Overview - 6 months roadmap

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  • AbunA wrote:

    the point of losing items is so the other player can get them and not to be destroyed.


    That is not the point sir.

    Simple scenario if you with friend killed other two people in fair 2vs2 fight you can pick up half broken weapons and armors...
    now why would you do that?
    If in fair fight you killed someone why would you want his items in AO?
    If killed players had same fighting-skill level as you, they for sure had useless (noobish) set of spells on their armors and weapons and now those items are broken!
    So you won't be even able to sell them without repair.

    And instead of gather more materials (and earn fame), and craft items for trade or PvE (and earn fame), you will have to waste materials to repair useless items and maybe you will sell them to some noobs.

    That is why I am against this new trash system. And after devs mentioned that they will add carts, what is the point in taking useless items when you can steal gathered materials and craft items you like, with spells you like and earn fame?
  • Darnokus wrote:

    AbunA wrote:

    the point of losing items is so the other player can get them and not to be destroyed.


    That is not the point sir.

    Simple scenario if you with friend killed other two people in fair 2vs2 fight you can pick up half broken weapons and armors...
    now why would you do that?
    If in fair fight you killed someone why would you want his items in AO?
    If killed players had same fighting-skill level as you, they for sure had useless (noobish) set of spells on their armors and weapons and now those items are broken!
    So you won't be even able to sell them without repair.

    And instead of gather more materials (and earn fame), and craft items for trade or PvE (and earn fame), you will have to waste materials to repair useless items and maybe you will sell them to some noobs.

    That is why I am against this new trash system. And after devs mentioned that they will add carts, what is the point in taking useless items when you can steal gathered materials and craft items you like, with spells you like and earn fame?


    well you can salvage the shit armor and get free resources :)
    I say CAKE to fantasy races. <- feels left out
  • I have been kicking some numbers around for an hour now, in regards to the old and new effects on equipment at the time of death. Please note that this is not meant to be negative in any way...facts information are is important. :)

    The old method, which players called harsh was a 40% chance of breaking. The new method is 20% - 80% durability loss on all equipment. From an item loss standpoint, the old method was deemed too harsh. From an economic sink standpoint, the old method applied against 10 pcs of equipment equated to 4% - 400% durability loss on average. The new method applied against the same 10 pcs of equipment equates to 200% - 800% durability loss. This new method of damage will have a 25% 50% increased economic sink over the old method on average, so severity is all based on perspective I guess.

    Some other details:
    • At 20% durability, items are guaranteed to be lost. At 50% durability items have a 50% chance of being lost. 60% durability it drops to 33% chance.
    • If you are carrying red (20% durability and below) or yellow (21% - 60% durability) status equipment, chances are it is not worth going after (or having a friend go after) as it is more than likely lost.
    • If you are on a one-way mission or don't want to be looted, you could strictly use either red status equipment or yellow status under 50% durability. If you survive, you could always repair it. :)
    • Looting during battle, where a piece of equipment might have been carried by 3 people who died, the old method had a 21% chance survival rate, the new method has a 1.2% 5.057% chance of survival (if the item was at 100% durability) This can also be seen as a possible increased economic sink. [EDIT: NOTE that I recalculated the percentage with proper probability rating from the previous process, increasing the chance of item survival a decent bit. :) ]
    [EDIT: I didn't touch on the impacts of the salvage shop, as specifics are not yet available. I have a hunch that this will also be a form of durability sink. I imagine the exchange of durability for a few materials will still be a sink, but I might be surprised.

    I also have a hunch that given appropriate costs for repair, players that have the availability of a repair shop will repair their gear (best gear at least) when it reaches yellow. This should spur a steady stream of economic activity (sink) as long as the durability of the repair shop is fair.]

    The post was edited 6 times, last by Zetecua ().

  • Hello guys, it is half-time of our 6 month roadmap,
    on which we started working on 01 May and therefore we wanted to give you a quick update on where we stand right now

    Done -
    Work in Progress -
    To Do -
    On Hold -

    Topic: Items & Crafting
    • Done - Durability Loss on Death: Details can be found here. We hope it is a good compromise between your feedback and our concerns of inflation for the economy.
    • Done - Item Repair: Another feature request from our great community, which we think makes sense. In particular with the new Durability Loss Mechanic.
    • Done - Item Salvage: Similar to the repair feature, fits nicely to the new death mechanic and was as well requested several times.
    • Done - Item Quality: To make crafting even more interesting we will be adding item qualities. Higher quality means better stats on an item. Of course you will be able to improve the probability of creating a legendary item through various means. As always in AO the highest quality will be extremely rare!!!
    • To Do - More Items & More Spells: We will give the existing items more relevant spells, while also adding a few new items before the next test
    • Done - New Tier: We will make T2 easier to acquire and higher Tiers harder to acquire. To still have a meaningful progression with no hard cut we will add at least one more Tier.
    • To Do - Inspect: You can view the paper-doll (equipped items) of other players
    • To Do - Detailed Spell Descriptions with concrete numbers

