Page 6 of 7 FirstFirst ... 4567 LastLast
Results 51 to 60 of 65

Thread: Turn stuff on!

  1. #51
    This game reminds me of all the things I loved about gaming way back when, but at the same time I'm getting frustrated running around with my berries in my hand jumping like a frog. Give me something better to do.

  2. #52
    The time has come!

    my pack is full of fish....... :/

  3. #53
    It is funny reading these forums.


    Laaaaaaag. fix it.
    OK guys, need to turn stuff off to test it.
    Cool.
    Can't do stuff, but no lag at least. Turn stuff back on.
    OK but we still need to work out what the cause is.
    Laaaaaaag. fix it.
    OK guys, need to turn stuff off to test it.
    Cool.
    Can't do stuff, but no lag at least. Turn stuff back on.


    Just let the Devs do their work and stop all this complaining. If it wasn't for everyone shouting "want a refund unless you turn stuff on" and then "want a refund unless you get rid of lag" then perhaps they could just get on with it and fix it.

    Honestly, the worst thing about modern game development is the fact customers are now involved in production.

  4. #54
    It is the 13th of March...........

    I understand you are trying to troubleshoot problems , but honestly you promised pre-order players that they would have time to set-up before official launch , I'm pretty sure letting us make baskets is not going cause unplayable server wide lag.

    You promise to give us-


    Landscape

    The Xsyon starting world is a scaled version of the Lake Tahoe Basin which spans the California – Nevada border.

    Terrain is based on US Geological Survey data.
    Speed Tree 5.1
    Speed Grass 4.
    Reflective and refractive rivers, lakes and waterfalls.
    Players can build roads, clear, level, raise and lower terrain.
    120 sq km starting playing field, gradually expanding to a 1200 sq km area and beyond.


    Resources

    Players rely heavily on natural and found resources: lumber from trees, leather from animals, grass, scrap materials and rare objects of the lost modern civilization.

    Constantly changing resources can be renewed or depleted.
    Availability dependent on season and weather conditions.
    Resources can be claimed by tribes.
    A large variety of resources with individual properties. Different woods, cloths and metals have properties that affect crafted items.
    Scavenged items such as books can introduce knowledge of new crafts and skills.


    Environment

    The realistic environment in Xsyon is not simply visual. It can affect resources, quests, objects, creature behavior and player actions.

    Four seasons: Winter, Spring, Summer, Fall.
    Realistic sun path and shadows.
    Realistic moon cycle and moonlight.
    Volumetric and dynamic layered cloud system.
    Night sky with an accurate star map and constellations.
    Accumulating snow.
    Weather effects: Rain, Snow, Hail, Sleet.
    Terrain surface affects movement.
    Creatures react to adverse and favorable weather.
    Weather conditions affect player actions and item durability.


    Character

    Character development is pivotal to Xsyon. Unlike many game worlds where a character develops from a weakling to a god, Xsyon characters start off as heroes, above average in stats but inexperienced, unskilled and lacking knowledge.

    Customizable body, face and hair system.
    Characters visibly gain or lose weight and muscle.
    Characters age visibly. Ageing affects character statistics.
    Statistics increase or decrease based on actions, experience injuries and age.
    Skill based system. Skills increase and decrease based on actions and experience.
    Experience is gained for most player actions, not only combat, but crafting, questing, gathering and social activities.
    Levels gained will give additional points for the character to boost skills and statistics. These are in addition to normal action based skill and statistic gains and reflect what a character would be doing when not actively being played.
    Characters possess different gauges that affect the performance outcome of actions: Health, Faith, Energy, Hunger, Thirst and Encumbrance. Additional gauges including Comfort and Adrenaline boosts will be added as the game evolves.
    Character actions are tracked for Good and Evil and hidden stats such as Luck.


    Basic Actions

    The character can perform many basic physical actions as well as gain specific skill based actions. Most actions are dependant on a combination of player statistics, skill and current status.

