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Update 15.10.13

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Update 15.10.13

Beitrag  Xunila am Di Okt 15, 2013 8:33 am

Sebastian hatte einen Unfall und wurde leicht verletzt.
Es laufen gerade Tests von Fehlerkorrekturen und dem neuen Broker System.
Die neuen Animationen sind fast fertig.
Detaillierte Informationen gibt es noch zum neuen Bauernhof, den Spieler bewirtschaften können!

[21:27]HenrikNystromwe are taking as much action we can to release it as soonas we can, which I feel confident it will be before end of this year yes.


Hello everyone!

Its time for some updates!

We have been pretty quiet lately due to hard work and lots of preparations in different forms that you are about to see more about shortly.

Today Seb got ran down by a car and ended up at the hospital, luckily it was nothing serious and he is fine now after some resting.

We are currently running different test sessions on our latest patch that includes lots of good bug fixes and the brand new broker system we been waiting for a long time to help the player trades and economy. We also adding a small expansion after the tutorial we have in the Tindrem garden to further help new players get into a direction and get a goal to get going in the game which is important for new players. We have run into a few issues during test which we are updating tomorrow if things goes as plans and as soon as its approved this will go live.

We are progressing in both TC and the character system we been working hard on lately.
The animation updates are almost done now, but we are still struggling with the mesh/skin work which have not been a smooth process, we have been ironing out the issues we had which been a mix of both language barrier and different versions of software and export issues. But we hope to have a full solution on this now sooner than later. Again we hoped we would be able to deliver this part much earlier, but sadly we have run into every possible wall during this process. But hopefully it will be worth the wait, to have that system in place, which gives a lot of nice bonuses over the face lift it gives us.

TC is a large feature as you know already, and we made some updates using Sebastians twitter. Now when everything is getting in place we have decided its time to start share more in depth of how the system is going to work. So I will try to assist in introducing different parts of what TC will bring to the game.

Today we want to share some info about the coming farming system along with the TC patch.




Territory Control
Farming


To build a farm, you must first own the land to place it and afford the cost in both Prominence points and gold. To claim some land, you need to build a house and place a guild stone in it. This will give you some space surrounding your guild stone. Within this zone you are able to construct new buildings such as farms. You can also build a wall surrounding your land. This wall has its own gate with access levels. Within the walls, you can hire services and hire guards for increased security.

You can also build a fence surrounding your farm if you wish to lock it down so that others cannot use it, or it will remain open for anyone to pick the crops. This is part of the new territory control system, which fully unlocks all of its options whenever someone has claimed a keep. It will give endless possibilities to claiming land and designing their own city with its own set of rules and services.

To start farming you need to hire a farmer that takes care of the crops. He will require a fee and the better the farmer is, the more plants he can grow. A farm can be upgraded from a small, to a larger farm. When the farm is upgraded, you can hire another farmer to work at the same farm to grow even more plants, and it also allows you to grow different setup of plants.

Seeds can be found on Plants from different locations around the world. These are the seeds you hand to the farmer, who will start to grow them. The farming system takes the heat system in consideration. The area where you grow the plants will be affected by the weather and climate.


A farm owner/ city owner can place work orders, so that players can gather the crops for them. This will allow the farmer to get the crops picked, if he doesn't have the time to do so, to allow for new crops to grow. Other players can help in picking the crops and sell them as a service to the farm owner which will in that way maximize its farm. Farming can be effective for alchemist to start growing herbs and plants. You can also find specific plants that will efficiently make a decent profit. It all comes down to the efficient level of the farmers, the size, and the location if the plant is optimal for its climate. It’s up to the player to maximize the profit and growth, by picking the plants when it’s done for picking, or it will occupy place and time for a new growth. As usual there will be a fee to operate the farm.


//Henrik

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Re: Update 15.10.13

Beitrag  Xunila am Mi Okt 16, 2013 2:12 am

Henrik weiter:


What we meant is that the donation goal we made possible are systems that does not interfere with the current team me nor seb, its still the case. This was outsourced content, that we could afford due to the donation. What have happen is that the biggest donation goal we made possible which is the char system is that we ran into different problems when working with a new external team.

Our current schedule and work is as we stated, TC, steam release and bug fixing. The char system is being developed next to this by other artists. When we are about to patch the char system, Sebastian is removing the texture merge system and morph system that allow us to change the system how its being handled and rendered which will most likely give us a performance boost. This also opens up for an endless amount of new gear clothing etc. While this is being implemented for test, we make sure to nail any bugs related to characters, such as the ugly faces you can see when mounted and other bugs related to the char system.

We tried to be as accurate as possible, not giving a time frame for the char system rebuilt, but I expressed its the biggest donation goal by far, and its a HUGE task for the artists involved to make this possible, BUT the key here is, it wont affect Seb and any other coder working on our current schedule. None of us, including the artist that gave us an estimation on time frame never knew it would take thing much time, that's bad indeed, and the issues we ran into during the progress made it even larger than we first thought it could be. However we are not taking action towards this to make sure we add more resources external to try to handle this situation as soon as possible since its also becoming a pain for us to see all places are just not yet in place. So yes there is no doubt it took longer than we hoped and expected it to, even though we have not given a time frame and said when this will be delivered due to the facts we knew it would be huge and are not used to how the external new artist would handle this process. We have learnt the lesson here though, and is working on improving our external co work to handle these things better in the future. We are building up a network of external partners that fits very well with us to work on MO. We apologize for it taken this much time and now we are doing our best and increasing the resources to finish this part and deliver the char system.

Thanks
http://www.mortalonline.com/forums/threads/update-15-10.93100/#post-1600377

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Re: Update 15.10.13

Beitrag  Xunila am Do Okt 17, 2013 5:55 am


With the next patch house vendors will be a little more useful as they integrate with the broker system. Brokers will show items on house vendors with an indicator of where to find them. They will also allow buy orders, item sets, and such.

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Re: Update 15.10.13

Beitrag  Xunila am Sa Okt 19, 2013 9:05 am


An example of major updates that many players looking forward to for months is a developed territory- system we call Dominion . This will give players many new play features where one can design their own cities and provide various services to other players. This is a long-sought systems that require large playing surfaces then it's up to the players to be creative in designing their cities. We estimate that these areas will begin to be launched beginning in October 2013 and continue accelerating until the first quarter of 2014.
TC kommt also bis zum ersten Quartal 2014.

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Re: Update 15.10.13

Beitrag  Mo-ack am So Okt 20, 2013 10:32 pm

Seit dem letzten patch gehen meine Armors schneller Kaputt. hat Zergi von Quad auch schon festgestellt er hat mit Speer/Schwert 5 hits auf Oghmium 8% Dura runtergeschraubt. Mir ging es beim Farmen 1H razorbacks farmen armor Dura auf 20%
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Re: Update 15.10.13

Beitrag  Xunila am Mo Okt 21, 2013 4:44 am

Henrik:


We are indeed looking for new programmers to join our team.
We are setting up a good partnership with some different very talented studios that can pretty much cover whatever we need for all our features and areas except the things we handle in house. Its time to add more land and content for all our features and to bring more and new life into the world.

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Re: Update 15.10.13

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