I have a question. Are these adventures instanced for the group? Or will they possibly run into other groups?
Nope. While there are zones (EQ1 style), everything is open world.
To avoid cock-blocking, we're working on a Vanguard-ish system where if you are on a quest, you'll be able to trigger the mob/etc., and/or have it flagged to your group so that even if someone else is in the area, multiple groups can progress at the same time because they will each have their own version to deal with that is flagged for their group and no one else https://sagaoflucimia.com/progression-encounters-open-world-versus-ensuring-equal-access/
The exception to this will be open-world FFA mobs, which are there for the guilds/groups who want to compete with others. But everything that is progression-related will be available anytime for anyone who happens to be on that quest.
I have a question. Are these adventures instanced for the group? Or will they possibly run into other groups?
Nope. While there are zones (EQ1 style), everything is open world.
To avoid cock-blocking, we're working on a Vanguard-ish system where if you are on a quest, you'll be able to trigger the mob/etc., and/or have it flagged to your group so that even if someone else is in the area, multiple groups can progress at the same time because they will each have their own version to deal with that is flagged for their group and no one else https://sagaoflucimia.com/progression-encounters-open-world-versus-ensuring-equal-access/
The exception to this will be open-world FFA mobs, which are there for the guilds/groups who want to compete with others. But everything that is progression-related will be available anytime for anyone who happens to be on that quest.
For anyone else who misunderstood this like I did, I had a conversation with Renfail and this does not mean that another group can't help the first group with their quest MOB. It's purely about the quest, a flag on the MOB the questing group needs to defeat and thus get credit towards their quest.
I thought that the second group couldn't do anything to the quest MOB at all, which would seem a little strange, but that's not the case.
This game could be very exciting and move the genre up to the next level.
I have a question. Are these adventures instanced for the group? Or will they possibly run into other groups?
Nope. While there are zones (EQ1 style), everything is open world.
To avoid cock-blocking, we're working on a Vanguard-ish system where if you are on a quest, you'll be able to trigger the mob/etc., and/or have it flagged to your group so that even if someone else is in the area, multiple groups can progress at the same time because they will each have their own version to deal with that is flagged for their group and no one else https://sagaoflucimia.com/progression-encounters-open-world-versus-ensuring-equal-access/
The exception to this will be open-world FFA mobs, which are there for the guilds/groups who want to compete with others. But everything that is progression-related will be available anytime for anyone who happens to be on that quest.
For anyone else who misunderstood this like I did, I had a conversation with Renfail and this does not mean that another group can't help the first group with their quest MOB. It's purely about the quest, a flag on the MOB the questing group needs to defeat and thus get credit towards their quest.
I thought that the second group couldn't do anything to the quest MOB at all, which would seem a little strange, but that's not the case.
This game could be very exciting and move the genre up to the next level.
Indeed, groups can help each other out. But only those flagged for the encounter will get credit. The big thing is making sure douchebag players or guilds cannot cock block others by perma camping spawns. Having them flagged to only those who actually need them for progression ensures everyone has a chance to progress without any poop socking
@Renfail, I'm interested in Saga of Lucimia but the pre-order stuff is a bit worrisome. I'd probably drop a chunk of cash if you gave more evidence of what was going on.
@Renfail, I'm interested in Saga of Lucimia but the pre-order stuff is a bit worrisome. I'd probably drop a chunk of cash if you gave more evidence of what was going on.
If 18 months of development, 130+ YouTube videos detailing our progress, 170+ newsletters , and our public alpha launch last Saturday (with various community members hosting streams/etc.) aren't enough evidence of what we've got going on, where we've come from, how things have progressed since the beginning, and etc...
...then we don't want a dime of your money.
Wait until the game comes out, and make your decision when the finished product is released. We have zero desire to convince skeptics. It's far better for you AND us if you just wait until we have a completed product, and spend money when you can feel like you are justified in the spend.
Meanwhile, we'll keep showing up, day in and day out, just like we've been doing since day one.
That response right there tells me your project is not intended to be a fly by night cash grab... but for now I will continue to Lurk. I will wait until at least sometime next year, see how the die roll out. Hope for the best on this one.
That response right there tells me your project is not intended to be a fly by night cash grab... but for now I will continue to Lurk. I will wait until at least sometime next year, see how the die roll out. Hope for the best on this one.
We'll be here!
Make sure you do your lurking over at our forums also, so you can check out what the community has to say. There's a new screenshot/video section up from the test sessions where folks can link their goodies and what they're sinking their teeth into.
Our tribe is thinking about poking around Lucimia. We all like what we see. This is going to be some good stuff. Gratz on the ding! and the heads up effort.
