Hello, adventurers,
It's Alice here! 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/510426853383637381
Ok, let’s take a look.
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Q1. I think you must make a change over the PvP system. It is ridiculous to keep a night watch on the castle, being anxious about an enemy attack. And we see many of the players stay in the neutral faction, but I don’t think they hate wars: they would love to join a small battle with their friends, or give a punch to an irritating enemy. They (and I) don’t want to change the faction and take a huge risk, just to have a fun battle. To sum up, (1) change this 24/7 war system; (2) Why don’t you make a sport-like battle mode?
- From the official forum and a fansite
A1. I see the current PvP system gives you stress. We are going to improve the Relic war and the Faction system. The current systems were designed for a free war and quick recovery after the war, but I see there must be an improvement over the system from the bottom.
As you know, the developers are working on the new combat system; the game design for the new Relic war and the Faction system is almost complete, and the improved systems will be developed and released in the first half in 2017. I am going to tell you about the new Relic war and the Faction system.
Relic war: Unlike now, you are to carry a Relic to your Faction camp located in the centre of the world. Once you successfully set the Altar in the camp, the Relic will be activated and give the buff over your Faction. This means you will not have to take a risk and can save time and the resources to protect your own base (buildings).
Faction system: The whole world will be divided into two areas: Normal and Outlaw; PvP will be available only in the Outlaw areas. You have already noticed that we have some areas in the world where you will see “Outlaw area” in red; this areas will be for the PvP battles. In the dangerous areas, you can collect better resources and meet stronger monsters; the peace faction characters also can participate in PvP. We are thinking about potential issues over the changes and will design the system carefully.
- From Wonpary in the game design team
Q2. I am reading the feedbacks every week: many topics and many questions in the community. The feedback does not 100% answer the questions, but it is still nice that I can see where we are, how the development goes on, what you will introduce, etc. I think the images you showed were great to see: new landscape and the drawings. Any graphics to show us this week?
- From the official forum
A2. Of course, we got some images to show you. Here come the concept arts.
The art work below describes Fragrant Poisonous Area (remake). The area will be full of strange plants!
The weird trees will be placed in the poisonous area, and you can cut them.
Those are terrain features. You cannot interact with them, but they will make the area more “scary”!
The art team has made great works (3D, animations), but I won’t show you right now; you will see them later :D
- From Wonpary in the game design team
Q3. I am using a two-handed hammer and a spear, but found that they deals almost the same damages as a one-hand sword and a dagger: same Copper, same grade. My Two-handed and Spear Masteries are much higher than Sword. Is this a bug? Or is the damage not connected to the level of Mastery?
- From the ToL Steam community
A3. The damages of the two-handers are from x1.6 to x1.8, compared to the one-handers. In the current system, you can see the order (or stages) of a weapon. The damage of a certain two-hander could be similar to a one-hander on a different stage. We see this looks bit vague and confusing and will make it simple and clear, during levelling and balancing works.
Strictly speaking, the mastery is not directly related to the damage. Basically the damage is defined by the character status (i.e. STR, DEX), plus the weapon stat: this means the mastery itself does not increase the overall damage, but the character stat. The mastery decides whether your attack is successfully made, after comparison to the opponent’s mastery level.
- From Wonpary in the game design team
Q4. The last update was in Sep, and the hot fixes in Oct. I feel it’s time for a new update, because it’s December soon. We know the developers are working on the new combat system. When do we have the update?
- From the ToL Steam community
A4. You are right, it is time for an update. The developers are working on the new combat system and trying to finish it in Dec. If everything goes perfect, the update will be uploaded on the PTR by 15th (it’s next week!)
The new combat system indicates how every battle-related activity changes. The most noticeable change is the hit accuracy (I am not talking about chance to hit) ToL is MMORPG, but we want to make a fun battle with impact like a console game. You will like it.
Note that the live update is planned on 22nd, and we are trying to make it in time (before 2017), still it might be postponed unless everything went fine.
- From Wonpary in the game service 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!
