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March 10, 2011

[] <HenrikNystrom>  yo
[] <HenrikNystrom>  #straticshoc
[] <HenrikNystrom>  go to #straticshoc now, we will soon start.
[] <HenrikNystrom>  Hi guys and gals. Mats and Henrik here for this "special" HoC.
[] <HenrikNystrom>  We are going to talk a bit about "Long-term Secondary Attributes" i.e. wounds, hp/mana/stamina reserve.
[] <HenrikNystrom>  This will lead us to cooking and alchemy. And we will also talk a bit about what is happening with mounts if there's time.
[] <HenrikNystrom>  Anyway
[] <HenrikNystrom>  Starting in nexy patch, we will begin to introduce these "pools" for HP, Mana and Stamina
[] <HenrikNystrom>  They are prerequisites for further expansion of the system
[] <HenrikNystrom>  Right now there is a HP stat
[] <HenrikNystrom>  This HP stat together with your attributes will determine how much HP you have in your HP pool
[] <HenrikNystrom>  There will be quite a lot of HP in your pool
[] <HenrikNystrom>  For instance, if you have 100 HP, you might have 1000 HP in your pool
[] <HenrikNystrom>  On top of that, you will have let's say 500 additional HP in the pool, so 1500 HP in total
[] <HenrikNystrom>  HP = Health Points
[] <HenrikNystrom>  Whenever you loose some of your current HP, the same amount will be subtracted from your pool
[] <HenrikNystrom>  You will rest and heal, and you current HP will build up to 100 again
[] <HenrikNystrom>  However, your HP pool will decrease for every damage you take, no matter if you heal or not
[] <HenrikNystrom>  As soon as your HP Pool gets below the "extra" 500 HP, it will start to affect your current HP
[] <HenrikNystrom>  So if you loose 50 HP, heal, loose 80 HP, rest, you may be back at 100 HP, but your Pool will have lost 130 HP in total
[] <HenrikNystrom>  The 1500 HP Pool is just an example of course, it might be lower or higher
[] <HenrikNystrom>  If you die, even more HP will be drawn from your pool
[] <HenrikNystrom>  So, when the HP Pool gets below the treshold, in this case 500, it will start to affect your max current HP
[] <HenrikNystrom>  This will also, eventually, add the risk of sustaining a Wound when you get hurt
[] <HenrikNystrom>  So the more you keep fighting, healing, and getting killed, the lower your max HP gets.
[] <HenrikNystrom>  The same system will apply to Stamina and Mana, although the values will of course be rather different
[] <HenrikNystrom>  Feel free to ask questions about this at any time
[] <HenrikNystrom>  The lower the HP Pool gets, the lower your Max Current HP will be. You will also risk getting specific "Wounds" when that system is in. I'll explain that soon.
[] <HenrikNystrom>  This leads us to Food, Sleep and Medicine skills.
[] <HenrikNystrom>  Yes, if you go on long enough without doing anything about your Pool, it will be possible to get down to 50 Max HP for you.
[] <HenrikNystrom>  Eating and Sleeping are rather sensitive, meaning we don't want to introduce too much "downtime".
[] <HenrikNystrom>  As long as you have access to food, eating it won't be very time-consuming or difficult ;)
[] <HenrikNystrom>  Neither will Sleeping.
[] <HenrikNystrom>  Yes, there will be some need for "privacy", meaning it's hard to eat and sleep when in the midst of a fight, of course.
[] <HenrikNystrom>  Refilling your pool won't be that hard, provided you have some food with you, or if you run off to take a quick rest if needed.
[] <HenrikNystrom>  But you won't be able to constantly die and get back into the fight as easy as before.
[] <HenrikNystrom>  When you use stamina, by fighting, running etc, your Staimna Pool will be reduced.
[] <HenrikNystrom>  But not as fast as HP, of course
[] <HenrikNystrom>  The Pools also makes it possible for us to "transfer" certain actions to Pools instead of current stats.
[] <HenrikNystrom>  Meaning
[] <HenrikNystrom>  For instance, Riding or Swimming in _normal tempo_ won't drain Stamina, it will draw from the long-term Stamina Pool instead.
[] <HenrikNystrom>  You can lie down to sleep just about anywhere, however if you sleep in a comfortable place (bed, campfire, chair?) sleeping will be quicker.
[] <HenrikNystrom>  Sleeping will probably be done under a minute, at least if you're not in VERY bad shape
[] <HenrikNystrom>  All in all, we will start with this in a rather "soft" way, so that we can adjust to feedback
[] <HenrikNystrom>  We don't want this to be too intrusive to start with
[] <HenrikNystrom>  Mana Pool will work in the same way as Stamina Pool. You use up Mana, your pool is lowered. When below a certain treshold, it will affect your Max Current Mana.
[] <HenrikNystrom>  But let's move on to cooking
[] <HenrikNystrom>  Cooking will be a new skill set.
[] <HenrikNystrom>  You will be able to eat almost anything
[] <HenrikNystrom>  You will be able to make simple dishes with only a few points in cooking
[] <HenrikNystrom>  ..but to be a master chef you will need a lot of skills
[] <HenrikNystrom>  What you eat will affect your Stamina, HP and Mana Pools
[] <HenrikNystrom>  But it will also affect your .."volume" (fat/skinnyness)
[] <HenrikNystrom>  Currently we are very limited on _showing_ this "fatness", but we will try
[] <HenrikNystrom>  "Fatness" will affect your attributes, such as constitution and dexterity
[] <HenrikNystrom>  Yes, why not?
[] <HenrikNystrom>  Or your horse for that matter
[] <HenrikNystrom>  ..finally(?)
[] <HenrikNystrom>  It's not that hard to eat yourself "satisfied", to regain your pools
[] <HenrikNystrom>  You can even eat raw meat (with a certain risk of food poisoning)
[] <HenrikNystrom>  But we will also introduce something called Sophistication Points, which you can get from eating luxurious or special food
[] <HenrikNystrom>  Cooking will be INT-based
[] <HenrikNystrom>  But the use of Sophistication Points will be a bit further down the line
[] <HenrikNystrom>  For instance I've heard that Fermented Shrimps is regarded as a delicacy by the Tindremic Noblemen. Although the risk of food poisoning is very high unless cooked with special ingredients.
