Development Chat 7

Video: https://www.youtube.com/watch?v=5QZi-EmPa8w&t=

Date: 1/31/2018

Topic/s: Guilds, Construction, Player Housing, Gambling. Participant/s: Roarbee

Guilds are about two weeks out. In talking with Hudy and Constrictor about this and everything, we’re looking at about two weeks so at the end of this week, we should be seeing the construction skill and player housing come out and then next week after that we should see the basic implementation of guilds. We’re just gonna call it Guilds 1.0. It’s not gonna have all the crazy in-depth  features that we’ve talked about in the past, what we’re looking to have is just the basics of guild buildings, guild storage, that’s pretty much it. But alliances and some of the other stuff that’s going along with that like the city system which is gonna tie in to guilds, doing city alliances, city council memberships, these are all gonna tie in to guilds but that’s not gonna be in place until Guilds 2.0 because the underlying systems, they’re gonna take kind of a lot.

The initial limit for guilds is still the same as it was, it’s gonna be 10, you’re gonna be able to raise it up pretty quickly but if you’re not funneling most of your resources into a single guild you may end up having some issues with growing quickly so we’re working on that. I talked about this on one of my chill streams, we’re gonna have a way for non-guilded people for you to help out your friends if they can’t fit in your guild through the apprenticeship system, where you’re gonna be able to pick up one of your friends and you guys are gonna be able to help them raise their exp faster for skills, so you’re gonna be able to more easily get people to join whether or not you have space in your guild. That’s probably a Guild 1.5 or Guild 2.0 implementation. It’s a little down the road, it’s not technically related to guilds. Originally we wanted it to but we kinda realized it would be better for the community to detach it from guilds and make it a thing you can do with anybody but that’s where we are on that. That’s pretty much it on guilds. I think people probably know what’s gonna come out, it’s just a question of when. So the answer is two weeks, we’re looking at about two weeks. It may be shorter, may be longer. Might be three weeks, might be a week and half but it’s gonna be at least a week. Right now the main thing we’re working on is Construction and Player Housing.

Construction, so the construction skill is going to be the first new skill, completely unlike all the rest of your skills. It will have mastery, it will have bonuses but not quite the same as they work now. The main thing you’re gonna do with the construction skill is building housing, additions and eventually furniture. Now, furniture is not gonna be part of the initial implementation. Largely because it’s not something we wanna throw out on top of that right now and also because we don’t know what all the bonuses need to be. But basically furniture what it’s gonna do is when you’re already built an addition, what the addition is going to do is give you a bonus that you can activate.Let’s say you have a kitchen, you’ve built a kitchen add on, you could build an oven or a mixer, something like that for your kitchen so in having a kitchen, you could spend resources either like leols, cooked food, uncooked food, wood, who knows. And in the process in spending it you’d be able to activate a buff and that buff would be able to get modified by the furniture that you have in your kitchen. So let’s say the kitchen buff is reduce your chance of failing, increases success chance. With the dice system, that would mean reducing difficulty so now you have this furniture that would allow you to reroll 1’s while that bonus is active or it does in any of the bonuses related to the dice system. So, construction people are going to be very busy with basically making stuff to get people bonuses. Or in the case of guilds, the construction people are going to be very busy helping upgrade the guild hall. So to get more into it, to be more specific. In order to construct stuff, you’re going to need leol, need wood, and need metal. The various qualities of metal will help you do things faster.

QUESTION: “Will you be able to sell those additions?” ANSWER: Yes, that is the biggest part.

We wanted to make this a skill where if you just wanna be a home builder, you can specialize in being a home builder, you can be just a carpenter, or you can make really good furniture so it’s gonna have a certain time sink aside from the usual resource sink. So for example you wanted to build a house addition, it might take a day’s worth of ticks and those ticks don’t have to be consecutive, it would just add onto a progress meter over time, so the resources are consumed over time and it adds progress ticks over time. You can speed it up either by increasing mastery, overall skill level or by using higher level material than is required. So for example you are using all elder material but it didn’t call for elder material, you might be able to cut off 10%, 20%, or 30% of the total time by virtue of using better material or for some of you I think somebody is already getting high level stuff, you could use legendary material, ancient material, whatever. It’s all the better the higher tier, the higher quality of the material the more effect it has on reducing the time required to build a given project. Not every addition is only going to require just material, just basic material, some additions are gonna require very specific material so for example you;re trying to build a greenhouse, you’d need to go out and gather sand and you may need to build windows, special types of wood or special types of metal. And use that for different things. You may not always need nails, sometimes you’d bars, sometimes you’d need raw ore. It’s gonna depend on what you’re making but what the goal is is that there’s gonna have a wide variety of things necessary in terms of making furniture, additions and the housing itself. Nails are gonna be made by blacksmiths. We wanna keep woodworkers and blacksmiths as part of this, we don’t wanna lose what we have, that synergy between skills. We don’t want a skill that’s only ever dependent upon itself, other than gathering. Gathering should be the only skill/discipline who can do its own thing all by itself, everyone else should be dependent on several other skills. This is also where monster material start to see more of a use. Some of the furniture and addons may require monster material. That does tie in with us reworking monster drops/loot which I think we’ve talked about a couple times before. Monster loot itself will have its own qualities. So combat people would be able to contribute quite a bit in this particular skill. Mastery will directly decrease the amount of time needed and may also reduce the amount of resources needed. A better builder can do the same job with less waste, that’s common sense to anybody who has built something by hand. Somebody who knows what they’re doing will use a lot less and will do it a lot faster. So we’re trying to keep it realistic that way.As mastery goes higher, the shorter it will require for you to finish building, It’s sort of going to be on a case on case basis and it’s gonna change as we add more stuff. Certain stuff like furniture may work differently than addons, there won’t necessarily be mastery for every single thing because it doesn’t matter how good you are, you can only speed up building a house so much, you can do it a little bit but only so much. You cannot fail, let me specify that, you cannot fail in making a house. You can take longer than three hours but you cannot fail in making a house. You may run into trouble during construction in which you have to spend additional time and resources to continue building, but that’s about it. The current crafting bonuses won’t apply to construction, it’s gonna have its own set of bonuses. That’s gonna be a big thing as well. You cannot fail in making a house, a chair, or a greenhouse, it could just take longer, can’t stress that enough. The construction and player housing will be coming in approximately one week. So probably the end of this week or the beginning of next week. That’s our current schedule for it internally. That’s not a promise, just that we’re pretty sure that’s when it should be done. Hudy’s already laid the groundwork for it months and months ago, we’re just fussing over minor details and figured out some things that you guys are probably going to be happy with. So should be a little bit more time but it’s coming out soon. With that, once that comes out you’ll have access to the Armory. And what the armory’s going to do as one of your addons is it will allow you to create and save sets of equipment so for those of you who are doing multiple disciplines and for those of you who are combat people, you can finally create and save custom sets. So you can have a crafting set, a gathering set. If you’re in combat you can have an ice set, a fire set, a crit set, whatever you want. And you’ll be able to switch in between those by pushing a button. The more levels of Armory you have, the more sets you’d be able to create and save. I think that’s everything for construction.

