Showing posts with label The Repopulation. Show all posts
Showing posts with label The Repopulation. Show all posts

Sunday, January 19, 2014

100k Reached! Next Stretch Goal: Traveling Vendors

We reached a large milestone today while crossing into the six figure range in our ongoing Kickstarter Campaign. With that milestone we reached a stretch goal that will bring Cooperative Structure Placement into the game. Decorators and city builders should enjoy this feature, which is documented in our most recent update.

It also means that all backers with Closed Beta Round 2 or earlier access will receive the opportunity to invite one of their friends into Closed Beta Round 3. The invited player will also gain access to one preview weekend of access at some point during during Closed Beta Round 2. This was our way of saying thanks to our backers for all their support.

Our sights are now set on our $115k stretch goal: Traveling Vendors, which has been one of our most requested features. This goal allows players to mark themselves as a vendor at any time. They can do this from anywhere in the world, even when out adventuring. While this flag is enabled other players will be able to interact with them to browse and purchase goods which they have marked for sale, without any player interaction necessary.

It doesn’t end there though. Your goods will also appear in the auction system. Players can elect to purchase your goods automatically through this system, provided they are willing to pay the shipping fee. Or they can elect to travel to purchase the items from you in person, avoiding the auction fee.

If you wish to sell items while you are sleeping or AFK, you will be able to flag yourself as an AFK Vendor. This will cause an icon to appear over your head, denoting to other players that you are open for business. This is an easy way to attract the attention of others if you are in a crowded location, such as a city. It will also allow players to gain a tracking arrow to your location if they found one of your goods in the auction system, and would like to find you to avoid the auction fee.

Player Created Cities will be able to specify which players are allowed to create traveling vendors within their cities, and be able to collect an optional tax on any item sold in their city. For example, you could only allow your nation’s members to place these vendors to avoid crowding, or to disallow them entirely, if you so wish. You could also aim to create a bustling trade market, by allowing any allied player or any non-hostile player to set up shop in the city. NPC controlled cities will apply a flat fee for goods sold to avoid overcrowding in cities. But you will be able to set up vendors for free in PvE Housing Areas.

Needless to say we’re pretty excited about this feature. We hope that it will provide PvE only players with an opportunity to create their own vendors and shops, without forcing them to brave contested territories. We also envision the taxation options in Player Created Cities to create an interesting market dynamic, which allows towns to differentiate themselves from one another.

Friday, January 10, 2014

Next Stretch Goal: Points of Intrigue

The second stretch goal is behind us, and ensures that Adversarial Camps will become a reality. You can expect an article on this feature after the implementation is complete

The next stretch goal is an extension to the engagement system which we are referring to as Points of Intrigue. In the PvE world Points of Intrigue will pop up in random places infested by creatures or NPCs. Some will require a few players to clear out, others will require multiple groups. The more complicated the Point of Intrigue the better the rewards for capturing it. Rewards will include longer term buffs that will aid your player during your play session, as well as the usual assortment of engagement rewards. Once a Point of Intrigue has been captured, any player who visits that location will receive a receive a buff for a period of time. Some Points of Intrigue will also spawn special NPCs who are only available upon their completion. Once the timer expires, a new Point of Intrigue will appear somewhere else in the world, attracting players to the new challenge.

The PvP variety will work in a similar fashion with players needing to conquer the Point of Intrigue, but only 1 Nation can be considered the winner. The Nation then will be able to select if Allies of the Nation will receive any of the minor benefits. More Point of Intrigues will provide city and nation incentives, such as improving happiness in the Nation’s cities.

The goal of this system are similar to most engagements: To provide an ever-changing list of opportunities, which encourage players to work together under a common goal.

Tuesday, January 07, 2014

$70k Stretch Goal: Adversarial Camps

We’re happy to announce that we’ve reached our first stretch goal. When we crossed $60k in pledges it ensured that the Rocharus Mount will make it into launch, and become our first tamed mount. Stadi Thompson spent the past few days getting this mount rigged and ready. We still need to write some of the mechanics for these and there is some animation work to be done, but you can find a screenshot the first pass implementation of this mount at the end of this update.

