Author Topic: Development status update [2013-01-30]  (Read 14407 times)

Offline AW "Dr.Butler" SSB Officer

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Development status update [2013-01-30]
« on: January 29, 2013, 10:42:26 pm »
Only two days left until the New-Year 2013 promotion ends, if you still haven't joined... anyway, read what is coming with the next update!

First of all - we will give out bonus items to everyone who donated (huge thanks btw!), and it will include everything except colored clothes (we need to discuss what color is desired/preferred, we will get in touch on 1st of Feb).

Next... Lots of bug-fixes are coming with a couple of new features, some of you may be very interested in!

  • New officer at the Swampville Foundry (inside Swamp). His job is to change items to "Obligatory Bills" (skills affected)
  • New officer at the Turfary B Outpost. His job is to change "Obligatory Bills" into AWD.
  • All PVP-related functionality is now implemented with 9 levels of PVP:
    • Level 0: No PVP (cities)
    • Level 1: Low-chance-hit PVP, no loot
    • Level 2: Mid-chace-hit PVP, no loot
    • Level 3: Full-fight PVP, no loot (Alpha-style PVP)
    • Level 4: Full PVP, Loot: Valuables only (wallets not affected)*
    • Level 5: Full PVP, Loot: Valuables, resources in top-section of inventory*
    • Level 6: Full PVP, Loot: Valuables, items from top-section of inventory, all resources*
    • Level 7: Full PVP, Loot: Full robbery (all items and resources)
    • Level 8: Full PVP, Loot: Full robbery, including wallets
    * see below/read "PS" part of this post for explanation
    The newcomers' quest / tutorial part of the game is not affected and is non-PVP area (Level 0).
  • The whole Swamp area now is PVP Level 4.
  • The S/W area of current map (after the river) is now high-level PVP. L5 is at shore at river, L6 is at shore on another side and L7 the rest, including Mugen Village (the Mugen itself is L3)).
  • New skills (trade-related) are implemented in game. We have took into account everyone in game and added adjusted skill "Trading" by some formula as a reward for participation and supporting us.

The rest:
  • AfterWorld can now be started in "maximized" mode (configured via Options dialog)
  • Options dialog now remembers all settings from "Misc" panel
  • Fixed a couple of issues with USB sound-cards
  • New version includes some additional optimizations and fixes (mostly for mid-range laptops)
  • Survival Points now updated without the need to restart game client
  • Fixed issue when avatar can stuck if previously exited while being at the Translukator

During the implementation of that update we are going to update the database server (moving off from MySQL to MariaDB), so the update can take a few hours. Together with some additional SQL query optimizations this will make the servers to perform a bit faster.

Re: Forest
We are working on it, so its still WIP.
Some may ask why it takes so long to re-implement the same features which was in Alpha, like trees you can chop. Good question, and here is what we can say on that:
The Survival runs on a one big area, and the whole backend is different on how it was in Alpha.
AW:Alpha has a small areas (zones), which was about 2x2 km (4sq km). Every zone was hosted by a separate server instance and it hold only the data it needs. There was about 200 "real" trees (the ones you can chop).
The Survival is a totally different story. If we will add the same "cut-able trees", the server will be dead in a minutes trying to parse and sort all the data. Your video-cards will show you about 2-3 FPS no matter what setting are you using and how powerful it is. We now have a full "forest", optimized for processing on server and client (rendering including).
At the current moment in Survival is a bit more than 1.000.000 trees/bushes. At any single moment, the game client processes about 210k of objects (trees/bushes) (average). The "Alpha" engine will be dead with that amount of data, while Survival eats it at the breakfast.
And we need to be sure, that every single tree or bush is correctly synchronized between the server and all clients. What if someone haven't logged in for 2 weeks, while another one only 1 day? What if some will destroy the tree while you are logging in and data is loading? Its not that easy to keep synced 1ml of objects on MMO. And we don't want you to download megabytes of updates every time you restart the game in order to get fresh data. Less traffic, more efficient update mechanism, less troubles for you, less headache for us. This is what we are trying to do.
Why we have disabled skills for chopping trees and refining wood? We didn't expected that is will be so massive! But we have found a way out already and in a future it could be surprisingly interesting for everyone. For now - lets wait.

