Sarnautians!
Last week we talked about the fascinating features of the Astral. You may find our previous announcement HERE! Now, it’s time to have a closer look at:
• Weaponsmith
• Guild Treasury.
* Please keep in mind that information given below is subject to change at any time without notice and should not be considered as a final version.
WEAPONSMITH
Have you ever been met with incomprehension from other Sarnautians just because they did not understand your passions? Passions for do-it-yourself kind of activities? Have they treated you condescendingly every time they saw you reading mysterious books and trying to improve your knowledge of weapon craft mastery? Have they tried to convince you to give up and focus on warrior training? We are pleased that you haven’t listened to them!
Yes, some exciting news is coming! There is no need to keep your talents back anymore. Moreover, we are sure that everyone who used to make fun of you now will beg for your help and assistance. Your craft skills and expertise will be much appreciated! Here is the chance to become a famous weapon smith!
Visit Weaponsmith Trainer and begin your training.
Loads of work awaits you! Weaponsmiths are always in demand: they make swords, spiked clubs, bows and crossbows and even magic wands. But before you get down to crafting weapons, you will have to practice making knives and simple hammers…
Use a mobile forge to learn the list of blueprints available and prepare the right components. Then start to gather ores even today – that necessary material (used by black smiths as well) will allow you to perform your craft’s magic! Apart from shiny swords, spears and daggers, you will be able to create beautiful accessories and glyphs.
You will gain experience for each item you make. When you have gained enough experience, your skill level will increase granting you an access to new blueprints! Although you will have to obtain more advanced blueprints by yourself during your adventures.
To craft your weapons, you will have a similar interface similar to Blacksmithing, Leatherworking and Tailoring:
We wish you best of luck and loads of successful crafts! Especially the epic one!
Again, we have some good news for you. The end of your torment is imminent! No more spending hours with pen and paper on trying to figure out: who, what and how much! With the newest update, all necessary information to calculate the Guild account status and the latest operation logs will appear in a specially designed interface.
Even more, you, as a Guild leader, will be able to appoint an assistant who will take over bookkeeping duties off your shoulders. Newly added to the hierarchical Guild system rank, the treasurer will have the same rights as officers plus will take care of:
- Announcing fund collections (there are few options to choose from: amount of tax, Guild rank filters, Guild Tabard filter, comment to tax) - Setting amount of fees - Tracking those who have contributed and those who have not - Withdrawing money out of accounts without any restrictions - Increasing and reducing Guild members’ current debts - Placing bets on Astral sectors - Buying Guild levels for gold gathered in Guild Treasury
(all the above will apply to a Guild leader as well)
Guild members will be able to top up the Guild Treasury as well as withdraw money but with certain restrictions. All members should be aware though! All withdrawals will increase their debts. They will be able to reduce it by donating gold. Characters from whom the tax is charged will receive a notification message with detailed information about the status.
A new guild rank of Outlawed has been added. It will be assigned automatically to all characters having the Punished status at the moment of the update. The Outlawed characters cannot add money to Guild’s Treasury and have other restrictions of the Punished status. The Punished characters, however, can still add money to the Guild’s account.
We do hope you are going to enjoy all these new features!
___
Want to find out more?!
Remain tuned in and follow our next updates about the new features of Allods Online: Path to Victory! We will be revealing more about the Warrior Class Changes!
Also, feel free to join us on Facebook and Google+! There you will find EXCLUSIVE information, extra news and more…
Tags: 4.0, Allods, Allods Online, MMO, MMORPG, official news, update, video game
Tags: Allods, Allods Online, sale
Adventurers of the seven Astral seas! The 2nd Anniversary is at at a high with the announcement of a new update coming soon to your server! As we are in a celebratory month and wish to offer you more to make it unforgettable, we are glad to launch a bonanza of events for all our Facebook followers!
From Monday, May 20th until Monday, May 27th, participate in the Anniversary Event Bonanza to win from a grand pool of prizes!
3 events will take place for a week, allowing you to win prizes that range from the cutest Assistant of the next update, to Premium Crystals, to a full weekend of Double Experience and Gold for your server! Everyone has a chance to win so join us on Facebook and tell your friends about it!