[] <HenrikNystrom>  No. Cooking will be much more of a social feature.
[] <HenrikNystrom>  Yes, but as usual, to use a specific ingredient to its maximum, you also need the lore of that ingredient.
[] <HenrikNystrom>  No, you just have to avoid eating stuff like deep-fried dishes ;)
[] <HenrikNystrom>  Get used to high-protein stuff
[] <HenrikNystrom>  ..without to much fat
[] <HenrikNystrom>  So to be fat, or extremely skinny, you more or less need to aim for it
[] <HenrikNystrom>  You can survive and thrive on for instance dried meat on your journeys and wars, but don't count on any social points
[] <HenrikNystrom>  Brewing will be in further down the line, but we need to have drunkness in first
[] <HenrikNystrom>  Lower CON but slightly higher DEX will probably be the outcome
[] <HenrikNystrom>  Not really, Poison will mainly be part of Alchemy, which is indeed an extension of Cooking (although not skill-wise)
[] <HenrikNystrom>  You can get poisoned by food
[] <HenrikNystrom>  But cannot use food to for instance poison your weapons
[] <HenrikNystrom>  Well, your Weight will be displayed, and Weight will be used to calculate both your nutrition needs and for instance affect your mount
[] <HenrikNystrom>  But there's really no _benefit_ to being fat, although it might affect Sophistication in certain ways
[] <HenrikNystrom>  You can choose every ingredient. Well, almost.
[] <HenrikNystrom>  You can cook with Brownwood if you like, but the Nutrition values of that won't be very high.
[] <HenrikNystrom>  ..and it might turn out to an "unedible" dish
[] <HenrikNystrom>  The system will let you mix any ingredient of your choice, and combine those into a dish
[] <HenrikNystrom>  So it's not like you _choose_ a certain recipe like "Fish and Chips" which requires exactly 5 of this and 5 of that
[] <HenrikNystrom>  Instead you choose to cook, boil, roast, fry, deep fry certain ingredients. If you for instance use a bit of water to cook, the system will assume you steam the ingredients. If you use a lot of water the system will turn it into a soup.
[] <HenrikNystrom>  So the final dish might read "Roasted Salmon with Rice, Shrimps and Sulphur"
[] <HenrikNystrom>  No, we never consider anything
[] <HenrikNystrom>  Joking aside, as I said we are going to introduce the Pools rather "softly", to see the implications
[] <HenrikNystrom>  Meaning you can fight as you've grown used to, but not indefinitly
[] <HenrikNystrom>  Sooner or later you will have to get something to eat. And try sleeping.
[] <HenrikNystrom>  But that won't take long, it won't be advanced, and it won't happen very often until we see how this affects everything.
[] <HenrikNystrom>  At the same time, long-term stats, cooking/eating, and sleeping has always been a part of the design. We just have to make sure to introduce it crefully, seeing how you have gotten used to playing without them.
[] <HenrikNystrom>  I'll let Henrik talk about banking, but personally I see no problems in increasing the amount of slots.
[] <HenrikNystrom>  ..although the real solution lies in bags and containers.
[] <HenrikNystrom>  ..as well as buildable storages
[] <HenrikNystrom>  Yes
[] <HenrikNystrom>  Long-term Pools and cooking will be introduced in the next patch.
[] <HenrikNystrom>  Sophistication will be important later on, as that will affect your "personality/alignment", in turn how you are met by for instance NPC's and NPC Guilds
[] <HenrikNystrom>  I wouldn't say that it is time consuming, I guess it's more about how often you have to do it.
[] <HenrikNystrom>  ..and if it's too often it will be just a hassle for PvP.
[] <HenrikNystrom>  All I can say is that it is very important for us to keep what is good about combat today, but that mustn't make it impossible to introduce and try out new features.
[] <HenrikNystrom>  As always, if this makes the game (PvP) LESS fun, then it's not good, and it should be scrapped, or altered.
[] <HenrikNystrom>  1 HP will be impossible. But if you are on a VERY low amount of HP, it will be because you have kept dying over and over again, or fought for a very long time, while completely ignoring your needs (eat, sleep)
[] <HenrikNystrom>  There is no "additional" penalty for being red. Dying affects all characters equally Pool-wise.
[] <HenrikNystrom>  The "problem" with the Pools comes first and foremost if you die. Because if you die, you loose more Pool, and you loose your food if you have any.
[] <HenrikNystrom>  If you don't die, you can eat as soon as you have a few seconds to spare.
[] <HenrikNystrom>  Or a Lictor =D
[] <HenrikNystrom>  No
[] <HenrikNystrom>  There won't be any overkill
[] <HenrikNystrom>  (Or fall damage! Lol!)
[] <HenrikNystrom>  You can cook on a Campfire, and resting will be done quicker.
[] <HenrikNystrom>  Although, as I said, you can always eat uncooked food, or bring food with you.
[] <HenrikNystrom>  The food system leads to Alchemy
[] <HenrikNystrom>  Those are not the exact same systems, of course
[] <HenrikNystrom>  But they work in somewhat similar ways
[] <HenrikNystrom>  We have to start with cooking though, with Alchemy further down the line
[] <HenrikNystrom>  Making basic potions (like the current vendor-only Health Potions) should follow very shortly though, if not in the next patch
[] <HenrikNystrom>  Like Cooking, Alchemy will not be based on preset recipes
[] <HenrikNystrom>  It looks like we don't have time for mounts :(
[] <HenrikNystrom>  But we can at least give you a hint on what we are working on
[] <HenrikNystrom>  The new mounts is where we start the creature-revamping.
