Hello, adventurers,
This week again, we picked some hot topics among the community, trying to answer your questions with this Adventure’s feedback
If you would like to read the last week's feedback, please go to:
http://steamcommunity.com/games/361800/announcements/detail/494668657661637097
Ok, let’s take a look.
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Q1. Big changes have been made for the Heal system in the PTR, and this could change the PvP battles. As a PvPer, I have many questions about the PvP system, including the Outlaw area. Tell me more about the Outlaw area and the faction system.
- From the official forum and the ToL Steam community
A1. As I mentioned before, the World will be divided into Normal and Outlaw areas. In the peace zone, you can live in peace without a battle. We are considering to disable PvP battles there.
On the other hand, PvP is available in the Outlaw areas, located in the middle of the World. The adventures from the peace faction also can take part in a PvP battle. The closer to the core of the map, the better resources you can get; the monsters in the centre are much stronger than ones on the outskirt.
As there will be issues after the World is divided, we are carefully designing the system: we will place the open terrain on the boundary of the areas, where no building can be placed (PvP is still possible). Suppose that someone builds the base on the boundary of the peace area and would frequently move in and out the Outlaw area to rob/kill an enemy adventurer or to try to refuge in his base during the battle. As we have a certain size of the open area, this is not possible.
Regarding the Relic war, you are to carry a Relic to your faction camp/castle located in the centre of the World. In this system, you will not have to take a risk and can save time and the resources to protect your own base. It makes the war fair, too.
- From Wonpary in the game design team
Q2. I remember that survival used to be a big part of the game. Recently, however, I feel ToL becomes an ordinary RPG, because survival gets easier than before and the update is focused on the PvP contents. I want the game to keep the characteristics: the survival doesn’t have to be tough and difficult but details: eating, drinking, setting on fire when it’s cold, etc. I believe the details could add more fun to the game.
- From the official forum
A2. I believe ToL is a game of adventures and construction, helping each other.
In the beginning of the game, you will have to get something to eat and craft tools to survive, as a castaway; you are asked to protect yourself from the monsters, look for other people and to help each other. Then life in the island begins. I hope the life in ToL is full of fun as well as the survival.
In the early stage of the development, we put ‘unfriendliness’ in our game: no tutorial, teleports, etc. This was to build the reality in the game: you are lost and have no idea what to do in the strange island; hunger attacks, hard works to collect something to eat; threats from the wild creatures, etc. These made you feel hard during a game play. We believed that you would have fun, getting through the wild life. However, we have learnt a lot during the Early Access service and found that unfriendliness wouldn’t bring any fun. We will remove features that stop you to enjoy the game and improve systems for the better game experience.
We noticed that the survival becomes easier than before. As it is still a part of the game, the system will be continuously improved, so that more and more players can enjoy ToL.
- From Wonpary in the game design team
Q3. I read the previous feedbacks, and found there are many changes on Healing, Farming, and Ranching. Also you have mentioned in the previous feedbacks that the new combat system is being developed. But I didn’t see any comments about the PvE, specially the Merman invasion. Please tell me something about the contents.
- From the official forum
A3. Of course, PvE is a big part of our game.
We have categorized PvE into 2 areas: the field battles and the special contents like the Merman invasion.
Firstly we are trying to make the field battle even more interesting. In the current system, a field battle is not really fun, as the monster leveling is very simple. The monsters were strong, but become relatively weak once you build your base and craft a good weapon. We are creating new monsters to add. Each of the monsters has its characteristics and attack skills, and you will have to think about an efficient strategy to get it down; they could kill you if you simply hit them. The images below show the new monster race. They are equipped with a spear or a sword and trying to kill you.
Regarding the leveling (difficulty), weak and strong monsters will not be mixed up in one land; they will live in different areas. After the new combat system is updated, the field battle becomes more interesting! The developers are working hard to release it soon.
The Merman invasion will become more fun for the light users as well as the heavy users. It could be a quick fun game that you would go for one round before you quit. This does not necessarily mean the contents become simplistic and light. After the size of a base has been ‘standardized’ (the Warden Tree update), we can make the Merman invasion fun and fair: in the old system, you could simply build up as many building as possible, so that the Merman could not break through your base. In the new invasion, you will defense the raid with your friend (party) at various difficulty levels. This contents will be updated after the new combat system and the improved field battle.
- From Wonpary in the game design team
Q4. I have a question about the new engine. I have no idea about the tech, but will the engine make the game graphics better? Do the changes make it more realistic? I love the cute characters and the scenes, though.
- From the official forum
A4. The new engine does not change the cute characters : )
Here are the different things that will be improved when the new engine is introduced.
1. Game graphics: various light effects, water-graphics, better shading, etc. will make the game graphics great.
2. Optimization: the fps drop will be minimized.
3. Development tools: It speeds up the development process. This means the developers could make the game contents faster than before.
4. Terrific terrains: with the new engine, the developers can create interesting terrains like underground tunnels. The old engine did not allow us to create oddly shaped cliffs and tunnels, which the new voxel engine does. For example, there will be a tunnel under your base! Monsters might use it to move somewhere.
I am thinking about a feature that you can dig a hole, modifying a terrain. I have got no detailed plan yet; it’s so interesting that the idea hangs over my brain. I think the feature could be implemented when we have a dungeon in future.
Apart from those, there will be more improvements that you could actually feel.
- From Wonpary in the game design team
Q5. The pic of the day: Alice’s choice
Lots of nice screenshots are on the Steam community! Let’s take a look. +_+
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Ok, that’s all I have for now. See you next week!