    Basic movements include forward, backward, strafing.
    Variable run and sprint speeds based on many factors.
    Swimming ability and speed are based on skill, stats, type of armor and clothing worn and encumbrance.
    Different swim strokes are available based on skill.
    Basic actions include gathering, scavenging, digging, sneaking, hiding and chopping trees.
    Movement is based on the character’s skill and statistics.
    Movement is affected by terrain slope and surface.
    Movement is affected by the character’s encumbrance and current state.
    Weight and bulk limits make the player have to decide what to carry and what to leave behind.
    Nearly 50 different emotes for the character to express himself.
    Flexible camera system allows for players to view and record their actions from many different points of view.


    Skills

    Players start the game with a selected set of skills. They gain new skills by learning from other players or by uncovering knowledge in books from the past.

    Skills increase with use.
    Skills decrease over time if not used.
    Skills can be maintained and increased by using experience points.
    Skills are affected by many external factors.
    Many actions are dependant on several skills.
    Skill increase is dependant on the character’s current level of similar skills.
    Over 50 skills in Combat, Physical Actions, Trade Skills, Crafts and Resource Gathering.


    Crafts

    Everything in the world can be crafted and destroyed. Craftsmen can find new patterns, recipes and blueprints, learn from other players or gain knowledge through inspiration.

    Characters craft tools, weapons, armor and equipment.
    Characters build buildings and clear roads.
    Eight basic levels of craftsmanship, from Novice to Grand Master.
    Inspiration allows characters to gain crafting patterns similar to those already known, without the needs to find these or learn them from other players.
    Supreme Master level of craftsmanship for those characters whose achievements top their peers.
    Characters achieving the Supreme Master level of craftsmanship work with the Xsyon team to introduce a crafted item of their own design.
    Patterns require a minimum skill level, but most are available to mid level craftsmen.
    Craftsmen gain patterns as they advance.
    Different craftsmen of the same skill level will typically have a different set of patterns in their arsenal.
    Object quality and durability depends on materials used and the craftsman’s skill.
    Craftsmen depend on tools and supplies from other craftsmen.
    As they advance, craftsmen gain the abilities to repair, reinforce and improve objects.


    Armor

    Xsyon is not a gear based game. A wide range of armor parts are available and the player selects armor based on play style and appearance more than how stats are affected.

    Part based armor system. All parts can be crafted and customized.
    Layered armor system for many possible combinations.
    Armor bulk and material affects player comfort, speed and actions.
    Variable armor quality and durability for the same armor type.
    Armor parts can be enhanced based on materials used.
    Weapon types versus armor types.
    Colored materials can be used to create thousands of different looks.


    Objects

    By scavenging the world, characters will discover over a thousand different types of objects. All objects serve some function, even if it’s not readily apparent.

    Found objects can be sorted for material and color
    Skilled scavengers have a greater chance of uncovering rare and useful items
    Discarded objects build up to restock scrap piles.
    Different areas yield different found objects
    Objects degrade and decay with use and the ravages of weather and time


    Creatures

    Xsyon is populated with player humans and non player undead, animals and mutants. Creatures can be hunted or become the hunter.

    No set creature spawns or re-spawns. Animals multiply based on the current creature population. Undead never truly die, or do they?
    Creatures gain experience and power, potentially evolving into legendary beings.
    Creatures can overrun areas or be depleted.
    Creatures gravitate towards different areas based on mood and weather.
    Creatures driven to the outer reaches of the world mutate.
    Creatures possess realistic loot. If you see armor or a weapon on a creature you can take it. Animals can be carved up for raw materials.
    Creatures are a primary resource for crafters.


    Communication

    Communication between players is key to the Xsyon world. Characters have many ways to interact and communicate at their disposal.

    General chat based on hearing range.
    Whisper directed to specific players within range.
    Town and player group chat channels.
    Help channel to contact in game Guides.
    Town markets where players can place items for sale.


    Combat

    Combat combines manual targeting and clicking with the final blow success based on the many factors – statistics, skills, weapon type, defense skills, armor and the opponents stance.

    Skill and statistic based combat.
    Manual targeting, affected by abilities.
    Manual defense tactics including dodging, parrying and blocking.
    Body part targeting for critical attacks.
    Weapon types versus armor types.
    Combat permissions in tribe zones based on tribal settings.
    Combat will be revised during the Prelude and improved to match combat oriented games.