    Topic: Travelling, Respawn & Movement in general
    • Done - Mounts: We think mounts are very important since the world will be getting bigger and bigger and walking distances have been already a bit tedious in the previous tests.
    • To Do - Cart & Coach: With a bigger world we will see plenty more Marketplaces spread around the world and in general we want to implement transportation as a valid activity. Therefore we will be adding Carts and Coaches (horse-drawn).
    • Done - Fast Traveling in Safe Areas: It will only work between safe areas which are connected. So only for safe travelling routes between safe areas - ie if you want to reach a safe area surrounded by PvP areas there won't be any fast travelling options to this area! Also, it will cost money according to your equipment & inventory (T2 is free, everything above will cost Silver).
    • Done - Respawn & Recall: When you die you will have various options regarding where to respawn (Home, Bind Stone, Next Big City, Next Exit (e.g. Dungeon Entrance). We will remove the Orb though since it is too powerful if we then want to implement transportation as a profession. Mounts, Fast Travelling & Bind Stones should make up for it.
    • Done - Revive Spell: We will add an item with a revive/resurrect spell so you can save the long walk to a dungeon!

    Topic: Housing 2.0
    • Done - You can give friends and/or guild members different access rights to your house and/or plot/real-estate
    • Done - Vault and Battle Vault are now two different boxes you have to place
    • On Hold - You can have several Battle Vaults and decide which one is the active one you take into battle
    • Done - Solid rights system for vaults/boxes (who can access, take out, put in)
    • Done - You need a "claimed" bed in a house/guild hall to make it your home (Ingame is a bit different now, works via houses and beds give you buffs, and the more wardrobes you have in a house the more people can make it a home)
    • Done - You benefit only from the trophies placed in your "home" (Also different all "furniture/trophies" give you temporary buffs you have to collect there!
    • Done - Each building has a limited amount of placeable items it can have
    • To Do - You can sell buildings
    • To Do - You can sell placeable items (boxes, trophies ...)
    • Done - You can sell plots/real-estates
    • Done - Guild Hall: There will be a guild hall which will work as a player house for guild members. You have to make strategic decisions though if its more like a storage room, or giving buffs to a few guild members or a respawn point for many. Of course you can build more then one guild hall and it is more efficient then player houses for everyone.
    • To Do - Guilds can claim plots/real-estates

    Topic: PvE
    • Done - More Monsters: Between now and the next test we will double the amount of monsters. By the end of the year it will increase to five times as many different monsters compared to today.
    • Done - More PvE Mechanics: The Monsters will be getting more mechanics to make fighting them more interesting (although it is not on the state we want it to be)
    • To Do - More Boss Battles: We will add a few boss fights!
    • Done - Fixing Existing Boss Fights: We will be fixing the existing boss fights (threat system, cc immunity bug)
    • Done - MOB's drop items: Crafting will still be the most consistent and efficient way to get items. But we want PvE to be more rewarding and give someone who is only doing PvE a small stream of items .
    • Done - The Blue Protection Bubble you get when you enter a new area will automatically disappear when you attack an NPC/MOB.

    Topic: PvP
    • To Do - More Ground Target Effects to punish groups standing cluttered together, while AoE Healing effects will get a maximum amount of targets.
    • Done - Castles will get an NPC boss you have to kill to conquer/claim the castle (Just as an example, we have planned this as one single Lord you have to kill, now it become a mechanic with several guards and different waves, one of the reasons why other things were not done yet)
    • Done - Spell and Item Balancing: We will have a closer look at all of the items and spells and adjust them according to the data we got from last test
    • To Do - Better Feedback: Giving the players better feedback on what is happening during a fight


    Topic GvG
    • Done - Attacking Territories w/o owning one: You will be able to attack territories in an area whose castle you own.
    • To Do - Not Shooting through Barrier during a GvG match.
    • Done - Better Explanation of the GvG system overall
    • Done - Better Visualisation of the GvG system (from where can you attack which territory)
    • To Do - An internal spectator mode (can only be used by us currently) to allow streaming GvG matches on Twitch

    Topic: Worldmap & Area Map
    • Done - The worldmap will display more information overall. This includes dungeons, market places and Fast Travelling spots
    • Done - We will add a special area map which is accessible via the minimap and worldmap
    • Done - This special area map will display:
      • All buildings in an area
      • If these buildings charge extra silver for use, and if so how much
      • A difference between finished buildings and construction sites
    • Done - The guild leader can mark construction sites to show the guild which has the higher priority to be finished
    • Done - The player can set a waypoint on this new map which is shown on the minimap