Our tribe is thinking about poking around Lucimia. We all like what we see. This is going to be some good stuff. Gratz on the ding! and the heads up effort.
The Baby Bells are coming.
Next month is going to be fun We're shooting for October 24th for the release of the next build, and it's going to be feature-rich compared to the first one, which only focused on the login process and server stability. Still kinks to be worked out, but we're moving ahead day by day as always!
this could be the one, to me sounds far better than Pantheon or Crowfall, but there is really nothing here at this site except a game description so far
Whoa, you got some work to do on that server and net code. Those people where lagging all over the place. If you can't even have 10 people on screen moving smoothly you got serious issues. Good luck with that.
"It's pretty simple, really. If your only intention in posting about a particular game or topic is to be negative, then yes, you should probably move on. Voicing a negative opinion is fine, continually doing so on the same game is basically just trolling." - Michael Bitton Community Manager, MMORPG.com
"As an online discussion about Star Citizen grows longer, the probability of a comparison involving Derek Smart approaches 1" - MrSnuffles's law
"I am jumping in here a bit without knowing exactly what you all or talking about." - SEANMCAD
Whoa, you got some work to do on that server and net code. Those people where lagging all over the place. If you can't even have 10 people on screen moving smoothly you got serious issues. Good luck with that.
And it was entirely expected during our very first alpha login, which was specifically set up so that we could test the server levels and databases.
During the first run, we tested three levels of database, and three levels of server strength, before settling on what gave us the funcationality we needed/wanted.
Then, between September and October, we went back in and ironed out all of the networking kinks, and when players logged back in on October 24th for the most recent test weekend, they had a flawless experience: no lag, smooth as silk.
In fact, things went so well during the last test that we decided to go ahead and add PVP into the mix and have now backtracked on our original plans: we are no longer only a PVE title! Saga of Lucimia will now have open PVP with full looting!
On a more serious note, we're very early on in our friends and family alpha stage. There are bugs. Hiccups. Animations don't sync up. We're playing around with and testing our interest management system. It's rough, ugly, and doesn't run smooth.
Which is EXACTLY what an early alpha is all about. This is not a polished press campaign where we've got a fully functioning, streamlined, optimized, and ready-to-mass-market product ready to go. It's a passion project, built by a team with no experience, who are spending their spare time making it happen.
For a team who has no previous experience, we've come pretty far in 20 months:) 200+ newsletters in, 173+ YouTube videos, Early Access, 40 million views across social media, and a community of several thousand strong, with more than a hundred folks in our Early Access program.
And we've got more people joining every day, plus more team members. We just had our 19th team member join our coding meeting last night, as a matter of fact.
From 6 guys to 19, from zero to several thousand in the community, we're happy More importantly our community is happy. Feel free to drop in over at the forums and ask THEM what they think about the game so far.
From 6 guys to 19, from zero to several thousand in the community, we're happy More importantly our community is happy. Feel free to drop in over at the forums and ask THEM what they think about the game so far.
Our World, Our Way.
Several thousand or 195 including developers and their family? I mean, that IS your forum right?
From 6 guys to 19, from zero to several thousand in the community, we're happy More importantly our community is happy. Feel free to drop in over at the forums and ask THEM what they think about the game so far.
Our World, Our Way.
Several thousand or 195 including developers and their family? I mean, that IS your forum right?
Between forums, newsletter, and registered user on the site, we're several thousand.
From 6 guys to 19, from zero to several thousand in the community, we're happy More importantly our community is happy. Feel free to drop in over at the forums and ask THEM what they think about the game so far.
Our World, Our Way.
Several thousand or 195 including developers and their family? I mean, that IS your forum right?
And all of us that are supporters of the game are proud to be included in Stormhaven Studio's Friends and Family
We don't even count the Google+ page or our social media outlets in terms of numbers of followers; if we add those, we're probably up around 6,000 in total.
But at the site + forums + newsletter, we're roughly half that.
Haters gonna hate. Meanwhile, we keep building, others keep coming, the pre-orders flow daily, we are averaging 10-15 new signups per day at the website, and it's onwards and upwards!
It's amazing how far we've come DESPITE the fact that we have no experience, no previous games launched, are only doing this part-time, don't have a polished game to show people.
I mean, it's almost like our community TRUSTS us to deliver on what we've been promising since day one, no? @Joreel
I guess that's the benefit of 100% transparency since day one, showing people our flaws and all, documenting it through 200+ newsletters, 170+ YouTube videos, and hitting all of our deadlines DESPITE only being part-time, unexperienced developers.
Whoa, you got some work to do on that server and net code. Those people where lagging all over the place. If you can't even have 10 people on screen moving smoothly you got serious issues. Good luck with that.