    Tribes

    The most important aspect of the Xsyon world is it’s tribal mechanics. Players rely on their home town or tribe for survival and success.

    Players become registered members of a tribe. 10 players or more must come together to form a town.
    As towns increase in membership, they can claim more land and gain town abilities.
    Player owned protected housing.
    Player owned protected storage.
    Flexible part based construction system.
    Custom rank system. Ranks consist of a power level and set of permissions and abilities.
    Hierarchical political systems can be formed based on the rank system.
    Bonuses to stats and skills when in native town.
    Bonuses to stats and skills for town leaders.
    Bonuses to players wearing tribal colors.
    Towns serve as centers for quests, trade, crafting, storage and interaction.
    Tribes can choose tribal colors and emblems to be displayed in tribal clothing, banners and flags.


    Quests

    Quests are assigned from one player to another using the quest system. Tribal chiefs and leaders will have the ability to assign specific quests.

    Quests are posted at town totems so that players can obtain and complete quests without requiring the quest giver to be online. Types of quests include:
    Delivery of goods.
    Hunting.
    Gathering resources.
    Crafting.
    Exploration.


    Other tribal quests and contest types will be added during the Prelude.


    Economy

    The economy is entirely player run. It relies heavily on players to gather resources, craft necessary items and trade. Players can barter or buy and sell using local currency.
    Tribes can set local currencies based on found currency items.
    Town and individual bank accounts.
    Towns can impose taxes.
    Player run trade through town totems.
    Resources can be controlled and destroyed to reduce supply.
    Trade between individuals and towns.


    Evolution

    Xsyon is constantly evolving. During the Prelude, characters start off as simple hunters, gatherers and scavengers. As societies will advance new features will become available to the larger, more civilized tribes and towns. These features will include:
    Animal taming and riding.
    Player comfort levels that affect actions.
    In game message boards and mail system.
    Agriculture.
    Cooking with player created created recipes.
    Armor decoration and enhancement system which can indicate achievements and status.
    New content including armor sets, weapons, buildings and creatures.
    Religion.


    Join us in the Xsyon Forums for discussions of other potential unique features that we plan to develop and try out.


    The Unknown

    The full features of the Xsyon online game world will never be fully disclosed. Part of the fun in playing is discovering the unknown. New features, skills, objects and creatures will typically be discovered in game before they are officially announced. A few hints to spark the minds of new Xsyon players:

    When and where you craft might be just as important as what you craft.
    Specialization leads to inspiration.
    One man’s trash is another man’s treasure.
    Two minds are better than one.
    The world is changing, keep exploring.
    .

    And We Get

    Jumping
    Running
    Swimming
    Fishing
    Foraging



    Come on guys , I didn't give you 40 dollars for nothing.

  5. #55
    Quote Originally Posted by jjjggg50 View Post
    It is the 13th of March...........

    I understand you are trying to troubleshoot problems , but honestly you promised pre-order players that they would have time to set-up before official launch , I'm pretty sure letting us make baskets is not going cause unplayable server wide lag.

    You promise to give us-


    Landscape

    The Xsyon starting world is a scaled version of the Lake Tahoe Basin which spans the California – Nevada border.

    Terrain is based on US Geological Survey data.
    Speed Tree 5.1
    Speed Grass 4.
    Reflective and refractive rivers, lakes and waterfalls.
    Players can build roads, clear, level, raise and lower terrain.
    120 sq km starting playing field, gradually expanding to a 1200 sq km area and beyond.


    Resources

    Players rely heavily on natural and found resources: lumber from trees, leather from animals, grass, scrap materials and rare objects of the lost modern civilization.

    Constantly changing resources can be renewed or depleted.
    Availability dependent on season and weather conditions.
    Resources can be claimed by tribes.
    A large variety of resources with individual properties. Different woods, cloths and metals have properties that affect crafted items.
    Scavenged items such as books can introduce knowledge of new crafts and skills.


    Environment

    The realistic environment in Xsyon is not simply visual. It can affect resources, quests, objects, creature behavior and player actions.