[] <HenrikNystrom>  We start with mounts
[] <HenrikNystrom>  The mounts will have attributes, stats, and skills
[] <HenrikNystrom>  Each mount will be unique, and the system is completely based on genes
[] <HenrikNystrom>  Breeding is not very far away, but at least each mount will now spawn as an individual
[] <HenrikNystrom>  With individual stats and looks
[] <HenrikNystrom>  The old horses are the first to be replaced
[] <HenrikNystrom>  Instead of having certain preset horse-types, there will now be a true horse-family with various horse races, all eventually interbreedable
[] <HenrikNystrom>  At the same time the whole control system for horses will be updated
[] <HenrikNystrom>  The horses will react to the environment to a much higher extent, and the reactions will depend on the attributes of the horse, for instance Intelligence or Psyche
[] <HenrikNystrom>  The old horses will be replaced by the new horses.
[] <HenrikNystrom>  If you had a steppe horse, it will be replaced with the new steppe horse, as in the equivalent attributes, color, etc
[] <HenrikNystrom>  And it will also be unique
[] <HenrikNystrom>  To be more specific, there isn't really a new "Steppe Horse" as in a rigid, fixed set of attibutes
[] <HenrikNystrom>  Instead, the horses spawning on the steppe will be just "horses" with attributes, coloring, etc similar to the old Steppe Horses, although each one will be unique with slight variations
[] <HenrikNystrom>  Hmm, hard to answer that one.
[] <HenrikNystrom>  Creatures will be able to breed within the same family. That is, races can interbreed. Sometimes, species can interbreed too, but the offspring may be infertile.
[] <HenrikNystrom>  To breed creatures even further apart in the evolutionary tree, you will need very specific ..tools. And it may often not be possible. More importantly, such breeding is forbidden by the Gods.
[] <HenrikNystrom>  Yes, as soon as breeding is in. The creatures will breed by themselves, but as most of them will be part of the same race they will take time to "evolve".
[] <HenrikNystrom>  We will go through each creature family and replace its members with "dynamic" mambers, and that will take time.
[] <HenrikNystrom>  All families that get replaced will also be dynamic, and trainable (and breedable). But it will take time.
[] <HenrikNystrom>  ok, we have time for one last question
[] <HenrikNystrom>  It's a bit too early to tell. It depends a lot on the results of our current tests.
[] <HenrikNystrom>  Ok, it has been nice talking to you, and I hope most of your questions at this point was answered.
[] <HenrikNystrom>  Thanks a lot for listening to our ramblings =)

February 17, 2011

[] <Maerlyn>  evening ladies and gents, take a seat, have a drink. We're still waiting for the big man.
[] <HenrikNystrom>  cronnix, be nice!
[] <HenrikNystrom>  no
[] <Maerlyn>  Welcome to this months House of Commons chat.
[] <HenrikNystrom>  no results from us?
[] <Maerlyn>  For those of you who are new to the HoC, let me quickly explain the procedure.
[] <Maerlyn>  You can send your questions to [QT]Vimes and [QT]Magree, I will then post the questions in this channel and Henrik will answer them.
[] <Maerlyn>  Please do NOT send any questions to Henrik or me
[] <HenrikNystrom>  well, you do help us getting less energy with that kind of feedback to us
[] <Maerlyn>  Also: spamming your question will not increase its chances of getting picked. instead it will slow down the entire process
[] <HenrikNystrom>  Of course, but I do direct communication with you guys here, and it do takes time and energy from us all, so please lets work togehter as good as we can if we want MO to get better and better
[] <HenrikNystrom>  If its not even appreciated anymore from you guys, then maybe we should give this one a break.. and hope the game will start speaking more and more for it self
[] <HenrikNystrom>  I dont mind giving HoC a break, if we all agree on that, I thought it was mostly appreciated
[] <HenrikNystrom>  the work hours 7 days a week is insane
[] <Maerlyn>  ok, here we go
[] <Maerlyn>  Any chance that development on combat could be lessened or even postponed after the rubber banding is fixed and most of the dev power could be put towards professions, skills, dungeons and social features?
[] <HenrikNystrom>  Right now the main focus are on the coming content published on our website "under dev section" but tweaking here and there in current sysstems such as combat and movement is still something that goes along with content development.
[] <Maerlyn>  What changes are we likely to see to archery and when, many players wish archery to get a nice boost but be more skill based and hard to use but with less randomness.
[] <HenrikNystrom>  We are gathering feedback, and we are also trying archery for instance on our own atm to see what we need to change, but we wont rebuild any combat systems for now as that kind of development is put on other areas atm.
[] <HenrikNystrom>  We dont have a current time line for when we actually change in archery, other than small tweaks.
[] <Maerlyn>  question - what sort of things can be cooked? Will this lead to a hunger system, or primarily just wounds? Will special equipment be needed for cooking, can campfires be used?
[] <HenrikNystrom>  Cooking is tied to many different areas, that will give more purpose to other systems and we think its a valuable feature to add.
[] <HenrikNystrom>  you can either pick items, butcher for meat, fish for different animals to use in cooking
[] <HenrikNystrom>  it will be a very dynamic system where its up to the players to create the food, its also similar to alchemy
[] <HenrikNystrom>  where each ingrediance have many different attributes both positive and negative ones
[] <HenrikNystrom>  its up to the players to find the effect they are looking for, with possible least negative effect
[] <HenrikNystrom>  so cooking is the key component to finilize a few other systems we have in game right now, such as fishing
[] <HenrikNystrom>  it will get a wider point to fish
[] <HenrikNystrom>  and use work tables and fire camps for instance
[] <HenrikNystrom>  And it is also tied to the long term wound system
[] <HenrikNystrom>  cooking will be very complexed the day we put it in
[] <HenrikNystrom>  as there is no req that restrict us there
[] <HenrikNystrom>  At first we are looking at food will heal most wounds
[] <HenrikNystrom>  when we add some other proffesions we will possible move some of the wounds to be healed by one of those new proffesions which we wont mention just yet in details, but its similar to swg mind heals
[] <HenrikNystrom>  Fishing was a bit hold back due to the meaning behind fishes could not be put to use without cooking for instance
[] <HenrikNystrom>  so even we had those hundreds of diff fish types etc they would only mean a resoruce to sell
[] <HenrikNystrom>  with cooking they will be used for cooking and food for animals pets and healing wounds
[] <HenrikNystrom>  so you can see how they are all tied in some different ways
[] <Maerlyn>  Any news on basic alliance features or improved features for keeps to make them more like player cities (message boards, stables, inn's, siege works etc being build in keep house spots for example)
[] <HenrikNystrom>  Yes, one step to expand that is some new house types and functions, such as plan for storage and different structures
[] <HenrikNystrom>  so players can build their own cities that provide most things a current npc city give them
[] <HenrikNystrom>  The next step would be to work on the actual territory functions to give it more meaningful to own a territory
[] <Maerlyn>  What new houses and functions can we look forward to in the coming patches?