Share and Support to win the exclusive Fairy Assistant!
You are tired of your Magpie? Your Aviator doesn’t make the girls swoon as much as it used too? Why don’t you show your Allods Online pride to win the newest assistant from the Path of Victory update: the Fairy!
All players that share the fairy picture will be entered in a raffle to win this fabulous creature!
1. Log in and visit the Allods Facebook Fan Page
2. Underneath the fairy picture, click “Share”
3. With the share photo pop-up interface, click “Share” in the top-left corner and make sure it’s set to “On your own timeline”
4. Towards the bottom of the photo pop-up interface, click the button and change the audience of your picture share to “Public”
5. Click “Share Photo”
6. On Monday, May 27th, we will choose 5 lucky winners amongst everyone who shared the image.
If you are one of the lucky raffle winners, you will receive the Fairy Assistant on the day of the Path to Victory update! Be the first one to get the cutest Assistant of Sarnaut!
Special Caption Contest
We promised you it will be back, and we didn’t lie! For this month, you will have the opportunity to share your best captions for our special capture on our Facebook wall!
You have until Monday, May 27th to comment with a creative caption on our Facebook page! Just click on the picture below to access it:
The five top captions will be rewarded with the following prizes:
You have one week to come up with one! Will you make it in the top 5?
Lucky Moment Bonanza!
You love illustrations? You love to see how the Path to Victory will look like? You love Lucky Moments?
You can get the three of them, with a click of a button! We just shared the illustration album for the Path to Victory update on our Facebook page, and for every 100 Likes, we will give a full day of Lucky Moments!
So for example, if you like it 100 times, you will get 24 hours of Lucky Moment, if you like it 200 times, 48 hours and so on! See how much you can get in a week!
*Lucky Moment bonuses will start on Saturday, June 1st
Click on the link below to access the album and start liking it! Feel free to drop a comment if you liked an illustration!
You have 3 events, so 3 ways to win a prize for yourself and your server! Join us for the Facebook Event Bonanza between Monday, May 20th until Monday, May 27th!
Tags: Allods, Allods Online, Community, Facebook, MMO, MMORPG
Allods Online’s Astral is a giant abyss that has expanded its content over time to make exploration endless for adventurers that constantly seek treasure and new expeditions. While tweaks have been made to make the Astral’s introduction more player friendly for newcomers, there is still a lot of information to absorb before one is deserving of a ship driver’s license and can become a full-fledged captain.
The Path to Victory will expand its reach of Astral activities but most importantly, establish a tutorial system that gives new cadets some field training on the first steps to forming Astral parties with a push in the right direction. All this extra training will help new players progress faster to get on the same pace as the veterans!
Welcome to the Astral Academy!
After unlocking access to the Unexplored Astral from completing quests in Irdrich, you will be directed to the new Astral Academy. The Astral Academy is a new zone that is accessed the same way that one would enter the Astral hangar before, from Lightwood and Nezebgrad Port. The Astral Academy has everything you need for your Astral travels – Mercenaries, Postal Worker, Anvil of Artifacts, Portal Keeper and Open Piers (covered later in this preview). You can also access the Astral Hangar as you normally would from the Astral Academy.
Beginner Quest Benefits
Looking for a balanced group can be tasking for new players that step foot in the Astral for the first time. Fortunately there will be new quests in the Astral Academy that are available through the Mercenary Leader to help get you started in the Astral with ready-to-fight groups. These groups will consist of other players and/or mercenaries.
It is still possible to form groups by yelling one’s lungs out over zone chat although you will miss out on amazing benefits by not forming a group through the Astral Academy!
• Mercenaries to fill party slots are available for free
• All looted gear will be of rare quality
• Double the amount of looted gear than conventional sectors
• Treasure chests can be opened on the spot
• Players can only be kicked from the group through unanimous vote
Please know the beginner quest benefits will apply to the first 20 allods to give you a head start before advancing to the next stage of the Astral. Make sure you have Astral Keys handy!
Auto Group Finder
Joining a party is an easy process although there are some slight differences that you should be aware of when doing so at the Astral Academy.