Thanks for reading until here, appreciate that!

Have a good time in AW!

P.S.
What exactly is "Resources", "Valuables" and "Items":
  • "Resources"
    Everything that counts as "gr/kg" in game + all non-crafted but "stackable" items, including but not limited to: loot from mobs, raw ore/minerals, refined ore/minerals, etc
  • "Valuables"
    AWD/AWC, SAU, P.Notes, P.M-Notes, Scout Cheques, R.I.C., Pet Passport, Obligatory Bills (wallets not affected)
    + any new items that will be implemented in game and which fits into "Capital Issues" market category
  • "Items"
    Everything else not included in previous categories. Includes any items you have, from ammo/guns/drills/batteries (incl containers) to the clothes and armor you wear/on you, ending up with the "memory" chip installed on your PDA
« Last Edit: January 30, 2013, 08:49:56 pm by AW "Dr.Butler" SSB Officer »
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Offline Sifalio "Sifis" Kritikakis

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Re: Development status update 2013-01-30
« Reply #1 on: January 29, 2013, 10:55:06 pm »
TY for all the info Devs :)

Really nice things are comming soon.
Any news regarding UG mining?

Looking forward for the new VU
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Offline Gebeleizis "Hultaan" Kapnobatai

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Re: Development status update [2013-01-30]
« Reply #2 on: January 29, 2013, 11:05:30 pm »
ohoo great news
ty for all truble and for info

btw , :P by any chance my dream will come true about leather backpack ? or is a surprise? or is something that require much more work and can be changed later in a near / far future? or is not part of your plans this little feature ^^ just asking

and another small question, for the Lvl4 ->Lvl8 PvP if a mob is involved in the fight and he increase a dmg over 50% who will loot the player/or he can excape whit that ( also if the player had less than 50% HTH how the loot will be spreaded ( with mob participation in this case too) , also if 2 players rnot in same team and they hit a 3'd one the loot goes to the one who incresed over 50% dmg of the killed player total HTH?

regards
Hult
« Last Edit: January 29, 2013, 11:26:17 pm by Gebeleizis "Hultaan" Kapnobatai »
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Offline Zaelkaer "Allfather" Vampyre

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Re: Development status update [2013-01-30]
« Reply #3 on: January 29, 2013, 11:33:17 pm »
A leather backpack would be. so. awesome.

There's probably a lot to find out about the PvP.. a bit scary, no one wants to die ^_^

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Offline Susan "Thunderhead" McBright

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Re: Development status update [2013-01-30]
« Reply #4 on: January 30, 2013, 12:22:03 pm »
Well Good News about the PvP System!

The second point,about the trees i realy wish u learn to give such important information Before u change it.
Not every time, after the child is fallen into the water,we want to know it before. Thanks for your understanding.
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Re: Development status update [2013-01-30]
« Reply #5 on: January 30, 2013, 05:15:32 pm »
Quote
L7 the rest, including Mugen Village (the Mugen itself is L3).

aint mugen the place newbies spawn? i would suggest removing any pvp from the way newcomers have to take from joining the game to NU and to saransk.
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Re: Development status update [2013-01-30]
« Reply #6 on: January 30, 2013, 05:20:59 pm »
This  full robbery thingy sounds  a little too extreme to me. You saying once player killed (probably by 4-5 players in team camping the pvp area)  all the rifle, ammo, hk, any items + sau + awd + etc looted from player? If so, will spawn naked with empty inventory?

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Re: Development status update [2013-01-30]
« Reply #7 on: January 30, 2013, 05:39:41 pm »
thx for the info, when can we expect the bots back and some extra towns etc.
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Offline Event "Janе" Horizon

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Re: Development status update [2013-01-30]
« Reply #8 on: January 30, 2013, 06:46:51 pm »
Hi Dr Butler,


There seems to be 3 categories of items PVP can steal from a player
  • Resources
  • Valuables
  • Items
Could we have a little bit of clarification on what items can be stolen from a player?


e.g.


