Author Topic: Development status update [2013-01-30]  (Read 14475 times)

Offline AW "Dr.Butler" SSB Officer

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Re: Development status update [2013-01-30]
« Reply #60 on: February 02, 2013, 02:34:17 pm »
We understand your frustration, but with our current avatars we can not provide any flexibility on the clothing.

And, as was stated in the original news:
  • set of colored clothes (color per choice from 12)
We can give only one of the 12 presented to be selected.

As soon as we have enough funds, we will invest it to the new avatars (part of work is already done and can be viewed on our website). With that we will be able to give a bigger choice of everything, including different patterns and styles.

The items added by this promotion will be marked with a special "Alpha" tag, so those can be tracked and easily found in database. And when we have new avatars ready we can re-request the colors from the players, so it will be truly unique.
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Offline Sifalio "Sifis" Kritikakis

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Re: Development status update [2013-01-30]
« Reply #61 on: February 02, 2013, 02:40:20 pm »
TY  for all the information Devs :)
I see you are working over hours (during weekends)

This is loud and clear :)

Keep on the good job!
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Offline The "Fifth" Entity

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Re: Development status update [2013-01-30]
« Reply #62 on: February 02, 2013, 03:16:12 pm »
Interesting news.
We were promised the Survival will have more PvP levels, including full-lootable long time ago... so now it's here.

Obviously full-lootable PvP area(s) will be a place where most people will rarely go, and some players never. It's a place for the highest skills and the best gear, the ultimate endgame. Which in turn gives a very real meaning and the reason to have high level skills (can't be looted, whatever happens!) and high level gear (especially armors).

There has to be a reason why people would take anything into this area - the higher the risk the higher the reward.
On the other hand, you can't put every valuable resource inside PvP, this would effectively shut down the whole game.
No, ofc there has to be a place under the sun for the bloodthirsty PKer and the peaceful miner - goes without saying. This is like A, B, C - the basic truths. We have discussed all this hundred times before, and i think we can safely assume developers will have the overall balance in mind with every step when they make those changes.


Soo... here i am. I have defended and advertised PvP for years, i'm the leader of the society full of players with very sharp  teeth. If there's anyone in the game who would feel safe and rejoice it's me. But when all those old dreams and ideas suddenly become reality, i tell u, it scares the shit out of me! :D

Then again, that's the whole idea, isn't it?
What's the game worth if it isn't even exciting? ;)
« Last Edit: February 02, 2013, 03:17:48 pm by The "Fifth" Entity »
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Offline Zaelkaer "Allfather" Vampyre

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Re: Development status update [2013-01-30]
« Reply #63 on: February 02, 2013, 03:30:17 pm »
Well said, Fifth.
Thank you devs for communication, and i personally understand that you are trying to make the most people happy the best that you can. It's hard/impossible to make everyone happy, but I do believe you are trying to. In the end though, it is YOUR game that you are creating, so you will have the last word. :) many thanks for listening to what the community says and suggests. Most games develop without regard to what the community wants.

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Offline Rebel Leader "Madseend" Troubles

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Re: Development status update [2013-01-30]
« Reply #64 on: February 02, 2013, 04:24:47 pm »
We understand your frustration, but with our current avatars we can not provide any flexibility on the clothing.

And, as was stated in the original news:
  • set of colored clothes (color per choice from 12)
We can give only one of the 12 presented to be selected.

As soon as we have enough funds, we will invest it to the new avatars (part of work is already done and can be viewed on our website). With that we will be able to give a bigger choice of everything, including different patterns and styles.

The items added by this promotion will be marked with a special "Alpha" tag, so those can be tracked and easily found in database. And when we have new avatars ready we can re-request the colors from the players, so it will be truly unique.
thx for the info when will we get the presents i think since it is feb allready people really want them or want to know excact when we can expect them.

Well said Fifth
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Offline YesKing "Irie" Rasta

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Re: Development status update [2013-01-30]
« Reply #65 on: February 02, 2013, 06:48:35 pm »
As soon as we have enough funds, we will invest it to the new avatars (part of work is already done and can be viewed on our website). With that we will be able to give a bigger choice of everything, including different patterns and styles.


i take this as a promise
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Offline Gebeleizis "Hultaan" Kapnobatai

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Re: Development status update [2013-01-30]
« Reply #66 on: February 03, 2013, 01:01:47 am »
We understand your frustration, but with our current avatars we can not provide any flexibility on the clothing.

And, as was stated in the original news:
  • set of colored clothes (color per choice from 12)
We can give only one of the 12 presented to be selected.

As soon as we have enough funds, we will invest it to the new avatars (part of work is already done and can be viewed on our website). With that we will be able to give a bigger choice of everything, including different patterns and styles.

The items added by this promotion will be marked with a special "Alpha" tag, so those can be tracked and easily found in database. And when we have new avatars ready we can re-request the colors from the players, so it will be truly unique.

thanks allot for reply,

I feel relieved, to me sounds very promising and I can not wait to see new versions of clothes, knowing that you will not let things at the present stage, I'm sure we'll be very pleasantly surprised at what you will bring us in this direction and have many reason to believe that, regardless of what we think

I appreciate the work and efforts made

Interesting news.
We were promised the Survival will have more PvP levels, including full-lootable long time ago... so now it's here.