[] <HenrikNystrom>  We will add a smaller cheaper house that is more easy to buy and build for solo players or small groups, we will add a storage for players to use within the guild, similar to storage in npc cities.
[] <HenrikNystrom>  We may add guild powers to allow travelers to use their bank storage for a small fee.
[] <HenrikNystrom>  you will be able to build a guard post that can allow some guards
[] <HenrikNystrom>  upgradable walls and gates
[] <Maerlyn>  Please can we have a status update on Tindrem?
[] <HenrikNystrom>  We need more time before we will opend Tindrem, due to same reasons we mentioned before, We dont want to add just a new npc city for you to visit.
[] <HenrikNystrom>  We want to show you Tindrem with patroling guards, dynamic npcs, different services within the city, along with the sewers under Tindrem.
[] <Maerlyn>  Please do NOT send any questions to Henrik or me - they will be ignored. Send your questions to the [QT]s
[] <Maerlyn>  The recent wars have proven that there's easy destruction of assets but no proper defences - What's your plans regarding this?
[] <HenrikNystrom>  We are listening to these kind of feedback, such as how to defend, and how to handle gates etc, but we dont want to rush major changes here as its not clear for all players what rules we should apply.
[] <HenrikNystrom>  We have planned defence weapons for players to add on walls, gates and keeps however.
[] <Maerlyn>  What sort of plans do you have for the prediction system? Do you still feel as if it needs tweaking or what, it seems as if you managed to get the prediction pretty good at one point, but now it feels a bit awkward again, any comments on that?
[] <HenrikNystrom>  Well based on player made comabt videos and when we monitor the players, things looks very good. We are aware of that it doesnt work perfect in all cases and it differs for players. We still notice some rubberbanding which we will improve further.
[] <HenrikNystrom>  So there are still room for improvement for sure, at the moment Fredrik is focusing on giving "stop" moving commands as effective as start movign commands, as we noticed those packages differs a bit, which causes unnecessary rubberbanding
[] <HenrikNystrom>  Before the new movement system players were always a few seconds on where they are on the server, which caused 10m hits and strange combat. Now we have the same position all the way and predict movement with fast updates to keep you in corret position on all sides. But right now stop moving is getting a bit slow to other clients in some cases, which we will improve.
[] <Maerlyn>  Will you ever consider making guild/group storage raidable by other parties?
[] <HenrikNystrom>  The rightful owners of the storage will have a cooldown period when they can try to retrieve items most likely, we are not sure about the deails here and we would appreciate feedback on it.
[] <HenrikNystrom>  when its destroyed that is
[] <Maerlyn>  What is dynamic mount system? Could you give us some clue of it?
[] <HenrikNystrom>  the under dev note is the next content patch we will deploy
[] <HenrikNystrom>  the dynamic mount system is a very cool system that will totaly replace the mounts we have today to something much better, With Anthony on the team he brought us what we needed to make this happen, and its a great feature that gives other areas value
[] <HenrikNystrom>  so the mounts will look a bit better than they do today mesh wise, each mount in the world will more or less be unique visually
[] <HenrikNystrom>  for instance, different patterns colors, different muscles that you can see, so you know that horse is trained for sure
[] <HenrikNystrom>  we are using a similar animation tree that shadows of the collosus used, that game have one amazing horse system
[] <HenrikNystrom>  so just riding on a mount will be enjoyable
[] <HenrikNystrom>  much more fun and a great feeling
[] <HenrikNystrom>  you will notice the horse is a live and its an individual with their own reaction to the game world
[] <HenrikNystrom>  for instance it aint to easy to ride straight into a wall, the horse will try to avoid damage
[] <HenrikNystrom>  the next step to this, allow us to add breeding
[] <HenrikNystrom>  do create diff type of mounts with unique stats and unique visuals,
[] <HenrikNystrom>  there will be age on animals, so you do want to find a breeder/tamer that got some adult mounts, you dont want to ride a phony :)
[] <HenrikNystrom>  so care mounts will be more important for those interested, sure you can still just buy them right from a tamer and go on from there
[] <HenrikNystrom>  but there will be a lot more to it than we do have to day
[] <HenrikNystrom>  please note that breeding is not coming in this patch, but this patch opens up for us to actually add that as well the way we want it
[] <Maerlyn>  There are a few problems with the torches in town in night. Are you aware of this and are you addressing this issue?
[] <HenrikNystrom>  Please report that in our bugtracker our QA guys should cover it asap.
[] <Maerlyn>  What plans are there on creating an economy in game. It's more efficient to just farm wisents to make money than anything else, most items just get vendored and then gold spent to buy gear. A popular suggestion is to add a reasonable use to every mat and then take out npc vendors completely; of course all items sold by vendors will need to be made craft able.
[] <HenrikNystrom>  our vision is to have it all fully player driven, as soon as this works, we will most likely get rid of those npcs.
[] <HenrikNystrom>  we will start by adding trading tools to communicate your wares and your stores to other players
[] <Maerlyn>  When will the next content patch be released and what can we expect to see in it?
[] <HenrikNystrom>  I dont like to say a date this early on, but we need about a month more developing from this day, and then a lot of testing on the new features. We wont rush this one out, we want it to be fully functioning as in no place holder and of course without any major critical bugs.