Then, between September and October, we went back in and ironed out all of the networking kinks, and when players logged back in on October 24th for the most recent test weekend, they had a flawless experience: no lag, smooth as silk.
In fact, things went so well during the last test that we decided to go ahead and add PVP into the mix and have now backtracked on our original plans: we are no longer only a PVE title! Saga of Lucimia will now have open PVP with full looting!
People are running in place (sync issues and lag) People are sliding backwards and forwards (sync issues) Dead people slide in the same direction they where moving (again sync and lag)
I would not call this "went well". This is as good as out of the box Unity net code. It's horrible. You need to get out the big guns and start optimizing. From my experience seeing this you have at least 2 years of optimization to do writing your network infrastructure based on your 3 coders. If you are still using C# then you might as well just scrap this right now. It's not going to work.
"It's pretty simple, really. If your only intention in posting about a particular game or topic is to be negative, then yes, you should probably move on. Voicing a negative opinion is fine, continually doing so on the same game is basically just trolling." - Michael Bitton Community Manager, MMORPG.com
"As an online discussion about Star Citizen grows longer, the probability of a comparison involving Derek Smart approaches 1" - MrSnuffles's law
"I am jumping in here a bit without knowing exactly what you all or talking about." - SEANMCAD
In fact, things went so well during the last test that we decided to go ahead and add PVP into the mix and have now backtracked on our original plans: we are no longer only a PVE title! Saga of Lucimia will now have open PVP with full looting!
@Renfail This is a huge design change from the original plans of SoL. In some of your interviews you were fairly adamant about not doing a PVP game, what led to this change? Open world full loot PVP is a very divisive issue on these forums, you are bound to have all sorts of mixed reactions to the decision.
" None of us on the team has ever designed an MMORPG before. In fact, most of us have never even worked on an actual title before. "
"Heading down into a dungeon that will take you a couple months or more to explore, across multiple game sessions, and your success/failure depends entirely upon how well-supplied your group is, how self-reliant they are, how relevant and talented are the members of your party"
and sub-required ....
Good luck to the developers. Indeed it won't be a game for me .. but hey, i have tons of other stuff to play
Comments
To avoid cock-blocking, we're working on a Vanguard-ish system where if you are on a quest, you'll be able to trigger the mob/etc., and/or have it flagged to your group so that even if someone else is in the area, multiple groups can progress at the same time because they will each have their own version to deal with that is flagged for their group and no one else https://sagaoflucimia.com/progression-encounters-open-world-versus-ensuring-equal-access/
The exception to this will be open-world FFA mobs, which are there for the guilds/groups who want to compete with others. But everything that is progression-related will be available anytime for anyone who happens to be on that quest.
I thought that the second group couldn't do anything to the quest MOB at all, which would seem a little strange, but that's not the case.
This game could be very exciting and move the genre up to the next level.
Once upon a time....
...then we don't want a dime of your money.
Wait until the game comes out, and make your decision when the finished product is released. We have zero desire to convince skeptics. It's far better for you AND us if you just wait until we have a completed product, and spend money when you can feel like you are justified in the spend.
Meanwhile, we'll keep showing up, day in and day out, just like we've been doing since day one.
Make sure you do your lurking over at our forums also, so you can check out what the community has to say. There's a new screenshot/video section up from the test sessions where folks can link their goodies and what they're sinking their teeth into.
The Baby Bells are coming.
"It's pretty simple, really. If your only intention in posting about a particular game or topic is to be negative, then yes, you should probably move on. Voicing a negative opinion is fine, continually doing so on the same game is basically just trolling."
- Michael Bitton
Community Manager, MMORPG.com
"As an online discussion about Star Citizen grows longer, the probability of a comparison involving Derek Smart approaches 1" - MrSnuffles's law
"I am jumping in here a bit without knowing exactly what you all or talking about."
- SEANMCAD
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During the first run, we tested three levels of database, and three levels of server strength, before settling on what gave us the funcationality we needed/wanted.
Then, between September and October, we went back in and ironed out all of the networking kinks, and when players logged back in on October 24th for the most recent test weekend, they had a flawless experience: no lag, smooth as silk.
In fact, things went so well during the last test that we decided to go ahead and add PVP into the mix and have now backtracked on our original plans: we are no longer only a PVE title! Saga of Lucimia will now have open PVP with full looting!
On a more serious note, we're very early on in our friends and family alpha stage. There are bugs. Hiccups. Animations don't sync up. We're playing around with and testing our interest management system. It's rough, ugly, and doesn't run smooth.
