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A week in development - 8/17/2018

Discussion in 'General Discussion' started by kilrain, Aug 17, 2018.

  1. kilrain

    kilrain Shadow Knight
    Staff Member Developer Team Lead

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    It never ceases to amaze me how quickly time goes by! Well regardless here I am again with another week(ish) in development update. Things have been a bit more hectic than usual around my house so I haven't had the luxury of working endlessly like I normally do, but I did get some things done.

    When I left off last time I had switched from working on relics to working on clan platinum. I continued to complete functionality for earning plat from mobs, harvesting and crafting. I have added in the ability for clans to choose a clan capital, this is the place where players will need to work from in order to earn the clan platinum. The capital can be changed in the old 'Territory Control' window from alt-use on the bind stone. This can currently be changed once a week. It is setup to assign the capital automatically if the clan does not have one when the server comes up, first come first serve, or if they are taking their first city. The default capital will be able to be changed without the waiting period, but after that it's one week. From there I began the groundwork for adding in the stealing and planning for the "plat market". For spending plat I'll just be adding in the option for "clan items" or "platinum items" to the clan city merchants. It's the most logical for coding as well as immersion.

    On the relic side of things I've decided to rework skill extensions into the relic mechanic. We'll be removing the current skill extensions like damage, range, speed from spells and then I can rebuild it to accommodate every aspect of what relics will entail. Most of what we want to accomplish is accessible through skill extensions and they are going to the wayside as they currently are anyway. What cannot be done with skill extensions I will simply add to them or extend it. This also gives us more options to throw into relics by using the current skill extensions themselves with variable magnitudes. Other than making these decisions I unfortunately haven't had the time to work on them, but changed pace a moment instead to take care of a few bugs.

    We should have a patch coming this weekend, though it may be near the end of the weekend depending on a few external factors. The bulk of bug fix time was taken by making skins visible to everyone. I'm not sure exactly how I managed it, but when I first implemented the skins I was viewing with another character and could see the skin. I swear I could.. UGH. Alas when I went back and tried again I could not. Anyway, the problem was when I was applying the mesh to the item and sending it to the renderer I thought it was also sending that information to the world state manager, but it wasn't. I was changing the information for the current player only. So what I did was rewrote the system to apply the changes prior to even the current player knowing about it and sending the same information to everyone. It took me some time to get that correct, but it's working now. Some other bugs I fixed during this time include the market not allowing you to purchase an item. This was just a rounding issue and wasn't much time to fix at all. The bank should no longer get messed up. Another fairly simple fix, the extension was using the same persistence name so whenever one would save it would overwrite the other. To resolve this for now and any future additions I'm using the bank "type" enum to string to set the persistence name, so now your XML will have INVENTORY_BANK and INVENTORY_BANK_EXTENSION rather than hard coding the persistence name. There are other items and bug fixes that others have worked on, but I'll leave those for the patch notes :)

    Last night I felt like toying with Python a bit, so I wrote up a quick UI armor editor. Basically it parses the resource folder for armor pieces, lists the names of the armor and you can select them to view and edit stats. I'll polish it up a bit and have a way for minions like @Andrew to participate without breaking things :p Earlier this month (last month?... time) temeez wrote a resource tree editor and man it was so nice not touching XML itself I figured I would participate as well. I'll expand it over time to do other things as well.

    Well, that's about all I have for now, sadly. Hopefully the next update will be full of a lot more goodies and we can have a patch or two before then!

    Till next time!
     
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  2. Void

    Void Varangian Warthane
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    Cool and lol at Andrew don’t break it


     
    #2 Void, Aug 17, 2018
    Last edited: Aug 17, 2018
  3. NonFactor

    NonFactor Forest Golem
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    after that poll any plans to combat?
    needles, splashes, ttk... anything?
     
  4. propain

    propain Black Knight
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    add screen shake to spells/relics so that if people want to dabble in cancer they can give up an upgrade to a spell
     
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  5. MWTaylor

    MWTaylor Black Knight
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    Combat is not being reverted to how it was with specializations in game, but we will be making balance changes and some tweaks to things like R90s based on feedback and testing.

    It is extremely helpful when people provide detailed information on what they think is working or not working (similar to Sero's recent post) instead of simply asking for things to be reverted. We are here listening to all feedback which will help us with the development and release of relics, along with combat balance overall, so we encourage you to put your thoughts "down on paper" so to speak.
     
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  6. NonFactor

    NonFactor Forest Golem
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    i have a language barrier. but im ok with all sero's suggestions. at this point, im anxious to test anything dif than it is right now.

    i cant remember if needles is sharing cd with other r90 on sero's post but its also completly necessary.

