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The raid system is now live with our first short raid, A Very Merry Realm!
Find it under Fighting > Raids. The first active raid is a small winter event raid available to all those level 70+.
More non-event ones will be coming *very* soon after we've seen this one get some usage, especially ones for lowbies. I have some very cool
and, more importantly, doable ideas for that pertaining to our lore.
Hard details about raids in general:
1. Every raid might have some hourly, weekly, daily rewards that you get for doing the raid once during that time period.
2. You can only complete one raid during every 30 minute tick.
3. All the resets (hourly/weekly/daily rewards resets and raid 30 minute cooldown resets happen at server time ticks. The weekly reset is Monday 12:00am).
4. Keep browsers updated if you're having funky javascript issues during the raid.
5. Some npcs in raids can drop rewards like hunting npcs - but you don't get them right away. They go into a 'raid stash' that you have access to if and only if you complete the raid successfully.
I'll work on better indicators for showing that you've completed the raid in addition to the End Raid button becoming green and some flavor text in chat.
6. This isn't active yet but later this week I'll be adding a short 5 minute cooldown if you quit a raid prematurely or without succeeding.
I might also give an HP penalty, still thinking.
7. Every raid will have a minimum level requirement. You won't see a raid in your list if you aren't at that level or above. Please note that
the minimum level requirement is just a minimum - enemies in the raid will actually be higher most of the time.
8. Attacking NPCs don't use energy - but you also don't get experience for killing them (yet). I'm still tweaking this but I'd prefer upfront costs for some raids
vs energy costs during. As for getting experience for killing npcs though, I'm working on something minor for that.
The raid system, as many of you know, has been a labor of pain and love for me over the last ..2 years almost? I mean I really got down to it
this year on and off but I had a very basic version of the map system ready when I first became volunteer dev back in ~ sept 2016. I wrote out
this massive doc and plan for it but never really continued due to various reasons. I really got down to it this year during late summer but
had to stop due to personal and professional life requiring more of my time and patience.
But we're here now. Over the last 1 week, I put this raid together. I planned it over the last 3 weeks with the initial phase just being brainstorming
and putting together art. I really want to offer a huge shoutout to UnicornBob - he really kept me on task and motivated during the last few weeks, especially
the last week when I actually coded a lot and wrapped up version 1 of the raid system. He also produced almost all the art for this raid - I just did the map
+ some touchups here and there on some of his work. It's really impressive quality and I'm super honored I get to use his work for the launch of this system.
I'll add it to one of the sectors very soon - initially I planned for it to go into outskirts where brief purple link used to be but let's see.
I really hope you guys enjoy it. Let me know of any bugs - use the help/main forum. Please keep your browsers updated to have the best experience.
More to come VERY soon - enjoy everyone!!
~Aldo
Find it under Fighting > Raids. The first active raid is a small winter event raid available to all those level 70+.
More non-event ones will be coming *very* soon after we've seen this one get some usage, especially ones for lowbies. I have some very cool
and, more importantly, doable ideas for that pertaining to our lore.
Hard details about raids in general:
1. Every raid might have some hourly, weekly, daily rewards that you get for doing the raid once during that time period.
2. You can only complete one raid during every 30 minute tick.
3. All the resets (hourly/weekly/daily rewards resets and raid 30 minute cooldown resets happen at server time ticks. The weekly reset is Monday 12:00am).
4. Keep browsers updated if you're having funky javascript issues during the raid.
5. Some npcs in raids can drop rewards like hunting npcs - but you don't get them right away. They go into a 'raid stash' that you have access to if and only if you complete the raid successfully.
I'll work on better indicators for showing that you've completed the raid in addition to the End Raid button becoming green and some flavor text in chat.
6. This isn't active yet but later this week I'll be adding a short 5 minute cooldown if you quit a raid prematurely or without succeeding.
I might also give an HP penalty, still thinking.
7. Every raid will have a minimum level requirement. You won't see a raid in your list if you aren't at that level or above. Please note that
the minimum level requirement is just a minimum - enemies in the raid will actually be higher most of the time.
8. Attacking NPCs don't use energy - but you also don't get experience for killing them (yet). I'm still tweaking this but I'd prefer upfront costs for some raids
vs energy costs during. As for getting experience for killing npcs though, I'm working on something minor for that.