Which is EXACTLY what an early alpha is all about. This is not a polished press campaign where we've got a fully functioning, streamlined, optimized, and ready-to-mass-market product ready to go. It's a passion project, built by a team with no experience, who are spending their spare time making it happen.
For a team who has no previous experience, we've come pretty far in 20 months:) 200+ newsletters in, 173+ YouTube videos, Early Access, 40 million views across social media, and a community of several thousand strong, with more than a hundred folks in our Early Access program.
And we've got more people joining every day, plus more team members. We just had our 19th team member join our coding meeting last night, as a matter of fact.
From 6 guys to 19, from zero to several thousand in the community, we're happy More importantly our community is happy. Feel free to drop in over at the forums and ask THEM what they think about the game so far.
Our World, Our Way.
Or the most recent developer journals; next ones coming up this month!
All time classic MY NEW FAVORITE POST! (Keep laying those bricks)
"I should point out that no other company has shipped out a beta on a disc before this." - Official Mortal Online Lead Community Moderator
Proudly wearing the Harbinger badge since Dec 23, 2017.
Coined the phrase "Role-Playing a Development Team" January 2018
"Oddly Slap is the main reason I stay in these forums." - Mystichaze April 9th 2018
Onwards and upwards for us!
All time classic MY NEW FAVORITE POST! (Keep laying those bricks)
"I should point out that no other company has shipped out a beta on a disc before this." - Official Mortal Online Lead Community Moderator
Proudly wearing the Harbinger badge since Dec 23, 2017.
Coined the phrase "Role-Playing a Development Team" January 2018
"Oddly Slap is the main reason I stay in these forums." - Mystichaze April 9th 2018
https://plus.google.com/u/0/+Sagaoflucimia/posts
And all of us that are supporters of the game are proud to be included in Stormhaven Studio's Friends and Family
Oh Slap why are you confronting the poor man with actual numbers, you mischievious bully you
His World, His Delusions.
But at the site + forums + newsletter, we're roughly half that.
Haters gonna hate. Meanwhile, we keep building, others keep coming, the pre-orders flow daily, we are averaging 10-15 new signups per day at the website, and it's onwards and upwards!
It's amazing how far we've come DESPITE the fact that we have no experience, no previous games launched, are only doing this part-time, don't have a polished game to show people.
I mean, it's almost like our community TRUSTS us to deliver on what we've been promising since day one, no? @Joreel
I guess that's the benefit of 100% transparency since day one, showing people our flaws and all, documenting it through 200+ newsletters, 170+ YouTube videos, and hitting all of our deadlines DESPITE only being part-time, unexperienced developers.
Onwards and upwards! Our world, our way
All time classic MY NEW FAVORITE POST! (Keep laying those bricks)
"I should point out that no other company has shipped out a beta on a disc before this." - Official Mortal Online Lead Community Moderator
Proudly wearing the Harbinger badge since Dec 23, 2017.
Coined the phrase "Role-Playing a Development Team" January 2018
"Oddly Slap is the main reason I stay in these forums." - Mystichaze April 9th 2018
Keep 'em coming! Every post drives more traffic and new subscribers our way!
People are sliding backwards and forwards (sync issues)
Dead people slide in the same direction they where moving (again sync and lag)
I would not call this "went well". This is as good as out of the box Unity net code. It's horrible. You need to get out the big guns and start optimizing. From my experience seeing this you have at least 2 years of optimization to do writing your network infrastructure based on your 3 coders. If you are still using C# then you might as well just scrap this right now. It's not going to work.
"It's pretty simple, really. If your only intention in posting about a particular game or topic is to be negative, then yes, you should probably move on. Voicing a negative opinion is fine, continually doing so on the same game is basically just trolling."
- Michael Bitton
Community Manager, MMORPG.com
"As an online discussion about Star Citizen grows longer, the probability of a comparison involving Derek Smart approaches 1" - MrSnuffles's law
"I am jumping in here a bit without knowing exactly what you all or talking about."
- SEANMCAD
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@Renfail This is a huge design change from the original plans of SoL. In some of your interviews you were fairly adamant about not doing a PVP game, what led to this change? Open world full loot PVP is a very divisive issue on these forums, you are bound to have all sorts of mixed reactions to the decision.
" None of us on the team has ever designed an MMORPG before. In fact, most of us have never even worked on an actual title before. "
"Heading down into a dungeon that will take you a couple months or more to explore, across multiple game sessions, and your success/failure depends entirely upon how well-supplied your group is, how self-reliant they are, how relevant and talented are the members of your party"
and sub-required ....
Good luck to the developers. Indeed it won't be a game for me .. but hey, i have tons of other stuff to play