Post by zunath on May 20, 2010 17:49:15 GMT -5
Alright, so SOO has been up for nearly a week now. We've had a few players try us out and all of their input has been very helpful. Hopefully more will come and play, too!
I just thought I'd run over some of the stuff I have planned for the coming weeks. Comments, suggestions, and criticism are all welcome!
New Abilities
I'll be introducing new weapon abilities fairly soon. They are actually in the game right now but you can't purchase them... yet!
These will be similar to how the Ether Abilities are set up. Weapon abilities are, as the name implies, dependent on the weapon you're using.
This means that there are abilities for every single weapon line. Yes, whether you choose Longblades, Shortblade, Handguns, Rifles or any of the other weapon categories you will have the option to equip their associated weapon abilities.
But what do these actually do?
For those of you that have played surely you've noticed melee combat can get a little boring just auto-attacking. These combat abilities are designed to introduce a little more activity into your battles.
During a fight you can activate one of the combat abilities. At that point they will be 'queued'. On your next auto-attack, the ability will fire and a number of different effects may occur. Perhaps the ability you queued does fire damage? Maybe it blinds your target? There's a lot of options and I'm sure you all will have a lot of fun playing with them.
Like Ether Abilities, Combat Abilities use a portion of your Essence supply. Unlike Ethers, though, you do not get skill experience for using Combat Abilities. Instead, each Combat Ability is linked up to your skill in your chosen weapon.
You will be able to use a new Combat Ability every 10 skill levels in your chosen weapon. You can even equip Combat Abilities that are a part of other weapon lines.
Quests/Missions
Also on my plate is a new quests and missions system.
Soon you will be able to go to the Hunter's Lodge in Zheckshan and accept a number of quests from various NPCs. Their missions may require that you simply gather up ten Windray Wings or kill seven Bulettes. These types of missions are intended to be fairly simple and able to be accomplished by players that might not have a lot of time to play.
Then there will be the more challenging missions. These might involve adventuring deep within an ancient Solarian factory and uncovering a long lost artifact. Or maybe you'll be asked to adventure into the depths of Blacklake Burrow to slay the leader of the Burrowers. (No relation to the movie 'The Borrowers'
For these more challenging missions, it might be a good idea to get help from your fellow players. Entering alone might end up being a suicide mission.
It should come without any surprise that the more complicated missions will also come with better rewards.
So there you have it! These are some of the new features you can look forward to in the next week or so. It may even take less time - we'll see.
If you have a cool suggestion or idea post it here on the forums!
I just thought I'd run over some of the stuff I have planned for the coming weeks. Comments, suggestions, and criticism are all welcome!
New Abilities
I'll be introducing new weapon abilities fairly soon. They are actually in the game right now but you can't purchase them... yet!
These will be similar to how the Ether Abilities are set up. Weapon abilities are, as the name implies, dependent on the weapon you're using.
This means that there are abilities for every single weapon line. Yes, whether you choose Longblades, Shortblade, Handguns, Rifles or any of the other weapon categories you will have the option to equip their associated weapon abilities.
But what do these actually do?
For those of you that have played surely you've noticed melee combat can get a little boring just auto-attacking. These combat abilities are designed to introduce a little more activity into your battles.
During a fight you can activate one of the combat abilities. At that point they will be 'queued'. On your next auto-attack, the ability will fire and a number of different effects may occur. Perhaps the ability you queued does fire damage? Maybe it blinds your target? There's a lot of options and I'm sure you all will have a lot of fun playing with them.
Like Ether Abilities, Combat Abilities use a portion of your Essence supply. Unlike Ethers, though, you do not get skill experience for using Combat Abilities. Instead, each Combat Ability is linked up to your skill in your chosen weapon.
You will be able to use a new Combat Ability every 10 skill levels in your chosen weapon. You can even equip Combat Abilities that are a part of other weapon lines.
Quests/Missions
Also on my plate is a new quests and missions system.
Soon you will be able to go to the Hunter's Lodge in Zheckshan and accept a number of quests from various NPCs. Their missions may require that you simply gather up ten Windray Wings or kill seven Bulettes. These types of missions are intended to be fairly simple and able to be accomplished by players that might not have a lot of time to play.
Then there will be the more challenging missions. These might involve adventuring deep within an ancient Solarian factory and uncovering a long lost artifact. Or maybe you'll be asked to adventure into the depths of Blacklake Burrow to slay the leader of the Burrowers. (No relation to the movie 'The Borrowers'
For these more challenging missions, it might be a good idea to get help from your fellow players. Entering alone might end up being a suicide mission.
It should come without any surprise that the more complicated missions will also come with better rewards.
So there you have it! These are some of the new features you can look forward to in the next week or so. It may even take less time - we'll see.
If you have a cool suggestion or idea post it here on the forums!