    Four seasons: Winter, Spring, Summer, Fall.
    Realistic sun path and shadows.
    Realistic moon cycle and moonlight.
    Volumetric and dynamic layered cloud system.
    Night sky with an accurate star map and constellations.
    Accumulating snow.
    Weather effects: Rain, Snow, Hail, Sleet.
    Terrain surface affects movement.
    Creatures react to adverse and favorable weather.
    Weather conditions affect player actions and item durability.


    Character

    Character development is pivotal to Xsyon. Unlike many game worlds where a character develops from a weakling to a god, Xsyon characters start off as heroes, above average in stats but inexperienced, unskilled and lacking knowledge.

    Customizable body, face and hair system.
    Characters visibly gain or lose weight and muscle.
    Characters age visibly. Ageing affects character statistics.
    Statistics increase or decrease based on actions, experience injuries and age.
    Skill based system. Skills increase and decrease based on actions and experience.
    Experience is gained for most player actions, not only combat, but crafting, questing, gathering and social activities.
    Levels gained will give additional points for the character to boost skills and statistics. These are in addition to normal action based skill and statistic gains and reflect what a character would be doing when not actively being played.
    Characters possess different gauges that affect the performance outcome of actions: Health, Faith, Energy, Hunger, Thirst and Encumbrance. Additional gauges including Comfort and Adrenaline boosts will be added as the game evolves.
    Character actions are tracked for Good and Evil and hidden stats such as Luck.


    Basic Actions

    The character can perform many basic physical actions as well as gain specific skill based actions. Most actions are dependant on a combination of player statistics, skill and current status.

    Basic movements include forward, backward, strafing.
    Variable run and sprint speeds based on many factors.
    Swimming ability and speed are based on skill, stats, type of armor and clothing worn and encumbrance.
    Different swim strokes are available based on skill.
    Basic actions include gathering, scavenging, digging, sneaking, hiding and chopping trees.
    Movement is based on the character’s skill and statistics.
    Movement is affected by terrain slope and surface.
    Movement is affected by the character’s encumbrance and current state.
    Weight and bulk limits make the player have to decide what to carry and what to leave behind.
    Nearly 50 different emotes for the character to express himself.
    Flexible camera system allows for players to view and record their actions from many different points of view.


    Skills

    Players start the game with a selected set of skills. They gain new skills by learning from other players or by uncovering knowledge in books from the past.

    Skills increase with use.
    Skills decrease over time if not used.
    Skills can be maintained and increased by using experience points.
    Skills are affected by many external factors.
    Many actions are dependant on several skills.
    Skill increase is dependant on the character’s current level of similar skills.
    Over 50 skills in Combat, Physical Actions, Trade Skills, Crafts and Resource Gathering.


    Crafts

    Everything in the world can be crafted and destroyed. Craftsmen can find new patterns, recipes and blueprints, learn from other players or gain knowledge through inspiration.

    Characters craft tools, weapons, armor and equipment.
    Characters build buildings and clear roads.
    Eight basic levels of craftsmanship, from Novice to Grand Master.
    Inspiration allows characters to gain crafting patterns similar to those already known, without the needs to find these or learn them from other players.
    Supreme Master level of craftsmanship for those characters whose achievements top their peers.
    Characters achieving the Supreme Master level of craftsmanship work with the Xsyon team to introduce a crafted item of their own design.
    Patterns require a minimum skill level, but most are available to mid level craftsmen.
    Craftsmen gain patterns as they advance.
    Different craftsmen of the same skill level will typically have a different set of patterns in their arsenal.
    Object quality and durability depends on materials used and the craftsman’s skill.
    Craftsmen depend on tools and supplies from other craftsmen.
    As they advance, craftsmen gain the abilities to repair, reinforce and improve objects.


    Armor

    Xsyon is not a gear based game. A wide range of armor parts are available and the player selects armor based on play style and appearance more than how stats are affected.

    Part based armor system. All parts can be crafted and customized.
    Layered armor system for many possible combinations.
    Armor bulk and material affects player comfort, speed and actions.
    Variable armor quality and durability for the same armor type.
    Armor parts can be enhanced based on materials used.
    Weapon types versus armor types.
    Colored materials can be used to create thousands of different looks.