The raid system, as many of you know, has been a labor of pain and love for me over the last ..2 years almost? I mean I really got down to it
this year on and off but I had a very basic version of the map system ready when I first became volunteer dev back in ~ sept 2016. I wrote out
this massive doc and plan for it but never really continued due to various reasons. I really got down to it this year during late summer but
had to stop due to personal and professional life requiring more of my time and patience.
But we're here now. Over the last 1 week, I put this raid together. I planned it over the last 3 weeks with the initial phase just being brainstorming
and putting together art. I really want to offer a huge shoutout to UnicornBob - he really kept me on task and motivated during the last few weeks, especially
the last week when I actually coded a lot and wrapped up version 1 of the raid system. He also produced almost all the art for this raid - I just did the map
+ some touchups here and there on some of his work. It's really impressive quality and I'm super honored I get to use his work for the launch of this system.
I'll add it to one of the sectors very soon - initially I planned for it to go into outskirts where brief purple link used to be but let's see.
I really hope you guys enjoy it. Let me know of any bugs - use the help/main forum. Please keep your browsers updated to have the best experience.
More to come VERY soon - enjoy everyone!!
~Aldo
That's the Christmas sale now live. All platinum purchases have +25% with the top 3 containing Christmas Crackers. Enjoy, and have a Merry Christmas!
Double Gains is now live and will be active until Dec 29, 11:59:59 PM server time (what you see in the top right as Will mentioned in his blog post below).
[Did it since Will said Dec 16 as early as possible and he may not be around atm]
Enjoy folks!
~
[Did it since Will said Dec 16 as early as possible and he may not be around atm]
Enjoy folks!
~
So, since no one has said the word's yet, I'll say it for you.
An update is coming But that you lot may already have guessed.
There's a new guy coming to the hive, or rather, to the outskirts of the hive, he'll roam around in the underground providing daily quests to whoever pays him a visit.
You'll get 5 daily quests each with a fixed reward. Quests that have no progress made will reroll at the daily tick.
This mean that, if you make progress torwards a quest it will not reroll before you give up on it.
It'll only be possible to give up on one quest per day. (However this is relatively easy to change, should the need be)
I'm well aware that there WILL be some balancing between effort and reward to do, the quest rewards may be a bit underscaled at first.
But I'll leave the balancing act up for discussion in the suggestions forum, so once it's released please feel free to voice your constructive opinions there.
So unless things set's on fire, I've planned with Zorg to have this released around monday at 17.00 (5PM) GMT+1
Regarding the system messages, just to clarify for those of you who have been searching for clues.
No. there's nothing to be found yet, it has been pure story telling leading up to this update.
I realised I had dun goofed picking the name Diego, once it was brought to my attention there was a player by the same name '
That's all for now.
An update is coming But that you lot may already have guessed.
There's a new guy coming to the hive, or rather, to the outskirts of the hive, he'll roam around in the underground providing daily quests to whoever pays him a visit.
You'll get 5 daily quests each with a fixed reward. Quests that have no progress made will reroll at the daily tick.
This mean that, if you make progress torwards a quest it will not reroll before you give up on it.
It'll only be possible to give up on one quest per day. (However this is relatively easy to change, should the need be)
I'm well aware that there WILL be some balancing between effort and reward to do, the quest rewards may be a bit underscaled at first.
But I'll leave the balancing act up for discussion in the suggestions forum, so once it's released please feel free to voice your constructive opinions there.
So unless things set's on fire, I've planned with Zorg to have this released around monday at 17.00 (5PM) GMT+1
Regarding the system messages, just to clarify for those of you who have been searching for clues.
No. there's nothing to be found yet, it has been pure story telling leading up to this update.
I realised I had dun goofed picking the name Diego, once it was brought to my attention there was a player by the same name '
That's all for now.
Puncuation Posse
- Updated by Meepers
HOF Top 10's
- Updated by Charlie
Crystal Maul Shaft
- Updated by Charlie
Crystal Maul Head
- Updated by Charlie
- Updated by Meepers
HOF Top 10's
- Updated by Charlie
Crystal Maul Shaft
- Updated by Charlie
Crystal Maul Head
- Updated by Charlie