• First, talk to the Mercenary Leader at the Astral Academy and accept the beginner quest
• Select which role you want to fulfill – tank, medic, fighter. Keep in mind you will only be able to select a role that is suitable for your archetype. This means you won’t be able to be a warrior that is the team’s dedicated medic!
• You will receive a “Waiting” buff that will automatically form the party every half hour on the hour (i.e. 11:00, 11:30, 12:00, 12:30, 13:00, 13:30, etc.). The system will see which role that players have signed up for and will form players together in parties every half hour. Any gaps in group roles will be filled with mercenaries that will join you without paying the mercenary fee.
• Make sure you do not leave the Astral Academy once you have signed up for a group role or you will lose the “Waiting” buff. However, you can always re-visit the Mercenary Leader and sign up for an Astral party before groups are automatically formed every half hour.
• At the half hour, you will be teleported to an Astral allod in the Unexplored Astral along with your party on one of the mercenaries’ ships.
Above and Beyond!
After completing the beginner quest’s 20 Astral allod requirement, you will advance to the Unexplored Stormy Astral to practice seeking out specific equipment, and manually fly to the allod in the appropriate sector.
Similar mechanics will apply during the beginner quest although you will also need to choose which equipment you want. This will add another element that the Auto Group Finder needs to process in order to pair up players that seek the same type of equipment. Also as a bonus, usage of the Astrolabe will not consume any teleport charges for the first allod each time the Auto Group Finder feature is used.
Even if you are not completely new to the Astral, there will still be global changes that will benefit all Astral travelers!
• Astral Maps will unlock Unexplored Astral sectors at an increased rate
• Unexplored Astral will now start with 14 sectors unlocked instead of 3 sectors. Additionally, Mysterious Astral will start with 10 sectors unlocked
All of these changes are designed to help players get acquainted with the Astral and help them get up to speed. Before we know it, all our up-and-coming recruits will be soaring up the path to victory!
Open Piers
Another phenomenal feature that will expand Astral content to new heights is the introduction of open piers! There will be five open piers per faction, where special captains can dock their ship at the Astral Academy for everyone to admire!
There are some unique perks to having one’s Astral ship docked at one of the open piers:
• Voyages – Tour select zones from the comfort of your ship while gazing at the wonders of Sarnaut. Be sure to wave at all the players below as they wave back at you!
• Public Tags – Your Astral ship will be tagged with your character’s name and guild name so everyone will know who that glamorous ship belongs to!
• Free Repairs – The ship will be fully repaired every time the ship is summoned to the pier!
• Summon Group – With a push of a button, teleport your group instantly to your ship so you can start your travels swiftly!
• 24/7 Security – Your ship will remain docked on the pier even when you are offline. Watchman patrol and guard your ship with no breaks. Talk about quality service!
Astral Academy Auction
With all the great benefits that come from having an open pier, one has to first bid and win the auction in order to gain access to one of the five open piers.
Bidding takes place at the same auction house used to bid on your essential items. Once bidding ends, the five winners will enjoy open pier benefits until the rest of the month. Once the bidding process has been completed, the open pier passes will be mailed to the winning character’s mailbox where they can activate the pass to gain access to the open pier.
With so many changes coming to enhance your Astral experience, expect to see the Astral bustle with a fleet of ships to infinity and beyond! Stay tuned for more exciting features to come with the Path to Victory!
Tags: 4.0, Allods, Allods Online, MMO, MMORPG, official news, update
Lend us your eyes and especially ears for the war cries in the distance that calls for your presence on the battlefield. Regardless of one’s performance, one’s presence can be an intimidating factor that can make opponents turn the other way upon first glimpse. We’re not referring to scary battle scars or gloomy auras but rather marks of prestige that will make your character sparkle wherever you march around Sarnaut.
From the Jeweler’s Strongbox you have the chance to get one out of four Jeweler Manuscripts. These Items will allow you to equip useful second earrings of different qualities!