Gambling in a casino, everybody’s favorite thing. Everybody likes to gamble fake money. What’s gambling gonna be? Two things. It will be two different systems. One of them is going to be a direct leol sink, you can throw leol at it, throw resources at it. It’s just gonna be a really good way for you to blow all your money on a chance to get stuff. What can I get from gambling? What can I win? If that’s not a thing, who cares, right. So let’s talk about what you can win at gambling. The most obvious thing is that you can win very high tier resources/stuff. So you could gamble and could potentially win ascendent quality stuff. You can win any item that’s on the game, any item that’s on the list. Everything you can gather, crafted material, etc. etc. We’re planning to add a lot of stuff that could potentially be used by anybody. You could win a ton of stuff nobody could use or is capable of using. You cannot RNG to get good weapons, because good weapons can only be crafted by other players. You cannot get components, you cannot get completed pieces of armor, cannot get completed weapons and cannot get weapon components. The only thing you can get is material and potentially large amounts of leol and I mean large amounts. You could also win pounds which is the new currency that’s gonna come out and you could also win premium items. You heard me right, you can actually win premium items in the casino. What are premium items you might ask, equipment renames, player renames, skill renames, maybe a custom title, maybe some premium currency itself. The premium currency, of course, still not able to do pay2win type of stuff. You might also win some pay2lose coupons yeah sure why not. But we’re making the casino to give you really really good rewards. Yes, pay2lose. We’re gonna be the only game where you give us your money to make your account worse. We strive to be different here, in Talibri. And that’s your account, not other people’s account, so you pay to make yourself lose. You could also win mastery potions. It allows you to gain double mastery in a certain amount of actions. This is stackable with the bonus mastery from tools. Mastery potions would only be available in the casino. We don’t wanna make them available via premium, we might be able to make them available from referrals or something else but not something that you could just buy. You would be able to sell your premium items to other players. So if you’re lucky enough to win a mastery potion and for whatever stupid reason you decide you don’t want it, you can sell it on the market, you can trade it, you can do something else with it if you want to. You won’t be able to craft mastery potions, absolutely not. They will only come from very specific things, in the future they may come from quests, world events, dungeons, world bosses stuff like that, but you won’t be able to buy (with premium currency) them or craft them. The only way you will be able to buy them is from other players. It would be way way disruptive and too pay2win if we allow you to just buy them with premium currency. Alchemists won’t be able to make the best potion (mastery potion) but with the xp potions and all the other potions they can make, I think they’re gonna be okay. I mean if you just look at the top end potions, some of them give you insane effects and with the consumables rework that we have been talking, alchemists will be very very happy real soon. Chefs as well, chefs are gonna be happy too. If you look at the lower left corner of the screen it says bonuses, what those bonuses are are per tick bonuses. And what we’re looking to do in the near future and when I say in the near future I mean a few months at most but don’t quote me on that, is we’re looking to make it so what potions do is they grant you a per tick bonus instead of a per combat round bonus. So instead of a strength potion being active for 3 turns in combat, you drink a strength potion and it’ll be good for 3 ticks. So if you 1 shot something, congrats, you have two more ticks. And food will work the same way. We want you to have meaningful choices with your food and potions, we want them to be effective, we want them to be used for a variety of different things. And yeah, there’s potions for gatherers and crafters being added. When the alchemy system is being written, the dice system didn’t exist, a lot of bonuses didn’t exist, so there’s gonna be more. There’s already heal over time food, if you actually look at his list, the honey potion is a heal over time potion, it’s really good actually on tough enemies, it’s quite good. We’re looking to kinda buff across the board the usefulness of all of these things but let’s get back to talking about gambling. Let’s talk about how the actual system is going to work. So there are going to be two games you can play, one of them is going to be the lockbox game and the other one is gonna be the chance game, so every activity, gathering, crafting, combat, all of it has a chance to drop a box. So green, brown, gray, red, whatever doesn’t matter. Different boxes will contain different types of items. You can open these boxes to gamble what’s in them by using a token of luck. These tokens could be purchased with pounds. You can convert your leol directly to pounds and then spend those to purchase tokens of luck. ToL(token of luck) can also be found at random very rarely. You could find a normal ToL, an elder ToL, etc. etc. Higher tier ToL will give you chances at better loot tables. The green lockbox would contain botany items, brown lockbox wood items, gray lockbox ingots (bars?), red lockbox ores. Basically if it’s a material in the game, there you go. These lockboxes won’t necessarily be something you can buy, you’ll only be able to find them at random, you should be able to sell your lockboxes to other players. So if you find a lottery ticket, you can give it someone if you wanted to. And that’s pretty much it for the lockboxes. Lockboxes may contain something good, something great or even nothing. Some of them won’t contain anything. So every time you use a ToL it’s always a gamble. There won’t be a gambling mastery (..why, I wanna be a pro gambler) We talked about adding a gambling mastery at length but decided we would have a problem, when a guy who has a high gambling mastery, that means flat out they have a higher chance of success. So the question becomes that “why do I have to gamble when this guy could gamble for me and open my boxes because he has a higher chance of success, it’s be stupid for me to do it, I’ll just make this guy do it. (guild connections anyone?). What happens when I have every other player in the game having people move over to doing gambling and then we kinda realized, yeah that could happen. So maybe a gambling mastery isn’t something we should do. It won’t benefit the health of the game, it would end up kinda not serving the point we want mastery to have. We don’t to have a gambling mastery because we don’t want you to think this is something you have to grind. We don’t want to encourage you to throw away everything you have to grind out your gambling mastery. That would be bad, we’re gonna end up with people who are gonna say like “hey, I gambled every single thing on my account and now I’m broke, can I make a new account or something like that. There’s all these weird possibilities that could happen if you put a system like this into play. We want gambling to be enjoyable when you have excess resources or excess stuff that you don’t care about and will make you say “hey, I’m just gonna try my luck real quick” instead of feeling it’s something you have to do. We want to make it something that you can do, when you’re sick of gathering, crafting or whatever. You’re not getting a whole lot of currencies. Right now you have one and that’s Leol. We’re getting one more currency and then the premium currency.

