What's new

Development Pipeline

Luthius

Developer
Staff member
#1
Howdy folks!

Just wanted to give you guys a heads up on whats coming down the road here for Outlands in the next few weeks!


Monster Shuffle
Development Status: 100% Complete

Monster Shuffle is the first game we will be implementing in our new casino located in Prevalia (The Golden Nugget).

Players have 3 cups that they roll, resulting in a creature token appearing under each. There are 30 different creature categories, with a Common, Uncommon, and Rare creature for each of those categories (making for a total of 90 creatures possible).

The player then gets to decide which of the three creatures they wish to keep or reroll (can keep / reroll any number of them).
The player then rerolls any chosen cups, resulting in new creatures appearing, and a result is determined.


Players earn gold or reward items (very low chance) for having matching pairs or triples of a single creature type or by having multiple creatures belonging to the same category.
Gold reward amounts and item reward chances are greatly improved for having Uncommon or even Rare creatures in their result.








Liars Dice
Development Status: 90% Complete

The second game that will be added to the Prevalia Casino is a multiplayer game called Liars Dice.
Most players have very likely seen Liars Dice played during the 2nd Pirates of the Caribbean movie.


Players each begin with 5 Dice belonging to the player.
At the start of each round, players roll their dice, with the dice results for each player is hidden to all other players except themselves
The starting player begins by making a bid, which is made in the form of a number of dice and at a certain value such as ("Two 5s").


After making their bid, play moves to the next player in the rotation who must make now make a bid as well, which must be of a higher total number of dice, or the same number of dice but a different number values (i.e. "Two 6s" or "Three 1s")

At any time, any player (not just who's turn it is) may choose to call the player who made the last bid a "Lliar!"
When that occurs, the last bidding player's Dice are now revealed to everyone
If the accused player is found to have less dice at the value claimed in their bid, they are "caught" and permanently lose one of their dice (meaning they will only be rolling 4 dice from now on)
If the accused player does actaully have the number of dice at the value they claimed in their bid, the player making the "Liar!" accusation instead loses one of their dice permanently
The round is now completed, the first player shifts, and players reroll their dice and begin making bids again (with some players now having less dice)


When a player loses their last die, they are out of the game
The last player remaining is the winner and wins the entire pot for the game






Mastery Chains and Aspect Overhaul
Development Status: 90% Complete

We've taken a lot of feedback on player's experiences with the Aspect system as well as desires for more long-term development systems to work towards with their characters, and come up with a new system that tackles both of those issues.

Players will still utilize their Aspect Mastery Tier levels, earn Aspect XP, and will be able to utilize Aspect Gear (Weapons/Armor/Spellbooks), however in a different manner than before.

Mastery Chains
Mastery Chains are equippable items players will craft that will be both blessed and bound to the player (only that player may wear it).
Players will earn Mastery Chain Experience from a variety of gameplay mechanics, and when reaching a certain threshold, be able to install a new Link into their Mastery Chain.
Players will be able to install up to 25 total Links in their Mastery Chain
It is intended that it will take players a long, long time to ever reach 25 total links (if ever)


Links are rare loot items players will earn from a few different sources, outlined later in this writeup (Tome of Heroism, Lore Books, etc)
Each Link has a randomized PvM bonus (will not effect PvP) to the player from a large pool of effects (such as Meditation Increase, Melee Weapon Accuracy Bonus, Spell Damage Incease, etc)
Links come in Bronze, Silver, and Gold versions with the bonus for each link modified based on the material quality (i.e. a Gold Meditation Link might provide +3% compared to +1% for a Bronze Meditation Link)


Players will be able to remove links and replace them later on if they find a better version or simply wish to go in a different direction with their bonuses



Special thanks to Paper for the wonderful chain link graphic


Aspect Gear
One of the big changes to Aspect Mastery is that Mastery Chains will now be how players gain access to using Aspect Gear (Weapons / Armor / Spellbooks).
Players will now choose an active Weapon Aspect Attunement and an Armor Aspect Attunement from their Mastery Chains
Before a player can use a specific Aspect with their Mastery Chain, they must Unlock it by paying 50 Arcane Essence as well as 10 Aspect Cores and 5 Aspect Distillation matching that Aspect type


Once an Aspect has been unlocked, players can switch to it freely and set it as their current Weapon and Armor Aspect Attunement at any time (players may unlock all Aspects available provided they pay the required costs)

Players can chose to Activate those Weapon and Armor Aspect attunements to convert their currently worn Weapon/Spellbook or Armor into Aspect Gear of that respective Aspect. Weapons/Armor/Spellbooks converted to Aspect Gear will function similarly to how it did before with a few notable exceptions:

  • Players will receive the full accuracy/damage/armor bonuses of the material of the equipement that they were wearing (i.e. Valorite provides full bonuses)
  • Aspect Bonuses for the related Aspect will be added on top of material equipment bonuses (Aspect Bonus amounts will likely be adjusted somewhat to factor this in for balancing purposes)
  • Since Aspect Gear is now "triggered", equipment will lose their current Aspect and return to normal if the player dies or takes off the equipment (and places it anywhere other than their backpack) and will fall to the player's corpse and is now lootable

Players will be allowed to Activate and convert their worn equipement to Aspect versions a certain number of times per day, beginning at twice per day
Activations are tracked separately for Weapon/Spellbooks and Armor (each has their own pool of Activations per day)
Players can increase their maximum number of activations they are allowed to use per day by having multiple Aspects of Tier 10 or higher (i.e. having Fire at Tier 10 or higher and Eldritch at Tier 10 or higher would increase your max activations per day from 2 to 4)


Players will no longer have to manage individual item Arcane Charges for Aspect Gear, and Mastery Chains themselves will now have a pool of Arcane Charges that using Aspect Gear will pull from (which also no longer has a maximum limit)

When this system is implemented we will track all currently existing Aspect Gear in the game world and refund players for the materials / items / tools that were used in their creation (to minimize any losses to players)


Additional Tomes
Development Status: 90% Complete

We will be making a number of new Tomes available to players to make sorting and storing various items easier






Mini-Boss and Boss Summoning
Development Status: 10% Complete

We will be adding a system for guilds to earn progress towards being able to manually summon Mini-Bosses and Bosses, based on their farming efforts in each dungeon
A guild page with progress bars for each dungeon will be added to the Guild Gump with a toggle option to summon minibosses/bosses
There will be a cooldown added so a particular boss can only be summoned by any guild at most once every 4-6 hours or 1-2 hours for Mini-Bosses





Tome of Heroism
Development Status: 33% Complete

One of the issues cited by players has been a lack of "Harrower" style systems where PvM and PvP meet in equal measure for groups of players
So one of the systems that we are working on is meant to address that, called the Tome of Heroism


Players will be able to aquire a Tome of Heroism (craftable by players) which will be used to track their progress towards awakening and confronting an ancient evil
The Tome of Heroism lists all of our current Bosses and Minibosses, which all begin 'blacked' out in the tome
When a boss is killed, one random member of the group with the highest looting rights claim to the boss will receive a Heroic Token with the bosses' name on it
When a miniboss is killed, there is a randomized chance that a Heroic Token of the miniboss will appear (in the same manner as for bosses)


Players can use a Heroic Token on a Tome of Heroism to consume it and "check off" the respective Boss / Miniboss from the tome's list (its icon then becomes visible and it's name turned to red + blood in the gump)

When a player has completed all entries in the Tome of Heroism, they will receive several Mastery Chain Links as reward loot
Additionally, it will also summon an ancient Daemon (Sempraxx) who will spawn a special location (to be determined)
A massive portal will appear in a portal gate (location to be determined) that allows that player's guild + party to enter Sempraxx' realm and confront him
After a certain delay (possibly 15-30 minutes) a server-wide announcement will go out notifying players of Sempraxx's arrival, and ALL players will be able to access the portal and confront Sempraxx


Upon being killed Sempraxx will have unique loot as well as several Mastery Chain Links distributed to players randomly (based on damage contribution) in a manner similar to Shrine Corruption Ankh Tokens (placed in packs or on the corpse if player is not nearby)
After several hours, access to Sempraxx's realm will be closed off and players ejected









Lore Books and Lore Notes
Development Status: 75% Complete

Lore Notes will finally be making an appearance!

Players will encounter Research Notes as loot drops in a variety of sources
Research Notes begin as scrambled text, and players must utilize Cartography, Detect Hidden, and Item Identification to decypher and unscramble the text of the notes


Once properly decyphered, the player will receive a Lore Notes item that they can place into a Lore Book (craftable by playes)

There will be a large number of Lore Books, each containing 10-15 possible pages, covering a number of different subjects (such as Creatures of Aegis Keep, History of Prevalia, etc) that give little details of the Outlands world.

Additionally, when players completely fill a Lore Book with all of its required pages, it will reward the player with a unique Level 8 Treasure Map
Level 8 Treasure Maps will have some potential rare loot items not available elsewhere, and additionally will be a source of Mastery Chain Links







Sieges and Sigils
Development Status: 25% Complete

Owyn is in the process of redesigning a number of locations in the Outland world to serve as PvP points for OSI-similar Sigil faction handling (such as Prevalia Castle, Andaria Castle, and Cambria Castle)
We are still working out the details, but players have cited the need to have more frequent places to find PvP, and we will implementing a few major systems to address this
Additionally, we will be looking at some alternative forms of rewards for players (beyond Faction Reward points) as some players have mentioned the current rewards not being ideal for them and we'd like to find more incentives for players to engage in pvp