The Jackpot system is an exciting chance for a player to win a server wide pot of gold and copper! The way the Jackpot fund is determined is through to two separate ways. The first is through the game itself, as every two seconds this system is running for the game will add 2 Copper to the the Jackpot fund. The second way is through players themselves, as every time a Strongbox from this offer is opened it will add 10 GOLD to the Jackpot! The longer the time between jackpot wins, and the more Strongboxes that are opened, means the higher the jackpot for a player to win! But how can you win? It’s very simple really.
The Jeweler Strongbox will be available in the Item Shop individually as usual although this time, the Jeweler Strongbox bundles will be available at a high discount! The bundle of 10 Jeweler Strongboxes will be 20% off and the bundle of 30 Jeweler Strongboxes will be 30% off! What a deal! So go and grab some Strongboxes, so that you can finally equip that second earring that has been waiting in your bag for so long!
This offer will give you the chance to WIN EVEN MORE FREE ITEMS with a secondary loot table! Not only are we going to have some lottery draws for the amazing Jackpot of gold and hand out some free bonus boxes, but we’re also going to pick out 50 lucky players, the ones who have opened the most strongboxes during the day, and give them some extra loot! The incentives are broken up into four groups, ranging from the player who opened the most boxes through the full list of 50, with each category receiving differing rewards. These are:
Class, strength, and maybe a fierce mount? What more can you ask for this fierce month of May! Get your hands on the most amazing strongbox, from Thursday, May 16th until May 20th in the Allods Item Shop!
Tags: Allods, Allods Online, MMO, MMORPG, official news, update
The party is almost here and everyone is invited! To go along with the festive events, we are celebrating Allods Online’s 2nd birthday with Item Shop bonuses that will blow your mind! We know birthdays are about gift giving but sometimes receiving a Gibberling mask that you already have just doesn’t cut it in the excitement department. Sometimes we need to treat ourselves to something we truly desire and our anniversary sale will please you in all the right ways!
From Friday, 10th of May to Monday, 13th of May, ALL Item Shop items will be 20% OFF!
Be sure to take advantage of this once-in-a-year opportunity to stock up on Elixirs, Crystal Chips, vanity items, extra storage, and any other items that will satisfy your cravings.
Please remember that items purchased with Premium Crystals will be bound to your character.
Celebrate Allods Online’s birthday with the amazing 20% discount on ALL Item Shop items between Friday, 10th of May to Monday, 13th of May!
*Discount does not apply to the purchase of coupons or Pouches of Gem Shards.
*Sale will be updated in the Item Shop in the latter morning of May 10th and removed in the latter morning of May 13th.
Dear Sarnautians,
You have been invited to Allods Online 2nd Anniversary Celebration starting Friday, 10th of May! Meet beside Aidenus Tower or in the Old square of Nezebgrad to attend the party! You are allowed to bring guests with you, but ensure you are dressed in your best attire to join the festivities!
Dearly,
Aidenus and Yasker.
PS: Clean Gibberlings compulsory.
We are happy to invite all Sarnautians to the finest party, celebrating the 2nd Anniversary of Allods Online Official Release!
For two years we have brought you the most exciting expansions to the game, with new lands, class spells, allods, confrontations, events and fun! With Lords of Destiny you met the mysterious Tekyans and discovered the stunning environment of Pearl Ring, Crystal Mountains and the new Astral instances. Let’s not forget about another feature that was a feast for the eyes that brought new action to your adventurer’s life! Tep’s Pyramid is now the place to be for the daring guilds of Sarnaut, as the Dominion also brings a new level to PVP activity! And much, much more is to come in the future and we are glad to have you as a part of the Allods Online Community!
But let’s focus on our celebration of the month! You missed the opportunity to tame the FREE Grey Wolf last year; it will be back! You wanted to show off with an amazing outfit? A new costume and headgear will be available too: The Set of the Noble Hero! And many more rewards for your characters!
We will bring back one of your favorite events, with the return of Vladimir Jubilein in the Old Square, Ivan Godovikov besides Aidenus Tower and the exquisite Prekasa and Inga who will remind you of the anniversary dance! So gather the Anniversary coins you have looted all across Sarnaut, and get your hands on the hottest accessories in Allods Online from the 10th of May until the 10th of June!
To participate in this event, all you need to do is log into Allods Online between the 5/10/13 and 6/10/13 and begin mercilessly slaughtering your foes! Collect coins from your fallen enemies and bring them to your capital city to trade to special NPCs for each faction! Of course, those of you who have been collecting coins and stashing them in a safe spot the past few weeks can also use those too! Coins you collect can also be traded up for a higher currency. 10 Special Copper Coins can be traded for 1 Special Silver Coin 10 Special Silver Coins can be traded for 1 Special Gold Coin 10 Special Gold Coins can be traded for 1 Special Platinum Coin Once you have them make sure to visit the special event NPC for your faction. For the Empire it’s Vladimir Jubilein, for the League it is Ivan Godovikov.
Although the NPC will be providing you plenty of items to look at, we will be sending FREE special rewards for our loyal community! Because you are the best of the best and have accompanied us for the past 2 years (or even more), players with characters created before the 9th of May will receive:
- 250 Premium Crystals on their account
- An Anniversary Gift send by mail in-game to each of your characters!
And what does this Anniversary Gift contain?
Anniversary Chest (3): gives a new piece of equipment (rare quality) or gold for your character level 51 and under.
For characters level 52 and above, the chest will give you a quest allowing you to receive a glyph from Valya Skomorokhova (Elven District for League) or Zinaida Krichalkina (Yasker Tower for the Empire).
Bound to your character.
The Anniversary chests are given to the Progenitor and Reincarnations.
Speck of Light (1000): increases your attacking and healing skills in combat. Once activated, the speck is destroyed. A speck goes off 10 to 30 seconds after combat begins or the previous speck is destroyed.
The Specks of Light are given to the Progenitor only.
Incense (10): extends the duration of your Patron’s blessing by one day. Patron’s blessing allows you to use special Patronage abilities and makes your Astral travels more comfortable.
The Incense pack is given to the Progenitor only.
If you are only joining us now, don’t worry, you will receive plenty amazing things in the future, on top of taming the Grey Wolf this spring!
We hope these anniversary gifts will show you our appreciation to all members of the Allods Online community! Thanks to your support, our game grows bigger and we hope to reach new heights together!
Feel free to showcase your new outfit and beloved mounts on our social media such as Facebook and Twitter, and happy anniversary!
Tags: Allods, Allods Online, event, MMO, MMORPG, official news
Hello Sarnautians!
A peek behind the scenes at how a game is made is an exciting experience! We showcased the Developer Diary videos earlier this year, explaining the reasons behind the Xadaganian girl revamp, how they draft new zones and so on! Today, we are sharing with you the diary of Arkady, the Game Designer, explaining how raids are created!
Settle back with a nice cup of tea or coffee and learn more about the creation of this exciting activity!
My name is Arkady, and I happen to be a Game Designer. A better, but not complete description of what I do, is the development of game mechanics design. However, we are not going to discuss my field of action today. We’re going to talk about raids, in the development of which (among other things), I am a part of.
Raids, also known as group adventures, are PvE activities for groups of up to 24 players (for the moment). But you might already know this. In this article I am going to tell you about things you do not yet know about. Curious? Shall we start then?
How does the creation of a raid begin? First you have to pick a whiskey brand, at least, some say so. I wouldn’t know about that, but what I know for sure is that it’s actually a Scriptwriter who’s at ground zero of it all.
The Scriptwriter’s task is to make sure there’s a common sense to everything we do and bring it all into sync with the Allods Online universe. This is where a raid springs from. The Scriptwriter develops the plot and sets the mood. It normally goes like this: “Friends and colleagues! In our new Raid we should elaborate on the subject of Tep. He is a very important character, we ought to favor him with our attention”.
To cut a long story short, we develop the plot a couple of updates ahead, and we pick a villain to be subdued. Today we are going to discuss a raid where we bring low Tep and his minions.
The Scriptwriter provides us with one simple fact: “We battle Tep,” – and with a few extras. For instance, there’s a list of Tep’s minions that includes their backgrounds, basic qualities, likes and dislikes and so on. Also, there’s Key Keeper, who’s malign, but faithful to Tep, fond of engineering and knows well how to disassemble and reassemble a golem.
