site. (as if you don't have something better to do ). Countdown posts are now on hold for a while. More updates coming, but being on my holiday break, my schedule will be a bit sporadic. Will be checking in as often as I can (especially with the test site, as Light knows there will be issues there!), so don't be afraid to ping me if somethings up. Merry Xmas to all, and a Happy New Year! ;D
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Post by alSeen on Dec 24, 2010 12:08:49 GMT -6
love the name of the site
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Post by alSeen on Dec 25, 2010 0:40:43 GMT -6
MERRY CHRISTMAS!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
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Post by Crom Cruach on Dec 26, 2010 22:41:02 GMT -6
Of course we don't. GoS new version is THE best way to start the year off
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Post by Tim on Dec 31, 2010 17:37:24 GMT -6
Site Address: deadly.talij.com/Few notes: - Weave changes aren't quite ready yet, so no Channelers for right now. Once those changes are done, I'll do a reset and let you guys try them out. - Market changes in progress: Merchant Profession added, and Stalls can be purchased, but you can't really do anything with them yet. Working on it, but likely won't be ready till later this weekend (if then). Will post on the forums when it happens, so you might want to save your money (and Pro points) tell then. - Donors helped find and fix a lot of bugs this last week, but things are still in rougher shape than I'd like for it to be. So please let me know if you notice anything odd. Go Team!
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Post by alSeen on Jan 1, 2011 2:01:23 GMT -6
HAPPY NEW YEAR!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
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Post by Tim on Jan 27, 2011 12:52:54 GMT -6
Update on V7: Admittedly, there's been little progress made in the last couple weeks (since I got the market changes made). Big deadlines at work coming up so there's been a lot of pressure there to get things done. After working 9-10 hours a day 5 days a week hammering out code, it's hard to come home and be motivated to do some more. Hoping to get a lot done this weekend though. Weave changes are still coming, though other than fixing bugs and a few related changes, I think that's gonna have to be it for V7. Was hoping to get some Clan War changes in, but I think I'll make them one of the main focuses of V8. As for when the official launch will be, no date set yet. Will have to see how things go this weekend. If I can get weaves working in the next week or so, there will likely be a reset of the test site so you guys can play as (and test) channelers. As soon as the likely kinks get worked out and I fix the remaining bugs, we'll be go for launch. I REALLY want it happen before March 1 (6 months since V6 launched). Kinda a psychological thing on my part, as I always plan to have a new launch every 4 month or so, but that hasn't happened since V3. I do think (hope) that changes that have been made have let things stay interesting for longer without reset, but 6 months is probably pushing it (though I still do see signs of life on the official version...). Anyways, bottom line is I hope to have the V7 Launch within the next month. Stay tuned.
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Post by Crom Cruach on Jan 28, 2011 9:22:45 GMT -6
I even forgot I was playing a test Anyway I've rarely seen MMORPGs releasing new versions so often as GoS does, so I wouldn't worry too much. If the community is small it's not because the game is slow at updating. IMO let's let the Clan things rest for a while. This vers brought huge improvements on the individual side of the game, I don't even miss not being in a clan now.
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Post by alSeen on Jan 28, 2011 18:00:14 GMT -6
any way clans war upgrades could be added while we play? without having to restart? just wondering because then that would add an insane twist that could send the game into chaos
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Post by Tim on Jan 28, 2011 22:31:38 GMT -6
Nah. I like having one version that's completely stable that I'm not making any changes on. Whenever I change something, there's a chance of me completely screwing everyone up. Plus the some of the changes I have in mind will require database changes, which I really hard to do with out resetting things.
Now, there's nothing to say that if I work on clan changes first I couldn't do a V7.5 about 3 months after launch with a reset and only the clan changes. Could do some quick testing of it, maybe just have the test site open a couple weeks to the donors only. No promises though, as there's some other things that I want to add that will really tie into the clan war stuff. I half version is something I've toyed with doing a couple times and never really found a good way to make it work. Actually thought about making what I had when I opened the test site for V6 be it and have it be a V6.5, but didn't want to leave Channelers out again.
