ONLINE NOW: 44       LAST 24 HOURS: 126  
« First < 33 34 35 36 37 > Last »
F F F F
Game News posted by Zorg
Monday, March 29th 2010
In response to some of the concerns listed in the blog below, the skill points you get given to spend when the new system goes live will be based on your total ability points not your account age. So continued training would be wise and any subscription you purchased to get more ability points will not go to waste.

The system is still under an extensive design phase, Dev is going to get a lot more boring before it gets fun as I'll be disabling warfare completley as soon as the new fight system construction begins for technical reasons.

The symmetrical desert warfare map is next so I will not bother posting starting positions. Remember this is the map where your Gang HQ movement will be disabled. It goes live on April 1st.
F F F F
Game News posted by Zorg
Friday, March 26th 2010
Bare in mind the changes in the below blog are only going to be implemented on Dev for the time being while we work on the rebuild. The same goes for the changes explained below in this blog, none of these changes are set in stone they will go through months of testing before anything is decided.

The current abilities system is going to be scrapped, it was a nice idea but I think it is too complex in how it was implemented. All credits spent on abilities will be refunded. It will be replaced with a skill system much similair to that of Diablo, World of Warcraft, Borderlands, etc.

Everytime you level up you will get a skill point to spend starting at level 10. Giving you a total of 70 skill points when you reach level 80. The skill trees will incorporate many of the abilities currently in the ability system plus many more involved in the new fight system. Choices of skills can be reset at Xen's Dojo for a price.

On top of this you will also gain 1 skill point per month of account age that can be spent as you desire. Although some skills will have level restrictions and one of the skill trees will be completley avatar only.
F F F F
Game News posted by Zorg
Friday, March 26th 2010
So right now, the ONLY control you have over the outcome of a fight with another player is your choice of items and your assignment of stat points. Regardless of this the majority of Avatars have very similair stat builds.

Assigning stat points as you level increases complexity without offering any real depth to the game. It confuses new players as they often make mistakes like assigning points to Speed or HP early on. The choices you make unless extreme generally have very little effect on what is a highly random fight system and as such this system will be removed. This may seem counter-intuitive to what I'm trying to achieve, however I think there are far better ways to add depth to player vs player fighting than assigning points to stats.

As such each stat will increase slowly as you level giving every Avatar the exact same set of base stats. Instead of the spending points in stats as you level you will instead be rewarded with the choice of abilities as the ability system will be highly re-worked these abilities even before reaching 80 will be able to be used to customize your character in ways that will have a dramatic impact on fights.
F F F F
Game News posted by Zorg
Thursday, March 25th 2010
So yeah, all I've been thinking about for the last few days is the rebuild. How to address the problems Legacy has with its items, combat system, warfare, etc. My plan has changed from day to day from making a 2nd Dev server to giving up and making a new game from scratch.

The end plan I've settled on is that I'm going to do this to Legacy. Possibly with a new test build of Legacy, possibly on Dev depending how much work I need to do at once. I'm not going to list my individual ideas because some of them will sound crazy without proper explanation. Instead I'll list what I hope to achieve.

 o Make fighting a complex and skillful affair, easy to grasp yet hard to master.
 o Remove the randomness from fighting, completley if possible.
 o Put players in control of their characters when being attacked.
 o Make hunting challenging with complex mechanics.
 o Fix the item balance issues currently plaguing the game.

I have solutions in mind for all of these problems, all designed to make the game easier to learn yet offer more depth and make these core aspects of the game fun. I'll post the actual changes I'll be making as the days go on.
Halloween 2023
 - Updated by Pie

Meep Coin
 - Updated by Pie

Meepcoin
 - Updated by Pie

Halloween 2023
 - Updated by Pie