[] <HenrikNystrom>  this doesnt mean we wont have any minor patches at all during this time.
[] <Maerlyn>  Can you give specifics on what functions will be added to player housing?
[] <HenrikNystrom>  Sounds like I answered that 3 times now or am I just getting tired? heh... some minor functions on house/keeps for player controll usage for players, storage was one of the most wanted feature for player cities, so that will be in.
[] <Maerlyn>  When will the South-East Spider cave be finalized?
[] <HenrikNystrom>  Not sure actually, Im not that super up to date when it comes to specific locations in the game atm, we will try to increase the interest points and finilize myrland over time as well, we are looking for some lvl designers atm as well.
[] <Maerlyn>  Are there any current plans to give to us any new tips to in game lore areas and secrets? - At the moment we don't know much about MOs past and things like that. At the moment we only really have guesses.
[] <HenrikNystrom>  Right, lore have not been released as much as we wanted to, due to various reasons, not having enough resources to actually translate and work the text. Unfortunately these are the areas that gets a bit less prio when we dont have the resources we wish we had.
[] <HenrikNystrom>  As soon as we get enough players increasing we will expand areas, this is one of those.
[] <Maerlyn>  Will it be possible to have noticeboards in town, where people can advertise goods, services and contracts. Perhaps using the flash UI?
[] <HenrikNystrom>  Yes, this is actually a feature we plan to get along with the trading tools we mentioned before.
[] <Maerlyn>  Is there enough space in the map to support more houses? I don't think it would look right if there was houses all across the map.
[] <HenrikNystrom>  world size, one of the challenging parts when making a mmo like this, which is totaly different from other mmos that are instanced and have loading. Also counting with a few restrictions you get when using UE3.
[] <HenrikNystrom>  The houses we have today was suposed to be our first small house types
[] <HenrikNystrom>  but they are pretty huge actually, spec in tier 3
[] <HenrikNystrom>  we will add those small houses, that will be easier to place in the world
[] <HenrikNystrom>  we also have a breakthrough when it comes to how to place houses. as in we are one step closer to allow players to place them exaclty where they want, not using pre slots. Please note this is not going live any time soon because we need so solve the calculation on the actual placement
[] <HenrikNystrom>  there are many things that make you place a house in a bad location.
[] <HenrikNystrom>  we noticed that there are more and more hosues being built, indeed, and there are less slots in a few areas.
[] <HenrikNystrom>  we will continue to add a few slots every now and then
[] <HenrikNystrom>  right now there shouldnt be a problem size wise, but sure, when population goes up the world start shrinking..
[] <HenrikNystrom>  we do have 5 planned continents, we will add 1 at the time as soon as we notice that we are about to need more land space. We will of course need some dedicated time to finilize a new continent. But it will go A lot faster than Myrland.
[] <Maerlyn>  What are the plans for a religion system?
[] <HenrikNystrom>  we are not working on that system at all at this point, since we had to change some areas in our schedule. We will be able to discuss that feature closer after we have delivered some of our highest prio features.
[] <Maerlyn>  The last question for tonight:
[] <Maerlyn>  Are there any plans to make Nave look more alive? Like flocks of birds that land on or arround sausage lake, or bugs flying or crawling arround in the jungle?
[] <HenrikNystrom>  Yes, we do think we need to add alot more live into Nave for sure, when the AI and systems related to mobs are as stable as we want them we will start adding a lot more creatures and mobs over time, this really wont stop.
[] <Maerlyn>  Ok
[] <Maerlyn>  Thank you all for attending. The next HoC is scheduled for March 10th
[] <Maerlyn>  As always, it will be announced on the forums, twitter and facebook
[] <Maerlyn>  one final, personal question to henrik from my end:
[] <Maerlyn>  Ninjas or Pirates?
[] <HenrikNystrom>  Ninjas ?
[] <HenrikNystrom>  :)
[] <Maerlyn>  I take it the Ninjas already took him out. Hence, Ninjas > Pirates
[] <Maerlyn>  damn
[] <Maerlyn>  but.. right answer
[] <Maerlyn>  good night everyone

February 4, 2011

[] <HenrikNystrom>  SIN fixed in our next client patch :) we know its an issue atm
[] <HenrikNystrom>  :)
[] <HenrikNystrom>  yes
[] <HenrikNystrom>  early next week.
[] <HenrikNystrom>  maluca, we are doing some minor nerf on pets now, then we gonna expand the feature
[] <HenrikNystrom>  freakloing we are
[] <HenrikNystrom>  we havnt touched combat since forever, only bug fixing and tweaks
[] <HenrikNystrom>  movement is important thou for everything
[] <HenrikNystrom>  you will see a roadmap on our site soon, we just need to get these fixes in place first
[] <HenrikNystrom>  thats why you see so many patches atm both server side and client
[] <HenrikNystrom>  taisto, we are lowering the max speed a little bit, distance restriction on pet owner and attacking range. tweaking some pets that are messed up in attack range, making it impossible to attack trhough buildings
[] <HenrikNystrom>  freakling there is tons of different skills.. where should I start heh
[] <HenrikNystrom>  a pic hehe
[] <HenrikNystrom>  necromantic, alchemy, illusionist, elementarmagic, is a few ones
[] <HenrikNystrom>  a pic cant cover that tree
[] <HenrikNystrom>  its to long
[] <HenrikNystrom>  magic will get some attention as soon as our current bugs focus is settles
[] <HenrikNystrom>  frontal, we did patch the server one time today, cept that, its not been down
[] <HenrikNystrom>  some pet fixes, and a mount issue I think
[] <HenrikNystrom>  ya, we aint done with all range settings on all mobs
[] <HenrikNystrom>  so some vcan be a bit offf still
[] <HenrikNystrom>  they are doudgeable but if their self radius is wrong its hard to do it.
