08-06-2011, 12:32 PM
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Join Date: Nov 2008
Location: Trinidad and Tobago
Posts: 1,194
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NGD info Highlights.
Hi,
I decided to do a small compilation for those who may visit the forums much less frequently and as such miss some of the highlights Chilko was so kind to divulge. Excuse the format. If he is kind enough to divulge more, I will stick it here.
Courtesy Chilko:
Quote:
Originally Posted by chilko
Currently we are working on:
A new network code (yes another one)
The knock downs balance update
The new castles (see Facebook page)
a new event
a brand new achievements system
the new GUI
backend improvements requested by our partners (GM options, etc)
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Quote:
Originally Posted by chilko
As soon as we have the time to revamp our blog we will move to a more open development model.
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Quote:
Originally Posted by chilko
We are testing a new version of the physics / collisions API. That should some of the collision bugs. With every update we have been fixing other collision bugs that where our fault (problems with the modeling of the collision volumes)
The current AI in Regnum is very bad, we have a new one almost finished but sadly the developer behind it (martin) left us some months ago. We hope to be able to finish it when we have the time.
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Quote:
Originally Posted by chilko
We already hired a new support person.
Hopefully in a week or two we will have a new community manager.
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Quote:
Originally Posted by chilko
Hey guys,
by the end of August we will release a new patch with some the balance update and fixes to collisions / jumping.
August update will also include al roll back to the only central save system.
September will be the month of the new castles, they look really amazing. I hope we can call a lot of the players back then.
we've opened new servers because we trust that our partners can promote the game much more than us.
let's put a little hope in the game can we?
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Quote:
Originally Posted by chilko
I've been away for two weeks.
After carefully studing your feedback, we believe that you guys are not taking into account all of the spells out there.
In terms of the CC's duration we came to the conclusion that we will also shorten their duration. But we will do so in stage 2 (after we see these changes in action)
Confuse and other things that where discussed will also be adressed at a later stage.
We plan to have balance updates every month or even maybe every 2 weeks.
These changes to OP Knocks will make some other spells whay more interesting, please check those out.
finally, we also planned to include the central saves on this update but it was impossible because we have different versions of the game world for the next update (castles)
we can't modify only certain parts of the gameworld.
Castles will be launched during September
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Quote:
Originally Posted by chilko
9/16/2011 About clans:
We have no plans to make really significant improvements for the clan system this year. As a minimum We'd like to implement voting systems and means to change the "ownership" of the clans. Please feel free to discuss about clan improvements at the suggestions forums.
About the landmass:
We have plans for a new island in the ignis frontier zone, an RVR instance, a PVP instance and a PVE instance. Yes we are working on an instancing system.
Although Instances kind of go against the original design of the game, is the only way to cater also to the ones who prefer the constant loop between two forts and a bridge instead of the full RVR / Invasion mechanics.
Also, it will work as a way for low level players to take part on the RVR in a controlled location (with other players of a similar level)
Also they are really needed for good PVE boss encounters and a fully featured PVP and team PVP colliseum.
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Quote:
Originally Posted by chilko
11/17/2011
About our current roadmap:
We have not published our roadmap formally because it has changed many times along the year.
This year we launched Regnum in 2 new markets with two new partners.
Again, we need to look at the early game as Regnum looses many players in the first few minutes of gameplay.
Right now we are working on the new and revamped UI. hopefully out by December. It won't be just a graphical change, we are including some things that will make your lives easier. Even more so for new users (i.e Minimap)
we are also working on some low level things: a new tcp based net-code, a new resource/download system and some critical performance improvements.
Finally, the new net code and engine optimizations will pave the way for what we really want to do. To improve the core gameplay mechanics (as in combat)
We want combat to be more synchronized, to have better animations that provide better feedback, etc. This is not a change of pace but a new level of polish that should make combat more appealing / engaging.
I'm sorry for this very informal message roadmap.
As you see we are very busy.
Cheers!
-Chilko
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Last edited by bois; 11-17-2011 at 07:03 AM.
Reason: latest info. Best Regards
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