    Objects

    By scavenging the world, characters will discover over a thousand different types of objects. All objects serve some function, even if it’s not readily apparent.

    Found objects can be sorted for material and color
    Skilled scavengers have a greater chance of uncovering rare and useful items
    Discarded objects build up to restock scrap piles.
    Different areas yield different found objects
    Objects degrade and decay with use and the ravages of weather and time


    Creatures

    Xsyon is populated with player humans and non player undead, animals and mutants. Creatures can be hunted or become the hunter.

    No set creature spawns or re-spawns. Animals multiply based on the current creature population. Undead never truly die, or do they?
    Creatures gain experience and power, potentially evolving into legendary beings.
    Creatures can overrun areas or be depleted.
    Creatures gravitate towards different areas based on mood and weather.
    Creatures driven to the outer reaches of the world mutate.
    Creatures possess realistic loot. If you see armor or a weapon on a creature you can take it. Animals can be carved up for raw materials.
    Creatures are a primary resource for crafters.


    Communication

    Communication between players is key to the Xsyon world. Characters have many ways to interact and communicate at their disposal.

    General chat based on hearing range.
    Whisper directed to specific players within range.
    Town and player group chat channels.
    Help channel to contact in game Guides.
    Town markets where players can place items for sale.


    Combat

    Combat combines manual targeting and clicking with the final blow success based on the many factors – statistics, skills, weapon type, defense skills, armor and the opponents stance.

    Skill and statistic based combat.
    Manual targeting, affected by abilities.
    Manual defense tactics including dodging, parrying and blocking.
    Body part targeting for critical attacks.
    Weapon types versus armor types.
    Combat permissions in tribe zones based on tribal settings.
    Combat will be revised during the Prelude and improved to match combat oriented games.


    Tribes

    The most important aspect of the Xsyon world is it’s tribal mechanics. Players rely on their home town or tribe for survival and success.

    Players become registered members of a tribe. 10 players or more must come together to form a town.
    As towns increase in membership, they can claim more land and gain town abilities.
    Player owned protected housing.
    Player owned protected storage.
    Flexible part based construction system.
    Custom rank system. Ranks consist of a power level and set of permissions and abilities.
    Hierarchical political systems can be formed based on the rank system.
    Bonuses to stats and skills when in native town.
    Bonuses to stats and skills for town leaders.
    Bonuses to players wearing tribal colors.
    Towns serve as centers for quests, trade, crafting, storage and interaction.
    Tribes can choose tribal colors and emblems to be displayed in tribal clothing, banners and flags.


    Quests

    Quests are assigned from one player to another using the quest system. Tribal chiefs and leaders will have the ability to assign specific quests.

    Quests are posted at town totems so that players can obtain and complete quests without requiring the quest giver to be online. Types of quests include:
    Delivery of goods.
    Hunting.
    Gathering resources.
    Crafting.
    Exploration.


    Other tribal quests and contest types will be added during the Prelude.


    Economy

    The economy is entirely player run. It relies heavily on players to gather resources, craft necessary items and trade. Players can barter or buy and sell using local currency.
    Tribes can set local currencies based on found currency items.
    Town and individual bank accounts.
    Towns can impose taxes.
    Player run trade through town totems.
    Resources can be controlled and destroyed to reduce supply.
    Trade between individuals and towns.


    Evolution

    Xsyon is constantly evolving. During the Prelude, characters start off as simple hunters, gatherers and scavengers. As societies will advance new features will become available to the larger, more civilized tribes and towns. These features will include:
    Animal taming and riding.
    Player comfort levels that affect actions.
    In game message boards and mail system.
    Agriculture.
    Cooking with player created created recipes.
    Armor decoration and enhancement system which can indicate achievements and status.
    New content including armor sets, weapons, buildings and creatures.
    Religion.


    Join us in the Xsyon Forums for discussions of other potential unique features that we plan to develop and try out.


