Im curious to hear more about the crafting system and am kinda surprised you are wanting to go the full loot route still. There isnt a game on the market (please correct me if im wrong anyone and link the game to me) that incorporates full loot with things such as artifacts (powerful items that are hard to obtain.) Why? Because it will severely imbalance the game. Only the best of the best players/guilds will be able to use them (because they have an extremely low chance of losing them) whereas the casual player will be stuck with their basic crafted gear and will be at an immediate disadvantage in pvp. (this all assumes you will still have the same type of artifacts in your next game which i hope so)
You are correct about artifacts. When we took over Linkrealms in 2015, we weren't bold enough to just get rid of the pile of artifacts and rationalize the ton of modifiers that existed in the game to design a crafting system that empathized equipment replaceability. That's the route we'll be taking in Linkrealms 2. Long-term objectives will be shifted away from gear progression and towards other components of gameplay.
You also mentioned there is going to be interaction between pve and pvp players which im curious about. Are you planning on having just one server with everyone playing on it or different servers with different rulesets? If you are going to have open world pvp you need a legit safezone. No stat/skill cap to be protected. 100% protection so new players can get acclimated at their own pace.
It will be one server only, but I can't reveal more about this. The solution we've envisioned goes beyond classic safe zones. You'll know everything when we launch the new website and forums and announce the game to the press. We hope to be able to do so in March already. @God @Denluen @Siltoruz @Dreworok
Also the healing system in this game is really bad. I hope you go with something more traditional whether its from combat arts, bandages, or a skill like pallys had in uo and of course traditional mage spells.
Yes, we'll be moving towards something different.
@prometheus when you make this video chat are you going to record the conversations and post here for the people that will be working during the time time of it. I'm curious about everyone says
Yes, it will be recorded and available later.
There are 2 possible reasons as i see it for the timeline that I provided in my initial wall of text and my second. (reasons not necessarily in order/dont get bent out of shape)
You purposefully mislead the community/player base of Linkrealms for 1 last money grab before you decided to move on with your next project.
You had every intention of working on a new project but were going to keep developing linkrealms (actually developing like.. doing the things you were saying in the timeline i presented which lasted up until 01/02/2017 which my email is proof.) Then something happened.. a falling out... a change of mind... you gave up and realized spending a significant amount of time on linkrealms any longer is pointless.
Your option number 2 gets closer to reality, but not exactly. Let me post a more detailed list of what we've been doing in the last few months. Up to you whether to believe us or not - I won't add more about this topic.
- In early October, Linkrealms transitioned to a F2P model to expand the playerbase.
- In late October, we've started reviewing the results of the F2P transition, which were really disappointing. While we had been acquiring a decent amount of users, the new player retention had dropped dramatically (which is normal transitioning to F2P, but even worse than expected). Additionally, monetization was so low that it could barely cover server costs (which aren't high!) and a bit of marketing. No money for the team. Zero. I hope this gives you an idea of how low it was.
- In November, we planned and implemented the 6-month anniversary event. We also hadn't run a sale in a while, so we added that in the mix. The aim was fairly obvious: revamp interest in the game for veterans and boost monetization. Both things worked partially, but nowhere close to the extent required. We've also advertised the event as much as possible (including through ads and an Update Visibility Round on Steam). Still no money for the team.
- In December, we've discussed the monetization issue with you. At the same time, we've started researching ways to overcome the obvious and the "behind the scenes" limits of Linkrealms which I've described here. Improving the graphical engine? Remaking the whole game client with a game engine (e.g. Unity)? Rewriting portions of the backend? Remaking the whole backend with a backend engine? How many man-hours would each thing take? These are not easy questions, they require long, long analysis and research times.
- In the end, we came to the conclusion that rewriting/improving the current technology would take an enormous amount of man-hours - a couple years of work without content updates with such a small team, and I've explained why the team can't be expanded here. A couple years without any salary for the current team as well - because yes, we've been working without earning any money for months now. So yes, we decided to make a new MMO. Better design. State-of-the-art technology. Larger team. Investors. Kickstarter. Soon after, we announced it to you.
I hope that you find a company to takeover this game and keep making it greater and not hoard it to make a little side-buck or because you don't want to see it in other hands.
Hi Icedrpi. We're glad to hear that you like Linkrealms so much in its current form. You're not alone! But the data on player retention sadly show that your feeling is not shared by most of the players who try Linkrealms. We are aware of the reasons for such low retention. We've assessed the time it would take to fix them. It's all explained here. I know it's a massive wall of text, but it also explains why no serious company in its right mind would ever take over Linkrealms. It's been tried before we took Linkrealms over in 2015 - we took it over for the passion, not for the money.
And yeah, talking about the money. Linkrealms is still running of out passion, not because we want to "make a little side-buck" out of it - as is should be clear by what I've written to @Clavicus. If we wanted to make "a little side buck", Linkrealms servers would have been shut down in 2014 and we'd be publishing silly flash games on Kongregate. You get the idea.
A postscript for everyone at last. The fact we're developing Linkrealms 2 doesn't mean that we won't try out some of its new solutions on Linkrealms 1 - of course, we're talking of solutions that don't involve infrastructural changes (e.g. changes to crafting, to world rules, etc). So there are some interesting news you can expect from Linkrealms 1.