Realmers,
Come join us on this weekend’s Open Testing session! We have changed the technical part of how animations are displayed in-game to improve the performance on all devices; we’ve improved the technical part of the dungeon modifiers’ system so that it is more stable and allows us to easily add more modifiers in the future. We also plan to adjust the current system with the upcoming release. We’ve changed the technical implementation of summons so that players feel better control over them and they are not causing disconnection. This change has also allowed us to use HP on summons, enabling more variety in their potential roles. You can first see this in action on one of our two new ST sets that we want you guys to try. We also have put some changes which should improve loading times as well as stability of vaults.
TLDR Two new STs and a bunch of stability improvements we would love you to test.
And it’s precisely about stability that we would like to chat about today (Comments Open for this – please take into consideration that all comments are moderated and your comment could take a while to appear). This is something that concerns us and has more to do with the game code than with the actual servers. We are working on it at all times and we have been publishing updates to the game concerning this every month, always searching for optimization. Based on the survey answers that you gave, this is also something that worries you.
Contrary to what may seem, investing in better servers would not solve this issue. Trust us, if that would, it’s an investment that we would gladly have done by this time. The game had this sort of issue before the port to Unity. As the port created many development opportunities, it also shed light on the issues and made them more visible. Many of the game systems are very outdated or created on an architecture that doesn’t suit our goals. Touching some of them would require creating the game almost from scratch.
We are always concerned about stability, but we also try to update the content, balancing short-term retention – necessary for the game’s survival – with the future of the game in mind.
And talking about what’s to come, our goal is to improve the perception you have about the servers you are joining: If you are logging in from the US to the Australian server, you can expect a slower and less stable connection. The game will tell you this in the future.
Alongside all of these Dev changes, the Design team has been busy with some very cool new features (Oryxmas is coming and we may be adding a new member to the family…). Right now, we can share that there have been some…
…Changes to the Shatters that you can try out:
- Increased the base movement speed of all untempered magic types in the castle section.
- Fixed a minimap bug that wasn’t highlighting the last Monument correctly.
- Fixed an incorrect VFX on the Hollow Gypsy.
- Fixed several visual glitches.
- Fixed a rare glitch with the Forgotten King remaining vulnerable during his intermission phase.
- Fixed a rare glitch with the Bridge Sentinel that could make him become stuck in a particular location.
- Added a guaranteed-to-all greater life and greater vitality potion to the Forgotten King, in addition to his existing chance drops for a second of each.
- Replaced the Forgotten King’s T14 armor drops with T15 armor and increased their drop rate.
- Also increased the drop rate of T6 abilities and T6 rings from the Forgotten King.
Any loot manipulation is worthless in Shatts. This will not save it from oblivion (guaranteed Crown drop will save, lol). If only you cut this dungeon from ATT exaltation and let it just be a hard long dungeon for challange – no problem. Or huge nerf of boss difficulty, especialy king. Waiting for reworked shatts 2.0 like LH in old days
Can I get a ballpark estimate on the time it would take to recode the entire game in modern architecture?
“Many of the game systems are very outdated or created on an architecture that doesn’t suit our goals. Touching some of them would require creating the game almost from scratch.”
Why was this looked over during the unity port? And how limiting is this to the game’s stability, performance, and scalability?
I’m really satisfied with what I read here today, thanks for acknowledging the stability problems in the game. There’s so many people that love this game and wish it to be a great game, I just beg and ask, please listen to the community the best you can, we want you to care as much as we do.
-IronNugget
Please add a canine bard skin!
A new class ?, how exciting