Update 1.3 Design Notes - Part 3

A preview of the newest features and previous build notes.

Update 1.3 Design Notes - Part 3

Postby Lord_Venan » Sat Apr 21, 2012 5:43 pm

Update 1.3 Design Notes - Part III

As we settle into the home stretch with long hours of testing and coding and more testing lying ahead, this will likely be the last Design Note update until we get this sent off to Apple..

New Content and Level Cap (at last!)

We're raising the level cap to 25 and creating a big new zone to explore with a whole new story! The new 20-25 quest line will concern the Rath'een and the player's quest to rid Glenfort of their foul presence once and for all. The new zone is to the west, and it is called Fellmarsh - a nation set apart from the rest of the Realm. This darkened land is where the Rath'een originated, and it's where Emperor Trask - supreme ruler of all Rath'een - controls his race with an iron fist. Fellmarsh is a desolate place in the middle of an expansive swampland riddled with grimy caves and ancient ruins of civilizations long-passed, with the decayed and mostly dilapidated Rath'een capital city of Shadow's Gate standing in the dead center of a putrid swamp. The capital is an expansive series of ruins that hint at a once-sprawling city now claimed by the swamp.

To make sure players can experience this new zone, we're also making the experience curve shallower so getting to level 20 will be a good bit faster than before. While we'd like to make it higher that that, some of our game systems will need some clean-up before that can work, plus it takes awhile to make all these quests! Between the new Hero Training system and the guild content though, there should be plenty to keep everyone busy.

Guilds

When we originally created Book of Heroes, a lot of people complained about the persistent Internet connection and not being able to play offline. There was a good reason for this, many good reasons in fact, but those reasons have been largely invisible to our players. The truth is that we had much, much more ambitious plans than we were able to complete in time, and it's taken us this long to finally realize some of the potential in all this technology we created.

You might have noticed on our forums we have a locked section called "Guilds". This section is not there merely for show - this is a real feature, and you'll have it soon. Players will be able to form guilds, chat with each other, and all that fun stuff. But what are guilds going to do you might ask?

Well, the first thing you can do is Raid (we tried to think of another clever name for this, but WoW has established the nomenclature, so why fight it?) Raids will be new encounters that an entire guild takes part in. Once a Raid is started, the guild members will have a time limit to works its way through a set number of encounters in brand new Raid Zones (think hundreds) and take on huge bosses as a group. The battles will similar to current combat, but your progress will be measured as a group.

Each Raid will have one or more Phases in it, and during each phase the type of creatures you are battling or the goal for the encounter may change. Some will be a simple "Kill your enemies" type phase. Others will require you to kill your enemies, but in a certain amount of time. Finally, others may require you to just survive the encounter in one piece!

If the guild completes all the Phases and finishes the Raid in time, it will earn rewards - namely Prestige, Valor and Experience. Prestige is used to rank the guilds on the leaderboards and show which are the most powerful in the land. Valor is a new type of currency exclusive to guilds, that can be redeemed for high level equipment and gems. This equipment will be the most powerful in the game, and can only be obtained through Valor. Finally, experience will go to your Guild Level which will allow you access to new Raids and Challenges.

Challenges will be new guild-wide objectives, similar to achievements or quests, that will allow the Guild to unlock new Raids, gain Prestige, and also gain Favors. Favors are basically guild-wide blessings that affect all the members in the guild, giving them additional stat bonuses above and beyond what they normally have. Challenges will be hard, and take a lot of effort, but the rewards will be worth it!

I think that covers all the major features for guilds. We hope you guys enjoy finally being able to get your friends together to tackle all new obstacles and goals as a group!

Biggest Patch EVER

When we got started with this patch, we had absolutely no intent of doing this much or taking this long. Unfortunately, small company sorta things happened - people got sick, time was missed for this or that, to fix A we had to fix B and C, which changed D... Originally it was going to be broken into two pieces, one that came out last month and one the end of this month. But in the end we realized that would just make us take longer overall to reach our goal of getting guild content in the game so we canceled the March release.

Going forward, we're going to focus on getting updates to be smaller and more frequent. Thanks for waiting patiently and we hope once the patch is live you all enjoy the new changes to the game. This is far and away the most work we've ever put into any patch, for any game we've ever done!

Speaking of which, we're not done yet, so time for me to get back to work. Thanks for playing!
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Re: Patch 1.3 Design Notes - Part 3

Postby Th8rgoddess » Sat Apr 21, 2012 6:18 pm

The new zone is to the west, and it is called Fellmarsh - a nation set apart from the rest of the Realm.


Is that code for "We're running out of room on the original map?" :P

I'm looking forward to this update to see how everything fits together with the last 2 updates.
Smile!! It confuses people!

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Re: Patch 1.3 Design Notes - Part 3

Postby Celestial_Cavalier » Sat Apr 21, 2012 9:25 pm

This got me very excited indeed. But could you at least give us an idea on guild formation:

1. What is the maximum member per guild?
2. If you have multiple characters can all of them join the same guild?
Last edited by Celestial_Cavalier on Sun Apr 22, 2012 7:14 am, edited 1 time in total.
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Re: Patch 1.3 Design Notes - Part 3

Postby Lord_Venan » Sat Apr 21, 2012 11:13 pm

Bojun wrote:This got me very excited indeed. But could you at least give us an idea on guild formation:

1. What is the maximum member per guild?
2. If you have multiple characters can all of them join the same guild?


1. Planning for up to 100 right now. But that could change.
2. Yes.
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Re: Patch 1.3 Design Notes - Part 3

Postby Celestial_Cavalier » Sun Apr 22, 2012 2:27 am

Lord Venan wrote:
Bojun wrote:This got me very excited indeed. But could you at least give us an idea on guild formation:

1. What is the maximum member per guild?
2. If you have multiple characters can all of them join the same guild?


1. Planning for up to 100 right now. But that could change.
2. Yes.


So technically if 20 players have the max 5 characters each that 100 members is actually only 1/5. That is if you dont have a life of course!!! Lol

But back to topic. How about posting a teaser on how the guild home page will look like in game.
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Re: Patch 1.3 Design Notes - Part 3

Postby Hai5 » Sun Apr 22, 2012 3:45 pm

Any ETA on the update? End of April or May or June?
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Re: Patch 1.3 Design Notes - Part 3

Postby Lord_Venan » Sun Apr 22, 2012 5:01 pm

We should be submitting to Apple by the first week of May, so hopefully the second week.
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Re: Patch 1.3 Design Notes - Part 3

Postby Hai5 » Sun Apr 22, 2012 5:59 pm

Can't wait.
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Re: Patch 1.3 Design Notes - Part 3

Postby Megalo » Fri May 04, 2012 9:34 am

Will the patch also be available next week for android platform ?
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Re: Patch 1.3 Design Notes - Part 3

Postby Lady_Katy » Fri May 04, 2012 10:30 am

Android and iOS should be out at approximately the same time. We don't know how long Apple will take to approve the update, so one might trail the other by a little bit of time, but it shouldn't be more than a few days at most.
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