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Discussion in 'General Discussion' started by Hugo, Mar 3, 2016.
Today we are happy to present our Early Development Roadmap! Please give us your feedback.
First. Looks OK. What is ETA for opening "beta"?
To be perfectly honest, the changes being made to RoA seem very lack luster. It seems RoA has taken a few quality of life improvements from Unholy Wars and that is all. In your roadmap, you do not mention any meaningful content, which is the main reason DFO failed. If you guys at RoA really think you are going to have long term success by simply releasing vanilla DFO, you might be in for a rude awakening. It seems you are trying to cater to a few vets who are all going to join into one clan as usual because they are bad and can not survive without a blob of other vets. Goodluck in Vanilla DF
"Here is our initial focus for alpha and closed beta"
This is our roadmap for the very early stages of development.
Boat changes - Seem reasonable.
Mount changes - I like that a lot. Many people here don't want to have road speed increases but if it becomes similar to UW and ties into mount health it shouldn't be a problem. Funnels people in, and gives the giant world a better way to travel, and they aren't everywhere.
Warhulk - Fine. Slow ass things anyways.
Power Gap - I like that self buffs are being increased. Were slow to level. And the other mention that bloodwalling/macroing on other players will be destroyed.
Hotkeys - No brainer.
System messages - I'm split on this. I like that sieges aren't globalized, and city entrance messaging will be gone but messages harvesting for enemies is something i'd like to see stay. I'd like that to stay simply because of the city fights it provided especially in the early morning when little people were online.
Portal Chambers - Little vague so I won't comment.
Village system - I like this very much. More spots to cottages, and villas would be nice ^^ more spots for players, and a more noticeable gap between the lesser houses.
Siege - I like this way to go about the siege population differences. Didn't think of something like this but I could see it being a great defense bonus to off time sieges. The only problem I see would be that players put their soft siege time to be mid day to prevent getting sieges at their time. While it does open it up for a different time I feel this could be a small annoying factor.
Chaos chests - ok.
Harvesting - Little torn here. I liked to unwind, and hit a node for 10 minutes while doing RL stuff. I hope nodes aren't all going to be reduced. I like rare nodes, and the visual indicator here.
Crafting - Good, especially hamlets. (Pst, yall should have a craftable tool that works for all crafting so you don't need 1000 tools, make it cost a couple grand).
Combat - Seems okay. I'm not a fan of pre surging, and fizzles im a little more okay with but If the balance works out I would be fine with it.
Overall looks good to me. GL.
While i agree with vets nutcup in 1 clan , as far as i know they don't have the code yet right? It is hard to see what can or cannot be done without looking at the code first. No more broken promises. I like all the changes proposed and i am all in. Just wait a little more for more meaningful changes more content.
Please keep in mind these are realistic development goals for the early stages. As time goes on, we certainly plan on introducing new content to the game.
"Explore the feasibility of implementing a spell stacking mechanic / hotkey (for rays, r50/90 cycle)" whats that?
Is it a ray script, press one button and cycle, but for rays, 50's, 90's and anything else that can be cycled?
its decent. about receive the code, any date ?
Basically if you are familiar with how various macros worked in DFO rays/r90's. It worked on a priority system. So you lined up your rays/r90's in the priority you wanted to cast them in your macro, if the first priority was on cool-down the second would be cast etc.
They already have the code.
Introducing the Dwarvish Army Knife - All of the crafting tools bundled into one, and it's Dwarvish steel so you know it's going to survive a nuclear explosion. Order now and get two for the price of one, that's right folks TWO for the price of ONE! (While supplies last)
Always knew those dwarves were holding onto cutting edge technology. Stingy runts.
Bunny hopping in all directions isn't being addressed in the early developmental stage? I remember you guys posting that you have already identified the code where bunny hopping NE was found. Wouldn't that then be an easy fix.
Also aside from increasing warhulk speed have you looked at the feasibility of not having them self destruct in water, lowering the cost, and increasing player damage so they can be utilized more as tanks and less as an overpriced mobile cannon?
Edit: not allowing offensive skill up on players will mean players will have to pre-surge there abilties prior to engaging in combat. I think this might be a tedious feature that might be better suited by totally removing it or only notifying the player after a surge occurs so there is no preloading of it.
Realistic and good early changes.
I like the slow approach. Do what you say and say what you do.
This is very well aligned with my "wishlist" of DFO fixes. Thanks for not going overboard.
A few variances, I would personally just remove surges altogether and let skills get to 100 and be done. Animation and dmg would be the same as 99.9.
Maybe replace tongue rot with a casting slow debuff and just get rid of fizzles from the game completely? I never much liked adept and burden either, esp when you fizzled adept or cast it and kept fizzling regardless.