Author Topic: AVWW Beta 0.901 "I May Or May Not Want To Be That Guy" Released!  (Read 5907 times)

Offline x4000

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Original: http://arcengames.blogspot.com/2012/03/avww-beta-0901-i-may-or-may-not-want-to.html

Two days into beta phase 3, and now we have this one.  It's a fairly good-sized one, though I would have liked to have been able to pack in more spells and such.  But we did manage to get one new spell in here, along with a raft of other improvements.

Missions Changes
Rescue NPC missions, for instance, are like night and day from what they were before.  You guys complained about various aspects of them, and we've answered with vigor.  I think you'll like what you see, but if there are some things that still feel off, feel free to let us know.  I, for one, am having way even fun with them now.

Another big shift in missions is to the battlefield missions.  In the prior version those weren't working properly in co-op, which was one problem, but there were also a number of smaller glitches with them that made your ally minions just not quite perform as well as one would hope.  Battlefield missions have obviously already gone through a good amount of public beta testing, so hopefully this cleans up most of the rest of what was off about them.

Enchants Changes
Our core concept of enchant-items and enchant-effects is unchanged -- it was working really well, and players really liked how it was working from what we could tell.  However, the method of aquiring said enchant-items, and the general progression of how you'd find more powerful items of those sorts, left an enormous amount to be desired.  Once again, the results from last version to this one are a night and day difference.

The bottom line with enchants is that they should just "feel right" as you get them.  And the percentage indicator of when you will get the next one now never lies.  You'll get new enchants at a slightly faster rate than before, but there will also be a lot more of them that are only subtly different -- as in most games with procedural loot.  You'll thus have the fun task of sorting out those that best match your playstyle, and discarding the rest.

One note: the enchants in your inventory used to affect the likelihood of what new enchants you would find.  That was just plain weird (my idea, sorry), and is gone now.  So if you don't like an enchant you've been given, feel free to drop it down a long hole in a dark cave without worrying you'll just be handed that same thing right back.  Now that you're getting more options when it comes to enchants, you can really customize yourself to an even better degree -- which is, at core, the whole point.

Also now included is a rarity system.  You'll find uncommons and rares for enchants, like in a lot of other games of this nature, and that adds some extra flair.  The details of all this are in the release notes, since there was a lot of discussion of these mechanics, but frankly those are details that the average player never needs to know; it won't affect your decision making in how you play the game.  It simply is a more specific way of explaining how we made the progression of enchants-gathering "feel better" than in the prior release, and it's an opportunity for the critics of the old system to have some commentary on the new system if they so desire.

Combat And Platforming Difficulty Split
The lava escape missions were a really divisive mission that we added lately.  And actually, so were some of the falling damage bits.  Is this game a platformer, or not?  How much skill at platforming is supposed to be required?

In the past, we've always said that this is first and foremost an adventure game, but that hardcore platforming bits would be added in as optional things because to some of us (myself most of all) they are just plain fun.  But the falling damage mechanics as of two versions ago, as well as the lava escape missions in general, seemed to violate a few of those rules.

There were players who staunchly defended the mechanics as implemented, or even wanted yet more hardcore versions than what we'd put on offer; but then there were others that were decrying that they hated these mechanics with the fury of a thousand suns.

To me, this sort of divide can only mean one thing: more options are needed.  This is a game engine that clearly supports both modes of play, and a lot of gradations in between, and so we might as well let everyone have the experience that they really want, right?

So now instead of having a single "action difficulty" that describes everything, we now have "combat difficulty" and "platforming difficulty."  The former controls the strength of enemies and a lot of other things like that.  The latter controls things like falling damage and rates of lava rise.   So you can now tune your experience to be as brutal or as easy in either of those two spectrums as you like, independently of one another, and thus the factional divide in the playerbase is repaired.

It was an easy repair, see, because our playerbase was so polite and well-reasoned in their discussion of the whole issue in the first place.  That's what I love about our forums -- the lack of vindictiveness, name-calling, and over-the-top rhetoric.  Long-term forumites know what I'm talking about.  This let us get right to the heart of the issue, put in something that will hopefully please everyone who was part of the original argument, and move on with more interesting things.  This is why I sincerely love working with our community.


And lastly, of course, there were a few other tweaks and bugfixes, as always.  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 Coppermantis

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Re: AVWW Beta 0.901 "I May Or May Not Want To Be That Guy" Released!
« Reply #1 on: March 02, 2012, 11:34:24 pm »
The updates are coming so fast that I can't keep up with it, that's certnainly something I've never been able to say about any other company. I've been playing the game only for a bit every few days lately, and it seems like every time I boot up it's noticeably different. I like it.  :)
I can already tell this is going to be a roller coaster ride of disappointment.

Offline MaxAstro

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Re: AVWW Beta 0.901 "I May Or May Not Want To Be That Guy" Released!
« Reply #2 on: March 02, 2012, 11:35:56 pm »
Damnit, now I feel like I ~have~ to play on I Am Not The Guy, But I Am Close difficulty, just because I've been sitting at the final boss in IWBTG for ages getting my butt kicked.  :p

Love the update, though, especially the changes to NPC rescue missions and enchant containers!

