Most important game aspect to focus development on next

Content and general development discussion, including maps, quests, and server code from the development team.

In your opinion, what is the most important aspect of tmwAthena content to focus on next?

1) Monster stat rebalancing
9
19%
2) PvP refactoring
2
4%
2) Dealing with inflation
3
6%
4) Permanent content additions
21
45%
5) None of the above, focus on manaserv
12
26%
 
Total votes: 47
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Jaxad0127
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Re: Most important game aspect to focus development on next

Post by Jaxad0127 » Thu Jun 24, 2010 8:48 am

Crush wrote:It's a matter of fact, that we have over 100 players on the current server who 1. are in desperate need for new content and 2. are willing to create this content themself as long as there are people who guide and support them. This is where the current tmwAthena content management is failing - the workforce is there, it just needs to be channelized.
That is being worked on.
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Salah
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Re: Most important game aspect to focus development on next

Post by Salah » Thu Jun 24, 2010 5:15 pm

i think if admins change the lvl needed to up to next lvl because i think to player its very difficult to get hights lvl and up max lvl to 999 or more because 99 isnt a lot :D
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meway
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Re: Most important game aspect to focus development on next

Post by meway » Thu Jun 24, 2010 10:25 pm

we would have to fix allot of exp gains if we did that.
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Jaxad0127
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Re: Most important game aspect to focus development on next

Post by Jaxad0127 » Thu Jun 24, 2010 10:40 pm

Doing that would be difficult.
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Re: Most important game aspect to focus development on next

Post by Acegi » Sun Jun 27, 2010 7:14 am

It's a grinding game atm. If you suddenly change it so that it becomes even easier to grind then it seems really unfair to those already high level. GY already has emptied snake pit as a levelling/training ground.

I stick with what I suggested before that is to modify the monsters to be more unique and then see how it goes (patch up if there are significant flaws). Considering that the new server when it's finished will be significantly different to this one, why not use this server to test out new ideas? As someone has written before, most of the players have reached the point where there is nothing new for them to do. This would re-ignite interest if the monsters+drops are more interesting.

I think some people would say new quest ideas would also make the game more interesting and I agree but since most quests at the moment are repetitive go-collect-x-number-of-y-for-reason-z, having more varied monsters will make quests even more fun to do rather than just leaving a pointed paper weight on the keyboard's attack button till the item drops.

PS, I don't mean to belittle the graphics teams because they have made some nice additions recently but really something more interactive to gameplay would be better than a prettier tree.
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Salah
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Re: Most important game aspect to focus development on next

Post by Salah » Sun Jun 27, 2010 4:06 pm

meway wrote:we would have to fix allot of exp gains if we did that.
yes but thats i more fun i know people when he get lvl 99 dont play more and thats isnt good :D
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Re: Most important game aspect to focus development on next

Post by Rotonen » Sun Jun 27, 2010 5:39 pm

IMO we can at least make the grinding a bit better quite easily as a starting point for change.
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Re: Most important game aspect to focus development on next

Post by Acegi » Mon Jun 28, 2010 1:13 am

Can you elaborate?
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Re: Most important game aspect to focus development on next

Post by Arphetic » Tue Jun 29, 2010 12:58 am

I voted other, I'd like to see Boss spawns in this game, preferred one that really requires coordination. I hav heared there are already some bosses in game, and (being) developped, and although I havent seen any yet, I am curious :)
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Re: Most important game aspect to focus development on next

Post by chaslinux » Mon Dec 06, 2010 10:51 pm

Big Crunch wrote:There seems to be two spots in TMW where a player is likely to quit, around level 55 and 95. Level 55 because you are too weak for the graveyard and too strong to run mobs in caves.
The last time I left (for 11 months) was in my 70's. I don't remember why I left, especially considering I was blogging about tmw on a semi-regular basis. I did find a bit of stagnation at the 50 range for the graveyard reason you mentioned -- but Tradebot helped in this respect because I ended up buying bones for the initial Gak quest. (Can't afford to buy them for the bones quest, not if I still want Warlord Plate).

Having played before when Iron Ingots/Coal were not in the game it seems *much* more difficult now, even with Tradebot, to get Warlord plate -- yet I see some players who appear weaker (hit for quite a bit less damage) that have Warlord plate/gloves, and the only thing I can think of is muling/gifted (though who gift's warlord plate?).

So I'm 62 now and I've completed all the quests except the Letter/Diseased Heart quest(s) and the last Auldsbel snake quests (remember that one, those grass snakes are nasty business).

I'm at the point where I can take on a mountain snake solo, but not more than a couple of mountain snakes at a time (regular snakes are fine). So for skins I'm mostly getting them through monster points. It's a bit frustrating because even at 62 I'm putty against 1 skeleton outside of the graveyard. To advance I think it has to be stacking in the mines and snake pit runs.
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Re: Most important game aspect to focus development on next

Post by noelleionscowl » Tue Dec 07, 2010 3:32 am

I wish the coding for sprites was reworked entirely. Right now, there are monsters sitting around that cannot be attacked. Also, certain players don't show up in the correct places, or orientations.
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