    The Unknown

    The full features of the Xsyon online game world will never be fully disclosed. Part of the fun in playing is discovering the unknown. New features, skills, objects and creatures will typically be discovered in game before they are officially announced. A few hints to spark the minds of new Xsyon players:

    When and where you craft might be just as important as what you craft.
    Specialization leads to inspiration.
    One man’s trash is another man’s treasure.
    Two minds are better than one.
    The world is changing, keep exploring.
    .

    And We Get

    Jumping
    Running
    Swimming
    Fishing
    Foraging



    Come on guys , I didn't give you 40 dollars for nothing.
    /Sign

    Pissed off for weeks now because they keep breaking promises. Just can't find the words to express my frustration. Even if I had the words, they wouldn't reach the rabid fanbois who keep saying 'just wait until March 15th; that's official launch'. Nothing will have changed by then, just accept it now.

  6. #56
    Quote Originally Posted by jjjggg50 View Post
    It is the 13th of March...........

    I understand you are trying to troubleshoot problems , but honestly you promised pre-order players that they would have time to set-up before official launch , I'm pretty sure letting us make baskets is not going cause unplayable server wide lag.

    You promise to give us-


    Landscape

    The Xsyon starting world is a scaled version of the Lake Tahoe Basin which spans the California – Nevada border.

    Terrain is based on US Geological Survey data.
    Speed Tree 5.1
    Speed Grass 4.
    Reflective and refractive rivers, lakes and waterfalls.
    Players can build roads, clear, level, raise and lower terrain.
    120 sq km starting playing field, gradually expanding to a 1200 sq km area and beyond.


    Resources

    Players rely heavily on natural and found resources: lumber from trees, leather from animals, grass, scrap materials and rare objects of the lost modern civilization.

    Constantly changing resources can be renewed or depleted.
    Availability dependent on season and weather conditions.
    Resources can be claimed by tribes.
    A large variety of resources with individual properties. Different woods, cloths and metals have properties that affect crafted items.
    Scavenged items such as books can introduce knowledge of new crafts and skills.


    Environment

    The realistic environment in Xsyon is not simply visual. It can affect resources, quests, objects, creature behavior and player actions.

    Four seasons: Winter, Spring, Summer, Fall.
    Realistic sun path and shadows.
    Realistic moon cycle and moonlight.
    Volumetric and dynamic layered cloud system.
    Night sky with an accurate star map and constellations.
    Accumulating snow.
    Weather effects: Rain, Snow, Hail, Sleet.
    Terrain surface affects movement.
    Creatures react to adverse and favorable weather.
    Weather conditions affect player actions and item durability.


    Character

    Character development is pivotal to Xsyon. Unlike many game worlds where a character develops from a weakling to a god, Xsyon characters start off as heroes, above average in stats but inexperienced, unskilled and lacking knowledge.

    Customizable body, face and hair system.
    Characters visibly gain or lose weight and muscle.
    Characters age visibly. Ageing affects character statistics.
    Statistics increase or decrease based on actions, experience injuries and age.
    Skill based system. Skills increase and decrease based on actions and experience.
    Experience is gained for most player actions, not only combat, but crafting, questing, gathering and social activities.
    Levels gained will give additional points for the character to boost skills and statistics. These are in addition to normal action based skill and statistic gains and reflect what a character would be doing when not actively being played.
    Characters possess different gauges that affect the performance outcome of actions: Health, Faith, Energy, Hunger, Thirst and Encumbrance. Additional gauges including Comfort and Adrenaline boosts will be added as the game evolves.
    Character actions are tracked for Good and Evil and hidden stats such as Luck.


    Basic Actions

    The character can perform many basic physical actions as well as gain specific skill based actions. Most actions are dependant on a combination of player statistics, skill and current status.

    Basic movements include forward, backward, strafing.
    Variable run and sprint speeds based on many factors.
    Swimming ability and speed are based on skill, stats, type of armor and clothing worn and encumbrance.
    Different swim strokes are available based on skill.
    Basic actions include gathering, scavenging, digging, sneaking, hiding and chopping trees.
    Movement is based on the character’s skill and statistics.
    Movement is affected by terrain slope and surface.
    Movement is affected by the character’s encumbrance and current state.
    Weight and bulk limits make the player have to decide what to carry and what to leave behind.
    Nearly 50 different emotes for the character to express himself.
    Flexible camera system allows for players to view and record their actions from many different points of view.


