Feature Backlog - The Way Forward

    • Feature Backlog - The Way Forward

      Hi all,

      now that the beta test is in full swing, we want to share with your our backlogs of features and improvements that we are working on.

      This will also help you to check if something that you currently miss in our game is already on our minds.

      Note:
      • The categories do not represent a particular order in which things will be done
      • The backlog is not complete - if something is not on the backlog, this does not mean that we won't do it.
      • A lot of smaller stuff has been left out intentionally for easier readability
      • The backlog goes beyond the beta stage: not everything on this list will be done during the beta test
      • The backlog is subject to change.


      Last Update: 10th December 2015

      0. Security and Spam Protection
      • 2 Step Authentification
      • More Chat Moderation Tools
      • General security check through external company



      1. User Interface and Quality of Life Improvements + PC specific UI improvements
      • Repair all button
      • Auto-sort and stack button in bank / inventory
      • Tab targeting (based on discussion here: poll)
      • Forced move on right click
      • Attack move (similar to how it works in Starcraft / Dota / League of Legends)
      • Shift-Click to move items between inventory and bank/chest
      • Fast salvage
      • Collect all button in market place
      • Smart Casting (see League of Legends)
      • Larger stack sizes - up to 999
      • Allowing items (such as weapons) to stack as well
      • Changing the ability system such that you only chose abilities only when you first equip an item - allows you to sell "blank" items on the player market, thus, improving trade
      • Improved in-game mail system (Report spam option, bulk deletion, possibly multiple mailboxes, etc)
      • PC optimized HUD
      • Improved guild management system (better rights management, multi tiered guild wallet, etc)
      • Improved guild member list
      • Properly working ESC key on PC
      • Ability to rename and/or delete characters
      • Better fast travel UI
      • More chat channels: trade chat, guild recruitment, beginner help, etc
      • Better chat moderation and reporting options
      • Profanity filter for chat (can be turned on and off)
      • The load threshold at which you can no longer move at all will be increased such that you will usually not be stuck after dismounting
      • Make it easier for healers/supporters to receive fame when being part of a group
      • Two click auto attack (can be set as an option to avoid accidentally attacking somebody)
      • Show players and mobs that are hidden by objects, such as trees
      • Asset list for banks (shows you in which banks you have which items)
      • Transaction log for wallets


      2. New Features
      • Friends List
      • Armor system rework: getting rid of the mismatch between crafting and equipping. Plate armors will always be heavy, leather always be medium, cloth always be light. The different levels of plate/leather/cloth armor will differ from each other similar to how it is currently down with different levels of the same weapon tree.
      • Mission system rework: Training Missions that help you with destiny board progress
      • Safe/Yellow Zone Progression Improvement (Sneak Peak)
      • Gateway Dungeons: Inside of dungeons, there are special gatekeep boss mobs. If you kill them with your group, a portal spawns that your group - and only your group can enter, with a max player limit. Inside of it, there will be very challenging PvE content. In PvP zones, those gatekeeper bosses will be deep inside of dungeons, so you can PvP with other guilds over who gets the right to kill the gatekeeper boss and do the dungeon. In PvE zones, the benefit of this system is that you have your own dungeon and other players cannot annoy/grief you. From a game design perspective, we will be able to produce really cool and challenging PvE content as we know the maximum number of players that will enter.
      • Rework crafting capacity: if out of capacity, a building can still be used but will not give a much reduced efficiency bonus
      • Unique item blueprints: these can be gained as a faction reward or as a very rare world drop. You can combine them with a player made base item to create a "unique" item. (i.e. Combine a tier 6.4 sword with a Morgana Bluepring to create a "Sword of Morgana" which then might be 6.7)
      • Fishing (this one will be amazing, stay tuned for updates)
      • Player built ships (internal discussions are at a very early stage here)
      • Player city management: customization of player cities
      • Scouting mechanics and items
      • Kill mails that can be shared with other players and posted online
      • Better market data (charts etc)
      • Emotes
      • Rare mob spawns: very small random chance that a very rare mob spawns that will drop something special when killed
      • More hellgate variations (such as 5 player FFA, 15 vs 15, etc)
      • Conquerable open world buildings (watchtowers, special castles, etc) that provide benefits to the guild/alliance who holds them
      • Improved player and guild ranking systems, with regular rewards (titles, vanity items, maybe silver, ...) for those who rank highest in a particular month in a particular part of the world. Of course, we will need to do this such that it cannot be exploited
      • Dueling improvements: dynamic wagering options, group dueling
      • Player/guild run taverns
      • Additional Labourers for farming/cooking/fishing
      • War declaration system for guilds


      3. Balance
      • Full rework of destiny board fame and learning points requirement
      • Balancing of group fights: power of AoE spells vs focus firing.
      • Make healer/support weapons more capable of solo PvE
      • Significantly increased silver drop from killing players (there was actually a bug that made the drop amount too low)
      • Have mobs give the same fame if killed indepdendent from their number of charges.


