Author Topic: Development status update [2013-01-30]  (Read 14454 times)

Offline Zwarka "Zwarky" Stonehenge

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Re: Development status update [2013-01-30]
« Reply #15 on: January 30, 2013, 10:11:06 pm »
Level 7: Full PVP, Loot: Full robbery (all items and resources)
Level 8: Full PVP, Loot: Full robbery, including wallets

Maybe add Level 9: Full PVP ... the Winner gets
the complete Account ... feel free to register for
a new one ...



Greetings - Zwarky



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Offline Rebel Leader "Madseend" Troubles

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Re: Development status update [2013-01-30]
« Reply #16 on: January 30, 2013, 10:20:03 pm »
Level 7: Full PVP, Loot: Full robbery (all items and resources)
Level 8: Full PVP, Loot: Full robbery, including wallets

Maybe add Level 9: Full PVP ... the Winner gets
the complete Account ... feel free to register for
a new one ...



Greetings - Zwarky




lol
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Offline dale "dalewj" ofj

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Re: Development status update [2013-01-30]
« Reply #17 on: January 30, 2013, 10:22:36 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

As a miner also Snowy all I can say is a i hope the red mining is not just in high pvp zones, it will need to be in all types of zones.   There has to be some security of red finders and extractors or simply most miners wont risk their equipment to get the ores and minerals that you all need to play pvp.

One of the reasons this game can be so good is because there is something for all of us, and not everyone is a pvp player.  Fir this reason we must not match pvp areas directly to mining.   My 5 awc
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Offline dale "dalewj" ofj

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Re: Development status update [2013-01-30]
« Reply #18 on: January 30, 2013, 10:25:59 pm »
One other thought maybe the devs can give us a hint on.   Right now a good deal of our small area is PVP.  I am expecting this is for testing PVp to make sure it works correctly.  I expect as the world grows, pvp will be placed further out and we will have more 'safe' lands???

would this be an accurate statement?
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Offline Zaelkaer "Allfather" Vampyre

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Re: Development status update [2013-01-30]
« Reply #19 on: January 30, 2013, 10:31:09 pm »
"of the reasons this game can be so good is because there is something for all of us, and not everyone is a pvp player.  Fir this reason we must not match pvp areas directly to mining.   My 5 awc"

I agree with dale in that those who don't wish to be involved in PvP should have ways to avoid it. The implementation of the zones is only gonna be in 2 days or so, so its fresh. With some trail and feedback, i think perhaps the zones may be adjusted and readjusted. Who knows.

There has to be Some sort of reason to risk going into a high-pvp zone, or else no one would go there. the question is what makes it worth the risk, and could the devs please make common resources/mob/loot available in "safe" areas (lvl3 and under?)

Putting into high pvp levels only those things, that pvp players would be interested in, in the first place.

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Offline Gebeleizis "Hultaan" Kapnobatai

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Re: Development status update [2013-01-30]
« Reply #20 on: January 30, 2013, 10:33:27 pm »
Level 7: Full PVP, Loot: Full robbery (all items and resources)
Level 8: Full PVP, Loot: Full robbery, including wallets

Maybe add Level 9: Full PVP ... the Winner gets
the complete Account ... feel free to register for
a new one ...

Greetings - Zwarky


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

i still dont get it....we yell all day for new features, we talk about so many brand new exeptional ideeas and sugestion, and when the DL come out whit something, new , something that will cover the 95% of the other MAP and still have those silent complaints, why is this why is that, guys is simple dont go in PvP , and everyone is happy, if u cant do that ...dont i wont go there if is not for me , and btw why not having a game whit birds, flowers...clouds.....2 moons and who knows else just to be peacefull and all day long to talk about how was your traveling/crafting/silent sunny days...i noticed your sarcasm but still dont get it why not a simple

~ " ty for new feature we apreciate the effort is great to have the game a bit more complex that other game are , tho we will look forward to get the UG ming up ASP for the ones who r not soo interested on PvP , and for those who r into mining/crafting professions ( peacefull ones)" ~

sometimes i see bunch of kids yelling each one for his toy and no1 sit a bit to figured out why those things r how they r..dont forget how many assumptions were made about the trees and no1 was able to figured out why 1 mil trees r cuttable, but everyone was there to splash first..nvm i was just thinking out loud
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Offline Paul "Cuey" Darkmane

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Re: Development status update [2013-01-30]
« Reply #21 on: January 30, 2013, 11:22:25 pm »
I also want to clarify i did not mean insurance where you pick up some awds from the insurance  for being looted ... i mean insurance where if you bought it you DONT lose your items but lose your insurance instead so no awds are made from the insurance you just lose the insurance.
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Offline Event "Janе" Horizon

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Re: Development status update [2013-01-30]
« Reply #22 on: January 30, 2013, 11:37:58 pm »
Question:
Does killing players eventually make you an "undesirable" person and therefore prevent you from entering Quarantine areas?
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Offline Zaelkaer "Allfather" Vampyre

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Re: Development status update [2013-01-30]
« Reply #23 on: January 30, 2013, 11:42:06 pm »
Question:
Does killing players eventually make you an "undesirable" person and therefore prevent you from entering Quarantine areas?

I've noticed that every city and village has "turrets" posted at points of the city, and on the outskirts. I believe they are mainly for destroying mobs that accidentally get too close for the city. There's also turrets at the gates to Qa zones. Will all of these/some of these be used on the undesired persons? Will there be "stages/levels" of undesirableness? :-)

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Offline Event "Janе" Horizon

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Re: Development status update [2013-01-30]
« Reply #24 on: January 30, 2013, 11:49:23 pm »
Sorry - I should have posted the tutorial link :(
https://my.afterworld.deelogic.net/survival/index.php/topic,758.msg4046.html#msg4046
Check out the bottom of page 13
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Offline Sifalio "Sifis" Kritikakis

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Re: Development status update [2013-01-30]
« Reply #25 on: January 30, 2013, 11:50:32 pm »
Are you suggesting Karma points? :O

Dont know if something like that fits in AWS.
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Offline Zaelkaer "Allfather" Vampyre

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Re: Development status update [2013-01-30]
« Reply #26 on: January 30, 2013, 11:53:40 pm »
Are you suggesting Karma points? :O

Dont know if something like that fits in AWS.


Well how do you explain this? the red and green stars.. have always wondered when and what they will be ^_^

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Offline dale "dalewj" ofj

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Re: Development status update [2013-01-30]
« Reply #27 on: January 31, 2013, 12:02:07 am »
Question:
Does killing players eventually make you an "undesirable" person and therefore prevent you from entering Quarantine areas?

Oh me likes that
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Offline Tiko "Godless" Soul

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Re: Development status update [2013-01-30]
« Reply #28 on: January 31, 2013, 12:19:32 am »
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

I guys you are real wunderkinds, not many sane people would come with such system gl :D
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Offline Zaelkaer "Allfather" Vampyre

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Re: Development status update [2013-01-30]
« Reply #29 on: January 31, 2013, 12:30:52 am »
"Level 1: Low-chance-hit PVP, no loot
Level 2: Mid-chace-hit PVP, no loot"

I was wondering, what does this mean?

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