    Skills

    Players start the game with a selected set of skills. They gain new skills by learning from other players or by uncovering knowledge in books from the past.

    Skills increase with use.
    Skills decrease over time if not used.
    Skills can be maintained and increased by using experience points.
    Skills are affected by many external factors.
    Many actions are dependant on several skills.
    Skill increase is dependant on the character’s current level of similar skills.
    Over 50 skills in Combat, Physical Actions, Trade Skills, Crafts and Resource Gathering.


    Crafts

    Everything in the world can be crafted and destroyed. Craftsmen can find new patterns, recipes and blueprints, learn from other players or gain knowledge through inspiration.

    Characters craft tools, weapons, armor and equipment.
    Characters build buildings and clear roads.
    Eight basic levels of craftsmanship, from Novice to Grand Master.
    Inspiration allows characters to gain crafting patterns similar to those already known, without the needs to find these or learn them from other players.
    Supreme Master level of craftsmanship for those characters whose achievements top their peers.
    Characters achieving the Supreme Master level of craftsmanship work with the Xsyon team to introduce a crafted item of their own design.
    Patterns require a minimum skill level, but most are available to mid level craftsmen.
    Craftsmen gain patterns as they advance.
    Different craftsmen of the same skill level will typically have a different set of patterns in their arsenal.
    Object quality and durability depends on materials used and the craftsman’s skill.
    Craftsmen depend on tools and supplies from other craftsmen.
    As they advance, craftsmen gain the abilities to repair, reinforce and improve objects.


    Armor

    Xsyon is not a gear based game. A wide range of armor parts are available and the player selects armor based on play style and appearance more than how stats are affected.

    Part based armor system. All parts can be crafted and customized.
    Layered armor system for many possible combinations.
    Armor bulk and material affects player comfort, speed and actions.
    Variable armor quality and durability for the same armor type.
    Armor parts can be enhanced based on materials used.
    Weapon types versus armor types.
    Colored materials can be used to create thousands of different looks.


    Objects

    By scavenging the world, characters will discover over a thousand different types of objects. All objects serve some function, even if it’s not readily apparent.

    Found objects can be sorted for material and color
    Skilled scavengers have a greater chance of uncovering rare and useful items
    Discarded objects build up to restock scrap piles.
    Different areas yield different found objects
    Objects degrade and decay with use and the ravages of weather and time


    Creatures

    Xsyon is populated with player humans and non player undead, animals and mutants. Creatures can be hunted or become the hunter.

    No set creature spawns or re-spawns. Animals multiply based on the current creature population. Undead never truly die, or do they?
    Creatures gain experience and power, potentially evolving into legendary beings.
    Creatures can overrun areas or be depleted.
    Creatures gravitate towards different areas based on mood and weather.
    Creatures driven to the outer reaches of the world mutate.
    Creatures possess realistic loot. If you see armor or a weapon on a creature you can take it. Animals can be carved up for raw materials.
    Creatures are a primary resource for crafters.


    Communication

    Communication between players is key to the Xsyon world. Characters have many ways to interact and communicate at their disposal.

    General chat based on hearing range.
    Whisper directed to specific players within range.
    Town and player group chat channels.
    Help channel to contact in game Guides.
    Town markets where players can place items for sale.


    Combat

    Combat combines manual targeting and clicking with the final blow success based on the many factors – statistics, skills, weapon type, defense skills, armor and the opponents stance.

    Skill and statistic based combat.
    Manual targeting, affected by abilities.
    Manual defense tactics including dodging, parrying and blocking.
    Body part targeting for critical attacks.
    Weapon types versus armor types.
    Combat permissions in tribe zones based on tribal settings.
    Combat will be revised during the Prelude and improved to match combat oriented games.


    Tribes

    The most important aspect of the Xsyon world is it’s tribal mechanics. Players rely on their home town or tribe for survival and success.

