squakhawk 7304 Popular Post Share Posted November 7, 2022 what's up guys uhh good evening and shit it's like 10:49 PM, We have some exciting news to share about the direction of the coming Map, plans and designs, and our latest work. Map Status The design stage of the new map has been tricky (we faced a setback of two months), but we’re confident that the struggles were worth it. Map design is critical to its success and we want it to be as good as it can be before we make any irreversible decisions. So on that note—we can’t share an estimate for the release yet, but our paint is freshly started and will be done before the holidays. So what can you expect? Once the map is 3 months away from release we will post an announcement and begin the final phase. That’s when you can expect more media presence, land selection/prebuild, and previews of the new gameplay systems. Our priority is to minimize rules & shackles on roleplay. This will reflect in both the map itself and its gameplay systems (land ownership, RP, etc.). More on that below! Map Design Between the Your Views, the map discussion channel, community perspectives, and lots of revisions—our latest design is nicely saturated with feedback. We don’t want a pristine map we can’t touch—it should be usable, visually charming, with land simple to acquire and practical to build on. Of course, the Cloud Temple is a must—but it should not be a place that can impact gameplay. Roads should unite the world in a way that flows naturally and feels lived in. And as for land—it should be used, populated and bustling—not purchased once and left untouched. That probably means: no hubs. We’re certain that if we can address these concerns, we can make an impact on quality of life and build a bustling, living map. And now—let’s take a look at a visual retelling of The Descendant’s journey from Aegis to Almaris, and perhaps a teaser within! All credits to @Anore [Your View] - Cloud Temple Where do we put the Cloud Temple? Let’s say, not on the map but…above the map. This can solve the problems with CT that shows up in feedback over and over—the CT (and hubs) should not directly impact gameplay. So far we have been designing our systems around an off-map cloud temple, and seeing how we can even go without hubs. What do you think? We also have some plans for reviving the Library of Dragur. However, it won’t be like its past form. Now, it’s going to be focused on player history told by the players, rather than just being a repository for every book on the map. And one more question: what do you want from the Cloud Temple? Aesthetically & physically—what can we put there to enrich the experience? (especially for newbies & first-timers) We’ve used the CT as a ground for free foods, banks/auctioneers, and other amenities—but what does it mean to you? We want this to be the best iteration of the Cloud Temple, and we’re ready to try novel ideas. Map-Discussion & Discord So, it’s no secret that the official-answers channel is mostly abandoned. We recognize this—it’s hard to keep it accurate, especially with something as fluid and dynamic as map dev. We want to deliver on our promises, so we also want to avoid setting confusing or contradictory expectations. For this reason, we will repurpose the channel to be an FAQ of official statements and confirmations: “what can you 100% expect?”. As we grow closer to the end of development, we will be able to offer more solid answers—certainty and stability. This way as we get closer you and your friends can make plans and prepare for the upcoming transition. But one thing stays the same—we’ll be watching the discussion channel! Lore and Story Our approach to Lore and Storylines can make or break a map release. And, based on insights and discussion, we want to radically shift our perspective. Let's ask first- what does it mean for a map story to be successful? We’ve seen that it’s not often that an overarching major plotline decides that. Rather, it’s what kind of impact the lore and storylines within a map have on characters. In the past, most plotlines were centralized & directed by one person (the burden was as bad as it sounds). Despite one-man stewardship being quick and effective, it also meant whether or not we had a fun story in each map-cycle was a gamble. Massive plotlines do have their place—but what better than to fuse storylines into the physical world? Why should event sites be static, locked off exhibits and not part of the world you can manipulate? And what matters most about a map’s lore? Player characters: because plots fade but characters don’t. This is why this time our focus is to design lore that empowers your own storytelling rather than you playing a cog in something else. Tearing down roleplay walls is the main ambition—instead of railroading, we want to publish lore and stories which will naturally evolve specific areas of the map. How can we evoke interest and curiosity in passing players? How can we provoke thought and engagement with the landscape and builds? How can Story actors create their own storylines within regions instead of just being fed directions?—and how can we enable players to take full advantage of these changes? These are our operating questions. Rather than three/four weeks of fun plot before it fizzles—we want to enrich each region of the map in a way that lasts the whole map. Each region will have its own unique identity, feel, and history. And with that out the way…we have a teaser of a story written by @Bonito of explorers sailing to a mysterious land beyond the misty sea. Closing Thoughts I’m happy with the way it’s going. I’ll be honest, beginning phase two was a real struggle, and it was hard to see how it could all piece together. But it’s looking clearer now, and I believe we have a steady direction set—one that I hope will make many people happy too. We are doing our best to account for your feedback, and most of all, to deliver a quality experience. As always, we look forward to hearing your thoughts. Please let us know how you feel, and your thoughts! Have a great one, Squak & The Map Development Team Credit to; Video, Aos/Eos Map - BasketWeaver Short Story - Kujo Postwriting - Mady07 Postwriting - Squak Editing - Telanir 60 Link to post Share on other sites More sharing options...
SimplySeo 5185 Share Posted November 7, 2022 Mynebor colony lore? 7 Link to post Share on other sites More sharing options...
alexmagus 576 Share Posted November 7, 2022 (edited) There's been too many admin posts recently.... Edited November 7, 2022 by alexmagus 3 Link to post Share on other sites More sharing options...
Laeonathan 3931 Share Posted November 7, 2022 If you actually think waiting more then three months is a good idea that won't severly damage the server you're killing player retention. Almaris has been around for more then two years by this. After map painting you really shouldn't take another three months... 14 Link to post Share on other sites More sharing options...
wowj 2748 Share Posted November 7, 2022 I have ingested micro plastics 7 Link to post Share on other sites More sharing options...
Lockages 489 Share Posted November 7, 2022 add more palebeast signs this map that is my only request 9 Link to post Share on other sites More sharing options...
GoodGuyMatt 7060 Share Posted November 7, 2022 How r there replies already i KNOW for a fact yall asses did not read the whole text in 4 minutes. Read the post fellas. 15 Link to post Share on other sites More sharing options...
ReveredOwl 5314 Share Posted November 7, 2022 1 minute ago, Laeonathan said: If you actually think waiting more then three months is a good idea that won't severly damage the server you're killing player retention. Almaris has been around for more then two years by this. After map painting you really shouldn't take another three months... And rushing a map that ends up with the same mistakes as the past won't be good either. On another note, the cloud temple should be a temple in the clouds to act as an inbetween when a person dies, they of course wouldn't remember ct 21 Link to post Share on other sites More sharing options...
mika1278 2674 Share Posted November 7, 2022 where is our beach episode map transition? 8 Link to post Share on other sites More sharing options...
Laeonathan 3931 Share Posted November 7, 2022 Just now, ReveredOwl said: And rushing a map that ends up with the same mistakes as the past won't be good either. On another note, the cloud temple should be a temple in the clouds to act as an inbetween when a person dies, they of course wouldn't remember ct Obviously. But taking 3 months after you're done with the base paint really won't help. I can tell you one thing: This will be at least May and LOTC won't even hit 130 players on weekdays by then. 3 Link to post Share on other sites More sharing options...
Pancho 2498 Share Posted November 7, 2022 Australia deeplore 3 Link to post Share on other sites More sharing options...
RaiderBlue 609 Share Posted November 7, 2022 As long as CT is made of sandstone and has the iconic signs that were removed two maps ago I’ll be happy 12 Link to post Share on other sites More sharing options...
Orlanth 3525 Share Posted November 7, 2022 CT off map should be fine as long as it's done right and not abused. CT needs food source / farms. Market place more centralized would be nice. No fast travel, make people walk. This is a devil's advocate take, but your story does not matter to the average joe of LOTC. The number of players that closely interact with important events is a fraction of the playerbase, and even less of them pay attention to the story. Perfect example of this is that remembered history of LOTC is almost entirely based around wars and nation to nation interaction. Need more things to do in general (story helps with this but it's too staff dependent). If these are in the works, then why wasn't it mentioned? Immersive war and encouraged conflict systems, please and thank you. 12 Link to post Share on other sites More sharing options...
E__V__O 1984 Share Posted November 7, 2022 To the idea of hubs I believe you can utilise the same system you have now with some changes. Keeping the four main hubs, north, east, south and west but have them lead to a different corner of CT. In this corner will have Fast Travel points if needed to the settlements/nations in that area. This way, it prevents players from capturing tiles round hubs, and able to put players directly to the role-play. 3 Link to post Share on other sites More sharing options...
squakhawk 7304 Author Share Posted November 7, 2022 3 minutes ago, RaiderBlue said: As long as CT is made of sandstone and has the iconic signs that were removed two maps ago I’ll be happy then you'll be happy :j 15 Link to post Share on other sites More sharing options...
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