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Showing posts with label mobilising armies. Show all posts
Showing posts with label mobilising armies. Show all posts
Tuesday, August 18, 2009

RS Updates: Mobilising Armies Polish

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Since the release of Mobilising Armies, we’ve been in-game and scanning the forums to see what has worked well and what hasn’t. As can be expected from a project of this complexity, some things didn’t quite pan out how we intended. So, we’ve made a few amendments that we hope will create a better gaming experience:

The Conflict scenario has changed from 4-player to 2-player
The idea of the Conflict scenario was for players to consider a variety of tactics and to really engage in an all-out battle to the death. There turned out to be one unwanted and dominant tactic, however: wait for the other teams to beat each other up, then join in later when you have the advantage. Although you could argue this was a legitimate tactic, we didn’t feel that doing nothing for a few minutes was any fun. We considered a great many options to fix this, but decided to change this scenario (and only this scenario) to make it 1 versus 1.

Squad levels removed
Mobilising Armies was built with five levels of squad that you could purchase as your Rank increased, which allowed larger amounts of reward credits. The issue with this was that it led to far too many waiting rooms (4 scenarios x 5 ranks = 20 rooms) and, with each room requiring 20 players, we needed 20 x 20 players for a game to start in each room. Even if games started more quickly, there would not be enough players available, so to simplify the waiting rooms, we have changed it so only one level of squad is available. If you previously had higher-level squads in your inventory or bank, you will find them gone and your credits reimbursed as investment credits. This will hopefully make it easier for people to experience all four scenarios.

Waiting room system improved and five simultaneous games
Twenty players are required for a game of Mobilising Armies to start, and, when a player doesn't get picked, they get an increased priority for the next game. Originally, only four out of those twenty players were picked to join a game at a time, but we improved this a little while back so that three games started at any one time. This was only a temporary fix, so five games will now start simultaneously, as soon as there are enough players.

Selling reward items back
When buying rewards, many players felt the best idea was to save up their reward points until they had increased their Rank and unlocked the best rewards, neglecting the earlier rewards. We want you to make use of the lower-level rewards, so you can now sell reward items back to the reward shops in the officers' tower for 100% of their initial cost. This should encourage you to buy the rewards as and when you can afford them, since you can upgrade them at no extra cost. The only exceptions to this are the resource locators and quest kits (which remain a partial trade-in), and spoils of war.

Mod Tim
Lead RuneScape Content Developer
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Wednesday, July 08, 2009

RS Updates: Mobilising Armies

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Mobilising Armies is a new multiplayer combat minigame, but instead of controlling your avatar you’ll be controlling a whole battalion, deploying your squads with tactical precision and trying to second-guess the intentions of your opponents. There are four different scenarios to play in: Conflict, Siege, Hoard and Rescue. Each presents its own set of challenges, such as building catapults, collecting resources and stealing from your opponents, to name just a few. Don’t worry about finding three other players, though: when you turn up at the command centre the officers will arrange your match for you.

As we all know, war isn’t cheap, so with Mobilising Armies we are introducing a commodity-exchange system. If, after training a skill, you’re left with a lot of commodities that you don’t need yourself (e.g. a surplus of jewellery after training Crafting), you’ll be able to trade them in at the command centre for investment credits, which can then be exchanged for squads and special units, such as cannons, barricades or exploding chinchompas. You can also choose to stake investment credits in an impending battle for a larger payout of reward credits, which can in turn be spent on additional items.

There are a variety of rewards for victorious commanders, including quest kits that let you hold much-needed questing tools in one inventory slot, resource locators that’ll teleport you directly to resources such as mining spots and trees, and “spoils of war”, which are a selection of resources, gold and items that will allow you to train your skills further

Good luck, and enjoy!

Mod Tim, Lead Content Developer, and Mod Maz, Content Developer and Queen of the Squirrels


In other news...

We’ve added the ability for you to make notes. To access this new feature, click on the Notes icon at the bottom-right of the screen. This remarkably simple system enables you to leave up to 30 notes for yourself, each of which can be up to 50 characters long.

On a related note, any invalid player names saved in your Friends/Ignore lists have been marked with a *.

We’ve also moved the Summoning interface’s functionality to the Summoning icon next to the minimap – simply right-click on this icon for all your pet/familiar needs. We’re aware this leaves a blank ‘stone’ on the interface; there is another new feature planned to go in that space.

We've added an alternative sitting position when you rest. You can toggle how you sit by clicking rest again to choose your preferred pose.

Zanik's crossbow can now be used with many more varieties of bolts. It seems that it only used a small selection beforehand.

The filter for the quest list will no longer remove quests you've already started.

Summoning scrolls should no longer interfere with special attack energy replenishing.

You can no longer use fairy rings while you are tele-blocked. This seemed a bit inconsistent with other areas of the game.

You can now take familiars over the bridge towards Zamorak in the God Wars Dungeon, so you don't have to dismiss them and then summon them again after crossing.



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