Here’s where the Creature and World Object Design Leads step in. Together we decide how much we are able to do. This is one of the most important things – how much we’re allowed to create. We are limited by our deadlines and other stuff we have to work on. For instance, we had to create new mounts and costumes simultaneously with the Raid mobs. Having all this on our plate, we must set priorities – what needs to be done in the first place, and what can be prioritized. High priority things push the raid down the queue.
Thus, the discussions held together with the Creature and WO Designers is vitally important. It sets our immediate and potential goals for the near future and helps develop the schedule for any new things that need to be created and some old things that could be redesigned.
That’s correct, we create the new, but we also modify the old. Skin modification is the process of “dressing up” an old model with new textures, visual effects and animations. The most obvious case is the mount with its kaleidoscope of color patterns. The first raid boss called Bouncer is a direct offspring of good old Squealer.
This discussion results in a list of raid bosses and the estimated size of the raid. Concept creators enter the field now. They create the concept sketches of the future models and animations. This is one of the most complicated points because of the sheer volume of what must be done. We need to elaborate how a boss should behave, what actions it should perform: Will it freeze to the ground or move about? Will it use physical or magical attacks, et cetera. All this has a significant impact even upon the rough draft sketches, not to mention further modeling and animations.
At the same time we start building up the location and the visuals and develop the scenario of the raid. The location’ size is highly important, for it depends on whether the raid group will have to run about much or not, kite or split the additional mobs, or if any pools will be splashed… all this needs careful thought before designing the gameplay.
The environment is constructed very carefully and may undergo numerous transformations. For instance, when Tep’s Pyramid was being developed, its interior was reworked five or six times. The reasons vary: the scenario was rethought, the Mood of the Raid changed, the boss’ list of abilities extended…
The most frequently modified parameter is the Atmospherics, that is: the light options, the air clarity, the general mood. The first version of atmospherics in Tep’s pyramid looked like this:
As soon as the processing of all the necessary components has started, I lay down the Raid Design itself. In our particular case it contains the general plot, the subject, the list of bosses, gameplay drafts (they go like “Nihil casts AoE; route, devices; Bouncer – tanks”). Before it is submitted, a few concepts and details are subject to modification.
Now, here’s my favorite part: Boss Fight Design. The first rough draft may take up to a month to complete!
The draft basically covers two points: what the players do and how they do it. The first is the basic description of Players’ Actions. Sihal, for instance, has four stages, each of which requires certain gameplay. Stage One: Players meet the boss. Stage Two: They focus on additional mobs, switch tanks, deal damage. Stage Three: Active healing and Sparks transmission. Stage Four: Damage, damage, enrage. To get to the point, my task is to make players play this particular instance.
The WAY they do it, the second point, goes down to achieving the goal described above. I describe the principles that direct the players to play exactly the way it was meant to be played. There are two ways to acheive this: encourage the correct gameplay and punish the incorrect. The carrots work better than the whips; however, it is perceived a bit differently in the game.
To tell you the truth, I’m absolutely sure that carrots and whips need to be finely balanced when designing the boss fight. I’ll explain. Figure a random boss who splashes in pools that increase damage dealt to him. The players need to lure him right into the pools, while each step deals damage to them. Thus, we have carrots – increased damage to the boss while he’s in the splashed pool, and whips – it costs players hit points to use the feature. However, if the whips are too painful – that is, too much damage is received – the players are not going to use it.
The same boss casts an aura that stacks poison on players within a 10-plus yard radius. Extra damage equals whips. To make the poison debuff fade, players have to slip out of the area. They run out and away from the boss, who, in his turn, ends up out of his extra-damage pool. Voila, carrots make players ignore the whips.
All this makes up the Boss Design. At the same time, we need to decide whether we should let the players fight the boss strictly in the pre-designed way, or we should allow them to develop their own strategy. On the one hand, forcing players is not nice at all. On the other hand, the single way is easier to balance and pre-calculate. Besides, if there are multiple strategies, one of them is bound to be more efficient. One design covers all raid bosses. Despite a diversity of features they all should work in one style and accord.
