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  Click here to go to the first Dev post in this thread.   Thread: State of the Game: Producer's Letter April 2016

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    Spacetime Studios Dev Justg's Avatar
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    Default State of the Game: Producer's Letter April 2016

    Howdy folks!

    We’ve had some great discussions with you over the last couple of weeks about the state of the game, and I’m here to tell you about some of our conclusions and efforts that will be arising as a result. Special thanks to Carapace and STS-Vroom for helping me wrap my head around all of this.

    Gear Progression:

    The #1 request players have is more power. The challenge here is we need to progress power in a measured and predictable fashion. The main times we can release more powerful gear is around level cap raises. In the past we have released some extremely powerful items (Arcane Ring, Planar Pendent) as well as bumped items up in power without raising the level cap (Glintstone items over Halloween and Winter, for example). The problem here is that the best items in the game started to exceed a normal power curve. Our recent round of items have attempted to correct this and recover some headroom. This is why the latest Mythic and Arcane items have not felt as powerful. We feel that the curve has been restored to normality and we can start releasing more powerful items as the level cap raises again. You’ll start to see this with the release of Level 52-56 items coming up very soon.

    Loot Distribution:

    We’d like to inject a lot more loot into the system, and have it be available via a wide array of mechanisms, including farming, crafting, and chests. Starting tomorrow we’ll put a set in the game that can be gained through a combination of crafting, boss drops, and chests. Future loot will also be obtainable via a variety of means.

    Better Drops from Bosses:

    We’re making some changes to the loot tables that will allow bosses to drop Mythics and Arcanes. Previously they would only drop chests that may or may not contain these items. The rate of drop will be very low, but expect to see bosses dropping better items in the near future.

    Original and Better Looking Stuff:

    A large request is for less recolors, so we’re bringing back some of the old art team to help crank out more new and unique items for you. Expect to see this starting as soon as our next push later this week.

    Inventory Management:

    As the game has aged, the inventory system has been strained with more and more items. Stacking has been discussed many times, unfortunately it is a rather large effort due to the way we have architected the database. A shorter-term solution is on the way though. We are working on a mass-liquidate function, which will sell all of a specific class and rarity of items (example, all common necklaces). Expect to see this very soon.

    Game Balance:

    PvP: This is such a hot button with the community, and extremely difficult to objectively look at, but we want to take some steps here as well. You are probably aware that we nerf PvE damage in PvP. In typical Cinco-loco style, my partner wants to conduct an experiment this weekend where all class-specific PvP nerfs are removed. This weekend will be a free-for-all, we look forward to seeing how it shakes out!

    PvE: This is a little more quantifiable, and we’ll be taking a bit of time to run analytics on kills, deaths, , damage, mitigated and dealt, etc.

    We’re also planning on making some changes that make it easier for Warriors to hold aggro. More on this as it develops.

    Party System:

    We’re making some loot changes that will increase gold and pot drops for full parties. More as this develops.

    Scaling Elites:

    We’re considering this. Our challenge is that we need to populate them with items that make it worthwhile. One of the systems we are talking about is a Boss Bounty system, that will randomly roll up a series of bosses to kill, with appropriate rewards. More on this as it develops.

    Leaderboards:

    We’re examining which of these work and which do not. We may remove some of them and attempt to better police the ones that tend to have controversial participants. More on this as it develops.

    New Skills:

    We’re going to table this for now until we get a better handle on Game Balance.

    Bottom line is that we are committed to reinvigorating this game. Expect to see many things happening very quickly, starting with later this week. We really appreciate the open dialog we have with you and look forward to your thoughts on these things, as well as other things you would like to see.

    Best,

    - g
    Last edited by Justg; 04-19-2016 at 01:55 PM.
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    first
    .....

    YES YES YES YES YES!
    thanks sts! it show us you really care about the game
    all the changes seems absolutely awsome!
    i really can't wait for the new changes!
    and some of them in this weekend! whoooh!

    Starting tomorrow we’ll put a set in the game that can be gained through a combination of crafting, boss drops, and chests. Future loot will also be obtainable via a variety of means.
    Great! hope have good proc or stats

    sell all of a specific class and rarity of items
    does that include jewels?
    its very good especially after ruuning KM3 or arena loot

    my partner wants to conduct an experiment this weekend where all class-specific PvP nerfs are removed.
    that mean mage can freeze player with frost?
    R.I.P mages 1 aim shield down :P

    ..

    i really like the new changes sts
    Thanks for you hard work ! its good to hear our thought is happening
    :*
    Last edited by Saud; 04-19-2016 at 02:17 PM.

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    Second thanks

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    Quote Originally Posted by Saud View Post
    first
    .....
    nice!!! thanks g!!

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    yayyayayay if these things are actually implemeted, maybe Al wont die after all
    <Epitome of Silentkill >

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    Wow.. It really sounds like you all are taking tons of time and effort to hear out and integrate some of our ideas into the game. Honestly cannot wait to see what a game changer some of these ideas will make for. Thanks for even giving the community an opportunity to speak out on our opinions and keep up the great work!

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    Quote Originally Posted by Justg View Post
    Howdy folks!

    We’ve had some great discussions with you over the last couple of weeks about the state of the game, and I’m here to tell you about some of our conclusions and efforts that will be arising as a result. Special thanks to Carapace and STS-Vroom for helping me wrap my head around all of this.

    Gear Progression:

    The #1 request players have is more power. The challenge here is we need to progress power in a measured and predictable fashion. The main times we can release more powerful gear is around level cap raises. In the past we have released some extremely powerful items (Arcane Ring, Planar Pendent) as well as bumped items up in power without raising the level cap (Glintstone items over Halloween and Winter, for example). The problem here is that the best items in the game started to exceed a normal power curve. Our recent round of items have attempted to correct this and recover some headroom. This is why the latest Mythic and Arcane items have not felt as powerful. We feel that the curve has been restored to normality and we can start releasing more powerful items as the level cap raises again. You’ll start to see this with the release of Level 52-56 items coming up very soon.

    Loot Distribution:

    We’d like to inject a lot more loot into the system, and have it be available via a wide array of mechanisms, including farming, crafting, and chests. Starting tomorrow we’ll put a set in the game that can be gained through a combination of crafting, boss drops, and chests. Future loot will also be obtainable via a variety of means.

    Better Drops from Bosses:

    We’re making some changes to the loot tables that will allow bosses to drop Mythics and Arcanes. Previously they would only drop chests that may or may not contain these items. The rate of drop will be very low, but expect to see bosses dropping better items in the near future.

    Original and Better Looking Stuff:

    A large request is for less recolors, so we’re bringing back some of the old art team to help crank out more new and unique items for you. Expect to see this starting as soon as our next push later this week.

    Inventory Management:

    As the game has aged, the inventory system has been strained with more and more items. Stacking has been discussed many times, unfortunately it is a rather large effort due to the way we have architected the database. A shorter-term solution is on the way though. We are working on a mass-liquidate function, which will sell all of a specific class and rarity of items (example, all common necklaces). Expect to see this very soon.

    Game Balance:

    PvP: This is such a hot button with the community, and extremely difficult to objectively look at, but we want to take some steps here as well. You are probably aware that we nerf PvE damage in PvP. In typical Cinco-loco style, my partner wants to conduct an experiment this weekend where all class-specific PvP nerfs are removed. This weekend will be a free-for-all, we look forward to seeing how it shakes out!

    PvE: This is a little more quantifiable, and we’ll be taking a bit of time to run analytics on kills, deaths, , damage, mitigated and dealt, etc.

    We’re also planning on making some changes that make it easier for Warriors to hold aggro. More on this as it develops.