[] <HenrikNystrom>  they should be a bit slower overall as well
[] <HenrikNystrom>  next client is eta early next wee
[] <HenrikNystrom>  week
[] <HenrikNystrom>  further improvement on movement, and pets, and some bugs.
[] <HenrikNystrom>  pets was messed in houses, we fixed that.
[] <HenrikNystrom>  they do go "wild" fast if you are not connected and pet ingame
[] <HenrikNystrom>  we needed to clear up a bit faster
[] <HenrikNystrom>  old system?
[] <HenrikNystrom>  they attack 2 times then returns? there is a distance factor in place now you need to keep distance for it not to return to you

February 1, 2011

[] <HenrikNystrom>  hey, Grats Kuroi
[] <HenrikNystrom>  I just saw he had a birth day, hi to the rest to of course :)
[] <HenrikNystrom>  Im doing fine..
[] <HenrikNystrom>  Barg, whats ruined for you?
[] <HenrikNystrom>  we have a hotfix right now
[] <HenrikNystrom>  I just posted it on the forums
[] <HenrikNystrom>  Barg, how did I ruin that for you?
[] <HenrikNystrom>  I just wanted to see how things are doing in here.
[] <HenrikNystrom>  Barg :)
[] <HenrikNystrom>  later today rankor
[] <HenrikNystrom>  ah :)
[] <HenrikNystrom>  :) we are slowly able to go back to our game design things that not been to much up on the prio list
[] <HenrikNystrom>  this patch was needed to replace the movement and combat to be able to push its limits, but it also gave us new things to solve in larger scale. I can understand those who doubt we ever tested it, its so sad cause we really did, a lot.
[] <HenrikNystrom>  and I doubt it would help if we got more testers in, as most ppl playibng live aint interested in testing something. I know a few are thou
[] <HenrikNystrom>  fishing is working again yes
[] <HenrikNystrom>  but the new fish list is still not in
[] <HenrikNystrom>  great to hear that from new players Velesia
[] <HenrikNystrom>  Hope you didnt arrive to much in the downtime/chaos of the new patch
[] <HenrikNystrom>  it should Denaton
[] <HenrikNystrom>  indeed
[] <HenrikNystrom>  pet controll points are planned yes. we could not add it in our previous patch thou
[] <HenrikNystrom>  that nodes works is one important step. for pets.
[] <HenrikNystrom>  denaton, we pretty much have the support for that now, as in we can sadle any creature that fits for it, and use size/weight as an factor, for riding or transport. we have waited to apply it untill node changes works 100%
[] <HenrikNystrom>  Ilkazar do you mean the short break the pet takes when chagning nodes?
[] <HenrikNystrom>  for players gigamo?
[] <HenrikNystrom>  well, its needed to move you to the other node.. I doubt we can improve a short freeze totaly
[] <HenrikNystrom>  its to make node changes safe and stable
[] <HenrikNystrom>  but yes, some windows are recalculated when changing as well when opend that could add an extra spike
[] <HenrikNystrom>  not sure about that, but there will be new mounts that handles more than 1 player
[] <HenrikNystrom>  we have some great stuff in the loop for mounts and pet, the thing is that we need to secure some things in its core of the AI before we feel confident enough to add some new features for it, such as multiple pets, as it may cause some serious ingame issues or imba
[] <HenrikNystrom>  maluza, thats the point yes, total weigfht including your armor should affect the mounts
[] <HenrikNystrom>  we wish to add the free UO inventory system, which means icons on items will change a bit... so ya we have put it a bit on hold
[] <HenrikNystrom>  we didnt know we would get flash that early at first
[] <HenrikNystrom>  Slowly slowly Denaton.. :)
[] <HenrikNystrom>  kelendil, Im gonna try top get some time to update under dev section. Now that we start getting back stability and controll over movement/combat, we will continue again with more focus on tools and pve yes.
[] <HenrikNystrom>  Frontal, abit what we think to with Tindrem, we dont just want to add a new large city, but more reasons and things along with it
[] <HenrikNystrom>  well erdrick, we had a prtty vital lackng line of code in the movement that we add in todays patch
[] <HenrikNystrom>  coors, we have been forced to rebuild some of our core features mainly 2 times, that caused us a visible set back untill we sorted the most of the new issues arrived. Mainly since epic patch, new core in the network. and now lately new movement/combat system core parts,
[] <HenrikNystrom>  that gives us much better response, control and performance that let us to more interesting stuff with combat
[] <HenrikNystrom>  those were needed,
[] <HenrikNystrom>  now, when those core parts are in place again and starting to run well enough, we can focus more on content, but stability will allways be high prio
[] <HenrikNystrom>  so now we wont rush out content that may be broken, or add more instability on server.
[] <HenrikNystrom>  weedy, we have to see after this patch
[] <HenrikNystrom>  alarik, right, its important to notice what improved in the core of the combat, and understand that yes the rubberbanding takes that feeling away and hard to notice it
[] <HenrikNystrom>  but as long as we can fix the new issues such as rubberbanding, ppl will start to notice its even better than ever
[] <HenrikNystrom>  and the old system couldnt reach this far
[] <HenrikNystrom>  weedy, hehe well, it was a logic error in the code that gave rubberbanding, it woudlnbt send the stop package, hence you rubberband
[] <HenrikNystrom>  with that in place, you shouldnt rubberband, but we wont know for sure untill its live
[] <HenrikNystrom>  works fine localy and on test, but its hard to know for sure untill its more stressed and runs in large scale
[] <HenrikNystrom>  ya, we still have issues with AI/pets.
[] <HenrikNystrom>  I answered that on the forums today
[] <HenrikNystrom>  pala is right :) a murderer can ride on a horse. But yes, we are not closign our eyes if this is going to get a problem for most players. hence I said we will go trhoguh it more.
[] <HenrikNystrom>  barg so it deos in game, you can kil lthe dog then ;)
[] <HenrikNystrom>  woden what tab thing?
[] <HenrikNystrom>  that you need to release on target ?