We now turn our sights to our $70k stretch goal: Adversarial Camps. Adversarial Camps are a new spawn system which is aimed to add even more randomization to our areas. Adversarial Camps work similar to our Den system, except with very different goals.

Dens were designed to scale spawn rates based on the number of players, to be able to randomly select the mob types in an area, and to provide a variety of different spawn rules to allow for scaling waves of content. They were also designed to shut down though if no players remain in the den’s trigger grid for a period of time, and also to prevent an area from running out of mobs when there are larger concentrations of players. The combination of these features makes them very scalable and in general we are happy with the system. But they also need to be laid out in a grid, which means that their locations are static, they just turn on and off based on need.

Adversarial Camps are similar to dens in many ways, but they are able to handle longer term spawn manipulation. That functionality is currently only available through engagements. When the world manager decides that it needs a new camp from a certain type and range of monsters it will randomly place one into the world. Once spawned this camp will grow in size and difficulty until it is stopped. The chosen location and the rate at which it expands is independent of players. If an Adversarial Camp is left unchecked it can grow to become very large, but will also generally provide greater rewards for the player who band together and clear it out. The longer they exist, the tougher they will become. Where Dens ensure that our world has a constant supply of mobs, Adversarial Camps mix up the counts to allow for more random infestations.

 The goal of this system is to add variety to our existing spawning systems, to allow us to create new content more quickly, increase the randomness of our spawn systems, and to add an additional layer of variety from one trip into an area to the next. They should make a fine addition to the game.

Sunday, January 05, 2014

$60k Stretch Goal: Rocharus Mount

We’re happy to announce that our Kickstarter campaign has reached it’s initial goal with 21 days remaining on the campaign. We’d like to thank everyone who has backed or supported the title over past couple of years. You guys have been amazing, and we look forward to getting many more of you into the game over the next few months.

With the initial goal behind us, we turn our sights on the stretch goals. They are the primary purpose of this campaign after all. We hope to cover each stretch goal as it gets on deck.

The first stretch goal, at $60k is the addition of tameable Rocharus mounts. These will be the first mounts in The Repopulation. We had originally planned to only support vehicles, and then possibly explore tameable mounts post-launch. But this feature was requested so many times over the years that we had hoped to be able to squeeze it into launch. We designed the vehicle code to be able to support these in the future, and after we hit the $60K stretch goal these mounts will become a reality.

We’ve attached a screenshot of what the Rocharus species looks like in-game to give you an idea of what you’ll be riding. Make sure not to jump on it from the front.

Monday, May 13, 2013

Resource Extraction


We have spent a bit of time looking at the crafting system in previous articles, and even have a 20 minute video, so we thought it was important to have an article looking at the other side of this system: resource gathering. In order to properly fuel the crafting system, resources need to be collected in some fashion. We feature 2 systems for this and this article is going to focus on the first one: Extraction.

Extraction is the process of removing resources from dead creatures. In most games the standard extraction method is an ability and the results are based on the level of the creature. While our method includes an ability, Corpse Extraction, we do not have a traditional level system built into the game, instead we focus on the resources' grade. At the lowest difficulty, a creature can yield grade A results, but the chances are slim. When the difficulty increases, the chances for a higher grade also increase. As you extract from a particular species, you gain Species Mastery, which allows you to more easily extract resources from that creature. In addition, species mastery can also be increased by engaging in combat with the species in question.

Extraction is completed using a 2 round process: the first round allows the player to determine how difficult the extraction will be, while the second round is used to determine the grade of the material harvested. Both are impacted by your skill and your species mastery. The more skilled you are the quicker and easier the process. Driving up the difficulty during the extraction will increase the chances of getting a better grade. Various creatures have differing maximum difficulties.

 

The next step is to increase the grade. The grade is generated once the difficulty stage is completed. Once the Grade stage starts, it will list the maximum available grade that you can reach. Time, as well as your skill, comes into play here.. If you aren’t greatly skilled at extracting, getting a grade A result might be a bit of challenge in the time allowed.