      4. Economy
      • Introduce a mechanism to deal with excess supply of items resulting from people levelling up their crafting skills
      • Optmize fast travel costs (making sure that transportation and local markets remain a key feature of the game)
      • Baby mounts for farming different tiers - making sure that T3 mounts are really easy to get and T8 mounts really hard


      4. Abilities and Items
      • New type of mount: fast horse, with higher move speed but no load bonus
      • Loads of additional abilities
      • New armors and new armor abilities
      • Make faction items much rarer, but also more unique. They will require a faction blueprint and a base player crafted item to make
      • Unique/special items. They will require a blueprint and a base player crafted item to make
      • Offer 3 different enchantment levels for each weapon/armor, i.e. I can choose whether to enchant an item/armor up to level 4,5 or 6. This removes the perceived high end asymmetry between items.


      5. PvE & Map Design
      • New mob types
      • More and better bossfights
      • New dungeons
      • Improved level and zone design
      • Increased spawn rates in red and black zones


      6. Improve Tablet Performance
      • Achieve higher FPS on tablets


      7. Bugfixes
      • There are lots and lots of bug fixes, too numerous to name them all
    • Very Cool Stuff!
      Thanks for all the work that the Sandbox team has been doing! I've been enjoying the game and will continue to do so if the future route is anywhere close to what's being presented here.

      I'm especially interested in the work that's being done to better categorize and manage chats, as well as the introduction of blueprints!.

      Dieser Beitrag wurde bereits 1 mal editiert, zuletzt von Ferevus ()

    • <drolls> thanks for sharing!

      I'm just not sure about tab-targeting as it may make botting easier or even used in simple macro auto clickers to farm mobs in green zones.

      Also what if I stack weapons and I die? Do they all lose same durability or each one individually. Because if they all loose same durability they may also all break and become thrash.

      So happy to see ships on the list, hope it's for naval combat ^^
    • This seems like a good (if very broad as you mentioned) list, is there any chance you could over the next however long convert this into a roadmap so we can understand a rough timeline or priority of these, as some things are relatively small/simple (comparatively) like repair all or UI changes vs a whole new type of dungeon/fishing/towers that are complex.

      I know that may not be the easiest thing to do but it'll help put alot of this into perspective of what to expect and when, for example what we can expect for release and what is coming down the line after.
    • Bercilak schrieb:

      Just to make sure this is a list of things we right now also see as issues which we would like to change as soon as possible. However it will still take a while until we have tackled most of them!

      Kr,
      Stefan
      That's awesome. As we get further through CBT I would hope you will be able to give us an idea of what will get tackled before release and what will be done after but thus far loving the changes and issues you guys are looking at.
    • Bercilak schrieb:


      • Offer 3 different enchantment levels for each weapon/armor, i.e. I can choose whether to enchant an item/armor up to level 4,5 or 6. This removes the perceived high end asymmetry between items.

      This means I'll be able to have something like a 4.2 single handed nature staff, but I can also have a 4.1 or 4.2 2h great nature staff, right?

      If so, all I have to say is "about time".
    • Bercilak schrieb:




