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Update 1 Report

Update 1 Report published on

Update 1 Changes:

The primary goal of this update was to start fixing up the issue of moving around the map being boring and largely free of important decisions. I started with the lowest hanging fruit in terms of effort to implement.

-Passive traps: Traps that have a chance of occurring when trying to use an action, rather than when walking past them. Makes the risk of doing things clearer, has high potential number of combinations.

-Stat Boost Objects: Locations on the map that permanently boost a player’s skill when used. Meant to promote competition to get there first.

-Attack Objects: Locations on the map that attack all other players in various ways. Meant to make it strategic to hang around them to knock people out at strategic times.

-Changed battle turns before going to the next battle from 2 to 3 (trying to make battles less pure loss for players)

Update 1 Test Results:

Game has not significantly improved from the changes. The presence of mostly Warp attack objects and Stat boost objects in general highlighted a long problem with the game’s PVP in that it’s basically impossible to significantly manipulate other player’s movement. This goes double for the incredible power of combined movement in a party. There are numerous ways to start alleviating this problem: player-created traps, items/skills for slowing other players down, items / skills allowing for temporary boosts in movement, allowing players to attack other players who are passing by them, changing how party movement works, and potentially reducing general mobility. Bears further exploration in a future update.

Unrelated to the changes, testers demonstrated the need for a timer after death to prevent PVP stalemates that drag down pacing.