    Players become registered members of a tribe. 10 players or more must come together to form a town.
    As towns increase in membership, they can claim more land and gain town abilities.
    Player owned protected housing.
    Player owned protected storage.
    Flexible part based construction system.
    Custom rank system. Ranks consist of a power level and set of permissions and abilities.
    Hierarchical political systems can be formed based on the rank system.
    Bonuses to stats and skills when in native town.
    Bonuses to stats and skills for town leaders.
    Bonuses to players wearing tribal colors.
    Towns serve as centers for quests, trade, crafting, storage and interaction.
    Tribes can choose tribal colors and emblems to be displayed in tribal clothing, banners and flags.


    Quests

    Quests are assigned from one player to another using the quest system. Tribal chiefs and leaders will have the ability to assign specific quests.

    Quests are posted at town totems so that players can obtain and complete quests without requiring the quest giver to be online. Types of quests include:
    Delivery of goods.
    Hunting.
    Gathering resources.
    Crafting.
    Exploration.


    Other tribal quests and contest types will be added during the Prelude.


    Economy

    The economy is entirely player run. It relies heavily on players to gather resources, craft necessary items and trade. Players can barter or buy and sell using local currency.
    Tribes can set local currencies based on found currency items.
    Town and individual bank accounts.
    Towns can impose taxes.
    Player run trade through town totems.
    Resources can be controlled and destroyed to reduce supply.
    Trade between individuals and towns.


    Evolution

    Xsyon is constantly evolving. During the Prelude, characters start off as simple hunters, gatherers and scavengers. As societies will advance new features will become available to the larger, more civilized tribes and towns. These features will include:
    Animal taming and riding.
    Player comfort levels that affect actions.
    In game message boards and mail system.
    Agriculture.
    Cooking with player created created recipes.
    Armor decoration and enhancement system which can indicate achievements and status.
    New content including armor sets, weapons, buildings and creatures.
    Religion.


    Join us in the Xsyon Forums for discussions of other potential unique features that we plan to develop and try out.


    The Unknown

    The full features of the Xsyon online game world will never be fully disclosed. Part of the fun in playing is discovering the unknown. New features, skills, objects and creatures will typically be discovered in game before they are officially announced. A few hints to spark the minds of new Xsyon players:

    When and where you craft might be just as important as what you craft.
    Specialization leads to inspiration.
    One man’s trash is another man’s treasure.
    Two minds are better than one.
    The world is changing, keep exploring.
    .

    And We Get

    Jumping
    Running
    Swimming
    Fishing
    Foraging



    Come on guys , I didn't give you 40 dollars for nothing.
    Truths going to piss someone off...

  7. #57
    Ladies and gentlemen, welcome to the dark and light 2!

    I bought the game for all the features that are described, but are currently implemented only 4!!

    If we all start a lawsuit, we can recover our money just as was the case for dark and light2

    nobody will buy the game on March 15, only a fool!

    So do not answer me by saying the game will be launched March 15

  8. #58
    Xyson developers , I have a question to ask you............


    How do you plan on implementing over 20 new features in less than 2 days , at launch we will have few of the features you described you would add to the game?
    And we only have 2 months free , and those 2 months will not be with the full list of features you described to us.

    I am now confused of what I actually have pre-ordered , a full complete game or perhaps I paid $40 to have the " Xyson Subscriber" title on the forum. Please , xyson developers just tell us what you are doing , the least you can do now is turn all the features on.

    P.S I fail to see how turning all features off is going to help your servers in anyway whatsoever .

  9. #59
    Shit fucks up folks...Im not a fan boy...was in yer possition last year in May...thought we had a live game but no...needed fixing...like pvp being more than flippin of the guy...
    Ya'll hit the agree button just like me.... a year ago...

    Enjoy the free game time...yer not being charged and your free time isnt being used...
    and when Oct kids sign on you can make fun of them like I do with all ya Feb newbies....hehe

    Honestly...enjoy the free time and helping make this game your way....

  10. #60
    Did you guys even play the beta test ? All the features are in game and are working. They are just turned off right now to avoid server lag while they fix it. Theyve been working all weekend to fix it. Just get a life, be patient and come back on the 15th to play the real game. You really think they're going to release it in this state ? Turning on / off features is easy.

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •