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View Full Version : New Xsyon Update: what about TAMING?



treyu
04-24-2011, 03:04 AM
I didn't see it included in the short-term features to be implemented in the game, is this going to be a quickly thing to add or we will have to wait till mid summer for it like combat changes, territory warfare and farming?

dezgard
04-24-2011, 03:40 AM
We are developing animal AI to the point that we can start testing and then implementing Taming.

treyu
04-24-2011, 03:45 AM
So it will be included in some of the coming updates before the big content update in mid summer right?

caaahl
04-24-2011, 04:04 AM
So it will be included in some of the coming updates before the big content update in mid summer right?

That depends on the results of their testing, i guess.

Niburu
04-24-2011, 04:11 AM
So i will check out Xsyon Mid Summer...nice update

dezgard
04-24-2011, 04:22 AM
So it will be included in some of the coming updates before the big content update in mid summer right?


I'll direct your question to Jordi directly. He will include an answer in the next updated announcement.

treyu
04-24-2011, 04:31 AM
thanks for all dezgard, just wondering all this because taming was always part of Jordi's updates but today he didn't mention it in the quick things to implement or the mid summer ones.

NorCalGooey
04-24-2011, 11:15 AM
It'd be wise of you to unveil features in mini patches...not wait until the middle of summer for one large patch.

Not saying that is your plan, but if it is, it shouldn't be. That's too long for the beta players to wait. They may return if they hear news of fun content patches every Wednesday that add a new feature or every other Wednesday that start IN THE IMMEDIATE FUTURE

aliksteel
04-24-2011, 11:44 AM
It'd be wise of you to unveil features in mini patches...not wait until the middle of summer for one large patch.

Not saying that is your plan, but if it is, it shouldn't be. That's too long for the beta players to wait. They may return if they hear news of fun content patches every Wednesday that add a new feature or every other Wednesday that start IN THE IMMEDIATE FUTURE

Agreed

One of the things that kelp me playing EQ2 for so long was for years they did daily bug/fix patch Monday through Friday at the same time every day. This seems to be happening with Xsyon now and is good. On the Friday patch over in EQ2 back in the day they would add some small content. Some new armor, or quest line or two, And once a month we would get a nice size content patch. This could be new lands, Mob's, Anything really. Making it feel like there was something new every week of the game. All this they could have held onto for one huge patch, But by giving it to us in small bits and pieces with small content patches. It helped to make it seem like we was getting a lot more for our money.

Fixing bugs is always something a game team should do, But once a game is running good, They need to start giving content. Hope something like this will start happening here.

ColonelTEE3
04-24-2011, 11:45 AM
Unlikely that i or many other people are going to be around if this combat revamp isnt planned until "mid summer". Priorities are not straight here, imo.

MrDDT
04-24-2011, 11:48 AM
Unlikely that i or many other people are going to be around if this combat revamp isnt planned until "mid summer". Priorities are not straight here, imo.

I dont need combat revamped that fast if many other things are fixed very well.

My worry is that combat isnt going to be revamped instead they doing other things, and those other things are very minor effects on the game. Decay is great, but its not going to make the game fun.

orious13
04-24-2011, 12:02 PM
Combat is being revamped now, probably. Their priorities are right. The plan is just to have it completed and in game by mid summer. They aren't starting the revamp in mid-summer. Not everyone is doing that part of the project.

ColonelTEE3
04-24-2011, 12:11 PM
Combat is being revamped now, probably. Their priorities are right. The plan is just to have it completed and in game by mid summer. They aren't starting the revamp in mid-summer. Not everyone is doing that part of the project.

I hope so, Orious, for the game's sake. The community is not as forgiving as i am.

Salvadore
04-24-2011, 02:59 PM
It doesn't really sound logical to be in the "near future".

Animals arent even working properly yet, let alone many of the other skill trees. It wouldn't sound feasible to really even address it until all animals are in, functioning properly, and combat/defense was revamped.

Don't get me wrong, I'm all about taming...just hope it doesn't end up as an easy replacement for combat that can be whored out.

ColonelTEE3
04-25-2011, 07:32 AM
It doesn't really sound logical to be in the "near future".

Animals arent even working properly yet, let alone many of the other skill trees. It wouldn't sound feasible to really even address it until all animals are in, functioning properly, and combat/defense was revamped.

Don't get me wrong, I'm all about taming...just hope it doesn't end up as an easy replacement for combat that can be whored out.

Agreed. I know taming is an expected feature, but ill be very disappointed if they dont fix combat before taming.

SnowMiser
04-25-2011, 11:27 AM
Animal taming? Really? This is what the game is lacking? This is the #1 priority? Very disappointing! I'm starting to lose faith in the game, and I was a HUGE fan from the start....but it is taking way to long....

fatboy21007
04-25-2011, 11:38 AM
their is a dev working on revamping combat as we speak. their is another dev working on animal ai as we speak then a server guy maintaining the server. then 2 dev's working on and fixing other feathuers and bugs. Combat will take the longest to fix as it need to be completly redone from scratch so i dont expect it to be till months from now. Atm they are going for for full feature completion and at the end of that combat maybe finally done. This is a small dev team. Dont forget it takes alot of time to fixs these things.

Hanover
04-25-2011, 12:50 PM
their is a dev working on revamping combat as we speak. their is another dev working on animal ai as we speak then a server guy maintaining the server. then 2 dev's working on and fixing other feathuers and bugs. Combat will take the longest to fix as it need to be completly redone from scratch so i dont expect it to be till months from now. Atm they are going for for full feature completion and at the end of that combat maybe finally done. This is a small dev team. Dont forget it takes alot of time to fixs these things.


Combat is the one thing that might stop the hemorrhaging of players. Whats the point of the current features without it? Unless you're into playing "dress-up" or "Bob the builder" the craft skills are rather worthless.

MrDDT
04-25-2011, 05:11 PM
Combat is the one thing that might stop the hemorrhaging of players. Whats the point of the current features without it? Unless you're into playing "dress-up" or "Bob the builder" the craft skills are rather worthless.

I think a fun crafting game would do the same. Better would be to have both working.

A lot of people are playing this game not only for combat but also for the econ, and the fact its a sandbox and not just a PVP sandbox like you think. Sandbox is where people shape the world, not just fight over it.

Hanover
04-25-2011, 05:23 PM
I think a fun crafting game would do the same. Better would be to have both working.

A lot of people are playing this game not only for combat but also for the econ, and the fact its a sandbox and not just a PVP sandbox like you think. Sandbox is where people shape the world, not just fight over it.

But there is no economy, nor need. Everything is far too abundant, accessible and pointless.

Why craft weapons without combat?
Why craft armor without combat?
Why craft walls without combat? (further negated by safezones)
Why craft buildings? They're pointless
Why craft tools? See above


What would be the driving force to craft in a "fun crafting" game?

Mactavendish
04-25-2011, 09:11 PM
And yet Hanover, decay would actually solve most of that as what you have now will not be as good tomorrow. Now, factor in that you have been fighting animals for their bones, and you make it back to town just as a gang of zombies attack...

Needs do drive economies. and you are right we need.. more ... Needs :)

Some nice acid rain to ruin many junk piles. A really hard freeze that cracks our walls ..

Hanover
04-25-2011, 09:27 PM
And yet Hanover, decay would actually solve most of that as what you have now will not be as good tomorrow.

You're delusional! If it doesn't serve any purpose now, who cares about it decaying?

MrDDT
04-26-2011, 06:51 AM
But there is no economy, nor need. Everything is far too abundant, accessible and pointless.

Why craft weapons without combat?
Why craft armor without combat?
Why craft walls without combat? (further negated by safezones)
Why craft buildings? They're pointless
Why craft tools? See above


What would be the driving force to craft in a "fun crafting" game?


Im not disagreeing with you but combat is NOT the only reason to make something.

1)Why craft weapons without PVP you mean or combat? Because there is also PVE combat, which you would want weapons for.
2)Why craft armor? See #1
3)Why craft walls without combat? See #1
4) Why craft buildings, See #1, and could be for other things like comfort, or so you can store items better, so you can do other things like maybe cook inside them etc.
5)Why craft tools? Are you kidding me? You need tools to make items and build things.

What would be the driving force to craft in a "fun crafting" game?
The want to do better, and build things. Problem is that like you said there is no reason to build a totem and village because it offers no bonus or benefits. If totems were to give better healing rates, or more comfort, or without them you slept in the open you would lose stats etc. People would want and need to build them. Also if you used totems for more advanced crafting, like say you need a workshop to build a tinkering table. Without a totem you couldnt build a workshop thus you cant build a tinkering table to build something else you want or need.

What Im talking about making crafting fun, is:
1)Make better uses for things that are built (Tents, Walls, tribe lands etc).
2)Make crafting less boring. Instead of just crafting 100k bricks, with the same no thought into the 3 actions you are doing. Put something in place where you are rewarded for your actions. If you make the right choices at the right times you are rewarded with faster brick building, or extra bricks, or stronger bricks etc. If you dont do the correct action, you fail, or you make them slower, or you are hurt etc. This will prevent people from macroing, while also allowing crafters to feel more rewarded for their actions.

Dont get me wrong, I want combat, if you read any of my posts you will see that. But dont think that combat will fix everything and that is the main thing needed. For most this is a CRAFTING sandbox game. NOT a combat focus game.

FredBear
04-26-2011, 07:09 AM
I have to agree with DDT. I to feel the game needs to start implementing more features, unless better combat includes the ability to siege upon other tribes hence allowing the ability to repair structures, then players will still complain about lack of content. Keep in mind this is a small team of developers and without a stable system which they have been focusing on all of that is useless.

Sirius
04-26-2011, 07:19 AM
1)Why craft weapons without PVP you mean or combat? Because there is also PVE combat, which you would want weapons for.
2)Why craft armor? See #1
3)Why craft walls without combat? See #1
4) Why craft buildings, See #1, and could be for other things like comfort, or so you can store items better, so you can do other things like maybe cook inside them etc.
5)Why craft tools? Are you kidding me? You need tools to make items and build things.

The want to do better, and build things. Problem is that like you said there is no reason to build a totem and village because it offers no bonus or benefits. If totems were to give better healing rates, or more comfort, or without them you slept in the open you would lose stats etc. People would want and need to build them. Also if you used totems for more advanced crafting, like say you need a workshop to build a tinkering table. Without a totem you couldnt build a workshop thus you cant build a tinkering table to build something else you want or need.

What Im talking about making crafting fun, is:
1)Make better uses for things that are built (Tents, Walls, tribe lands etc).
2)Make crafting less boring. Instead of just crafting 100k bricks, with the same no thought into the 3 actions you are doing. Put something in place where you are rewarded for your actions. If you make the right choices at the right times you are rewarded with faster brick building, or extra bricks, or stronger bricks etc. If you dont do the correct action, you fail, or you make them slower, or you are hurt etc. This will prevent people from macroing, while also allowing crafters to feel more rewarded for their actions.

Dont get me wrong, I want combat, if you read any of my posts you will see that. But dont think that combat will fix everything and that is the main thing needed. For most this is a CRAFTING sandbox game. NOT a combat focus game.

Your gameplay vision put me in a coma of boredom. Thanks for that.

Hanover
04-26-2011, 07:20 AM
1)Why craft weapons without PVP you mean or combat? Because there is also PVE combat, which you would want weapons for.


I meant combat as a whole. I haven't found any PvE even remotely challenging, while naked using a pre-order weapon. ( including soloing 5-6 deer during an "event")

I run naked and our tribal area has no structures to speak of. Yet, we have access to a number of high level - GM craft skills and 1000's of resources.

MrDDT
04-26-2011, 07:32 AM
Your gameplay vision put me in a coma of boredom. Thanks for that.

Haha, thats because you are combat focused. If those items were put into place, and then combat fixed with limited resources. Im sure you would love it because there will be tons of people playing for you to kill loot and gank.


I meant combat as a whole. I haven't found any PvE even remotely challenging, while naked using a pre-order weapon. ( including soloing 5-6 deer during an "event")

I run naked and our tribal area has no structures to speak of. Yet, we have access to a number of high level - GM craft skills and 1000's of resources.

I agree 100% because there is no reason for structures, and no reason for you to not run naked. Which is just my point. If comfort was working, or clothing gave bonuses to crafting or combat (which armor does for combat), you would see a need and a reason to have these items. Even without combat PVP.

If you talking about combat with both PVE and PVP. Yes I agree combat does need to be fixed a little before some of the items in game will be useful but still its not needed. You can have a complete game with no combat in it, and still be fun for players. Yes it wouldnt be fun for players like you and me but doesnt mean many people wouldnt love the building sandbox aspect of it.

HyBrasil
04-26-2011, 08:38 AM
I would like taming, even if just a simple auto-follow with no combat ability, so I could be working on a improving my skill and forming a strong bond with an animal.

MrDDT
04-26-2011, 08:41 AM
Your gameplay vision put me in a coma of boredom. Thanks for that.


I meant combat as a whole. I haven't found any PvE even remotely challenging, while naked using a pre-order weapon. ( including soloing 5-6 deer during an "event")

I run naked and our tribal area has no structures to speak of. Yet, we have access to a number of high level - GM craft skills and 1000's of resources.


I would like taming, even if just a simple auto-follow with no combat ability, so I could be working on a improving my skill and forming a strong bond with an animal.