Soo... here i am. I have defended and advertised PvP for years, i'm the leader of the society full of players with very sharp teeth. If there's anyone in the game who would feel safe and rejoice it's me. But when all those old dreams and ideas suddenly become reality, i tell u, it scares the shit out of me! :D

Then again, that's the whole idea, isn't it?
What's the game worth if it isn't even exciting? ;)

well as fifth said .... those good news for some of us get the heart rate up a notch
crazy huh? and exciting 
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Offline Jarod "Brickwit" McBrickerton

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Re: Development status update [2013-01-30]
« Reply #67 on: February 03, 2013, 02:48:19 am »

Let me start by giving a huge THANK YOU for your continuing work and your team's ability to shock and amaze us. 8-)

Next I have a few questions about your initial (updated) post:

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).
Since I also have not received the bonus items, could you please provide a new ETA? I'm a patient person and I don't think I'll need the bonus items right away, but I'd very much like to update the wiki with some new items!


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.[/l][/l]
Thanks as always for the bug fixes, they are very appreciated.
For the PvP levels I can already see that there are multiple colors on the PvP indicator by the radar and realized there would be several different levels. Unfortunately it's impossible to tell for sure what level an area is at because when you put the cursor over the colored circle it only says "Current PvP Level." Could you update that text to show what the level actually is, for example "PvP Level 3," if you did not already plan this? Could you also verify if "low-chance-hit" and "mid-chance-hit" means that accuracy will be affected, damage will be affected, or something else?
Just to be sure, all of this (including the trading skills) will be available with the next update and not before, right?


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[/l][/l][/l]
Thanks for the maximized window mode I'll be testing it straight away!
Thanks for fixing the Miscellaneous tab options so that they stick! Will the Control tab options be remembered too?
Thanks for more optimizations and work on reducing hardware requirements, it'll be nice seeing more green dots on the radar.

Thanks for the other fixes too even though they don't affect me! ;-)


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.

Thanks for letting us know ahead of time that the update will take a while. It's frustrating not knowing if it will be quick or slow. I hope the DB change will make like easier for you since you won't have to worry about licensing costs. ;-)


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 this information too. It really goes a long way in helping us be patient with this system!

   
[/list][/list]
« Last Edit: February 03, 2013, 02:50:46 am by Jarod "Brickwit" McBrickerton »
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Offline Mr. "Snuffy" Snuffleupagus

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Re: Development status update [2013-01-30]
« Reply #68 on: February 21, 2013, 02:35:36 pm »
Okay so maybe this is just my thinking here. But shouldn't there be ways to skill pvp skills like oh I don't know Frag, burn, penn before you start introducing pvp or is my thinking off. So all the old players myself included who got the chance to skill these skills before survival can now just go out and take advantage of the really unfair advantage we have over newcomers (not that most people will do this but you as well as I know that someone will) Some one will say well they can buy armor. Sure they can and spend tons of money on something that an old player can destroy while the old player isnt wearing any armor because the new players cant damage them lol seems a bit one sidede to me. Would love to know if they plan on introducing mobs back in the game that you can skill these skills on or what is the plan. Don't get me wrong I appreciate the fact that finally AW is trying to keep a steady flow of updates. Im just curious as to why whould you do something like this. I like to ask these types of questions not to start arguements but to bring up points that may have been overlooked by the devs, which with all the stuff they have to do and a small crew can actually happen.
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Offline Janis "Givy" Ipatenko

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Re: Development status update [2013-01-30]
« Reply #69 on: February 21, 2013, 04:51:56 pm »
Well I was too disappointed about last update.
That pvp thing did not bring back any player.
And we did not hear anything after update from devs. :(
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Offline oOoOo "Mantra" oOoOo

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Re: Development status update [2013-01-30]
« Reply #70 on: February 21, 2013, 05:45:31 pm »
What be great to hear something about development. My friend list is very much red nowadays.

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Offline Event "Janе" Horizon

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Re: Development status update [2013-01-30]
« Reply #71 on: February 21, 2013, 07:01:32 pm »
Since it shouldn't be earth-shattering effort to up the creature numbers (or at least in Alpha DL seemed to be able to play with the creature numbers quite easily) - one scary possibility is that the Survival framework cannot handle the number creatures required to allow newcomers to skill up efficiently.
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Re: Development status update [2013-01-30]
« Reply #72 on: February 21, 2013, 08:24:15 pm »
Since it shouldn't be earth-shattering effort to up the creature numbers (or at least in Alpha DL seemed to be able to play with the creature numbers quite easily) - one scary possibility is that the Survival framework cannot handle the number creatures required to allow newcomers to skill up efficiently.

More likely they work on the script responsible for creatures spawns. Few weeks ago hunted defenders when strange thing happened. Ones I killed a defender and i took the loot, it instantly respawn at the very same location, plus the defenders keept spawning at the area as well. Soon I had the area full of red dots but the server seemed to be able to handle the situation for a while. Long story short the servers crashed and restarted with the old script.
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Offline dale "dalewj" ofj

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Re: Development status update [2013-01-30]
« Reply #73 on: February 21, 2013, 08:47:49 pm »
ya i have seen the server spawn like crazy and each time the mobs all disappeared, minutes later slowly replaced by the smaller spawn.  So I'd say there is a problem with larger spawns still.
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Re: Development status update [2013-01-30]
« Reply #74 on: February 22, 2013, 12:56:34 am »
Even if they don't increase the number of mobs in any given location, it seems to me that there are a bunch of places they could put small spawns of new mobs. Mobs like the ones Snuffy is referring to would be great so that people can skill on the avoids that have been hard-to-get for a long time and impossible to get in AWS right now.
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