Author Topic: AVWW Beta 0.551, "Power Coding Finale: New Crafting Model, More Missions"  (Read 9576 times)

Offline x4000

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Original: http://arcengames.blogspot.com/2011/12/avww-beta-0551-power-coding-finale-new.html

This one is the last of our power-coding releases -- at least in this stretch.  The framework of everything we wanted to accomplish in that stretch of power-coding is now done, and now it comes more to balance, polish, and putting some meat on the new bones.

New Crafting Model, No More Tiers
It was pointed out, and rightly so, that the older model of tiers in the game was something of a grind.  Every 10 levels your stuff would start to degrade, and you'd have to get new stuff to replace it.  Even the people who love the game felt like that was a very visible treadmill.

For us, the intent wasn't to build a treadmill, but it was to be able to have a sort of "many game progressions in one world" quality to the game.  And there are only two ways to have an infinite progression: 1) infinitely rising stats, which are murder to balance and tend not to work very well even then; or 2) periodically causing players to lose their stuff in some fashion.

And the simple fact is, losing your stuff is not fun.  Especially when it's on some arbitrary and predictable timetable as you play.

The solution we settled on, after much discussion with players, was to make it so that spells and crafting are all a per-continent thing.  You unlock spells on a continent by crafting them once, and then you get to keep them forever on that continent.  If you ever drop or lose them, you can equip a new copy of that spell for free at any spellgem workbench.  So can any other player, when it's a multiplayer server.

But each continent has its own magic selection, and so when you go to a new continent only a core of your spells will actually work there.  You can carry your inventory with you, so it's not getting lost or rearranged or anything, but you can't use anything beyond the basics on the new continent.  Your process of getting more powerful so that you can face the overlord will involve unlocking the spells that you think will best help you achieve those goals.

This has all the advantages of being able to play "multiple game progressions in a single world," without making for arbitrary degradation of spellgems.  There's a lot of other things related to this that changed for the better, such as making the crafting commodities inventory central per continent rather than being something that is per-player (so again this is great for multiplayer), and changing up the material costs for all the spells.  Definitely check out those release notes if you want the whole scoop.

More Missions
For details on how the new mission system will work long-term, please see this link.  There are several forum threads with older designs in them, so make sure you're not looking at something outdated if you look in the forums.

This new release makes it possible for players to rescue NPCs and raise wind shelters via the missions system.  The contents of both of these missions is incredibly temporary and boring -- it's identical to the rare commodity tower missions.

One of the core next things that Keith and I are going to be working on is not only new missions in general (new things you get for completing a mission, in other words), but new ways for the missions to actually play out.  It won't always be fighting a bunch of bosses, or even fighting at all.  Lots of cool things planned there, but we just need time to actually get them in place!  You'll start seeing more of that in the next few days and week, actually.

No More Strategic Map
The strategic map has now officially been disabled.  There were a few things that you could do on the older strategic map that you can't do yet in the missions system, but that stuff is coming -- along with new things that had been planned for the strategic map but which had never been implemented.

The idea with the missions is that they completely replace the strategic map in terms of how they let you do your strategizing.  The result is more like certain boardgames -- Settlers of Catan and Dominion come most to mind for me personally -- rather than like a traditional turn based strategy game on the PC.

Worried About Freeform Exploration?  Definitely Don't Be!
We've had a few folks that expressed concerns that freeform exploration is going away.  That definitely won't happen!

There's going to be all sorts of cool stuff to explore for and find even outside the main mission structure, and we'll be doing things like optional secret missions that you can only find via exploration, too.  We'll probably even get into world map stuff like secret islands that you can uncover out on the sea, etc, but that's a bit further off.

For me personally, being able to go off the beaten track and explore is really key to having a fun adventure game, so the exploration-minded need not worry.  During this transitional period most of the focus is going into the missions, so that does skew things temporarily -- but that's just a short-term factor of this being beta, not a new design direction for the game itself.

New GUI Graphics And Revised Logo
Phil did some awesome new GUI graphics for us months ago, and I just have finally had time to actually put them in the game.  They really make a huge difference!  Things are a lot cleaner and easier to read, and in general more attractive.

I also took this opportunity to improve the AVWW logo, while still keeping the identical shape of the text.  Now it just looks fancier and more crystalline.

Done Powercoding, But Balance Still Might Be Wonky In The Short Term

As noted above, Keith and I have completed our power coding phase.  So that's good news, we're now going to be working on content and other new stuff, rather than a bunch of tectonic shifts to the underlying game.  But still, given the scope of the changes, the balance is likely still off at the moment.  This is something we very much want to hear about, now!

The missions still are in an incomplete form, meaning that some aspects of balance still won't be possible to completely finish yet, but in general we're getting there, I think.

More to come soon.  Enjoy!