    TTK is too low on mage vs mage is a consensus right?

    other staffs besides sarra/bone and cobra needs to be useful again, right?
     
  7. MWTaylor

    MWTaylor Black Knight
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    Listen, we get the frustration that can come with making combat changes, and we have stated we did not go about it the best way (i.e. releasing an initial patch before having all changes orchestrated together). However, all we ask is to look at how combat is now and provide feedback on how we can make it better.

    One thing to consider is that it is human nature to be uncomfortable and even upset when something that you have mastered and become accustomed to gets altered, especially for those of you who have been playing the same way for close to 10 years. Our goal however is to create much more diversity than what the game provided beforehand while being more friendly and appealing to a broader player base.

    R90s need to be reworked, we agree on that.

    Yes.

    Yes.
     
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  8. NonFactor

    NonFactor Forest Golem
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    thats fine.

    this kind of change that im asking above.

    any plan/eta?
     
  9. Neilk

    Neilk Web Development & System Admin
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    Needles has been moved onto r90 global cooldown and Wof now shares global cooldown with Thunderstorm etc.
     
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  10. Sero

    Sero Menhir Sentinal
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    BINGO!
     
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  11. Funky zeit

    Funky zeit Infernal
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    removing spell upgrades and adding them to relics seems like a cheap cop out
     
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  12. Sero

    Sero Menhir Sentinal
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    Definitely seems like "revamp" masked as new content, but it should give more options in the end.
     
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  13. NonFactor

    NonFactor Forest Golem
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    hot fix it like tomorrow.

    add unfazed baseline too.

    (giving light armor more magic protection should make mage vs mage ttk longer without fuck the mage vs heavy state)
     
  14. Sero

    Sero Menhir Sentinal
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    lmfao. Just sub, login in, and app up :p
     
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  15. NonFactor

    NonFactor Forest Golem
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    toon still subbed. i'm a forever supporter ❤
     
  16. Blaze

    Blaze Black Knight

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    Honestly......love it, nice tweak.
    --- Post updated ---
    Also thanks for the post cool to see what you have been up to
     
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  17. Nat

    Nat Shadow Knight
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    Finally WoF is being moved to the field AoE cooldown. That will help reduce spam and allow for more choice 'Do I WoF or do I field AoE?' and better teamwork.
     
  18. Andrew

    Andrew Eodrin
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    The extensions on spells creates another balance factor and convolutes the system. In addition many of the extensions have only one viable choice used almost universally. When we remove the spell upgrades we will look at adding some of the effects on certain spells to the base spell itself possibly. Things like the faster missile speed upgrade for bolts and debuffs potentially.

    This is some of our immediate goals for combat:

    • Increase fight times(Higher ttk) so it isn't a blur/over so fast with little chance for comebacks as well as intense back and forth fights.
    • Increase viable playstyle options to have light, medium and heavy armoured builds with hybrids mixed in between.
    • Simplify combat and balance skills/spell schools better. More viable options to prevent everyone using the same abilities/rotations and gear setup.
    • Balance costs of playstyles better for armour and weapons to be more equal. Add more skills/spells to schools to allow specific playstyles to stand on their own more as a primary specialised playstyle and create more diversity in opponents.
    • Add in lots of viable specialisation options through more viable enchant options and new mechanics such as relics and specialisation choices.
    • Making viable PvP gear affordable for casuals with higher tiers offering a small bonus at a high cost/risk.

    We welcome suggestions on changes to the current environment to achieve these goals!​
     
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  19. Triple OG

    Triple OG Goblin Scout
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    Are you guys planning on adding abilities to archery or melee? I know its kind of like the holy grail of elite skill or something around here, but its so boring compared to other games. The archery toolkit is definitely the biggest let down to me, like it could still retain its aim ability while making it interesting.

    Such as a shot that can pass through targets that deals less damage per target it passes through, or something simple like a shot that causes bleeding damage to add into your rotation, and I'd be hard pressed to find a game with archery that doesn't in some way try to include a volley type of spell.

    You could try and mimic the magma storm trajectory for a volley sort of ability. Like, just as an example it could be something like a rapid fire skill that could launch arrows at a different range, aim and draw speed than normal being similar to magma storms aiming functionality. It's not the greatest description, but what im trying to get at is that archery can be way more entertaining than it currently is, and I wouldn't be so hesitant about trying out new things for it. People here will probably want archery to just be the left click aim it currently is but I feel it can still retain its identity if done right.
     
    #19 Triple OG, Aug 18, 2018
    Last edited: Aug 18, 2018
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  20. Funky zeit

    Funky zeit Infernal
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    people are gonna reee so hard when extensions are removed.
     
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