- Staff
- #1
- Oct 20, 2016
- 1,878
- 2,327
As it has been slightly two months since we launched the DS server, and patches have slowed down quite a bit due to real life matters for staff, but also due to where we are currently in development.
PvP Skill System
The main reason for the slow-down in patches is that we’re currently testing the new proposed skill system, where PvE and PvP skills are separated from each other. Due to the implementation we’ve had to create a custom logging tool to test when and where each skill is used to verify it’s switched to the appropriate skill, re-do the backend for packets used in-game, and also begin organizing and creating all of the PvP-specific skills that will likely all need to be tested over time. As this is a fairly big and complicated update that will effect balance it will obviously be slow and take a lot of the staffs time; this is just the nature of working with source code, as it is not the same as just changing a few lines in XML, Lua or in the Database.
Class / Set Balancing
This is the second reason why things have slowed down; there have been a lot of concerns and complaints about the current set stats and also about class balancing, so I have asked Fiso to step back and begin looking at balance as a whole, rather than as an individual task. As such he has written a 2155-word document (as of now) that details the changes that he is hoping to make. The way that this is being done is that Fiso has taken some of what has been suggested from staff and players, as well as things that he thinks needs to be done and has written them down in the document; staff will then give feedback and towards the end there will be a meeting to decide on if any final changes are needed before we go forward with it. This is a bit slower than just making the changes, but it does help to ensure a better sense of balance and more than a single opinion regarding character balance.
Bounty System
We are trying to re-think how the bounty system currently is, as it is currently tedious for players to do every day. We have some thoughts in how to change it, and how to add more variety but some of those are longer-term functional updates as it will require adding new content systems to the game (which are being planned). The current system was made in such a way as to allow players to earn Cash items without having to spend money, however we will be adding a new feature to provide daily login rewards in the future.
VIP System
This is basically copying what is currently active in Dragon’s Prophet, which is a system that provides a daily login to your account, experience earned daily by logging in or buying Cash (this will also include the Credit System before people go on a rampage), and buffs or features. This is taking a while as we focused more on the bug fixing and developing the new skill system. When it is finished, players will earn experience that will allow them to level up to different tiers of VIP, and which will give different login rewards per tier level; all players will start at either tier 0 or 1 (depending on how we do it). Each tier will also have associated buffs like experience, drop and possibly others, and other perks as we figure out what we want to add.
Content & Progression Changes
We are also looking at doing some major changes to progression, primarily in the loot table structure. It currently uses a multi-weighted RNG system, where you roll multiple times to get specific drops which makes it very difficult to balance for (looking at you Pink Gem/Paris Wings). While some people say to “Just increase drop rate”, it isn’t quite that simple because it is not just a single drop rate. As such we are going to go through and break down how the full drop system works and see how we can organize and simplify things so that it is not as painful as it has been. For those of you who dislike or hate Fiso, you can count this as torture as you’re looking at large math equations and it starts to get very technical.
We have also started having Chro, the new mapper who joined the team lately (You may also know him as the ex girlfriend who dumped Amaze/Xauber) has started working on some concepts for our new content. He has also started working on some of the maps for our Boss Rush system that we will be working on in the future, and we will be giving him more slave labor to do as we come up with it, so feel free to make suggestions.
Cosmetics
Because of a lot of the current tasks are mainly content, balancing or require source development we will be having Paris focus on adding more cosmetics. We are also looking at finishing up the changes to the mileage system so that it is used as an earnable currency in-game so that players can purchase cosmetics with it. We have also been working on a costume wardrobe feature so that players can store their cosmetics to free up inventory and storage space.
Paris will also be working on expanding the cosmetic system for dyeable costumes, eye colors and eventually facial hair/facial ornaments.
There is a lot more that is being considered, planned or currently are in development, but these were the tasks that are closest to completion, or are most important for the players to know about.
EDIT: No, Amaze/Xauber is not staff on our network. We have strict standards and do not deal with people who scam their players. The joke is that Chro left Divine and Amaze/Xauber claimed that his girlfriend left him, which is why he finally did some 'work' (also known as stealing everyone elses work).