This is a standard update that you can download through the in-game updater itself, if you already have 0.500 or later. When you launch the game, you'll see the notice of the update having been found if you're connected to the Internet at the time.  If you don't have 0.500 or later, you can download that here.
Have ideas or bug reports for one of our games?  Mantis for Suggestions and Bug Reports. Thanks for helping to make our games better!

Offline Hyfrydle

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Re: AVWW Beta 0.551, "Power Coding Finale: New Crafting Model, More Missions"
« Reply #1 on: December 15, 2011, 05:20:31 pm »
I'm going to start a brand new world and try to play without any preconceived ideas and see how it goes. Will post my experience.

Offline Hyfrydle

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Re: AVWW Beta 0.551, "Power Coding Finale: New Crafting Model, More Missions"
« Reply #2 on: December 15, 2011, 05:26:41 pm »
Is it my eyes or is the new GUI slightly off centre? See screenshot below:

 http://steamcommunity.com/id/hyfrydle/screenshot/594705141199518891

Offline BobTheJanitor

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Re: AVWW Beta 0.551, "Power Coding Finale: New Crafting Model, More Missions"
« Reply #3 on: December 15, 2011, 05:38:45 pm »
New Crafting Model, No More Tiers


Aaaaand now this is stuck in my head.

Offline Dizzard

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Re: AVWW Beta 0.551, "Power Coding Finale: New Crafting Model, More Missions"
« Reply #4 on: December 15, 2011, 06:15:45 pm »
The renaming settlements/npcs functions will be coming back though right? ???

Downloading this now, I don't know if I should start fresh or keep going with my original landmass. My current continent is probably bigger than the default for continents now.....it seems a little unwieldy. On the other hand it's got a lot of character.....it's like my capital continent.

Offline Hyfrydle

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Re: AVWW Beta 0.551, "Power Coding Finale: New Crafting Model, More Missions"
« Reply #5 on: December 15, 2011, 06:20:35 pm »
Just completed my first mission in my new world and the commodity gained was a plum. Can't seem to find any reference to plums in the reference or the spellgem interface am I missing something?

Enjoyed the mission having a good range of spells from the start was really fun and each boss battle needed a different loadout.

Offline Echo35

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Re: AVWW Beta 0.551, "Power Coding Finale: New Crafting Model, More Missions"
« Reply #6 on: December 15, 2011, 06:31:03 pm »
I'm going to start a brand new world and try to play without any preconceived ideas and see how it goes. Will post my experience.

Ditto, now that the powercoding is done, I'm going to check this out.

Offline Dizzard

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Re: AVWW Beta 0.551, "Power Coding Finale: New Crafting Model, More Missions"
« Reply #7 on: December 15, 2011, 06:37:09 pm »
First thing I had to come back and say.

Love the new interface, it's amazing what a new look can do for the experience.

As for the logo I'm not so sure about, I like the "Valley" part but the "Without Wind" part looks a bit strange and unclear. Have you considered having some kind of "logo brainstorming sessions/contest"? (at least in the future sometime) Might be interesting to see if the community can sketch up some interesting designs. At the moment the logo doesn't really excite me....the game itself (and it's future) excites me of course....but the logo doesn't really live up to the game in my opinion.

On the other hand I love what the update has done for my inventory clutter, I had so many old gem tiers sitting in my inventory that I just never got around to throwing out....and now it all stacks up so neatly. :3
« Last Edit: December 15, 2011, 06:39:31 pm by Dizzard »

Offline keith.lamothe

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Re: AVWW Beta 0.551, "Power Coding Finale: New Crafting Model, More Missions"
« Reply #8 on: December 15, 2011, 06:44:12 pm »
The renaming settlements/npcs functions will be coming back though right? ???
That should still work now from the settlement-management interface which is still there (we were going to make that read-only as part of all this but some stuff came up towards the end that we want to think through before moving forward on the city part).  I may just be misremembering where the buttons are, but you'll be able to get to them soon if you can't now, yes.
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Offline Hyfrydle

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Re: AVWW Beta 0.551, "Power Coding Finale: New Crafting Model, More Missions"
« Reply #9 on: December 15, 2011, 06:53:44 pm »
just come across an error and it is asking me to upload the error log. When I try and report this is Mantis for some reason it won't let me it seems to crash.

Offline Dizzard

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Re: AVWW Beta 0.551, "Power Coding Finale: New Crafting Model, More Missions"
« Reply #10 on: December 15, 2011, 07:09:46 pm »
Just fought some bosses and although I was running out of mana what seemed like every 5 seconds....I actually felt a tenseness I haven't felt in the game before. It was a sort of a stressful (in a "have mercy!!" kind of way) tenseness.  :P

There was one point I didn't know where to run because I had so little health and my aim was on the boss. (is there a way to turn off your aim?) so it was difficult to attack enemies for health. I really need to get the fireball spell....I can't work that ring of fire spell at all and it seems to be the only thing the water espers are weak to.