Offline BobTheJanitor

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Re: AVWW Beta 0.901 "I May Or May Not Want To Be That Guy" Released!
« Reply #3 on: March 03, 2012, 01:20:05 am »
My enchant chance started out at 800 something percent when I got a container after patching. But it went down with each container, and has now normalized. I assume this is just due to the change in the scale, so it's not really worth bug reporting. Kind of funny though. Of course all I got out of all those instant guaranteed enchants was worse duplicates of stuff I already had, so this is the worst exploit ever.

Offline Coppermantis

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Re: AVWW Beta 0.901 "I May Or May Not Want To Be That Guy" Released!
« Reply #4 on: March 03, 2012, 01:42:07 am »
On Toll's server the enchant progress started at 1300-something percent. Got lots of nice stuff.  ;)
I can already tell this is going to be a roller coaster ride of disappointment.

Offline HellishFiend

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Re: AVWW Beta 0.901 "I May Or May Not Want To Be That Guy" Released!
« Reply #5 on: March 03, 2012, 02:48:18 am »
Platforming difficulty! Nice!!  :D

And yes, this is an amazing community that I'm proud to consider myself a part of.   :)

Edit: BTW, LOL @ the "I wanna be the guy" reference. If anyone doesnt get it, they should watch some of azuritereaction's playthrough. Some of the platforming challenges later in that game are unreal, and illicit some pretty serious rage.

WARNING: Not safe for work. Dont watch unless you're prepared to hear some cussing.  :)
http://www.youtube.com/watch?v=U3EDtdgb5s4&feature=results_video&playnext=1&list=PLF7E1E1B12A6A30E7
« Last Edit: March 03, 2012, 03:16:09 am by HellishFiend »
Time to roll out another ball of death.

Offline Minotaar

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Re: AVWW Beta 0.901 "I May Or May Not Want To Be That Guy" Released!
« Reply #6 on: March 03, 2012, 06:46:06 am »
Did anyone actually find an NPC rescue mission after the update? I spent a lot of time in various houses to no avail. They were quite common before.

Offline zoutzakje

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Re: AVWW Beta 0.901 "I May Or May Not Want To Be That Guy" Released!
« Reply #7 on: March 03, 2012, 07:15:32 am »
very nice ^^ I was thinking about spending this day on AI war, but I really gotta try out some of the new changes now.

Offline Moo

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Re: AVWW Beta 0.901 "I May Or May Not Want To Be That Guy" Released!
« Reply #8 on: March 03, 2012, 07:29:43 am »
Did anyone actually find an NPC rescue mission after the update? I spent a lot of time in various houses to no avail. They were quite common before.
Yeah, I've found a few.

Offline Dizzard

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Re: AVWW Beta 0.901 "I May Or May Not Want To Be That Guy" Released!
« Reply #9 on: March 03, 2012, 07:50:23 am »
Did anyone actually find an NPC rescue mission after the update? I spent a lot of time in various houses to no avail. They were quite common before.

Oh dear, I didn't find them that common before the update.

I must have spent well over an hour the other day and only found one.

Offline Terraziel

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Re: AVWW Beta 0.901 "I May Or May Not Want To Be That Guy" Released!
« Reply #10 on: March 03, 2012, 08:26:44 am »
So what platforming difficulty has everyone gone for?

Personally, having tested them all by jumping off a handy nearby cliff, I lumped for "I am already the guy", but on a new world I will probably be considerably less likely to do so. "I am already the guy" provides the sort of damage i want with my upgraded character, on a new one i'll probably take it down a notch or two.

Offline keith.lamothe

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Re: AVWW Beta 0.901 "I May Or May Not Want To Be That Guy" Released!
« Reply #11 on: March 03, 2012, 09:34:48 am »
My enchant chance started out at 800 something percent when I got a container after patching. But it went down with each container, and has now normalized. I assume this is just due to the change in the scale, so it's not really worth bug reporting. Kind of funny though. Of course all I got out of all those instant guaranteed enchants was worse duplicates of stuff I already had, so this is the worst exploit ever.
Yea, all sounds normal to me :)  It's only burning 200 points at a time, and can only give one enchant per container, etc.
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 KDR_11k

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Re: AVWW Beta 0.901 "I May Or May Not Want To Be That Guy" Released!
« Reply #12 on: March 03, 2012, 11:01:39 am »
The first enchant I got with the new system was a dupe (-25% cooldown time) but I assume that's because I got the previous enchant before the tier system was added.

Offline BobTheJanitor

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Re: AVWW Beta 0.901 "I May Or May Not Want To Be That Guy" Released!
« Reply #13 on: March 03, 2012, 11:55:21 am »
The first enchant I got with the new system was a dupe (-25% cooldown time) but I assume that's because I got the previous enchant before the tier system was added.

Yea, verily: "If you're playing a world started before this version you'll likely get some duplicates of the first-tier stuff since you already have them, but it should be a pretty shortlived time that's happening to you. And now that you're getting new enchants on a more predictable basis, rather than on ever-increasing intervals, that won't be as annoying in the first place. "

Offline BobTheJanitor

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Re: AVWW Beta 0.901 "I May Or May Not Want To Be That Guy" Released!
« Reply #14 on: March 03, 2012, 12:04:59 pm »
Did anyone actually find an NPC rescue mission after the update? I spent a lot of time in various houses to no avail. They were quite common before.

I have not, actually. Kind of odd. I used to trip over them every few buildings. Every secret building mission I have found so far since the patch has been a stealth assassination.