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TC und Armor Patch - Vorankündigung

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TC und Armor Patch - Vorankündigung Empty TC und Armor Patch - Vorankündigung

Beitrag  Xunila Mi Jun 26, 2013 2:33 am

Henrik kündigt den Armor Patch für die nächste Zeit an und stellt einige Screenshots bereit. Die Entwickler sind ziemlich weit. Bezüglich des Territorienkontroll-Patches laufen gerade Tests.


Hello everyone!

I wanted to make a quick update on some things and whats going on.
The character & armor system rebuilt is going very well, and now most things are finished, whats left is some skinning work and some testing. Here are some ss of the current progress. We do not have a final date yet for when we are going live with the char & armor system since its so many parts that needs to go through and tested before we do that.

TC is also progressing along where we are writing down the rules regarding this system which we will announce a bit later on so players can get a better picture of the details and new rules regarding TC and city building.

We have been busy working on a new polish patch with some very good fixes including some small balance changes, including the enhancement system. This gives new loot values spread out in Nave and in most dungeons you will be able to discover these enhancement kits. They are used to further tune and upgrade armor and weapons in different ways. Some AI mob balances have also been adjusted.

We are currently building a possible final patch for test today, when this is approved it will go live.

And here are some ss:

Some different armor types with different materials, as you can see now you can really identify each material by the look of the armor part.
http://www.mortalonline.com/forums/threads/latest-news-26-6.89449/#post-1533779
Xunila
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TC und Armor Patch - Vorankündigung Empty Re: TC und Armor Patch - Vorankündigung

Beitrag  Xunila Mi Jun 26, 2013 4:46 am

Noch ein paar Zitate bezüglich der geplanten Verbesserungsmöglichkeiten für Rüstungen, die es mit dem Armor Patch geben soll. Die Teile sollen von NPCs erbeutbar sein und mit höherer Stärke des NPCs auch stärker werden. Allerdings soll sich diese Verbesserung nicht dramatisch auf das PvP auswirken sondern eher eine nette Neuerung für RPG sein.


Enhancement is not supposed to totally dominate the fighting field, as usual, player skills is always key when it comes to combat. But enhancement gives the players further possibilities to fine tune his gear for different purposes, and to get a possible edge on specific things, but may also mean a small negative impact along with a bonus. These kits will exist in different levels and types, from lvl 1 which are pretty common to find on not to hard mobs or locations, where the higher lvls are on harder mobs and bosses that may be harder to get.
It could be everything from lowering one def stat and increasing another, lowering weight, adding dur, fine tuning the handle for str req, sharpen weapons differently for different dmg type bonuses, etc, etc.


Well, not everyone will agree on the game design and this kind of game.
And this is a game where it wont ever be a linear balance on all items in the game like so many other mmos. We aim for player skills and many different viable options yes, and many different play styles not only fighting and pvp.

As I said this as all the previous latest patches is all about polishing and bug fixing, which is most important for MO currently, just like you said, to keep players in the game and avoid frustration and people leaving due to bugs. That is our main focus, we are polishing bug fixing, and along with that there is a ongoing balance on different mobs/weapons/armors, pve and pvp. As long as these lines follows the org vision and game design this is what we are doing. Please do not see this as this is us adding new content to make people interested in staying or play the game. This is also why I just mentioned enhancement as a small nice feature. This is not a new complex system we have built to add, this is something we pretty much got for free due to our large core functions is getting in place. These kits are also just small modifiers, so its not a matter of balance so much there, but they overlay the current stats. Which means thats still the main focus on balancing things, which the test group is progressing in very nicely. As many have said the balance and viable options in pure pvp have never been this wide and tight before (not counting the pet lacking balance features which is coming in this patch). We have gone back and forth a bit when it comes to trying out speeds stam etc, which most agree pre dawn was the better setting, hence we reverted back to that. We see more different types and weapons on the field than we ever seen, and that's the goal.

So while I appreciate your response in here, I ask you to really look at what we are working on and adding instead of jumping conclusion that we are working hard on adding new content like enhancement, which is not the case. Polish, bug fixing. It is vital we continue to focus on polish and bug fixing, and not adding new content until we know it works and is ready for doing so. But something I want to remind on as well is that, we are still a few different people working on Mortal Online, which means coders artists are separate work. If coders to not require more work from an artist that doesn't mean we should put the artist into sleep mode. There is TONS of content to be added on current features and coming features. Enhancement was one of those things hence we could get it in this patch.


I even explained this, that this is not the case, these kits will not play the outcome of a battle, player skills is always over this. And no you are not forced to grind them if you find looking for them and doing pve for them is boring or doesn't fit your play style. There will be those that would love to sell them to you, or you can simply ignore them totally, since they wont make you win or loose the battles in long. These parts are also part of the rpg elements of the game, character progression and exploration and tuning changing your gear etc to fit your play style, as in adding more variation and options for players interested in doing so. Not about you must have X to win all pvp or you are done with. Ive said it before, yes we lack some better tools to handle trading with those things some players would love to produce and sell, for those who would love to just buy them instead of making them. This ties to one of our main features for Mortal Online, heavy focus on player interaction, but the choice is yours, by force, by trading connections, or supply your self.
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TC und Armor Patch - Vorankündigung Empty Re: TC und Armor Patch - Vorankündigung

Beitrag  Xunila Mi Jun 26, 2013 8:20 am


We are scrapping the texture merge system which is the lag you notice when you see a new player poping into your interest list, the more the worse the lag is here when loading their textures.
This also means each character adds a new set of unique texture map for your client to load, so there is a natural cap that makes your memory scream and eventually crash. Also forces most ppl to lower res to handle larger scale of population due to memory usage being to big.
With the new system we have only so many material maps which are shared whenever a player uses that type, which means if you see a player using steel, another one also using steel uses the same amount of memory. This means you can add 1000k chars using the same texture without adding more memory usage, which is fantastic for large scale population as you can see. Due to there is no texture merge it doesnt freeze your gpu for a second when doing this process, since the cpu is busy with this process. Removing that allows them to directly be rendered on the gpu without a similar noticeable freeze. So players will also load their real visuals faster than today. Then its just a big bonus to actually see all the different materials, they got a small increase in polycount since we are far from the cap using polys, we could make smooth mesh areas even smoother. Hands which is the thing you see on your screen 100% of the time gets their own part of texture map, improved polys and higher res on textures, so it looks much more sharp and next gen simply watching your own hands, since they are so close to you this is very noticeable.

So since we now have somewhat limit on how much memory players can force on clients surrounding them, we can also start adding some more new types of armors. Since we were so close to the roof with current system there is no option to add more since it would only add more stress on memory.

So all in all, it really gives a good technical improvement with this new system to handle chars and armor parts. Now I do want to make it clear that we have not yet made any major testing using this new system, so I do want to say that if performance or any other issue occur using this new system that makes it worse we will have to restrict some areas to make sure performance is at least better.

So this was the short version of explanation about the new armor system on what is the bigger part of us moving over to this system.

We do hope to be able to improve some of the animation as well during this batch, since now with improved models the animation may stick out a bit worse not being up to par with the higher visual standard animation wise. Some works well still, but some really needs some updates.
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