[] <HenrikNystrom>  ah yes, thats fixed
[] <HenrikNystrom>  forgot that in the notes
[] <HenrikNystrom>  we need to start advertise soon, so ppl get to know about the game, but yes, we did not want to do that with the old movement/combat system, now we need stability and moveemnt to work well enough
[] <HenrikNystrom>  Erdrick that comes from the catabombs under tindrem
[] <HenrikNystrom>  we took that down from our prio list since it got a small issue legal wise with the music ingame.
[] <HenrikNystrom>  dont get linked to the page?
[] <HenrikNystrom>  ah, yes, we should expand on that one..
[] <HenrikNystrom>  there are some good archers on the field.. we have not nerfed it since ppl said it was OP, only the shortbow uzi, we did buff melee a bit thou
[] <HenrikNystrom>  we lowered melee a bit in latest patch, but just a small step cause ppl think its close to a good range
[] <HenrikNystrom>  ya, we have a better solution for shortbows and how to balance them
[] <HenrikNystrom>  we will use similar system we use for melee, as in if you release to fast the dam is lower
[] <HenrikNystrom>  odie, ya
[] <HenrikNystrom>  ya, I think the general feedback is that melee is still a bit over the top damage wise
[] <HenrikNystrom>  ya, but I dont think its an idea to start mess with the current spells untill we have the aim system in for magic
[] <HenrikNystrom>  what we will do with archery is improve arcs, change speed on them to fit release in sweet spot to have max damage, and add craftable arrows that have diff abilities
[] <HenrikNystrom>  and mmost likely change the cirkle...
[] <HenrikNystrom>  I mean, there will be an arrow to make a noise signal for instance, diff heads for diff damage types
[] <HenrikNystrom>  one to hook on walls
[] <HenrikNystrom>  like a grapling hook
[] <HenrikNystrom>  goran, you have seen one simple tree wall version so far in MO
[] <HenrikNystrom>  you have not seen our defenders machines and diff wall types
[] <HenrikNystrom>  goran, of course its a balance matter
[] <HenrikNystrom>  Coors, we cant wait to share those features, thats what we wanna play with as well ingame.
[] <HenrikNystrom>  goran, use your forced dec slots
[] <HenrikNystrom>  more if you controll a terrioty
[] <HenrikNystrom>  cause he doesnt accept payment in gold or silver or copper
[] <HenrikNystrom>  he works with the risar invasioon
[] <HenrikNystrom>  so help him with that, and you have a trade :)
[] <HenrikNystrom>  Alarik told ya
[] <HenrikNystrom>  rumors have it that a group spoted 1 of the rare risar...
[] <HenrikNystrom>  I would want to see these duells hehe
[] <HenrikNystrom>  that should be tonight Frontal :)
[] <HenrikNystrom>  theres to exact set range frontal, it works from diff sides, so to be sure stay a bit out...
[] <HenrikNystrom>  yes, but it differs in two sides
[] <HenrikNystrom>  rubber banding should be fixed in this fixz
[] <HenrikNystrom>  its a trap
[] <HenrikNystrom>  tindrem has nothing in it atm, we cleared everything since we put in the arena.
[] <HenrikNystrom>  ya, movement better and stability seem to get really good now.
[] <HenrikNystrom>  testing it atm, we are looking at a few hours then live
[] <HenrikNystrom>  stefco, 2 diff node reasons, we are working on it
[] <HenrikNystrom>  I hear that more and more players want an "auto" access friend list similar systems in houses and gates, I mean if the majority wants it, that understand what it means, I guess there is no problem for us to add it
[] <HenrikNystrom>  things will increase such as invasion mobs hit n runs etc vic, you start to see some of its beginning now.
[] <HenrikNystrom>  Cheyenne, yes but its a little bit against our orginal vision on the system resstrictions, wehre its up to the players to controll that security
[] <HenrikNystrom>  stefco no
[] <HenrikNystrom>  cheynee yes, I understand its a to big risk for players to run around with keyes and they dont dare to risk that.
[] <HenrikNystrom>  rat, copy a key and give to them and you can walk in
[] <HenrikNystrom>  kuroi, but does that mean we have an "invis" magic wall that allow them to go in only? and enemyes gets stopped in the invis wall?
[] <HenrikNystrom>  rat, you must delete the key? you dont trust your self? :) and owners should be able to change locks if you loose it
[] <HenrikNystrom>  cheynne, yes but this is a magic restrictions we force opon the players in a new way
[] <HenrikNystrom>  if players can controloll it them self its closest to the vision we want to stick with
[] <HenrikNystrom>  if its becomes a major problem, then we will of course do what we can
[] <HenrikNystrom>  ah you mean like that, but I think ppl still dont like that when they open, enemies goes along in as well
[] <HenrikNystrom>  ya, that works now with keys phobos
[] <HenrikNystrom>  right, and thats interesting
[] <HenrikNystrom>  if the guild inside wants reinforcement they can allways let their allies walk in as ghost to res and gear them inside
[] <HenrikNystrom>  phobos, shouyldnt there be more key carriers then?
[] <HenrikNystrom>  this is very hard as you can understand, 50% say this and 50% say that
[] <HenrikNystrom>  cheynne, I dont mean I fear it aint hard core enough like that..
[] <HenrikNystrom>  hard core is one thing, anoying game feature or moment is another thing
[] <HenrikNystrom>  but im very careful before chaging core features such as changing the flagging system or restricting players etc

January 25, 2011

[] <HenrikNystrom>  can anyone confirm the melee damage is back to normal on swords and axes?