Let’s talk about the chance game, this is the other gambling game, along with the lockbox game. You can go to the casino anytime you want to, you can purchase tokens and use that to play the chance game. The chance game has the same thing, a good outcome, a bad outcome, and a really good outcome. If you get a bad outcome, you don’t get nothing, you get a lucky ticket, lucky ticket (..or tickets) are also tiered like everything else. When you have enough tickets, you can combine them together to get a token. So even when you’re losing, you can still get additional chances to play. So if you play 5 chance games and you lose all 5, you’ll get 5 tickets. You can exchange those tickets for a token then you can play again. On a regular win, you get an item and a ticket. On a big win, you get to choose between an item or a higher tier token. Tokens and tickets will not be tradable.

We are looking at possibly opening up a real money market, we wanna feel out what the community feels about a system where you could buy stuff from each other using real money. Not from us, you won’t be able to buy these resources from us, but it will be purely player driven economy as always, but with real money as currency. Basically buy and sell stuff from each other with real money. It’s not really pay2win, we kinda realized that because it’s the same as buying with leol, it’s not really that big of a difference. Somebody did an experiment whether they can make someone farm some jute for him through mechanical turks website. He got 60k worth of jute for 6 bucks. We thought is that bad? I don’t think so, because whatever how much jute he had, he could only process them normally, nothing you can do about it. We thought about the legality of it, the chargebacks and some kinds of these things and the way we’re gonna do it, if at all, will be you will purchase premium currency and then you would trade premium currency with other people. We’re not acting as brokers etc. we’re not gonna be responsible for the things you do other than the trades that you normally do. You are must buying and selling premium currency and nothing else. So you’d have to convert it to premium currency first and then you’d be able to spend it with other people. You can never cash out premium currency. The only way to cash out premium currency is to buy premium items which are all premium currency anyway. And again, we’re not gonna do this if the community doesn’t like the idea. We wanna make sure everybody’s okay with doing this and we wanna make sure it’s not disruptive to the economy. Not really pay2win, it would just give f2p players the opportunity to get cosmetics. It will allow whales to buy in but whales can’t really do more than 720 actions per hour, nobody can do more than 720 actions per hour and it’d be the same when your friend joins the game and you give him 100,000 of an item. No different from pulling in a friend and saying “hey can you give jute for a day and I’ll buy you a burger” something like that. “What if Qoob and I are competing for the limited cloth in the market and one of us is offering premium currency, isn’t it an advantage?” Yes and no, premium currency only goes to cosmetics, if you want a house or something you’d need leol. You need leol to get into the leol system, everything is going to require leol and the further you get into housing and the further you get into construction then the more it goes. It’s a closed system, it’s the thing. We’ve talked about it at length for a way it wouldn’t be disruptive to the economy, we wouldn’t have problems with legality and other stuff and this is the only solution we came up with, that benefits the community and benefits us. And really, it’s sort of everybody wins. The f2p players get easy access to premium currency, the people who wanna spend money can join the economy and participate in that way, it just adds another avenue for people to participate.

The silver pound is the new currency that’s being added. It’s gonna be used for guilds and the casino, the reason we’re using it for both is that the pound isn’t free to convert, it has a tax associated with the conversion process. And that tax will be adjustable if we wanna control the inflation rate if we need to. Right now inflation is actually very very low but wanna put tools in place that would allow us to make changes if we need to. So if wanna exert pressure to the economy to reduce inflation, we could add a tax and we could keep increasing that tax to stabilize the economy and stop inflation.