    Topic: Player Driven Cities (and Villages)
    • Done - Player Driven Cities will be safe islands deep inside PvP territory
    • Done - Fights over the City will be "new"
    • Done - The city will be empty initially and players can populate it and build "their" structures and buildings on it
    • Done - The guild "reigning" over the city can set claim and upkeep prices and ofc get a huge chunk of it for their guild chest

    Topic: Destiny Board
    We will continue to improve the Destiny Board and we will
    • Done - Improve the layout (again) to make it more easily understandable
    • Done - More significant achievements. The bonuses overall will get more meaningful and not just 0.2%
    • Done - Master Levels: Master Levels will be a new way to show your specialisation into one specific field. For instance:
      • Reaching a high Master Level in T4 Blacksmithing will turn into you needing fewer resources to craft a T4 Plate Armor
      • Reaching a high Master Level in "Wolf Hunter" will give you a dmg boost when fighting wolves.
    • Done - Removal of "stupid" tasks in the achievement board like "Kill 3 T2 Heretic Healers", they will become something more like "Kill X Heretics (no matter which one)

    Topic: Chat
    • Done - We will write our own code for the chat, since our IRC solution was not secure enough
    • Done - Tabs will be added which you can setup to your liking
    • Done - The Chat Window will be resizeable )NEW:You can also move it to where you want!)
    • Done - It won't fade away if you don't want it to
    • Done - The text will be easier to read

    Topic: Market Place
    • Done - More Market Places around the world
    • Done - Complete new GUI
    • Done - Ingame Mail/Notifications when you sold something
    • Done - Buy Orders for Items
    • Done - Being able to search for concrete items with concrete spells
    • To Do - Being able to sell gold

    Topic: Things happening in the background
    An increased player base means also some requirements from a technical perspective. We need to make sure our systems can hold an adequate amount of players. In particular we need some solid Customer Service Tools to help our players in case something bad happens. In addition we are constantly bug fixing and working on improving the performance.

    Topic: Founders Packages
    We hope to launch our Founders Packs Program within the next two weeks. Of course this requires some effort as well!

    Topic: Others
    Everything else we will improve
    • Done - Speech Bubbles for /say and perhaps even /local (ofc you can turn them off in the settings menue)
    • To Do - You will get ingame msgs when your buildings are about to break because of durability loss
    • Done - Improved Feedback when placing buildings (why can I not build something here?)
    • To Do - Buildings will get a HP bar which only is shown when you attack them with a Siege/Demoltion Hammer
    • Done - The Siege Hammer will be renamed to Demolition Hammer^^
    • Done - Wrong Armor Tooltips
    • To Do - Automatically switching to a tool when not being "in combat" and selecting a resource
    • To Do - Being able to delete your character
    • To Do - The Durability of Construction site is aligned to the ressources which have been put into the site. So a false placed construction site with no resources in it can easily be removed
    • Done - Lots of UI changes
    • To Do - Settings: You will be able to turn off Player-Nameplates from Guild Members and/or everyone else and/or HP Bar!
    • To Do - Switching from Tool to Weapon and vice versa should not trigger a spell cool-down or if a very short one
    • To Do - You can sell territories
    • To Do - Players/Guilds can by default not claim real-estates. They can unlock (via fame) to own one, two, three ... etc plots. (the first one is unlocked pretty quickly)
    • To Do - Guilds can by default not claim territories. They can unlock (via fame) to own one, two, three ... etc territories. (the first one is unlocked pretty quickly)

    So as you can see still a lot to do. The positive part is that we have finished the largest tasks. For instance the new housing system took one of our best developers 1,5 months and that did not include the GUI.
    In addition we added a feature which was not on our list yet, which is alliances!
    Also we had to invest more time into the founders packages then planned.
    But anyhow, overall we are sticking to our schedule and we are even a bit faster then planned.
    The big unknown is the upcoming test and how much time it will consume, fixing bugs and maintaining the systems.
    We will keep you updated on the current development ...

    Kind regards,
    Stefan
  • Wow! To me it appears that Sandbox Interactive has made tremendous progress. I understand that each point doesn't equate to the same amount of time to finish, but of the 79 main bullet points, 55 are Done, so that's almost 70% in 3 months!

    Thank you for pushing so hard to make all these wonderful changes!

    The post was edited 1 time, last by Zetecua ().

  • "Attacking Territories w/o owning one: You will be able to attack territories in an area whose castle you own."

    If we arrange for a raid on a territory, but the castle is taken from us by another group, what happens? Is the raid still on?

    and thanks for the update, we have a better idea of when to expect the next test ;)