The last choice is the quick option. Choosing Quick will save on button presses and time by combining 3 difficulty and 3 grade increases in one click and then finishing the extraction process. If the maximum possible result for the grade ends up being an A the automatic process is stopped so you can manually increase the grade. The 3 grade “increases” done through the Quick method most likely not result in an A result allowing you to take advantage of the high quality opportunity.



Once the process is finished the system will then check against the extraction list and spit out the appropriate results. Much like the crafting system there are multiple possibilities based on difficulty and grade. At low grades, it is possible that no items will be extracted. At higher grades, the chance of an item being extracted increases and additional options might open up as well.

Beyond these changes, there are a few things still on the table to be implemented a bit further down the road. We would like to add an event like system similar to what we have with crafting, to allow a bit of extra randomness and risk taking in the process.

Our next article will focus on harvesting and the options available for non-combat oriented harvesting.

Sunday, March 03, 2013

Crafting Interdependence

One of the major aspects of the game we often espouse is a heavily player driven economy to fuel and drive the game versus a heavy emphasis on end-game raiding. Our team is working diligently to create the recipes for the many skill lines, and today we wanted to take a closer look at the interdependence created from the many recipes, skills, and ingredients that will be available. What is interdependence exactly or how do we define it? In many other MMOs you might have some reliance on gathering for crafting, but the design is simple; you either collect the raw materials or purchase them, and then you craft everything yourself. We have a system in place that at times goes 4-5 layers deep with a wide variety of recipes and skills used to create the components that would go into what we call an “end product” such as a Fitting.

This might sound a little excessive at first, and when you see our flowchart for a single fitting it certainly seems like a lot, but crafting is one of the core components of our system and building interdependence will ensure that players have to work together to create the best products in the game. It can be as a solo crafter working through the auction system, shops, or work order system (reverse auction) to purchase the ingredients and agents needed. Alternatively, it can also be with a few friends or new online friends to work together as a group or as a large group feeding the needs of their nation who in return supply them materials and other resources. Materials are gathered through harvesting; whether it is from an ore mine or a defeated creature all the raw materials harvested are useful to one trade or another.

This gives all crafters a specific role to fill since, although crafting an end product like fittings might be a lucrative business, crafting the subcomponents required to make those end products can be equally lucrative. The interdependence of the crafting skills ensures that each skill can be a great source of income. We also have crafting options available for the gatherers in the system as most of the “raw” collected resources will need to be refined before they can be used by crafters. In the case of fittings, this is a very important step of the process as the refined materials determine the available attributes for the fitting to utilize.

As mentioned a few times before, since we have no levels there is no artificial limit in place to stop brand new players from building up their crafting skill and recipes. If you can acquire the materials, through gathering them yourself or purchasing them, you can create anything you have enough skill to create. We have both a grading and a progression system with recipes. The grading system will allow crafters to learn higher quality recipes than other crafters who are just beginning a crafting skill, and the progression system will gradually increase the quality of frequently crafted items.This will help to build up demand for highly skilled crafters and the high grade materials that they will need to craft the best products in the game. Mix that with some special rare drops and a robust recipe system that easily changes the outcome with a simple ingredient change, and you have the ability to provide even more high quality and scarce results. Finally, the crafting attribute system wraps this process up by adding flexibility to stats for fittings and allowing us to wrap other systems around these attributes for other recipes not involving fittings.

Here is an example of a mostly finished recipe set out in a flowchart. This is one of the most complex items in the game, so it will serve as a premiere example of how interdependency works. Remember, recipe mastery, resource quality, sub-component quality, skill level and luck will all play into the quality of the end product. You will not be making '+3 iron dagger' just like the 47 thousand others just like it on the auction house. You will be making the best item you possibly can, using material that you, or other dedicated crafters, have gathered and created. In this example the “Dodge” stat would be the primary one and, depending on the attributes granted by the refined bar, will contain other stats that will be considered secondary and tertiary. We hope you enjoyed this look into crafting interdependence and encourage you to keep an eye out for a new crafting oriented video before PAX East showing how crafting is shaping up for Beta. Click to enlarge picture.

Name:  6b6c694d-3863-49f0-81ea-17a6cd6999c6.jpg
Views: 11
Size:  67.9 KB

Saturday, January 19, 2013

Crafting Attribute System

We wanted to highlight one of the new additions added to the crafting system in December, the attribute system. Though briefly mentioned in our change notes and on the forums, the attribute system was a fairly major modification in the crafting process. The exciting part about it is that the attribute system further impacts the customization of your character’s equipment.  Before we start to walk through the system, it might be important to do a quick run over how our system works for those who might not be familiar with it.

As many of you might be aware, The Repopulation has no levels. Instead we offer over 70 independent skills. For Trade Skills we offer a mix of resource collection and crafting skills that intertwine. In addition, some crafting lines include collection skills. The trade skills also include skills for creating fittings which are like sockets, stems which are like boosters, traps, robotics, vehicles, and so much more.

Without levels, we have no artificial restrictions placed on crafting by other aspects of the game (such as needing to be level 30 to craft something even if your crafting skill is high enough). Naturally, you cannot create the biggest and best stuff early on. You will need to hone your skills over time. If you want to make a name for yourself as a crafter in The Repopulation you will be able to do so without other barriers restricting you.

We have a rather distinct configuration for our equipment using what we call “shells” and “fittings”.  The armor, handguns, rifles, and swords are simply basic shells that have basic stats. Weapons all have base stats and different uses such as automatic weapons are best against lightly armored foes where sniper rifles and heavy impact weapons do the most damage against heavily armored foes.  However, there can be multiple visual representations of this rifle or that piece of armor, which have the same core stats.  This lets you choose your equipment based on a certain look and then you can customize the armor to match your play style.


cim1

Each piece of equipment holds a specific amount of modifications slots that we call fittings. These modification slots are similar to a socket system where you can place certain types of fittings in an item based on their major attribute types. The fittings have a letter label (“A”, “C”, “E”) and based on the label, their attribute type will make them modify damage resistance, accuracy, energy regen, and other stats associated with a shell. This lets you modify the base shell of your armor however you see fit without having to choose specific weapons or armor because of their stats.

Now that we have taken that minor detour lets look at the new change we implemented, the attribute system.  Our crafting system already featured a flexible recipe component system where putting different parts into the recipe produces different results. We also have a quality/grade system to differentiate the results of beginning crafters and experienced crafters.  We wanted to add a bit more flexibility to the system by allowing more control over some of the stats associated with the fittings.  To overcome that hurdle we introduced the attribute system.  

Each resource in the game used for fittings has primary stats that are directly associated to that resource in some fashion such as Physical Resistance, Accuracy and so on. These resource attributes are not randomly assigned. Each material has multiple attributes that are assigned into 3 categories: Primary, Secondary, Tertiary.  Primary attributes have the highest values (typically 7-10) with secondary in the middle (4-6) and tertiary at the bottom (1-3).  These values are static so a chunk of calibrite will always have the same attributes, but it can have a random grade value associated with it that impacts the rarity and significant worth of the material (grade A being the best).


cim2
The next step in the process is refining the material.  Calibrite ores' primary attribute is Physical Resistance, there is no other ore that can provide as high a bonus to Physical Resistance as Calibrite. As part of the crafting process, refinement requires the player to take the harvested ore and create a refined metal bar. Based on the agents players use in the recipe, they get to choose which attributes are on the final product. With more than ten attributes available on each ore, players must decide which ones are most important to them as they create the refined metal. The refinement system does not only use pure ores, but allows for combinations of ores and minerals to create alloys which have unique attributes of their own. The refined results are then used by another craftsman (or if you are skilled enough) in another recipe to create a fitting with the refined materials.


cim3

As mentioned with fitting there a letter classifications for fittings such as “A” or “C” or “E”.  These are typically comprised of primary, secondary, and tertiary stats much like the materials such as calibrite.  “A” class fittings primary consist of the core combat attributes dealing with damage increase and mitigation across the different damage types (physical, energy, fire, etc) and have secondary and tertiary stats that are more limited in value.  “C” class fittings deal with recovery/retention style stats for health, energy, momentum, and endurance and might include some secondary and tertiary stats available in “A” class fittings.  Across the spectrum, players can add multiple stats and make detailed choices about customization, but the system is tailored to prevent people from stacking full damage on everything and creating an excessively unbalanced weapon or piece of armor because each fitting has a limit of each attribute that can be placed on it from the refined metal used to create it.  The crafted fitting takes the attributes passed to it by the refined metal and its grade to spit out the stats. When the fitting is slotted in a weapon or piece of armor equipped to a character, those stats are added to the character or used by the weapon or armor when used.


cim4
One of our goals is to create a fairly complex crafting system. Our economy and ecosystem are designed around the idea that there will be no moderate to high end fitting drops, facilitating a fully player driven world. We feel this will provide a diverse crafting experience, offering both a quick learning process and the complexity of refinement and producing sought after end products along with a high level of customization that will satisfy players of all backgrounds.

We hope you enjoyed this deep dive into the crafting attribute system.  We look forward to doing more of these in the coming months and soon you will be able to get your hands dirty experiencing it for yourself.

Tuesday, January 08, 2013

The Repopulation: 2013 Preview


Hello and welcome to our 2013 Preview for The Repopulation. 2013 should present itself as a great year for us with the next major milestone in our development, Beta release, around the corner. We are also looking forward to opening the doors for more people to start testing and eventually playing The Repopulation. 2012 offered a lot with us attending GDC and getting an excellent chance to show an early Alpha build to the public and that resulted in a few nice write-ups much like this one here.

Around the same time during the summer we started Alpha testing and our Kickstarter campaign. The additional capital helped to offset some of our costs and bring in some additional help. We are still taking Alpha requests, and plan on at least one more small wave of alpha testers before we open for private Beta testing. Your applications will still be valid as we move into Beta.

After a busy summer things have been fairly silent from us in comparison to the first half of the year. Our primary focus has been on development. During that time we have seen an engine upgrade or two, significant improvements and adjustments to many major systems in the game bringing them closer to completion. A major world design overhaul provides a better seamless experience while allowing us to complete the work even quicker than before, and a considerable amount of content has been added or updated.


Now, looking forward to 2013 our first major milestone that is quickly approaching is closed Beta. We are not to the point where we can announce a date yet, but our best statement on the timeframe is Spring 2013, with release tentatively scheduled for the end of the year. We are not under any major deadline, pressure, or financial duress to release by a certain date or time so we want to make sure the game is ready to go when we set an official release date. This will of course depend on how well the Beta goes and the feedback we receive. Our top priority is to ensure that the game launches in a polished and solid state.

One of our shifts in 2013 is going to be the amount of information/press features that will be releasing this year. Starting this month we will be doing more frequent press features focusing on a variety of topics and will start to do more video updates as well in the coming months and more as we enter into Beta. We have a large amount of information available on our website and our forums, but having a more detailed approach on certain topics should help get the word out, allowing those on the fence to evaluate their interest a bit more without drudging around in our forums. We should even have an update to our website/forums early this year with a new sleeker look as well.

Last year we attended GDC and this year we will be attending PAX Prime (Labor Day weekend in Seattle). If you plan on attending or live out in the area and want a chance to come check out the game or just stand around and talk with us please be sure to stop by and visit. We will have additional information once everything is taken care of, but for the time being it is the only planned conference we plan to be at for 2013. We will also be open to talk with the press and show off the game and field any questions during that time so please be sure to get in contact with us if you are interested in an interview as we would be happy to talk to you.


That is mainly all we have for now. We will be putting out weekly updates along with increasing more screenshots to our website, facebook, and email lists. We are still taking Early Adopter pledges that get most of what we were offering during Kickstarter and those will be good till we open for Beta testing. You can find more information about Early Adopter on our website. We want to thank everyone that has backed us so far and all of those who have been putting in a good word for us as it has helped to bring attention to this project and make our goal of getting this grand idea of ours out the door and ready for everyone to enjoy. We look forward to hearing from everyone in 2013 and hope 2013 ends up being a great year for everyone involved.