Another important thing to be carefully considered is Class Abilities. It’s not a good idea to fix up a boss with a powerful area of effect spell that reduces players’ hit points by 146% – not all classes are able to reduce incoming damage of this magnitude.
By the time the designing routine is over, the creature concepts must have already been finished. In a perfect world, even the models should be created. Now there’s this epic moment to proceed to a most difficult and complicated stage – The Effects. That is, visual effects of spellcasting, spells, abilities, buffs et cetera.
Sometimes a visual effect can be implemented using an existing engine, this is a welcome but rare case. If a solution does not turn out to be this simple, it’s time for workarounds — a non-standard means of solving non-standard problems.
(1) Energy flows appear from the thin air, concentrate (2), move down with the rays (3) that eminate from the sphere (4). Sparks dance around the sphere.
It took me over two weeks to create an Out-of-the-Box solution for the Spark in the third phase of Sihal. It had to appear from a broken generator and into the first illusion to destroy it, on to the second illusion and so on. It’s not as simple as it looks: a creature can cast a spell on another one, but it’s tricky to send a visual effect roaming from point A to point B, especially if they are not interconnected.
Sometimes the Resources of the engine and the in-game mechanics are not up to the design, and it has to be reconstructed to ensure game client does not slow down or lag.
Effects are the last (but not least) thing that is created by other teams and does not depend on me to develop. Actually, there are also sound and music, but they’re recorded after the fact. When the effects are ready, it’s my turn to enter the stage and put down in detail the Game Mechanics.
What are Game Mechanics, exactly? They are a list of commands supported by the server and the game client. These commands define the movements of mobs, describe their spells and abilities, everything. Nothing is going to work if the mechanics are not thoroughly described. This is the important, crucial part of the job. Mechanics are the core of the game.
Raid Mechanics take a pretty long time to develop. The more complicated the raids become, the more complex the Raid Mechanics get. Each new raid involves something brand new, original, never-done-before, so we create, invent, build up, drink blood, eat brains and succeed.
Let us study a simple case – A Mage’s Fireball. This is a ranged spell (its distance is, say, 40 yards), it has a certain visual, aimed at a single target, and it deals Fire damage. It is described as follows in the editor:
Pretty neat, huh? Now figure a spell that casts selectively upon targets whose hit points are above a certain level, and then applies Buff A if the target’s hit points are lower than 50%, or Buff B, if their hit points are over 50%. Buff A stuns the target and may be healed, but it damages everyone in the area when cleared. Buff B deals damage over time, and upon fade casts a pool around the target. This pool applies Buff C to everyone who steps in it, and when Buff C fades, it increases the damage dealt by the boss to the target. This all is described as one single spell. Not so simple now.
To make the work more structured, for every single boss we create a Workspace, where we store all of their abilities, spells, additional mobs, all the phases and stages, and the rest of the things connected with that particular boss.
The Game Mechanics Designer’s primary task is to create a concise description that would not potentially cause bugs. A 10 step description that includes checks and sub-checks is more dangerous in terms of errors than a simple 2-step-1-check listing.
A bug-hazardous code is a code which won’t allow full apprehension of the mechanics – the Fireball is least bug-hazardous, while the complicated spell might cause a few. Each of the classes has its own peculiarities, such as spell protection, physical protection, different types of bubbles and immortalities, resistances and a lot of Rubies. To make sure a spell is 100% bug-free, one has to test it through and through in all the possible combinations.
There was once a Boss whose mechanics were bound to work alright, but for an unknown reason, it kept failing. The reason was finally found. It was one of the Paladin’s abilities that forcefully applied an effect to targets, and its high priority overlapped with Boss’ actions. The funny thing is that this ability had never triggered any such things before.
Of course, there are special scripts, bots, testing programs and servers that test such things, but sometimes this is just not enough. For a good designer it is vitally important to know how it all works, and to be able to test it manually.