Blood Feuds
Development Status: 90% Complete

We have received a lot of requests for the option to add some meaning to Guild Wars and inter-guild conflict, and we will be adding Blood Feuds as a way to facilitate this
Guilds will be able to issue a Blood Feud against another guild they are currently at War with
Once the Blood Feud is accepted by the opposing guild, each time one guild kills another member of the opposing guild, they will increase their kill count for the feud
Blood Feuds are created with a Kills Goal as well as a Duration, and whenever one guild reaches the Kill Goal or the duration expires, the Blood Feud ends
At the resultion of the Blood Feud, the winning guild earns a gold prize set by the initial terms of the feud, which is added to their Guild Treasury (explained below)






Guild Treasuries
Development Status: 75% Complete

We will be adding Guild Treasuries to allow players in guilds to manage large sums of gold
Guilds are able to set, based on member rank, how much they are able to withdraw during a given period, as well as whether they are expected to pay Guild Dues each period as well
Guilds can set how often each "Pay Period" is (i.e. when Withdrawal Limits / Guild Dues are refreshed) as well as set limits on the terms for Blood Feuds being issued
Guildmembers will also have access to view transactions made by players and view/manage how each individual guildmember has contributed and whether they are behind on Guild Dues (if Guild Dues have been set)










Loot Drops and Collections
Development Status: 50% Complete

Another issue cited by players have been the lack of potential rare loot drops among "normal" creatures and other mechanics (such as MIBs)
We will be implementing a large number of loot drops for "normal" content, albeit at low rates


We recently added Wall Shelves as craftable items for Carpenters, and we will be adding a few other styles of rack, shelf, wallboard craftable items that are used to hold deco items
We have a very, very large set of new decorative items that fit onto those racks, shelves, wallboards that will will be adding as loot for players to acquire and place against those items in their house


Additionally, we have an absolutely massive collection of new Portraits, Paintings, and Tapestries that we will be adding in game in various mechanics, and we intend to create "Gallery Guides" for players to track their acquisition of the various sets of these art pieces

We will also be adding a large number of carpet / rug tiles as drops and reward items
Players will be able to double-click them and rotate through all the various orientations possible for the carpet/rug tile








Mount Breeding and House Pets
Development Status: 75% Complete

Mount Breeding
The Mount Breeding system is designed to give players the opportunity to acquire unique-colored mounts by crossbreeding existing ones.
All Horses, Lllamas, and Ostards will be given a random gender and a "Breeding Index" stat (which will be viewable from the Animal Lore page
Players will craft a Feeding Trough and lock it down in their house (which severals the controller for the process)
From the Feeding Trough, players will be able to initiate a "Breeding" between two mounts of the same species and differing genders


The offspring of the breeding will take several days to develop, and will go through several stages of progress
Players will be responsible for providing Food and Water in the Breeding Trough, which will affect the success of the process
Additionally, players will be able to install items in their house near the feeding trough that will increase the chances of success (such as grooming tools, haycarts, etc)


Players will be to have a maximum number of Feeding Troughs placed in their house based on house-size, and players can view the status of all current Breedings through the Creatures Tab in the Housing gump

At the end of the breeding process, if the breeding was successful, the offspring will be a different color, based on their parents


House Pets
Players will have the ability to purchase House Pets, which are invulnerable pets that live in a player's house
We have added several new body values such as (mini-ostard, mini-cow, and mini-horse) that players will be able to acquire


House Pets can be managed through the Creatures Tab in the housing menu



 
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Expo

Overseer
Staff member
#2
Fantastic! So much goodness.

TLDR version of Aspect changes:

  • Everyone who has Aspect Gear right now will have it converted into components that the new system uses and will basically be in the same position as before
  • You wont be losing anything with existing gear
  • Progression is still character based
  • Your current Aspect Tier levels will not change
  • Any gear can be worn and the Aspect Mastery level will apply to it
  • Distillations and Cores are still needed to upgrade
 
#3
This all looks great Owyn!

Any chance to have a "tax" on mob drops for guild treasuries as an option vs a "dues" system? For instance, have a 0.1%-100%(or whatever range y'all think is smart) "tax" that goes to guild coffers? Would be an interesting way to have guild options.
 
#6
This all looks great Owyn!

Any chance to have a "tax" on mob drops for guild treasuries as an option vs a "dues" system? For instance, have a 0.1%-100%(or whatever range y'all think is smart) "tax" that goes to guild coffers? Would be an interesting way to have guild options.
If someone kills a thing and gets the gold in a dungeon, they should have to carry that gold out of the dungeon and it should not be teleported into a magical guild account someplace.
 
#8
Will we be getting mastercraft diagrams back and will they ne used in new aspect system? I love the changes, but we are getting on the verge of having too many pvp systems in place, please try to keep things simple and tweak where you can.
 
