General Category > A Valley Without Wind 1 & 2
AVWW Beta 0.546, "Multiplayer Fixes Round 1," Released!
x4000:
Original: http://arcengames.blogspot.com/2011/12/avww-beta-0546-multiplayer-fixes-round.html
This one has a whole list of fixes for multiplayer AVWW, to get rid of most of the small annoyances that have been reported. In other news, we have plans for how to deal with the one major annoyance in the next few days, so stay tuned on that. But we did want to give an update on what our plans are.
If you've not yet played multiplayer AVWW, here's a wiki article to explain all the ins and outs of it. We really appreciate all the feedback we've gotten so far, and I think we're heading in a direction now that folks will be pleased with.
Enjoy!
This is a standard update that you can download through the
in-game updater itself, if you already have 0.500 or later. When you
launch the game, you'll see the notice of the update having been found
if you're connected to the Internet at the time. If you don't have 0.500 or later, you can download that here.
Orelius:
I feel that leveling up is far too quick in multiplayer, especially since the number of players significantly increases the amount of experience gained. As a result, things get obsolete fast. A health scroll that you crafted yesterday suddenly heals a quarter of what it did a day before. Your spellgems that require rare commodities to create are now useless. To be honest, I'd rather have all the numbers go up instead of making all the rest go down, but that would change the game quite a bit, and I'm not sure if it would be for the better.
The big problem with this is that when the items become obsolete, they're hardly worth using anymore. Attempting to get new spellgems with these spell gems is often very difficult, as your healing and damage items won't be nearly as effective. It also wastes rare commodities, which is rather frustrating. I shouldn't have to go get another magma every time I want to get the next mark level of launch meteor.
The worst thing is that I don't know how this can be fixed. Oftentimes, you're better off starting a new character just for the starting items, since they'll likely better by the ones you have by the next time you log on.
zebramatt:
I tend to agree with Orelius although I suspect the solution lies either in refining the interrelation between ingredients itself; or in implementing some sort of resource pooling model for multiplayer.
x4000:
Cheers, we know -- hence part of the reason multiplayer is in alpha. Exp is going away, and there will be other ways of getting rare commodities, and the general pace of leveling in solo will be slowed down while also the pace of multi will then match solo. Check out the threads in brainstorming on the new mission system, that addresses everything except the rare commodities thing which is something I've not noted the details for publicly yet. But it's all coming soon!
zebramatt:
The brainstorming threads started to melt my brain, so I'm going to just cut loose and see what you do!
(Did you go with that binary Starcraft II -style mission branching in the end? I loved that, really made my choices matter.)
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