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Post by Jenlyn on Jan 29, 2011 8:20:58 GMT -6
I even forgot I was playing a test Anyway I've rarely seen MMORPGs releasing new versions so often as GoS does, so I wouldn't worry too much. If the community is small it's not because the game is slow at updating. IMO let's let the Clan things rest for a while. This vers brought huge improvements on the individual side of the game, I don't even miss not being in a clan now. I lose interest before the next version comes out, and in V6, I played for longer than I have since Tim took over, and I checked back in before the V7 beta started. I did not find much activity at all when I checked back in, so it really looks like only a few people continue to play up until the new releases. I don't think it's necessarily a time issue, but rather a focus issue. If there was a game-wide goal or an agreed upon set of ending conditions to a version (personally, I would favor something story-driven, like "Once all of the trollocs have been driven back into the Blight, the Version will come to a close," as opposed to having a winner or the like), I think more people would stick around, but I could be mistaken, and of course, that is a topic that belongs in a different thread, anyway.
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Post by Edvar al'Given on Jan 29, 2011 9:12:30 GMT -6
Yes!!! I totally agree! Like, after people get to level 50 or so enemies get stronger than normal. And theres a chance the Dark One(Me) can break loose and end the version before the next is ready! lol Or at least, at some point the DO can attack anyone he wants lol and start kicking butt and rampaging around destroying cities and shops lol. And I have long been a proponent of 'startup quests' to help new players learn and understand all the complicated aspects of GoS.
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Post by Crom Cruach on Jan 29, 2011 11:24:34 GMT -6
I've always been for slowing the game down. Not just making the uplevelling slower by awarding less exp, but cutting the daily battles drastically. A sinlge duel woud become much more meaningful, and people wouldn't need to play 50 battles a day to keep up with the rankings.
When you have too many battles to spend, the single result becomes less meaningful. That's why most people don't bother using many features like the consumables. What does it matter if I lose 30% of my NPC battles? If I play all my 50 battles I'd still get like 35 victories, which puts me ahead of people who can only play 20 battles, even if they have a 100% win ratio.
It isn't the lack of features or items types or of classes types that make the game boring after a while. It's the number of available battles together with the semplicity of the NPC duels that make it boring. Quests made NPC battling more interesting, but it's still a bit dull.
Anyway my point was not to say that in order to keep the interest up you have to release new versions often enough. Not at all. I just meant to praise Tim's work and reassuring him that GoS is not slow at improving.
Actually I think the game has enough nice features now to hold your interest without always looking for something new. Though probabily somthing has to be done to the game system ,as I said, to keep players from "burning up" a version in a couple of months.
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Post by alSeen on Jan 29, 2011 11:32:27 GMT -6
we should have a trolloc war version, that would be sweet. like they trollocs could even take out a town, or control a wilderness and we cant move into that area until the trollocs are all dead (in the city). that way if no one does anything, later on they will HAVE to to even play lol. and clans could make sure their own little spots are safe, so then it would be like the trolloc wars in the books where everyone has to decide, save an ally by sending our men to help and weaken ourselfs, or just defend your plot of land
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Post by Jenlyn on Jan 29, 2011 20:02:12 GMT -6
we should have a trolloc war version, that would be sweet. like they trollocs could even take out a town, or control a wilderness and we cant move into that area until the trollocs are all dead (in the city). that way if no one does anything, later on they will HAVE to to even play lol. and clans could make sure their own little spots are safe, so then it would be like the trolloc wars in the books where everyone has to decide, save an ally by sending our men to help and weaken ourselfs, or just defend your plot of land Yes, something like that! That would be cool! The DO breaking free might be cool, too. If the criteria necessary to seal the bore were such that it would take a few months to play out, then Tim could still get some coding done on the next version while we try to keep the Dark One imprisoned, and if he breaks free, we get screwed out of some playing time, or whatever...we could surely figure something out that's fair. The main thing would be whether or not it would be easy to code, would actually enhance the game by encouraging longer participation, and would be maintenance-free enough for Tim that he could work on the next version while the current one played out. We could always leave an old version up just to rack up outlandish levels, etc. once the story line had been completed. Concerning the number of battles stored reducing the value of individual fights, I hear you, Crom, but at the same time, being able to store 100 battles allows for more casual gameplay, so that people can log in once a day or once every two days and still keep up on XP. That's a huge advantage of this game. I'm not sure how to strike a balance.
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