Questions and Answers
 * 1) Guild wars and bosses to kill with guild - absolutely
 * 2) Leaderboards for wealth - yes, but not important right now
 * 3) Crosstrading - is fine, praise the sun.
 * 4) Title system - I definitely think it needs to be pushed up in priority, may come the same time as guilds, probably after. But we don’t want to put a half-assed system. We wanna give you a robust system that’s tied in with achievements that would give you something to look for, to strive for, so you get a sense of pride and accomplishment in obtaining said titles.
 * 5) Will the potion’s timer bonus stack - yes
 * 6) Will the potion itself stack - yes
 * 7) Will it refresh the timer - it’s not a timed bonus, it’s a bonus that will last until you run it out. Let’s say you drink a potion, you have 5 ticks, drink again, now you have 10 ticks. It will stack but only for a certain amount, what I have listed is that maybe you’d be able to stack 3 effects at a time, we might reduce it to 1 effect. Maybe 2, or 4 or 5. We don’t want you to sit there in combat and just drink potions so you could prepare and be the ultimate warrior but we do want you to drink a potion or two before you start fights.
 * 8) Lockboxes for combat materials - maybe, we’re not sure if it would be too disruptive. We kinda want combat mats to to stuck to combat. But we might, it depends.
 * 9) Where is the ($$$) money going - everything will go into the improvement of the site, and when all of that is done, maybe hudy and I could get a cup of coffee, maybe. Mostly so we could keep developing and not have to spend so much out of pocket.
 * 10) Pet / familiar / companion system - yes, the rough idea is that we’re gonna have non-combat pets and combat pets, combat pets can be utilized by the Tamer or other pet-based affinities and they would work kinda like pokemon but the WoW way they did their pets because I wasn’t happy with that and I’d be damned if I’m gonna design a system like it. It’d be like you can train your pet and make them better and have their own skills and masteries and stuff like that. Non-combat pets can do mini things like pick up cosmetics / items for you. Not to displace workers which is a whole other system but maybe just click this pet and in 20 hours he’ll come back with something, who knows (you do, roar). It’s very rough right now and we still need to hash it out a bit more but that would have to be after the combat rework so we’re talking 4-5 months down the road. Because it would have to be after combat’s totally done.
 * 11) Will titles give stats - no
 * 12) World events - world events are done when they’re done. Some of them are recurring based on holidays, some of them are gonna be tied on the releases of new stuff.
 * 13) Is the insane snowballing in crafting intentional - the market’s gonna equal out over time, the current system is placed with the upgrade system in mind. (upgrade system = let’s say you have a crappy tool, eventually you could afford a better handle, you can swap the better handle with your old one, so now you have an old tool head on a good handle)
 * 14) Can we make our wealth private - yeah sure why not. You can opt in or not.
 * 15) Cute pets with animations - yes, that is the non combat pet system
 * 16) Adding mastery cap by rareness - there is, actually. We’re looking to push you more into using high tier stuff as your mastery goes up, we just haven’t figured out a good implementation on it.
 * 17) Lightning damage effect - it only adds lightning damage if you are using a lightning based spell, it does not add lightning damage to your fire spell.
 * 18) Crafting and Dice system - all crafting will be moved to the dice system
 * 19) Character profile customization - a lot of stuff is planned like avatars, race, and other cosmetic stuff. We want you to express yourself in your character profiles. We just need time and art assets, mostly art assets.
 * 20) World bosses - yes, bonuses’ effects would across the board (everyone who is fighting that boss will have that bonus) healing will also have this effect. World boss will not only for combat people, we’re looking to have crafters and gatherers contribute to the world boss like siege weapons, contributing material and such.
 * 21) Offline gathering - being worked on.
 * 22) Can we get the active skill shown on all tabs - yes, noted.
 * 23) Offline crafting, Offline for every profession - initially, it’s just for gathering, as far as I’m aware. Right now, as far as we’ve talked about, it’s just gonna be gathering at first. But we’re gonna get it eventually (maybe several months down the road) we want all things to be offline.
 * 24) Can you burn other player’s houses - no
 * 25) Super secret admin guild - “we must find it, brethren”
 * 26) Leaderboard for guilds - total level or average level, or both will give you your guild score, or masteries will be taken into consideration, we haven’t decided yet. Your guild score will be what is ranked.
 * 27) Workers - it exists, they will have their own skills. They can gather while you craft, they can craft while you gather, they can combat while you gather, they can do stuff while you’re doing stuff. Their skills will be based on them, not you. They will have their own skills. You can pay them with beer, and different beer will give different bonuses. You can also make workers produce beer, to feed the workers to make more beer. It’s an endless cycle of beer production. Maybe you could name them. We can maybe create equipment and items for your slaves .. er .. workers.
 * 28) How many workers can you have - to be determined.
 * 29) Can we rename botany to farming - no, because farming can be its own thing, we may do farming in the future.