December / January were busy times for us as we were battling the issues of server stability, which turned in to the discovery of an exploit. Once we bottled that one up, so far, so good. We've been able to return our attention to the projects we had on hand.
Now I'm allowed to do a Developer's Q&A or Dev Blog, regarding what we've been doing, but with some limitations. Marketing will always want to hold certain bits of information for them, so I'm giving as much information as I can up front. Feel free to ask questions, but not all answers will be available until after either the marketing takes place or the update is released.
A couple of the major things we have in the current development pipelines, are a new Game Arena game/map and the Class & Skill updates that some may remember on Pegasus.
Draconis Peaks
A new Game Arena mode which has been in the works, tentatively referred to as Draconis Peaks. Here's a brief description of the new map and some additional notes on what to expect from game play:
Premium Account
Now, this folds in to one of the other avenues of development we've been working on, which is the enhancement of our Premium Account service. The desire to make it more enticing and desired is one of our development challenges to work on. Instead of trying to constantly promote items that may begin feeling saturated, some more focus has been placed on giving the Premium Account status a better bargain.
So, with that in mind, something new is going to be tried with the Draconis Peaks content. Our Premium Account users will be granted early access to this and future new content once it is implemented. It is possible that even some content will remain Premium Access only, but no decisions have been made on this yet. These are just ideas being mulled over.
I welcome feedback regarding the idea of giving more enhancements to our Premium Account Service to see what you, the community, would like to see become part of the Premium Account status.
Skill & Class Balancing
Next on the immediate list of development projects, Pegasus and the Skill & Class balances. If any of you were part of the testing phases that were done last year, you know that there were some extensive additions and mechanic alterations done. A lot of your feedback has greatly shaped the outcome of what was being worked on and more still is being done since.
We have reached a point where the Skill & Class balancing is now a more dominant focus of development, having seen the feedback from testing. There will be more test stages performed between now and our current goal of launching just before summer hits. This is a tentative schedule, because we want to make sure we have something that's as solid, balanced and enjoyable as possible.
System Expansion & Bug Fixes
Beyond that, we have some tough decisions to make during the course of the year because we are facing something we have been trying to put off for quite a while. Our database structure is archaic to say the least, as it was made many years ago under a different idea for what ROSE would eventually become. I'm happy to say that ROSE has become more than what we saw as an original vision and thus, it has expanded in ways unforeseen. Unfortunately, because of this, there are several supporting mechanics and back end structures we need to revise and in order to do this, it is going to take away a large portion of our development power to do properly. I'm hoping by the time this particular project begins, we will be able to have the means to support the creation of other aspects of content that will not impede on the work needed for the database.
One of the hard decisions we have is what to do with the party system. It has been operating under a bug for a long time and because of how long it has been part of game play. The bug is a simple math mistake, where the experience that is given from a monster dying, is intended to be slightly increased by a multiplier based on the number of players in your party and then again by the party level. Then that total, is supposed to be divided amongst the players in the party. The over all experience that is created would be more than if you were soloing the monster, however once divided it would be less than a solo attempt. The difference is, you have multiple members fighting the monster, making it easier by potentially an exponential rate. The bug is, that experience that is being divided to your party members, is being multiplied again, effectively making it only provide straight bonuses to experience based on being in a party. This is a huge error on our part and one of the largest contributing factors to why leveling in a party is exceedingly better than soloing, flat. But because this has been part of game play for so long, we've feared the backlash from the community regarding the feeling of it being a "nerf" after so long, even if it is a bug fix. But it is a serious issue we feel we need to address and soon. I'm hoping for some understanding from the community regarding such a bug fix to a feature that has been this way for so long, if not some ideas on how we might be able to help soften the blow. One idea is to increase the experience bonus provided from each party level to help offset the immediate loss.
Now, to bring the topic back to the issue of the database, once the restructure is completed, we will be able to have a much more flexible structure for us to be able to create new and dynamic content that will be enjoyed for years yet to come!
So there you have it, a brief peek and view of some of the things we have planned for 2013. I know this will spark a lot of questions, but please try to keep in mind a lot of this is still just creative thinking and nothing is for certain.
Dates and schedules for everything I've just talked about are tentative.
The Draconis Peaks' content, Skill & Class balances, which are already in development and the database restructuring, will be announced officially through our website once they are going to be implemented.
Updated 02/15/2013: Added notes on team size and point rewards for Draconis Peaks.
Edited by Genesis, 21 March 2013 - 01:05 PM.