I would love to seem taming and animal herding.

Sirius
04-26-2011, 08:45 AM
I would like taming, even if just a simple auto-follow with no combat ability, so I could be working on a improving my skill and forming a strong bond with an animal.

Look, I don't want to repeat the same old things other people have been saying, but this is a SANDBOX game, and if you want to improve your skill at forming a strong bond with an animal, there are ways to do this without having the devs hold your hand. Maybe you just need to get a little creative.

Danathur
04-27-2011, 04:12 AM
I am afraid that Taming might not make it till summer. I myself am a great fan of taming, so be assured it is not gone nor the focus lost. But as I said in my introduction, the technical feasilbilty is also part of my job and as much as I am a fan of taming, I am also blocking it atm.

As Dezgard pointed out, we are working heavily on the creature AI and we might find an easy, quick solution. But you have to judge it in an overall context and therefore I would rather like to inform you, that it might take a bit longer than letting you hope to get this feature (even in a simplified form) fast.

Sorry for that negative answer, but I hope the world become interesting enough with the first changes we plan and as said, it is only delayed not canceled.

Danathur

Salvadore
04-27-2011, 05:06 AM
You guys have A LOT to address before that happens, regardless of how bad anyone wants it. That's openly visible. That's perfectly fine.

Thank you for the clarification, and huge thank you for the open honesty involving it! Delayed is much better than cancelled.

Now if we could just get you guys to start addressing, verbally, other issues...*hint hint "Are contested totems the best way for land control" hint hint*

/keep up the good work!

Azhul_NS
04-27-2011, 08:53 AM
Im not disagreeing with you but combat is NOT the only reason to make something.

1)Why craft weapons without PVP you mean or combat? Because there is also PVE combat, which you would want weapons for.
2)Why craft armor? See #1
3)Why craft walls without combat? See #1
4) Why craft buildings, See #1, and could be for other things like comfort, or so you can store items better, so you can do other things like maybe cook inside them etc.
5)Why craft tools? Are you kidding me? You need tools to make items and build things.

What would be the driving force to craft in a "fun crafting" game?
The want to do better, and build things. Problem is that like you said there is no reason to build a totem and village because it offers no bonus or benefits. If totems were to give better healing rates, or more comfort, or without them you slept in the open you would lose stats etc. People would want and need to build them. Also if you used totems for more advanced crafting, like say you need a workshop to build a tinkering table. Without a totem you couldnt build a workshop thus you cant build a tinkering table to build something else you want or need.

What Im talking about making crafting fun, is:
1)Make better uses for things that are built (Tents, Walls, tribe lands etc).
2)Make crafting less boring. Instead of just crafting 100k bricks, with the same no thought into the 3 actions you are doing. Put something in place where you are rewarded for your actions. If you make the right choices at the right times you are rewarded with faster brick building, or extra bricks, or stronger bricks etc. If you dont do the correct action, you fail, or you make them slower, or you are hurt etc. This will prevent people from macroing, while also allowing crafters to feel more rewarded for their actions.

Dont get me wrong, I want combat, if you read any of my posts you will see that. But dont think that combat will fix everything and that is the main thing needed. For most this is a CRAFTING sandbox game. NOT a combat focus game.


Excellent post.

Crafting is way too grindy. I need 80 limestone bricks to make a piece of wall. That's 80 times digging limestone. 80 times turning stone into brick (plus extra for failures). Then there's digging up sand and extra limestone for mortar.

You should either be able to batch process the crafting, or have some sort of minigame which allows you to gather/produce more than one item each try.

MrDDT
04-27-2011, 05:31 PM
You should either be able to batch process the crafting, or have some sort of minigame which allows you to gather/produce more than one item each try.

Ive been saying this for a year or more. Its SOOOO needed.



I am afraid that Taming might not make it till summer. I myself am a great fan of taming, so be assured it is not gone nor the focus lost. But as I said in my introduction, the technical feasilbilty is also part of my job and as much as I am a fan of taming, I am also blocking it atm.

As Dezgard pointed out, we are working heavily on the creature AI and we might find an easy, quick solution. But you have to judge it in an overall context and therefore I would rather like to inform you, that it might take a bit longer than letting you hope to get this feature (even in a simplified form) fast.

Sorry for that negative answer, but I hope the world become interesting enough with the first changes we plan and as said, it is only delayed not canceled.

Danathur

Thanks for the update, and good post and choice. I agree some times holding something back thats going to take a long time is best when you can do many other fixes or content. Again thanks.