Roadmap To infinity and beyond!
Anti-blue blocking tweaks
Hitting another blue player will periodically give a contextual “blank hit” that does no damage. This should provide some leeway when someone is hit accidentally and give more margin to counter blue-blocking. This is the start of a more contextual rogue system.
Game Update 1.0
Village controlpoint chain-breaking rewards
We will review the way capture rewards work with villages to reward going out and breaking the capture chain of entrenched clans. Rewards will be given to characters immediately in their backpack. It will be worth coming back to kill the victors.
Game Update 1.1
Infliction & Raw magic schools
Infliction Magic is a school with surprising inertia.
An opponent may find himself already dead, even if they do not know it yet.
This is due to the combination of damage over time and regeneration canceling spells available to the school.
Use the debuff and keep poisoning them in rotations, and nothing will stop the damage once it starts piling up.
Raw Magic is a school focused around close range reliability. Its spells travel slowly but bypass armor and some offer minor knock ups with low encumbrance impact. Useful against physical playstyles. It gains some utility against other mages through a magic protection toggle buff and burden, shutting down the opposition. It is a straight forward school to use, with consistent albeit slightly lower damage. Just keep hitting them until they stop moving.
Game Update 1.1
Remote view of Marketplaces
Players will be able to remotely see the content of the marketplaces that can be used according to their race and alignment. Remote purchase will be possible, but the items will have to be picked up on location. Withdrawing profits to global gold account will also be possible for a fee.
Game Update 1.2
Right now - Coming up next
Short term - Work in progress
More PvE incentives
This is what comes after the loot apocalypse. We need to rebuild loot tables based on player behavior and in accordance to ongoing crafting tweaks to make PvE more engaging and rewarding. This will also include more self contained objectives like reviewed quest difficulty and rewards.
Racial Kill reward structure and death penalties
Killing a player will provide a reward and on death characters will be drained of meditation. This will be proportional to the character’s advancement, alignment and track record. Should the character be out of meditation, it will get debuffed.
Medium term - Ongoing projects
Buy Orders in Marketplaces
This is our first major evolution of the marketplaces. This will let player order items or resources on the market place, providing a tangible sense of the demand for those who provide the supply. Crafters will no longer need to guess what sells, and they will be able to order the resources they need.
The watchtower system is a mechanic of deployable structures clans can place to tax, buff and oversee parts of the world. They can be sieged for territory control or raided for their content. Holdings cannot be sieged when friendly watchtowers still stand around them.