I found myself falling (literally) out of my usual routine of riding the lightning around the boss room in a fight. It's just not viable anymore....I'll miss it but I suppose it does make things more interesting.

Edit: I just got to the end of the mission.....and the prize wasn't there. Is it automatically added when you get to the room? (It was an umbra ember)
« Last Edit: December 15, 2011, 07:16:21 pm by Dizzard »

Offline x4000

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Re: AVWW Beta 0.551, "Power Coding Finale: New Crafting Model, More Missions"
« Reply #11 on: December 15, 2011, 07:16:10 pm »
Is it my eyes or is the new GUI slightly off centre? See screenshot below:

 http://steamcommunity.com/id/hyfrydle/screenshot/594705141199518891

Not that I can see...

New Crafting Model, No More Tiers


Aaaaand now this is stuck in my head.

Hahaha, sorry about that. ;)

Just completed my first mission in my new world and the commodity gained was a plum. Can't seem to find any reference to plums in the reference or the spellgem interface am I missing something?

Enjoyed the mission having a good range of spells from the start was really fun and each boss battle needed a different loadout.

It might be that, temporarily, all the crafting recipes that used to use plums have now actually gone free-from-start.  That might happen with a few commodities, temporarily -- sorry about that.

Glad the boss fights were fun, I think it's good to have options for each one, too. :)

First thing I had to come back and say.

Love the new interface, it's amazing what a new look can do for the experience.

As for the logo I'm not so sure about, I like the "Valley" part but the "Without Wind" part looks a bit strange and unclear. Have you considered having some kind of "logo brainstorming sessions/contest"? (at least in the future sometime) Might be interesting to see if the community can sketch up some interesting designs. At the moment the logo doesn't really excite me....the game itself (and it's future) excites me of course....but the logo doesn't really live up to the game in my opinion.

On the other hand I love what the update has done for my inventory clutter, I had so many old gem tiers sitting in my inventory that I just never got around to throwing out....and now it all stacks up so neatly. :3

Glad the interface is a hit.  :) Sorry you don't like the logo, but right now I'm loving it.  Phil and I went through tons and tons of versions almost two years ago, and then I've been working on stylizing it more since then, etc.  I like how it evokes a number of specific games that I'm extremely fond of, including Zelda, etc.

just come across an error and it is asking me to upload the error log. When I try and report this is Mantis for some reason it won't let me it seems to crash.

Looks like you got it onto mantis now -- thanks.

Just fought some bosses and although I was running out of mana what seemed like every 5 seconds....I actually felt a tenseness I haven't felt in the game before. It was a sort of a stressful (in a "have mercy!!" kind of way) tenseness.  :P

There was one point I didn't know where to run because I had so little health and my aim was on the boss. (is there a way to turn off your aim?) so it was difficult to attack enemies for health. I really need to get the fireball spell....I can't work that ring of fire spell at all and it seems to be the only thing the water espers are weak to.

I found myself falling (literally) out of my usual routine of riding the lightning around the boss room in a fight. It's just not viable anymore....I'll miss it but I suppose it does make things more interesting.

Very cool to hear!  You can cancel your targeting with Q, by the way.  There's definitely a balance we need to strike here, but above all else I'm glad that the bosses are working out to be fun rather than frustrating, while still being more tense and interesting than they have been in the past.
Have ideas or bug reports for one of our games?  Mantis for Suggestions and Bug Reports. Thanks for helping to make our games better!

Offline Dizzard

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Re: AVWW Beta 0.551, "Power Coding Finale: New Crafting Model, More Missions"
« Reply #12 on: December 15, 2011, 07:39:23 pm »
Glad the interface is a hit.  :) Sorry you don't like the logo, but right now I'm loving it.  Phil and I went through tons and tons of versions almost two years ago, and then I've been working on stylizing it more since then, etc.  I like how it evokes a number of specific games that I'm extremely fond of, including Zelda, etc.

I can see where you're going with the logo....but on the other hand there's something about it that just feels very messy.

It also doesn't look like it's meant to be a static logo....the waviness makes me think it should be animated at least. (with the wavy text floating around or something)

I do like the shape of the logo though. Just this waviness seems really odd. Maybe I need to take a step back or something, I'm obviously not seeing the same thing you are. :-\

« Last Edit: December 15, 2011, 07:41:00 pm by Dizzard »

Offline tigersfan

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Re: AVWW Beta 0.551, "Power Coding Finale: New Crafting Model, More Missions"
« Reply #13 on: December 15, 2011, 08:01:53 pm »
Do consciousness shards have any value anymore? If so, does the number that I have of them show up in inventory? I don't see it in any of them.

Offline c4sc4

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Re: AVWW Beta 0.551, "Power Coding Finale: New Crafting Model, More Missions"
« Reply #14 on: December 15, 2011, 08:04:35 pm »
So now that the strategic map is gone, are we now stuck with the shard caches either linked or unlinked until a new version? That seems like the only major thing that can't be done without the strategic map.