PvP Skill System
The main reason for the slow-down in patches is that we’re currently testing the new proposed skill system, where PvE and PvP skills are separated from each other. Due to the implementation we’ve had to create a custom logging tool to test when and where each skill is used to verify it’s switched to the appropriate skill, re-do the backend for packets used in-game, and also begin organizing and creating all of the PvP-specific skills that will likely all need to be tested over time. As this is a fairly big and complicated update that will effect balance it will obviously be slow and take a lot of the staffs time; this is just the nature of working with source code, as it is not the same as just changing a few lines in XML, Lua or in the Database.
Class / Set Balancing
This is the second reason why things have slowed down; there have been a lot of concerns and complaints about the current set stats and also about class balancing, so I have asked Fiso to step back and begin looking at balance as a whole, rather than as an individual task. As such he has written a 2155-word document (as of now) that details the changes that he is hoping to make. The way that this is being done is that Fiso has taken some of what has been suggested from staff and players, as well as things that he thinks needs to be done and has written them down in the document; staff will then give feedback and towards the end there will be a meeting to decide on if any final changes are needed before we go forward with it. This is a bit slower than just making the changes, but it does help to ensure a better sense of balance and more than a single opinion regarding character balance.
Bounty System
We are trying to re-think how the bounty system currently is, as it is currently tedious for players to do every day. We have some thoughts in how to change it, and how to add more variety but some of those are longer-term functional updates as it will require adding new content systems to the game (which are being planned). The current system was made in such a way as to allow players to earn Cash items without having to spend money, however we will be adding a new feature to provide daily login rewards in the future.
VIP System
This is basically copying what is currently active in Dragon’s Prophet, which is a system that provides a daily login to your account, experience earned daily by logging in or buying Cash (this will also include the Credit System before people go on a rampage), and buffs or features. This is taking a while as we focused more on the bug fixing and developing the new skill system. When it is finished, players will earn experience that will allow them to level up to different tiers of VIP, and which will give different login rewards per tier level; all players will start at either tier 0 or 1 (depending on how we do it). Each tier will also have associated buffs like experience, drop and possibly others, and other perks as we figure out what we want to add.
Content & Progression Changes
We are also looking at doing some major changes to progression, primarily in the loot table structure. It currently uses a multi-weighted RNG system, where you roll multiple times to get specific drops which makes it very difficult to balance for (looking at you Pink Gem/Paris Wings). While some people say to “Just increase drop rate”, it isn’t quite that simple because it is not just a single drop rate. As such we are going to go through and break down how the full drop system works and see how we can organize and simplify things so that it is not as painful as it has been. For those of you who dislike or hate Fiso, you can count this as torture as you’re looking at large math equations and it starts to get very technical.
We have also started having Chro, the new mapper who joined the team lately (You may also know him as the ex girlfriend who dumped Amaze/Xauber) has started working on some concepts for our new content. He has also started working on some of the maps for our Boss Rush system that we will be working on in the future, and we will be giving him more slave labor to do as we come up with it, so feel free to make suggestions.
Cosmetics
Because of a lot of the current tasks are mainly content, balancing or require source development we will be having Paris focus on adding more cosmetics. We are also looking at finishing up the changes to the mileage system so that it is used as an earnable currency in-game so that players can purchase cosmetics with it. We have also been working on a costume wardrobe feature so that players can store their cosmetics to free up inventory and storage space.
Paris will also be working on expanding the cosmetic system for dyeable costumes, eye colors and eventually facial hair/facial ornaments.
There is a lot more that is being considered, planned or currently are in development, but these were the tasks that are closest to completion, or are most important for the players to know about.
EDIT: No, Amaze/Xauber is not staff on our network. We have strict standards and do not deal with people who scam their players. The joke is that Chro left Divine and Amaze/Xauber claimed that his girlfriend left him, which is why he finally did some 'work' (also known as stealing everyone elses work).
Last edited: