During this past week, we've been busy working on new features, bugs, and looking into a couple glitches reported this past weekend.
One of the features we have been working on is kicking: In addition to being a sneaky way to throw off your opponent, it can really come in handy against players who are cowering behind a shield or who are constantly parrying your attacks. A swift kick will break through his defences, giving you the opportunity to land a blow to the head. But be careful, a poorly timed kick can leave you vulnerable! A kick will also apply a satisfying knockback force - perhaps over a cliff or into Felicia the Bear's death pit.
Fishing is also in development. You will be able to catch fish of different species depending on what sort of bait you are using, which can be caught by swinging a net through swarms of insects. Or, you may get lucky and find a worm while digging through dirt piles.
Fish come in different sizes, so it is important to try find the best fishing location. We are setting up the fishing rod and its animations, and plan to re-balance the food/hunger/thirst design when fishing and farming are fully implemented, as there will be many new food options. We welcome your thoughts on hunger/thirst in ROK, and how you feel about the current equation of bread, berries and meat.
The anti-hack report systems are going well. We are looking into systems which monitor gameplay for suspicious activities, as a supplement to player-generated reports. There are also some bugs being fixed when using the reporting system through the "Esc" menu.
We’ve been monitoring threads and discussions related to our recent design changes to siege mechanics. At this time it seems like most of the community is responding favorably toward these recent changes. However, we're still keeping a careful eye on how it plays out, as it may need some more tweaking yet. As always, we appreciate everyone’s opinions and suggestions.
Thanks for Playing,
- The Code}{atch Team