#9
Wait, so we will be locked out of our aspect gear until we acquire the mastery chain? Can we get info on mats/how to craft?
"Mastery Chains are equippable items players will craft that will be both blessed and bound to the player "

Albeit big ones, the changes look really good, its nice to not have to worry about losing your aspect gear now.
I would like to see better loot drops, especially among overland spawns which most don't even seem worth killing.
More achievements would be great as well
 
#11
I'm reading the aspect changes but I guess I'm failing to understand. I bought my aspect gear, I'm not a self sufficient player.. I buy my stuff from others. 300k for my suit. When you say I get the materials back.. I can't help but think I'm getting 150k worth of stuff I can't use. If I'm wrong and I'm getting the mats needed to continue using my aspect gear, I need some further explanation because clearly I do not understand.
 
#12
I'm reading the aspect changes but I guess I'm failing to understand. I bought my aspect gear, I'm not a self sufficient player.. I buy my stuff from others. 300k for my suit. When you say I get the materials back.. I can't help but think I'm getting 150k worth of stuff I can't use. If I'm wrong and I'm getting the mats needed to continue using my aspect gear, I need some further explanation because clearly I do not understand.
I assume you get all the materials back that was used to make your current suit. If you payed 2x for your completed suit compared to what the material cost would be, then you're not getting that back obviously.
 
#13
I assume you get all the materials back that was used to make your current suit. If you payed 2x for your completed suit compared to what the material cost would be, then you're not getting that back obviously.
Well I'm not sure the cost to make vs the cost I paid. 600k in total for my suit and book. I wish we had the option to just morph our suits and weapons into the new chain thing that is being implemented. To me that seems like a good compromise. Consider also that people restyled caps and some made suits out of those shoulders and hats from the donation store (I assume those will be also be returned?). I understand that things change and you have to adapt but if I had known this would be changed at the time of buying into it, I wouldn't have done so. I'm irritated by this, as you can see.. 600k is nothing to scoff at when you don't get to play as often as most.
 
#14
Well I'm not sure the cost to make vs the cost I paid. 600k in total for my suit and book. I wish we had the option to just morph our suits and weapons into the new chain thing that is being implemented. To me that seems like a good compromise. Consider also that people restyled caps and some made suits out of those shoulders and hats from the donation store (I assume those will be also be returned?). I understand that things change and you have to adapt but if I had known this would be changed at the time of buying into it, I wouldn't have done so. I'm irritated by this, as you can see.. 600k is nothing to scoff at when you don't get to play as often as most.
Extremely important points, some even added rare cloth via alteration kits as well to the coin vendor items used for the aspect pieces
 
#15
And please dont make us have to go tack down GM crafters and pay them tips to do all this conversion. Return us what we need to put us in the same position. If a mold is required to unlock, give us a mold. Give us distillations and not extracts.
 
#16
so much whining. If you paid 600k for a suit and book you paid for mats + the time/resources it cost the other player to craft the stuff.
You get back the mats only as you can't return someone's time. This change is a huge boon for crafters as now you don't just have one suit of armor that you never need to replace
 
#17
so much whining. If you paid 600k for a suit and book you paid for mats + the time/resources it cost the other player to craft the stuff.
You get back the mats only as you can't return someone's time. This change is a huge boon for crafters as now you don't just have one suit of armor that you never need to replace
My position is perfectly reasonable, no matter how you slice it. The only issue I have with this new system is that the old system cost me an arm and a leg. *ignores the rudeness*
 
#19
Everyone is always glass half empty... How about the efficiency you gained in farming with the old suit, increased the gold yield you could have managed in the same amount of time, offsetting any extra expenditures that you may have endured.. Or how about, the experience of using the suit and the aspect system, was both entertaining, and fruitful...

The reality is, if you bought a suit early on, your mats were cheaper, you are selling for way higher, if you decide to get out now.. You are getting back ALL of your mats, and the armor you used... You can sell them, and get out if you feel the need.. And even if you paid a premium, you are getting all the mats back, the mats are enough to get you back into the same aspect game/level you are at now, so you've lost absolutely nothing.. In fact with the new system, you gain in the sense that higher colored armor/weapons you now get their bonuses, plus whatever the aspect was... The balance to that change, you will lose the armor you are wearing.. so if you decide you will only risk, regular leather/ore, then you are going to be out 2k if you die, 2k you likely farm in about 5 minutes of playing in that aspect suit...

How can anyone be grumpy about this new system - you lose nothing, only stand to gain... On top of that if you look at the big picture, the economy strengthens, due to item values increasing, especially magical items that had no place before, or higher end ores/leathers... Crafters will have a demand to supply to... PK's will have a reason to hunt dungeons - this is a sandbox - they are a crucial piece of the economy like it or not... These are GREAT changes...