Activity Report October 29th
The unnamed feature mentioned in the last activity report has to do with offline skilling. A lot of thought has gone into making this feature meaningful, useful, and balanced. The purpose of offline skilling is curbing macroing, giving newer players a better chance to close the gap, and to cut down on some of the tedious repetitive tasks that exist in the game. We’re hoping to launch it as soon as our next patch in a couple of weeks so there’s been a lot of activity around this feature, developer cooperation, feedback from everyone concerned, statistical analysis and all kinds of number crunching. Of course, the most important feedback will come from you, our players, and we’re sure there’s a lot more to be learned from your experience using this feature. We’ll also try to share more information with the community and get some feedback before we launch it.
Other than the above, this past week has also been mostly about preparations for the next major expansion, meetings, project planning, and decisions made. More specifically:
The work on server management and monitoring tools is still underway; more specialized tools are being produced for use in the next expansion, since it involves a massive task as far as world building goes. We’re working on the ambient sound system and how it'll be incorporated into the world. This is a team effort between our sound designers, world-builders, tools programmers, and others.
The artists are still working on monsters, new and updated special effects, new animations, and the cool Halloween stuff we added in today’s patch. The motion capture animation activities are also progressing at a steady pace.
Our testers have been working hard on testing things having to do with the dynamic monster encounters and events, and uncovering some small persistent bugs.
Speaking of events, besides the ones we've already mentioned, we’re also planning one for the more Darkfall lore savvy players among you. We’ve been watching player-run events and activities on both servers and we’ve been collecting quite a bit of really cool footage like the PvP tournament video we posted a couple of days ago. We’ve been supporting player-run events and we intend to do so even more in the future.
There’s a lot more we're working on that we cannot talk about yet so I end up having to talk around it. We’ve never been busier and there’s a lot to look forward to. While we're on this topic, we’ve also been making a serious effort on improving our communication with the community and our goal is to make this communication as interactive as possible so there's more to come. We hope that you’ll support this effort by “liking” Darkfall’s Facebook page and spreading the word, by following us on Twitter, and by checking out and commenting on our blog and spotlight posts.
Thanks for reading.
Last edited by Tasos; 10-29-2010 at 19:09.
A small clarification: We're not looking to upset the game's balance by adding a convenience feature and this is why I mentioned there's a lot of thought and balancing going into this. So on offline skilling, we'll start with a small amount of skills and gradually expand it, and obviously many skills won't be included.