Raid bosses should be a first layer — the raid brain. I think that is the same mechanism used in the castle siege, but to get there we should perfect raids. — drizzlx
Ahead
Dream log
What we are building toward, roughly in the order we are thinking about it. Raids first, because the brain that runs a raid is the same one that runs a siege.
23 dreams across 7 areas
PvE
Behind the boss door
Raids
The keystone. Everything political downstream of it reuses the same machinery.
Polearm training is definitely a behavior we will need to bake in. Even in catacombs, starting in D grade, people do trains for XP. Archer parties. Mage parties. Melee parties. But I do want to start considering advanced mechanics like AoE trains. Even mage parties can do AoE if a tank leashes and pulls. — drizzlx
When they have the ability to do raid bosses, they're going to get very wealthy, because they can sell these full-drop items. — drizzlx
Shoulder to shoulder
Parties that read the fight
The difference between a group and six people standing near each other.
We need a new state — not idle, but it depends on the class. If everyone's just auto-following, it looks like everyone's a bot. In a real party it depends on distance. For example, if you're in a small catacomb room, the DPS may not need to move — they may already be within opening strike distance, like bow range, skill range, but they're not moving because they don't want to take aggro. — drizzlx
I feel like the party brain should be issuing a target, right? And it is up to the individual sim: how do I get there? The DPS are usually going to wait until the tank has the target aggressive towards them, so that DPS doesn't take aggro. This is a very important thing to get right. — drizzlx
Likewise, if you are in a party and request a join on a sim-only party, it will merge the parties if there is enough space — no questions asked, just an 'aight cool, let's group.' — drizzlx
Down the stairs
The deep places
Catacombs and necropolises with their own populations, not empty rooms waiting for you.
I would want to make sure sims that are in a player's party will teleport if a player teleports at the Ziggurat gatekeeper inside the catacomb — that's the only way to get inside, and it's gated by registration. — drizzlx
PvP
In the halls
Clans, and the politics under them
The layer everything else in this column depends on.
I want eventually that system to exist, so a player can have their own clan and sims can be in the clan — they could invite, and the sims basically trigger the mechanism through persistence. — drizzlx
You may have an academy, which is special — a clan can create an academy. They can have characters level 1 to 40 in there, and then after that, at the level 40 class change, they graduate the academy and give the clan perks like levels. So a big clan that had an academy could structure it that way, then a main clan that houses everyone in a higher tier. — drizzlx
That's really what it is for a player: if a clan has a good clan hall, depending on what your level is you might want Aden or Dion so you get clan hall buffs. But with our buffers, really there's no need — but you get nice clan hall teleports to local hunting grounds. — drizzlx
If we get through all defects, we can even plan to work on the stuff like clan tags — to help the world feel more alive. — drizzlx
At the gates
Sieges
Nine castles, and owners who change.
There's a strategy to dawn and dusk. Dusk is taken when there's no castles in the world, and then after there's castles, dawn wins forever. It needs to look like it's really happening. Players are not going to want to try to swing the competition — they're just going to expect that it operates how it should. — drizzlx
Out in the open
When players meet
Not an arena mode. What happens when two groups want the same field.
When we add PvP, capture that parties could be given a temper. Some are quick to react — you flag their DPS, he's just gonna Deadly Blow you in the face, aggression high. Others are more reserved — they pause, say something in chat, but if they get hit again, maybe they're forced into PvP. It's a band — different people of different aggression levels. — drizzlx
Imagine you were botting with two of your friends, and you said: set up your polygon there and grind that, I'll set up my polygon here, we'll overlap on the edges a little bit. So the three of you were in this area grinding these fields, but you're not really stealing each other's mobs. That's kind of conceptually how it works in Lineage. — drizzlx
We should disable the cursed weapons by default for now, until we implement them. I agree at disabling it, and then filing cursed weapons as a bigger ticket to review, because it is going to touch into PvP — because once you have the sword, right now, no one would contest you. — drizzlx
The world
Under everything
Sims that feel like people
The long work: a world you would believe even if nobody told you what was in it.
I'll be so deep in this a few months from now that you'll be buying xXReaperXx his own upgraded dagger, because he's a clan member that persists and progresses with you. — drizzlx
I don't like a hardcoded number. I want to get into changing that so that the economy lives. It, like, pulses. It breathes. At night there's more shops than there are during the day. — drizzlx
When they have their own clans and the simulated clan is depositing money into the warehouse, that's an idle money-making mechanic. — drizzlx
In the future we'll give you the ability to export your character if you want to take it on local. That's the beauty of this. — drizzlx
League of Legends does this actually. Imagine a camera that — let's say you have a party of nine players and you have camera logic that is switching cameras, kind of cinematically switching between the party members. And I could see people using that, like: hey, do you want to see what the sims are doing? — drizzlx
Nothing here is a promise, and nothing here has a date. It is what we are building toward, in the order we are thinking about it. Things move.
What has already shipped lives in patch notes.