Adrian
03-06-2015, 05:36 PM
Last year was the start of a change of focus regarding game development. Through a reassessment and reconsideration of priorities, we started to analyse the current situation and what deserved more immediate attention. A list of the most urgent issues was obtained and therefore a Roadmap to expose that focus. Needless to say it was pretty ambitious.
As everyone knows, by being new managing the game, we faced several challenges that put to test all our capacity. Although a part of that list wasn’t accomplished, we obtained something of significant importance: the knowledge to confront new stages in a more clear and possible way.
The beginning of this year was complicated. It wasn’t expect that an external problem was to burden us so much. We recognize our errors and we try to act as quick as possible to solve critical matters as the access to the game. Nevertheless, this time there was not so much we could do other than waiting and test new locations (which takes plenty of time) to avoid the unexpected issue. Once all of the world servers were relocated, without any change to the code, everything went back to normal in order to let us continue with our plans.
Although this generated a delay in those plans, we obtained new tools regarding infrastructure, such as the adaption of many of Regnum’s services to the Cloud, which will add more dynamism to future relocations to swiftly sort out problems like the aforesaid, that had us weeks without a chance to act. So, there’s always something good to be brought from the bad.
So, back to our normal activity, we readapted those plans a bit and here they are for you to check out.
Relocation of the server hive (unplanned)
Fulfilment of an analysis of the traffic behaviour and create tools for such purpose.
Relocation of the servers that host Regnum worlds and the adaption of the services they depend on to make them portable to other locations easily.
Estimated date: Mid February. Finished. ✓
Combat formulas
Reconsideration of the RNG (Random Number Generation) for the combat functions that depend on chance percentage work correctly, be in in the short or long run. This, being the base of resistances, evasions and blocks, will be the solution for a key problem.
Give more information regarding the influence of the attributes in combat and provide clearer information about them in the user interface, without giving predictability in order to avoid abuse.
Estimated date: Mid April. Finished. ✓
Character progression
Enhance rewards, quests and the time it takes to get to a useful level for war. Also, in high levels, gaining experience will be more profitable in war than with creatures.
Provide bonuses regarding progress towards war for new characters as much as bonuses for characters in the higher levels for their progress in war. Also, make them understandable and present in the game interface.
Redistribution of creatures in all the world. Avoid the accumulation of unused creatures and perform a diversification of the levelling zones.
Estimated date: Mid October.
Clans, community and retention
Enhance the administration of clans and give tools to perform activities and create objectives for their members. Provide utility and more variety to the Ranking and the Achievements. Reconsider the Friend List, as in how it works and also the interaction with other functions of the game.
Give rewards for being a frequent user or a long-term one.
Estimated date: Beginning of November.
End gameplay
Amplify the amount of end gameplay options: readapt the access to the Battlezones for them not to affect war. Give more options for the Coliseum. Add random objectives in the War Zone to make use of the terrain.
Estimated date: End of November.
Recurrent events
Expand the current event system that allows their real-time activation. Creation of simple events for recurrent use and enhance the interfaces to clearly understand what to do, when and how.
Creation of an Event Calendar to be up to date about programmed events.
Estimated date: Mid December.
Annual general revision
Collection and summary of the feedback to provide a new Roadmap. Updates only for error repair.
Estimated date: End of December.
Balance, bug fixing, event creation and the addition of general or premium content are recurring tasks that can happen any time during or in between any development stage.
We are not detailing specifically each and every item because it isn’t possible to promise features in particular, but it is in general. Meaning that something will be done about them but it will be detailed while we’re at them or when they are open for public testing. Please bear in mind that if any complication arises there could be change of plans, but the main idea will be kept.
Also, in this thread we’ll post some details, from time to time and if possible, on how the compliance of this Roadmap is going.
Hope you like what’s coming for Regnum. We’re excited too!
Note: please create new threads for each of the topics above or any of the news below. This is in order to avoid confusion.
As everyone knows, by being new managing the game, we faced several challenges that put to test all our capacity. Although a part of that list wasn’t accomplished, we obtained something of significant importance: the knowledge to confront new stages in a more clear and possible way.
The beginning of this year was complicated. It wasn’t expect that an external problem was to burden us so much. We recognize our errors and we try to act as quick as possible to solve critical matters as the access to the game. Nevertheless, this time there was not so much we could do other than waiting and test new locations (which takes plenty of time) to avoid the unexpected issue. Once all of the world servers were relocated, without any change to the code, everything went back to normal in order to let us continue with our plans.
Although this generated a delay in those plans, we obtained new tools regarding infrastructure, such as the adaption of many of Regnum’s services to the Cloud, which will add more dynamism to future relocations to swiftly sort out problems like the aforesaid, that had us weeks without a chance to act. So, there’s always something good to be brought from the bad.
So, back to our normal activity, we readapted those plans a bit and here they are for you to check out.
Relocation of the server hive (unplanned)
Fulfilment of an analysis of the traffic behaviour and create tools for such purpose.
Relocation of the servers that host Regnum worlds and the adaption of the services they depend on to make them portable to other locations easily.
Estimated date: Mid February. Finished. ✓
Combat formulas
Reconsideration of the RNG (Random Number Generation) for the combat functions that depend on chance percentage work correctly, be in in the short or long run. This, being the base of resistances, evasions and blocks, will be the solution for a key problem.
Give more information regarding the influence of the attributes in combat and provide clearer information about them in the user interface, without giving predictability in order to avoid abuse.
Estimated date: Mid April. Finished. ✓
Character progression
Enhance rewards, quests and the time it takes to get to a useful level for war. Also, in high levels, gaining experience will be more profitable in war than with creatures.
Provide bonuses regarding progress towards war for new characters as much as bonuses for characters in the higher levels for their progress in war. Also, make them understandable and present in the game interface.
Redistribution of creatures in all the world. Avoid the accumulation of unused creatures and perform a diversification of the levelling zones.
Estimated date: Mid October.
Clans, community and retention
Enhance the administration of clans and give tools to perform activities and create objectives for their members. Provide utility and more variety to the Ranking and the Achievements. Reconsider the Friend List, as in how it works and also the interaction with other functions of the game.
Give rewards for being a frequent user or a long-term one.
Estimated date: Beginning of November.
End gameplay
Amplify the amount of end gameplay options: readapt the access to the Battlezones for them not to affect war. Give more options for the Coliseum. Add random objectives in the War Zone to make use of the terrain.
Estimated date: End of November.
Recurrent events
Expand the current event system that allows their real-time activation. Creation of simple events for recurrent use and enhance the interfaces to clearly understand what to do, when and how.
Creation of an Event Calendar to be up to date about programmed events.
Estimated date: Mid December.
Annual general revision
Collection and summary of the feedback to provide a new Roadmap. Updates only for error repair.
Estimated date: End of December.
Balance, bug fixing, event creation and the addition of general or premium content are recurring tasks that can happen any time during or in between any development stage.
We are not detailing specifically each and every item because it isn’t possible to promise features in particular, but it is in general. Meaning that something will be done about them but it will be detailed while we’re at them or when they are open for public testing. Please bear in mind that if any complication arises there could be change of plans, but the main idea will be kept.
Also, in this thread we’ll post some details, from time to time and if possible, on how the compliance of this Roadmap is going.
Hope you like what’s coming for Regnum. We’re excited too!
Note: please create new threads for each of the topics above or any of the news below. This is in order to avoid confusion.