      2. New Features
      • Armor system rework: getting rid of the mismatch between crafting and equipping. Plate armors will always be heavy, leather always be medium, cloth always be light. The different levels of plate/leather/cloth armor will differ from each other similar to how it is currently down with different levels of the same weapon tree.
      This is NOT a new system. You are reverting it back to the way it was before because your new system is needlessly confusing. The only problem is you mistakenly got ONE thing right, and its precisely that ONE thing which you are getting rid of. The great thing about the system now is that you need ALL three mats to progress up through x.3. This creates GREAT interdependence in the system. The market is more orbust now than it ever was, and what are you looking to do..... break it so you can extend your beta period where the game is locked behind purchasable founder packs.
      • Gateway Dungeons: Inside of dungeons, there are special gatekeep boss mobs. If you kill them with your group, a portal spawns that your group - and only your group can enter, with a max player limit. Inside of it, there will be very challenging PvE content. In PvP zones, those gatekeeper bosses will be deep inside of dungeons, so you can PvP with other guilds over who gets the right to kill the gatekeeper boss and do the dungeon. In PvE zones, the benefit of this system is that you have your own dungeon and other players cannot annoy/grief you. From a game design perspective, we will be able to produce really cool and challenging PvE content as we know the maximum number of players that will enter.
      If by PVE zones you mean GREEN zones only then,, whatever, who fucking cares. If you plan on introducing this instanced bullshit into the pvp zones, then the dungeons better not fucking respawn. If they do, the entire game will become World of 100% safe instanced Grinding. Quickest way to destroy your sandbox is by succumbing to the bitching of fucking themepark players that have nothing better to do than mass migrate from game to game, bitching on forums and attempting to teraform all games into cookie cutter copies of another game that is too shitty for them to play anymore. Silver/Fame/Grind spots are a RESOURCE, just like nodes. Gatherers have to compete for that dire wolf, fighters have to EARN their grinding zones. If you instance it all, your game will die quickly like a flaming piece of shit.


      4. Abilities and Items
      • Offer 3 different enchantment levels for each weapon/armor, i.e. I can choose whether to enchant an item/armor up to level 4,5 or 6. This removes the perceived high end asymmetry between items.
      If you want to do this, you have to significantly rework all the weapons so that x.0, x.2 and x.3 all play in unique ways. Some weapons already have this, such as Xbow, but some , like Qstaffs are all carbon copies of each other with only very slight variations to the types of playstyle they support. For example, you would need perhaps a clear single target dps/lockdown qstaff ( x.0 ), a utility/mobility group disruption qstaff ( x.2 ), and maybe a tanky/evasion based sustainability qstaff with perhaps some off heals ( x.3 ).
    • @Bercilak the missmatched combat armor to crafting was a GOOD thing.. it made you dependent on others while you leveled to the tier.x you wanted... what systems are you going to add to remove the ability for a player to now easily make their own gear? for example in the system now.. if i want heavy x.3 i would need to wear HEAVY plate as a combatant, and HEAVY leather, to unlock use of HEAVY cloth. but if i knew i was going to be in HEAVY x.3 i would craft up through cloth to get to HEAVY cloth. this would also require me to buy my journeymen plate and journeyman leather from the market as grinding craft of three armors would be silly and inefficient. but this gave the market meaning, and made it harder to be self sufficient.

      now with your proposed system. i can choose a weapon and choose an armor style and be self sufficient in crafting and gathering. use my LP there and just grind out the combat fame which is easy.

      TLDR
      2 handed arcane staff(4.2) and HEAVY leather(4.2)::self sufficent
      OLD SYSTEM:
      gather: wood(adept tools) metal(adept tools) leather(adept tools)
      refine:wood(1/10 rare) metal(1/10 rare) leather (1/10 rare)
      craft: tools1/1 warrior (1/10)mage(1/1) hunter (1/1) pickaxe 1/10 skinning knife 1/10 axe 1/10 arcane staff (1/10) arcane grater staff (1/10) medium leather (all peices 1/10) x3 , heavy leather (all peices1/10)x3, heavy plate (allpeices 1/10)x3
      combat: warrior (1/1) mage(1/1) heavy plate (1/10 all peices)x3 Heavy leather (1/10 all peices )x3, arcane (1/10) arcane greater (1/10)

      NEW system:
      gather: wood and metal
      refine: wood and metal
      craft: mage warrior
      combat mage warrior

      the new proposed system removes 1 type of gathering to t4 and associated tools, 7 whole lines of crafting unlocks which includes hunter 1/1 and t4 of both medium leather armor and heavy leather armour,

      so now in crafting instead of having to unlock 18 trees to be self sufficient i only have to unlock 11
      in gather i only have to focus on two types of materials and not 3
      in refine i only have to focus on two types and not 3
      combat stays the same.

      so from having to unlock
      24 nodes in crafting now i have to only unlock 17.

      please please please make it so the recipes required for the new armor system are challenging so that people cannot be self sufficient. the proposed armor changes will make the market fall as now you can just use your grinded out items for your self. and it is more feasible to be self sufficient even without using alts.
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