Awesome, thanks! Though the key was
DidTutorial instead of
finishedTutorial. But it worked
My main issue with those quests is that I’m usually doing the things in a different order. I start by putting down a path, and then I’ll build a graveyard and an inn. But the quest for building a path is only after the one for building an inn. So perhaps you could check when starting the quest, and if the player has already done X earlier, the quest is automatically completed? Or perhaps automatically complete the starting quest as soon as the thing happens, whether or not it was accepted by the player?
Right now, by the time I’m up to the quest where I have to build a second zone, I’ll generally already have several zones actively in use, so it’s a bit redundant at that point, I think that’s the main thing for me here.
That’s what I’m doing now, so it’s not a huge issue. But WASD would be more ‘natural’ than using the arrow keys.
That works, but I feel like it moves way too slowly compared to my mouse movements. I would expect the world to “snap” to my cursor. Perhaps this needs some tweaking?
Speaking of camera movement, is there a reason free camera rotation is only allowed when the camera is close to the ground? I’d love to be able to have my camera somewhat above the treeline and rotate it so I can look more in the distance, because as it is now the viewport is rather limited.
Ah, so I’ll wait until it’s fully implemented
I was wondering though, will we be able to create / remove character or monster classes? For instance, what if I only wanted a single type of player instead of 5? Or if I wanted to add 20 different kinds of mobs?
In one of my test games I started an MMO called “Wizards of the West” where I only wanted to have wizard type players. But then I found out I couldn’t remove or disable the other types (or at least, I couldn’t find how to do that). So having this freedom to choose which player classes we have in the game would be really cool.
I also had a question about the ingame gold - is there an overview of how much gold is earned, how much players have on average (per level), …? Because I have no idea how high or how low I should set the price for blacksmiths and shops.
Lastly, I have a few additional issues / suggestions after playing a couple more hours (my apologies for the wall of text).
Custom autosave interval. Right now, the game crashes every so often, and when I restart I’ve often lost a lot of work. This is a bit frustrating, so I’d like to be able to configure the autosave interval, so it saves every e.g. 5 minutes.
Better unsub feedback. Sometimes, I see waves of “unsub” messages flying up, but I have no clue why my players are unsubscribing. So an overview of reasons why players are unsubscribing would be really useful (same concept as the thoughts in the overview panel but then about unsubscribe reasons). Or, if that would be too “cheaty” (cause a real developer wouldn’t be able to read minds either), perhaps you could let us see the average stats of players who unsubscribed in the last x amount of time (per player class), so we can see which of their needs are too low.
Price settings. I haven’t found an option anywhere to set or change the price of my MMO. Is this in the game (yet)? I’d love to experiment with charging higher prices but getting fewer players, vs making the game completely free to purchase and play, and making money off of microtransactions.
Region capacity upgrades. Right now, 500 is a hard cap on the number of players per region. But what if I want to build a large city, where lots of players come together to trade items, buy weapons, … Then 500 players really isn’t a lot. I’ve tried placing server objects but they didn’t seem to change anything to the limit - perhaps this is a bug, or I’m using it wrong? In any case, I’d love to be able to “upgrade” regions to allow for higher player counts.
Let players “collect” quest, or choose them more randomly. I might be seeing this wrong, and there might already be more at play than would appear, but right now it feels like players will go to a quest giver to get a quest, go do that quest, then come back to the quest giver to complete it. And then they’ll go find a new quest. All in a very linear fashion. This behaviour causes new players to all take the same initial quest, causing a lot of complaints that the server is too crowded because everyone is walking the same stretch of road to get to the same mobs.
In the starting area in my current test game, I’ve got 3 quest givers. One has 3 quests that sends players to different corners of the starting village, one has 4 quests that sends players to 4 mobs areas on different sides of the starting village, and one sends players to the inn, tavern, shop and blacksmith (located throughout the starting village). Right now, all players will spawn and head for the combat quest giver, take his first quest, and they’ll all go and try to kill the same spider. So the spiders field is empty, the players unsubscribe because they can’t complete their quest and level up / fill their needs (at least, I think that’s why they unsub in this case), and there’s a parade of players on the one road that leads to the spider field, while the rest of the village is empty.
Some images of this issue: https://imgur.com/a/6pRgQ
So my suggestion would be: let a player collect quests from nearby quest givers (within x distance), and then make them choose one of those quests (perhaps one that would fill their lowest need, but ideally it would be randomised).