Welcome to the 5th post of our “State of the Game” blog series for Dragon Eye Online (DEO). The intent for this series is to highlight some of the changes we have been working on since the last post and what to expect in the near future.
Alpha 1 Officially Set
Let’s start with the information everyone really wants to know. Alpha 1 is now set for February 2020. The dates are official, so you can plan accordingly. Like we did for Alpha 0 (Pre-Alpha), we will post expectations prior to Alpha 1’s start date. See this post for more info.
Our first focus after Alpha 0 was improving the environment of DEO. Here are the highlights:
- Added more detail to Grassland tiles.
- Improved Mountain tiles.
- Added Mine tiles.
- Added Cave tiles.
- Added Dungeon tiles.
- Designed the starting area.
- Designed various other regions.
However, we haven’t quite completed the environment. We still need to do:
- Design additional regions, especially those for the factions of DEO.
- Design additional NPCs for each region.
The environment is not ready for Alpha 1.
Stats went through a major rework as we wanted to make Profession equipment more valuable and combat more diverse. Here are the highlights:
- Health, Mana and all damage values have been scaled down.
- Regen Rating has been renamed “Health Regen”.
- Recharge Rating has been renamed “Mana Regen”.
- Physical Damage has been renamed “Force”.
- Magic Damage has been renamed “Power” and now effects Heal values.
- Removed Potency.
- Attack Rating has been renamed “Attack Speed”.
- Cooldown Rating has been renamed “Haste”.
- Critical Rating has been renamed “Critical Chance” and now effects Heal values.
- Added Critical Potency to control the % rate when Critical (base 200%).
- Added Block Chance as a chance to block 50% of incoming damage from any source.
- Added Dodge Chance as a chance to dodge 100% of incoming damage from Auto-Attacks.
- Added Tenacity as a chance to ignore negative effects (Slow, Snare and etc).
- Move Rating has been renamed “Quickness” and now only effects movement while in combat.
- Added Taunt Chance as a chance to force an opponent to Auto-Attack you for a set duration.
- Added Travel Speed to control movement while out of combat.
- Added Insight to control the % rate of gaining experience.
- Added Luck to control the % rate of obtaining rare items.
Stats are now ready for Alpha 1.
Attributes needed some small adjustments to account for changes in other systems. Here are the highlights:
- Attributes are now capped at level 100.
- Attributes now give a % bonus (i.e. +5% damage) to a specific Stat, instead of a flat bonus (i.e. +5 damage).
- At level 100, an Attribute gives a 20% bonus.
- Fortitude now grants Health Regen, Armor and Block Chance.
- Wisdom now grants Mana Regen, Haste and Resistance.
- Strength now grants Health and Force.
- Intellect now grants Mana and Power.
- Agility now grants Attack Speed, Critical Chance, Dodge Chance, and Travel Speed.
- Spirit has been removed.
- Crafting has been renamed “Carving” and refocused on stone, wood and bone crafting.
- Smithing now includes jewelry crafting from precious metals (previously apart of Crafting).
Attributes are now ready for Alpha 1.
As can be expected, items went through numerous changes. Here are the highlights:
- Pies, Cakes and Potions now stack to 9.
- Raw resources have been reworked to increase the value of lower tier items.
- Processed materials have been reworked to increase the value of lower tier items.
- Harvesting by-products (Stone, Salt, and etc) no longer stack.
- Reworked Mystery Pouch into Item Chests for each tier of items.
- Added Faction Tokens that have a chance to drop from enemies.
- Added Dungeon Keys.
- Added Profession Equipment.
- Added Beret.
- Added Boater Hat.
- Added Bycocket Hat.
- Added Short Shirt.
- Added Long Shirt.
- Added Pants.
- Added Shorts.
- Added Work Gloves.
- Added Sandals.
- Added Shoes.
- Improved Cloth Armor visuals.
- Improved Leather Armor visuals.
- Added Bone Armor.
- Added Wood Armor.
- Daggers are now made from Bone, instead of Metal, and have new visuals.
- Wood Bow is now Longbow.
- Metal Bow is now Shortbow.
- Wood Staff is now Staff and has new visuals.
- Metal Staff is now Trident and has new visuals.
- Bone Staff is now Scythe and has new visuals.
- Added Mallet.
- Added Scimitar.
- Added Recurved Bow.
- Added Talismans (Offhand).
- Added Runes (Offhand).
- Improved Battle Axe visuals.
- Improved Spear visuals.
- Improved Amulet visuals.
- Added Quest Cloaks.
- Added Faction Cloaks.
- Added Health Trinkets.
- Added Mana Trinkets.
- Added Profession Trinkets.
- Added Dragon Eye (Amulet).
- Added Dragon Tear (Resource).
However, we haven’t quite completed items. We still need to do:
- Equipment accent color customizing.
Items are almost ready for Alpha 1.
Nothing major was changed with the Harvesting System, but we did some light polishing. Here are the highlights:
- Reworked node types to account for changes in other systems.
- Added a 4th and 5th tier of nodes.
- Lowered success rates to increase the value of Proficiency.
Harvesting is now ready for Alpha 1.
As with Harvesting, no major changes were needed in the Crafting System outside of a little polish. Here are the highlights:
- Removed the Crafting Bench.
- Added a Stoneworking Bench.
- Added a Woodworking Bench.
- Added a Boneworking Bench.