    Party System:

    We’re making some loot changes that will increase gold and pot drops for full parties. More as this develops.

    Scaling Elites:

    We’re considering this. Our challenge is that we need to populate them with items that make it worthwhile. One of the systems we are talking about is a Boss Bounty system, that will randomly roll up a series of bosses to kill, with appropriate rewards. More on this as it develops.

    Leaderboards:

    We’re examining which of these work and which do not. We may remove some of them and attempt to better police the ones that tend to have controversial participants. More on this as it develops.

    New Skills:

    We’re going to table this for now until we get a better handle on Game Balance.

    Bottom line is that we are committed to reinvigorating this game. Expect to see many things happening very quickly, starting with later this week. We really appreciate the open dialog we have with you and look forward to your thoughts on these things, as well as other things you would like to see.

    Best,

    - g
    As in leaderboard, will the obvious botters be taken off?

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    Thank you for taking our suggestions seriously and making the appropriate changes!

    I actually really like the sound of a boss bounty!
    Last edited by Kakashis; 04-19-2016 at 02:21 PM.
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    Awesome, G! Does this mean that rogues will be getting their armor back?
    Click My Signature to Check Out My YouTube Channel.
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    Spacetime Studios Dev Justg's Avatar
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    Quote Originally Posted by Zeus View Post
    Awesome, G! Does this mean that rogues will be getting their armor back?
    Not yet, we're going to run the PvP free-for-all and do some analysis. Vroom will be posting on it soon.
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    Quote Originally Posted by zeus View Post
    awesome, g! Does this mean that rogues will be getting their armor back?
    dmg too *.*

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    Thank you so much, that sounds awesome, I am very excited about the coming updates and pls give us complete and detailed update notes.

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    quoted from a friend: 'looks promising', couldn't agree more :P

    anyway, a stacked UI inventory is sadly something you have to done however hard it is, scrolling hundreds of similar items has taken its toll... and everytime you release a farming type event (like this eggs), players stress' will only accumulate...
    and also a shared pet stable, without it, the stress and boredom of needing to level up your pets will only grow exponentially, except it is a part of your design/style to release (insignificant) pets only to stay at level 1,
    always milking, no service
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    Hello, can you please also investigate titan's arcane ability? It is doing more damage than munch mouth's arcane ability.

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    Regarding selling all item type& rarity....

    Can we also add locks on items ? Since some people collect some "collector items", like heraldic (epic and rare), crier (crier), Vamp amulet (epic) etc, which can easily get deleted by accident with the new mass-delete system



    Quote Originally Posted by Zeus View Post
    Awesome, G! Does this mean that rogues will be getting their armor back?
    you get to have ALL your damage back though .... (hides in corner)


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    wooah! awesome! thanks for listening to us

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    Quote Originally Posted by extrapayah View Post
    quoted from a friend: 'looks promising', couldn't agree more :P

    anyway, a stacked UI inventory is sadly something you have to done however hard it is, scrolling hundreds of similar items has taken its toll... and everytime you release a farming type event (like this eggs), players stress' will only accumulate...
    and also a shared pet stable, without it, the stress and boredom of needing to level up your pets will only grow exponentially, except it is a part of your design/style to release (insignificant) pets only to stay at level 1,
    Won't the "Liquidate item of class" function alleviate some of this stress?
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    Quote Originally Posted by Justg View Post
    Won't the "Liquidate item of class" function alleviate some of this stress?
    Yes, yes it will.

    Member Arlorian Realtors Association

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    Thank you STS for listening!!!!

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    Quote Originally Posted by Justg View Post
    Won't the "Liquidate item of class" function alleviate some of this stress?
    for some cases only, i'm afraid... in the case of these arlor eggs, i don't want to liquidate those eggs, but most of the times, i need to transfer it, trade it, listing it to auction, and all of those needs scrolling several times, not only once or twice, but dozens. it's not liquidating...
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