Updated Development Roadmap (State of the Game February)

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  • Updated Development Roadmap (State of the Game February)

    Hi all,

    Based on our recent State of the Game: February developer blog post, here is our updated game development roadmap.

    For a general overview about the state of the game and about recent patches and changes, please check our Game Updates section on the website.

    Game Development Roadmap
    Last Update: 4.2.2016
    Items highlighted with a *-symbol will get a separate dev blog post in the near future
    The road map is always subject to change. Not all listed items will be ready for the release of the game


    New Game World*
    • Significantly increase world size
    • Make cities and zones more unique
    • More and better dungeons
    • Different biomes (mountain, grasslands, forest, ...)
    • Different climates (hot, temperate, cold)
    Zone Rework
    • Introduce Reputation and Crime System for yellow and red zones*
    • Greatly increase the number of black zones
    • Remove fast travel to non-safe zones
    • Introduce “naked” teleport as an alternative to fast travel in PvP zones
    PvP
    • Introduce an Ultima Online inspired Reputation and Crime System for yellow and red zones*
    • Kill mails
    • Conquerable/Destructible open world structures
    • Improved ranking system
    • Scouting mechanics and items
    • GvG respawn timer
    • Larger variety of Hell Gates and better rewards
    • Improved balance
    • New items and abilities
    PvE
    • Allow lower tier mobs to provide fame towards combat progression
    • Make it easier for healers and support classes to get fame in groups
    • Increase the number of higher tier mobs
    • Fame bonus for group play
    • More hell gates, gateway dungeons and raid dungeons
    • Random spawning of special mobs
    • Tons of new items and abilities
    • Rework faction and mission system*
    • Introduce Expeditions*
    • New items and abilities
    Progression
    • Optimize destiny board fame values
    • Training feature
    • Allow early spending of learning points at severe efficiency penalty
    Gear and Crafting
    • Introduction of player made rare items with unique abilities*
    • Expanded crafting system with reworked role of glowing base resources and special resources*
    • Armor system rework*
    Gathering
    • Introduce special items and abilities supporting gatherers
    • Provide gatherers with better stealth and escape options
    • Dynamic spawn system with somewhat randomized spawn locations
    Economy
    • Remove excess supply of items from the market via training option at crafting buildings. Sneak Peak
    • Fast Travel rework
    • General Improvements and re-balancing of the Economy
    Farming and Islands
    • Animal produced fertilizer to increase plant yield
    • More customization options for islands
    Fishing*
    • Details to follow in separate developer update
    Player Made Open World Structures*
    • Details to follow in separate developer update
    Sound and Music
    • More music and better game sounds
    User Interface and Quality of Life Improvements
    • PC optimized HUD
    • Fast Salvage
    • Smart Casting
    • Guild management improvements
    • Improved rights management system for guilds
    • Auto-sort/stack for banks
    • Allow items to be stackable
    • Better “mute” system to combat spammers
    • Outline characters/mobs that are hidden by objects
    • Bank asset overview
    • Transaction Log
    • Improved Mount/Dismount
    • … and many many more


    Kind regards,
    Stefan
  • Jonathan_Silverblood wrote:

    Any chance we could get a bit more information on how this:

    Introduce “naked” teleport as an alternative to fast travel in PvP zones

    Is intended to work? (ie, what problems should it solve, what pitfals should it avoid and what's the current line of thinking around it?)
    Hi Jonathan,

    we want to remove fast travel from PvP zones at it removes the risk and excitement from transportation.

    On the other hand, we want to allow players to change locations without having to walk for ages - this is what "naked" teleport would enable, without distorting the market. Also, to an extent, people are already doing it anyways, via the /suicide command.

    All the best,
    Korn
  • This roadmap looks great to me. I've only been playing the game a few months but I've seen pretty good improvement in the game in that short time and can see its potential. The combat is already really fun and when you build out the game world, as you described, it will be that much more appealing. Good communication too-- keep it up guys!

    The question I have about your roadmap is the cutline for release: What are the minimum objectives you're trying to achieve before launch?
  • Kudos on the updated development roadmap. We know change takes time and I personally love the quick fix on fame progression in yesterdays patch.

    As I am admittedly one of the newbs to the game to start playing about a month ago, I was wondering if you could also provide some more concrete clarity on when a wipe will occur? I think that would inject some renewed vigor and give new players like myself a chance to experience how the game operates when everyone is at square one.

    Any chance to give us some clarity @Korn @Bercilak?
    Kind Regards,

    Blackboa / MannyMoments / HeadmasterBoa

    Follow my Stream on Twitch---> twitch.tv/blackboa
  • Along with the new changes to the world, can we expect something along the lines of different territory sizes? For example, maybe the building plots(or "Normal Territories") would be bigger than the resource territory's and have 10 man GvG's to mix things up a bit since its your guild's home. Along with that I'd really like to see this territory changed a bit because in my mind, the building plot really is essentially your guild's home land and base of operations..but it doesn't feel like that. It feels like its just a place we go because our stuff is there confined in a magical square barrier. I really don't like this idea and I would much more prefer if you were to take a territory like that, it would be more of a structure like a castle perhaps. That was the first thing I thought when I discovered castles, why cant we have a territory based off of this for our home? Anyways that's just my 2 cents but I'd really like to know if there is some type of changes to expect in terms of territory's on the roadmap.
  • Ok, I like what I'm reading. Thanks for the roadmap post.

    Only remark I'd do: It seems like A LOT OF WORK to be done, I'm hoping you guys can tackle it at a reasonable amount of time.

    ps: eagerly waiting to see those new biomes and new world :D
    Pleas:
    Remove reroll.
    Up Item trashing chance
    Limit item repairs by quality

    BTW: how's your market holding up?