Resources = only player looted items:
  • ore
  • logs
  • mob loot
Valuables = ?
  • All Tools?
  • All Weapons?
  • All Clothes?
  • All Armor?
Items = ?
  • Terminal only crafted components (i.e. things that do not need a CD)?
If there are things that are not to be stolen from the players inventory - could we have a list of the types that are safe?


Also - I assume there will be theft proof content added later?
e.g. a personal safe that can be crafted where you can store a limited number of items that cannot be stolen even in PVP levlel 8 ... though I assume this will need to be crafted and will decay on each attempt to steal it.
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Offline Zaelkaer "Allfather" Vampyre

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Re: Development status update [2013-01-30]
« Reply #9 on: January 30, 2013, 07:15:49 pm »
Quote
L7 the rest, including Mugen Village (the Mugen itself is L3).

aint mugen the place newbies spawn? i would suggest removing any pvp from the way newcomers have to take from joining the game to NU and to saransk.

Is there going to be a courier system like alpha? if not then no pvp would be good (i think..) for new players, if there is, then it'd make sense to be LoD type conditions

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Offline dale "dalewj" ofj

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Re: Development status update [2013-01-30]
« Reply #10 on: January 30, 2013, 07:59:22 pm »


aint mugen the place newbies spawn? i would suggest removing any pvp from the way newcomers have to take from joining the game to NU and to saransk.

"The newcomers' quest / tutorial part of the game is not affected and is non-PVP area (Level 0)."
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Offline AW "Dr.Butler" SSB Officer

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Re: Development status update [2013-01-30]
« Reply #11 on: January 30, 2013, 08:50:23 pm »
Hi Dr Butler,

There seems to be 3 categories of items PVP can steal from a player
  • Resources
  • Valuables
  • Items
Could we have a little bit of clarification on what items can be stolen from a player?
Sorry. It definitely needs some clarification.
  • "Resources"
    Everything that counts as "gr/kg" in game + all non-crafted but "stackable" items, including but not limited to: loot from mobs, raw ore/minerals, refined ore/minerals, etc
  • "Valuables"
    AWD/AWC, SAU, P.Notes, P.M-Notes, Scout Cheques, R.I.C., Pet Passport, Obligatory Bills (wallets not affected)
    + any new items that will be implemented in game and which fits into "Capital Issues" market category
  • "Items"
    Everything else not included in previous categories. Includes any items you have from ammo/guns/drills/batteries to the clothes and armor you have on you, ending up with the "memory" installed on your PDA

First post updated with the same description.
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Offline Paul "Cuey" Darkmane

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Re: Development status update [2013-01-30]
« Reply #12 on: January 30, 2013, 09:27:22 pm »
I suggested this to the devs a long time ago so i thought now would be an appropriate time to bring the idea up again to them...
How about Insurance terminals ... such as bronze/silver/gold insurance,where you can buy different levels of insurance appropriate to the players gameplay style... so "resources" could be covered by the Bronze tier insurance,"valuables" could be covered by the Silver tier insurance and finally the "Items" could be covered by the Gold Tier insurance....So if you are killed and it is inside a lootable area then depending what insurance you have taken out it will cover you upto that level of insurance and it is upto the player which one he feels compfortable buying/needing from the terminal.. if the player feels he can take a chance and needs no insurance that is upto themselves ... So when a player is killed he will lose the insurance (or one of the points if it is a bulk buy)... gl
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Offline Paul "Cuey" Darkmane

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Re: Development status update [2013-01-30]
« Reply #13 on: January 30, 2013, 09:45:03 pm »
Is there going to be a "VERY CLEAR" Indication of what pvp level area you are inside whilst you are inside that area?
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Re: Development status update [2013-01-30]
« Reply #14 on: January 30, 2013, 10:08:02 pm »
Speaking as a Crafter who was looking forward to some serious UG mining, all this talk of PvP is making me really depressed.   I'll hold on to see how the game pans out but, if it is turns out to be as bad as I fear, it looks like I'll have to find another game.
(I wish these details had been made more clear before I did my Christmas and New Year donations)  :(
(but I guess I would have donated anyway)   ;D
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