[] <HenrikNystrom>  iof you cant see yoru char in char selection you need to turn off yoru firewall or open port being used by mo
[] <HenrikNystrom>  accept MO
[] <HenrikNystrom>  if you dont see your chars then you are blocking a port for mo
[] <HenrikNystrom>  oh swing was fixed along with the melee dam fix we just applyed
[] <HenrikNystrom>  right swing lacks a few traces on fast weapons, which we need to tweak
[] <HenrikNystrom>  zootsuit, when accessing character server it uses a port, if it cant use that port then you wont get to see your chars
[] <HenrikNystrom>  we get that question every now and then, as soon as they accept it, they see their cahrs again
[] <HenrikNystrom>  its the same thing with fastweb customers, they blocked another port which didnt let them in to char selection
[] <HenrikNystrom>  make sure you do a full scan and repair files as well
[] <HenrikNystrom>  if you have strange gui etc
[] <HenrikNystrom>  a lot of guys have corrupt files
[] <HenrikNystrom>  and needs a scan repair
[] <HenrikNystrom>  scan should work kuroi
[] <HenrikNystrom>  walker, just leave will you
[] <HenrikNystrom>  you are probably playing on a corrupt client anyway walker
[] <HenrikNystrom>  just wait subz
[] <HenrikNystrom>  of course I am..

January 21, 2011

[] <HenrikNystrom>  hey
[] <HenrikNystrom>  what up
[] <HenrikNystrom>  this is one interesting patch!
[] <HenrikNystrom>  Indeed Mas
[] <HenrikNystrom>  I am to, wanna see the response on a few things :)
[] <HenrikNystrom>  jebus patch?
[] <HenrikNystrom>  no its a content and fix/optimization patch
[] <HenrikNystrom>  you can kuroi :)
[] <HenrikNystrom>  and soon you will get the rules of the MO version with those pieces
[] <HenrikNystrom>  harry potter chess?
[] <HenrikNystrom>  yes that should be fix diablos
[] <HenrikNystrom>  think its in the notes
[] <HenrikNystrom>  extraction..
[] <HenrikNystrom>  on live no, but on test
[] <HenrikNystrom>  is fixed
[] <HenrikNystrom>  knock down is based on, mount size/weight, vs targets size, stats, skills, and if he is in parry mode or not.
[] <HenrikNystrom>  oh and of curse one of the important things, speed on mount as well
[] <HenrikNystrom>  that was hard with the current prediction movement delay lover
[] <HenrikNystrom>  sin you found it yeaaa
[] <HenrikNystrom>  lover long weapon?
[] <HenrikNystrom>  lover, you mean if you can hit rider and mount seperate?
[] <HenrikNystrom>  lover, we are still workng on that one, we got corrupt fat on all our mounts, which we are redoing atm, so I didnt include it in the notes untill we are sure of it. but we should get that one as well yes.
[] <HenrikNystrom>  lanza, read patch note
[] <HenrikNystrom>  walker, tell me what you mean with fixed?
[] <HenrikNystrom>  kuroi not in this one.
[] <HenrikNystrom>  ya, thats replaced in the new combat system
[] <HenrikNystrom>  we dont mention a few melee bugs due to its all replaced
[] <HenrikNystrom>  zeeph, March nvidia driver update
[] <HenrikNystrom>  next??
[] <HenrikNystrom>  this march
[] <HenrikNystrom>  apsalar this is content patch as well
[] <HenrikNystrom>  yes kuroi its under the dev
[] <HenrikNystrom>  sprint in and out is the same, its just general slower, and combat walk is faster
[] <HenrikNystrom>  apsalar, we have 1 guy working on combat, and a lot other guys working on features.
[] <HenrikNystrom>  walk is still slower than jogging
[] <HenrikNystrom>  aspalar, hence we working a lot more on features social tools crafting now than on combat
[] <HenrikNystrom>  this patch is about content mostly
[] <HenrikNystrom>  sprinting is the same speed in and out of combat
[] <HenrikNystrom>  its only a bit slower
[] <HenrikNystrom>  and cm walk is a bit faster
[] <HenrikNystrom>  apsalar, read risar, herald, minigames, fixing for crafting extraction
[] <HenrikNystrom>  yes
[] <HenrikNystrom>  well, apsalar, combat system is just 1 thing on the list, the rest is not combat... so this is a patch far from combat patch only
[] <HenrikNystrom>  the plan is now after this patch we dont have to work as much on the core on movement combat and similar system, that gives us a full pause on that, minor tweaks and bugs yes, but in general we can focus even more on the social and tools.
[] <HenrikNystrom>  and like we said before, we dont have 1 team working on combat only
[] <HenrikNystrom>  combat is important for all players, as many players gets animals for crafting etc as well, if that combat is broken then it stops very early
[] <HenrikNystrom>  then there is a group using combat for pvping only, thats another thing
[] <HenrikNystrom>  yes walker, thats high piro
[] <HenrikNystrom>  prio
[] <HenrikNystrom>  vivid, pets over nodes, ya, its very important in some many aspects, this time I really hope its fixed once and for all, so far its working all the time for us.
[] <HenrikNystrom>  opopop, doing a criminal act on any blue status flag will make you criminal
[] <HenrikNystrom>  hitting your animal in rl is a crime :) so is in our game hehe
[] <HenrikNystrom>  ya, there are some things we gonna change
[] <HenrikNystrom>  make it easier to use it in combat and so on
[] <HenrikNystrom>  without getting flagged
[] <HenrikNystrom>  shame on you
[] <HenrikNystrom>  I wish you all a very good weekend, and I will see you all on Monday!

January 20, 2011

[] <Sone>  bacon... this is relevant to my interests
[] <Sone>  sad face
[] <Sone>  it was a borthday party :( I had to wear it since it was a gift!. I also had a roadsign round my neck saying "I Hate You!".
[] <Sone>  first my shirt and now my spelling :(. why do you hate me MrHoot!?
[] <Sone>  yay!
[] <Sone>  thats blackmail!
[] <Sone>  ACTION makes a sad face
[] <Sone>  ohh, Ive always been a fan of sabre rattling
[] <Sone>  Iz fine. im shoving as many patch notes as I can in there for ya!
[] <Sone>  Dont think theyl finalize them unil after the test crew is done with them in case somethign breaks
[] <Sone>  wouldve been a patch anyway but thats probably the most serious issue ye
[] <Sone>  yay!
[] <Sone>  well, ye. or wed never release a single bug :P
[] <Sone>  I mean ehh. no. cause we never release any bugs.