- Smithy has been renamed “Black Smithy”.
- Added a Gold Smithy.
- Added additional Item Groups to make recipes easier to navigate.
Crafting is now ready for Alpha 1.
The first implementation of the Trading System is now complete. Here are the highlights:
- Drop trading will remain a feature for low value items as a way to “Gift” items to other Players.
- High value items and currency may not be dropped.
- Special events will remove this restriction for a limited time in a limited area.
- High value items and currency may not be dropped.
- Player-to-Player trading has been added.
- Players may only trade items from their Inventory.
- The minimum value ratio is 1:2 (i.e. 10 Coins traded for an item worth 20 Coins).
- The maximum value ratio is 2:1 (i.e. 20 Coins traded for an item worth 10 Coins).
- Players can only trade to a specific Player one (1) time daily.
- Player-to-Shop-to-Player trading has been added.
- Shops are segmented to only carry specific Item Groups.
- No two (2) Shops overlap in items offered.
- Shops are server-based.
- Players may only trade items from their Bank.
- Shops will purchase items directly from Players.
- Shops pay 30% of the base value of the item.
- Shops resell these items at 200% of the base value.
- Players can list their items at Shops for other Players to purchase.
- The minimum sale price is 50% of the base value of the item.
- The maximum sale price is 200% of the base value of the item.
- Shops require a 5% fee of the proposed listing price.
- Shops take a 10% cut from all successful sales.
- Shops are segmented to only carry specific Item Groups.
However, we haven’t quite completed the Trading System. We still need to do:
- Design the Player-to-Player User Interface.
- Design the Player-to-Shop-to-Player User Interface.
The Trading System is almost ready for Alpha 1.
Our top priority has been getting the Combat System to a “fun” state. Here are the highlights:
- Reworked Fish buffs to be much more rewarding.
- Pies now grant a quick burst of Health Regen when consumed.
- Cakes now grant a quick burst of Mana Regen when consumed.
- Added three (3) additional Weapon Types (Mallet, Scimitar and Recurved Bow).
- Reworked Dagger Weapon Type.
- Reworked Trident Weapon Type (previously Metal Staff).
- Reworked Scythe Weapon Type (previously Bone Staff).
- Added an additional Weapon Ability to each Weapon Type (now 4 total).
- Added an additional Weapon Ability slot to the Combat Hotbar (now 4 total).
- Added three (3) unique Passive Abilities to each faction’s Token Vendor.
- Added four (4) unique Ultimate Abilities.
- Added Combat Events.
- Physical Damage, inflicts damage that can be reduced by Armor.
- Magic Damage, inflicts damage that can be reduced by Resistance.
- True Damage, inflicts damage for the exact value specified.
- Heal, restores Health for the exact value specified.
- Effect, adds one of the Combat Effects outlined below.
- Dash, quickly move in a target direction.
- Minion, summon a minion for a duration.
- Resurrect, revive an ally while in combat.
- Added Combat Effects.
- Bleed, prevents Health regeneration and bleeds Health every second.
- Drain, prevents Mana regeneration and drains Mana every second.
- Silence, prevents actions.
- Slow, decreases Quickness and Attack Speed.
- Snare, prevents movement.
- Freeze, decreases Haste.
- Weaken, decreases Armor and Resistance.
- Protect, increases Armor and Resistance.
- Defend, absorbs the next source of Physical Damage.
- Barrier, absorbs the next source of Magic Damage.
- Inspire, increases Dodge Chance.
- Rally, increases Tenacity.
- Enrage, increase Force and Attack Speed.
- Empower, increases Power.
- Motivate, increases Haste.
- Enable, increases Critical Chance and Critical Potency.
- Provoke, increases Taunt Chance.
- Resolute, grants immunity to control and increases Quickness.
- Sprint, increase Quickness.
- Invisible, grants invisibility.
However, we haven’t quite completed the Combat System. We still need to do:
- Design additional animations.
- Adjust the design of the Combat Ability Menu.
- Adjust the design of the Combat Hotbar.
The Combat System is almost ready for Alpha 1.
The basic framework for the Party System has been setup. Here are the highlights:
- Max party size is 4.
- Added loot options of “Master Looter” and “Free For All”.
However, we haven’t quite completed the Party System. We still need to do:
- Proper method of forming parties.
- Party experience calculations.
- Roll loot option.
The Party System is not ready for Alpha 1.
The basic framework for the Dungeon System has been setup. Here are the highlights:
- Dungeons require a key to enter.
- Keys can be purchased from the controlling faction’s Token Vendor.
- Keys cannot be traded.
- Keys are consumed when used.
- Keys grant access to your entire party, if used while in a party.
- Each key grants access for 60 minutes.
- Dungeons can be accessed by multiple parties at the same time.
- Dungeon Bosses can only be encountered by one (1) party at a time.
- Once a Dungeon Boss Encounter ends, win or lose, your key expires.
However, we haven’t quite completed the Dungeon System. We still need to do:
- Design additional Dungeons and Dungeon Bosses.
- Configure timers to account for public access.
- Design Dungeon Boss Encounter Buffs.
The Dungeon System is not ready for Alpha 1.
We have decided to delay the Quest System until Alpha 2 as it is too dependent on the rest of the systems in order to be properly implemented. Quests in DEO are a big deal and not something we want to rush together shortly before Alpha 1.
The Quest System is disabled for Alpha 1.