Raid mechanics development includes A Few Steps: gameplay rough draft, test version, polishing. First, we place a few identical mobs with no objects or skins on a plain surface, attach Bosses’ mechanics to them, gather a group of the designers and a couple of assistants and playtest the raid to see if our ideas are working out. This way we develop about 99% of the mechanics, then we add the models, most of the effects, and get to the Adjustments. We define the damage, hit points, schedule time to summon additional mobs. After this the time comes to gather a proper group of six players (Tank and Healer included) to hold another play test which may result in more changes and alterations in the mechanics.
Nihil has suffered many changes; the way it is now is the sixth revision of the mechanics. In the very beginning she had no phases, her spells cast instantly, and players had to be under shield and jump away from black holes. There was a special device to aim Nihil’s cannons at herself. We took a couple of play tests, and saw how complicated it was all at once, so we decided to divide the fight into phases.
The last step is The Polishing. We replace draft figures with final ones: the damage, hit points, time counters. See that the effects and the sounds are finalised and well linked. Figures are the most difficult part. It looks simple: the boss deals 200000 damage. However, The Basic Damage is to be modified by a lot of stats, both boss’ and players’: boss’ level, type (boss, raid boss, common mob etc), its difficulty, stat modifiers; players’ level, resistances, Rubies, stats. We enter “damage 19” in our editor, and after all multiplications, calculations, reductions and scaling, it results in 200000.
Thorough tests are needed to check the whole volume of work done. We invite a few players to our office to hold Real Time Play Tests, which show exactly what’s come out really well, and what hasn’t. The result of this test changes a lot. For instance, we once playtested Sihal, and I hated the looks of his attack, so we swapped his tentacles for claws:
After the polishing is done, we pass the raid to the QA department for a few weeks for testing. They look for minor bugs and discrepancies.
Before we distribute the new content, we bind one last Spy function to each boss. It records boss fight history, so we can always look up what players do to our creatures and how they do it. We also monitor raid groups, wipe frequency, damage done by different classes, spells used. This helps estimate the effectiveness of classes and boss design quality.
Raid creation is a long and complicated process that involves a lot of difficulties and risks. About a hundred people work on it, from artists to QA, for you to enjoy the game and have fun.
I hope you have liked my story! See you!
Tags: Allods, Allods Online, MMO, MMORPG, official news, video game
Hands are trembling, a bead of sweat is forming on the base of your forehead, Your legs want to flee and your mind is already somewhere else… It’s time for the Historians’ Great Exam!
From Friday, May 3rd until Monday, May 13th the Historians challenge you for Allods Online 2nd Birthday Celebration!
Economics, geography, history, events and practical work: be ready to be tested on everything related to Sarnaut! Historians will accept no failure!
Now you are feeling the pressure, right?
Read every book you can find, sharpen your pencil and take your chance to be one of the 20 winners!
The Exam
The Exam will be divided into 5 parts:
- Economics – History – Geography – Events – Practical Exam where you will have to take some screenshots!
The Historians will then choose the best entrants that scored the most points and examine your screenshots.
Who will prove themselves the most brilliant student in Sarnaut? A Gibberling who wants to make his renowned ancestors proud? An Orc who wants to show to the Empire that he is more than just muscle? An Arisen, so confident his science will win?
Take part to the Historians’ Great Exam!
A friendly hint; do not forget to craft some Intelligence Potions for the Historians’ Great Exam!
The Application
Please send us your entry between today, Friday the 3rd of May and Monday the 13th of May.
Fill in the Application below with your answers:
Click here to access to the form
The Rewards
If you’re smart enough to be one of the 20 winners of the Historians’ Great Exam, you can choose one set of rewards:
- 5 Concentrated Catalysts - 15 Realgars – 5 Lesser Scrolls of Purification
- 1 Magpie Helper – 450 Premium Crystals – 1 Musician’s Handbook
- 5 Strong Catalysts – 10 Realgars – 5 Lesser Scrolls of Purification
- 1 Magpie Helper – 250 Premium Crystals
- 5 Strong Catalysts – 5 Realgars – 5 Lesser Scrolls of Purification
- 2 Medium Sack of Mount Feed – 100 Premium Crystals
The event takes place from Friday, May 3rd until Monday, May 13th.
Good luck, young padawan!
Tags: Allods, Allods Online, Community, event, MMORPG