Archive for May, 2011

Some game design changes Crafting

May 17th, 2011 56 comments

After releasing the patch 1.31 on german markets we figured out that we have to make some changes to the crafting system.

1. The cooldown of all useable products will be reduced to 10 minutes (written before)

2. We will reduce the difficult of the starting recipes that means you will need less products to craft the start items until a skill value of 100

3. We want to add some more start recipes which will build an own chain for example: You do a job to get leather after you found one leather you will be able to craft it to “better” leather. This “better” leather can be used to create “much better” leather with “much better” leather you will be able to create an item to use. As you can see with that chain you will be able to find just one leather and craft 4 times. (These chains are planned for every profession until a skill value of 25 or something like that).

Changes in crafting frontend:

I have made some changes to crafting frontend. First i converted it to the new screen layout. Second you will have a better overview about what products you need and which you already have.

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I see faces!

May 13th, 2011 24 comments

Here’s an example for 60 different avatars that’ll be available when changing to the new system (click on the picture for a larger version).

There are of course many more combinations (there are over 70.000 combinations possible already and there’ll be even more!) available, so there’ll be plenty of possibilities to customize your character the way you want.


And btw: Cooldown times for reusable items are going to be set to 10 minutes – not the 2 hours we’ve started with.

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Starting working on 1.32

May 12th, 2011 20 comments

After successful release of the patch 1.31 on some german worlds we started to work with 1.32 (of course we also doing bug fixes in 1.31 ;)). With 1.32 we want to convert as many screens as possible to the new screen layout and window manager, some of them will just converted others will be completely reworked in order of that i have two screenshots for you. 

For your information about the updates we started to translate 1.31 for all languages. We will finish the updates on german worlds this week. After that we will update other markets when their translations done.

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Changes to crafting

May 6th, 2011 26 comments

We read a lot of feedback on the beta and decide to change up some things:

1. We will decrease the energy cost of crafting to 0. You will be able to craft without bringing energy for it.

2. Decreasing crafting time from 10minutes to 5minutes. After that change it will just take 5minutes to craft one item.

3. We will introduce some more starting recipes with much lower effort. With this change you will be able to craft easily with very low products and get some profession points.

We will deploy this changes today afternoon on the beta world 1. The new Poker front end will be also included in this version.


Another information for you guys

We are planning to create an international market. On these servers you will be able to play with others around the world. Every player will be able to set up his “home” language for the game. In chat / forums etc. should be english the spoken language. Another special Feature of this international world will be a premium world. That means you have to pay a small amount of nuggets to join this world for a month or 2 weeks (not clearly yet) and all other premium features will be disabled. In addition the world will be defined as a speed world (faster working, walking, sleeping etc.)

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Behind the Curtain – Quest Editor

May 3rd, 2011 17 comments

Good Morning!

I’ve noticed in various posts which describe that players aren’t excited about the amount of containing features within next release.
That’s because we do not only implementing features for the game and i show you what is  my current main focus:

The Quest Editor is one of many tools that we are owning now for improving or adding content to the game.
Currently it is hard for our Designer to implement them so we need an editor which gives them a good overview about the current quest
dependencies and requirements and it shall reduce error’s, too.
In the future we want to add several new quests and this tool allows us to let people work with which aren’t programmers.

I’ll drop an screenshot of it here:

The Editor is written in Java and it also required refactoring the backend of the quests, to avoid duplicates when more than one is using it.
On the left you’ll see several quest groups and quests for a quick overview/access and on the center you see a graph which displays the association between the quests. At least there are the quest properties on the right side to modify it.

So you’ll see that we have a lot of things to do and its quite not easy to manage them at all.
Of course we have a lot of ideas and want to introduce them or improving existing features, but often we have to maintain the backend
so that we are able to provide capacity to implement them.

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