August 10, 2011
Coding Mania, and what’s next to come...
Those of you who frequent the forum were treated to a post from our Fearless Leader, Titan. For those of you who haven’t seen it, here’s his post in its entirety:
For those who are wondering what the changes made on Friday and over the weekend actually were, I am here to enlighten you.
What it means for you is a variety of exciting possibilities. I’ve installed several structural changes as promised in EpicDuel Delta that will make new features possible. Prior to this update, many of the major features were what I would classify in the “overwhelming difficult to build” category because of limitations caused by the design of the game code. After spending loads of hours rethinking and retooling the engine, you can expect big expansions to the game at a rate faster than you’ve seen since we launched.
Some of these features include new armor types (not just for player, but also for NPCs), larger more meaningful factions, tournament brackets, larger buddy lists and group chats, item banks, improved retraining system, and additions to the storyline that will push the faction war to new limits.
Thousands of lines of code were updated to work more dynamically over the weekend... this means faster development times for new features in the future. When it comes to adding things like new drops, prizes, armors, weapons, etc, it’s now a much faster process for us. Instead of having to define an item id in 15+ different places, we can now more rapidly create content that simply works! This is an empowering change for Nightwraith and Charfade as they’ll be able to more easily add content without the need for additional coding assistance.
These are all ways in which we can now improve the game for you, and though balance changes had to wait until this week, the options now available to us for new features, and items is vast. Overall, this week’s progress, though it may not look big content wise, has been a very big step! We would like to thank you all for understanding, and hope you enjoy the exciting features and items these changes will allow us to release!
Plus, an added benefit that hopefully most of you are finding is an improvement in server response times... faster gameplay means more battles, more fun, and more EPIC!
As always, the entire EpicDuel staff is dedicated to making a fun gameplay experience for everyone, whether it’s Titan actually coding the game, or Charfade and Nightwraith drawing the in-game content, or my team balancing, testing, and disciplining the game, or me with the varied things I do for the game (writing the DNs, some of the writings on the website and in-game are my doing, I run the Facebook, etc.) We are working hard to improve the game, Dear Players, and I hope that hearing it directly from Titan reassures you of that fact.
I announced last week that we were prepared to roll live with several proposed balance changes, including adjustments to set-damage skills (such as Plasma Grenade or Overload), which could either buff or nerf the skills depending on your current build. Factoring in character’s level with set-damage skills will establish a more fair range of damage for the skill, and allow us extend the usefulness of skills that are often overlooked at the higher levels. This level based improvement formula. can also be extended to buffs and debuffs. We will even be able to control the rate at which certain skills improve to prevent them from becoming UPed or OPed at higher levels.
As always, we’re concerned with improving balance and making the game more fun, for all of our players, and some of these balance changes should help to bridge the gap between paid and unpaid players. It’s always been a tricky situation for us to maintain balance, and the battle is never over. However, with changes like these, we feel we’re taking steps in the right direction.
In addition, we’re talking about raising the level cap to 34, so both paid and free members will have something to which they can look forward!
Insect Fact of the Week
If you’ve gone down through the mines, you’ve likely met Insectoid mine worker Kraggor. Kraggor’s people are modeled after real-life eusocial insects. In these creatures, which include members of the orders Hymenoptera (bees, ants, and wasps), and Isoptera (termites). Eusociality is characterized by a colony being “ruled” by a Queen, who is the mother of the colony, and has a very strict division of labor. The workers, such as Kraggor, in this type of system are always the Queen’s daughters or sisters, who perform upkeep tasks, building, food gathering, and caring for the young. Males in these colonies are soldiers when they live in the colony, although in the case of termites, many colonies have both a King and a Queen.
Some species of gall-forming aphids or thrips (order Hemiptera, or True Bugs) display a type of eusociality where non-reproductive members of the gall become soldiers, who protect the young.