Posts by Beta

The server was closed on April 2nd, 2023
https://pwmirage.com/forum/thread/342-we-are-closing/

    Actually, yeah. Lvl 20 start is going to be better choice because that's when you're supposed to go to archo and kill nearby monsters.


    Initial gear, craft skills, potions and some coins are all doable. I guess we could make everyone spawn next to the archosaur boatman, have some basic q to go to the elder, then get all that stuff from him straight away. This would be also neat story-wise. You've come to the Perfect World from a distant land, and so on.

    The first two cultis are always a pain. Could we consider making everyone start at level 30 with all the quests done up to that point? Then we would have the three fb19 dungs available to modding - they're fairly long, so we could make them some higher level dungeons.


    Putting everyone at archosaur from the very beginning could be good too. We don't expect the server to be super populated, so ppl would have always found themselves lonely in the original starting cities.


    If level 30 is too big to start with (as all the lv <30 mobs and their areas in the world would be useless then), how about at least level 20?


    Then we could have the XP rate fixed at 2-ish

    Creating brand new maps would be a tough job, but we do have a few empty maps to use. The terrain, trees, etc. are all set, but there are no NPCs and no monsters there. The editor is currently limited to the world map only, but once it allows editing other instances (including those empty ones), then a marriage cave could become a real thing. It sounds good!

    I'll be trying to integrate editor changes into the game. Note there's still quite a bit of work before I can send out a client and invite anyone. Before that happens, I need to at least have an automated patcher up and running so that you don't have to redownload stuff every time I make changes.

    Cheers!

    02/02/2020 done:

    * added interface for editing all items except for weapons and armors (those will come much later)

    * display item description (those are located in client files, somewhere...)


    note: currently we have those tokens like "^00ffff" in item description which should translate to some color. It can be read as "till the end of the line, use some color". They will be parsed in the editor at some point, but I also need to make GUI to set it and I don't want to spend time on that now - we've got other priorities.

    So we have the following still to be decided:


    * Dragon orbs - Dragon Orbs

    * Daily quests / BHs / events - Daily quests

    * Items, where do we put those?

    • Inventory/Stash Extension Stones
    • Dice tickets & Do-All cards
    • Fairly slow mounts and flyers (the fastest ones go to the boutique)
    • Mirage Celestones
    • Refine stones (with boosted success rates so that they're actually useful)
    • Damage/Damage reduction charms
    • Stat reset notes?

    * FC

    * XP/Drop rates - Rates

    * Reputation - Reputation and Rank

    I wish everyone a Happy New Year! 2019 was good for PW Mirage, so let's make 2020 even better!


    Huge, huge, thank you to Escanor and foxi for contributing. Not only I'm so grateful for the work you're doing, but I also can't find words for how amazed I am by that work. It is this kind of self-motivation of yours that makes me want to work on the editor and also, once the server is ready, spend my money to keep it going.


    Because of this occasion, I wanted to recap everything we have so far and hopefully narrow down the scope of what still needs to be done before we open the server.


    * First, we can craft utility items with regular materials. misc crafting


    also:


    I personally love this idea. We might want to tweak the amounts of required resources later on, but I think we can agree that all those tp stones, charms, and guardian scrolls should be craftable this way. I'm not sure about the Geo Map, but let's take that discussion somewhere else.


    * Crafting utility items with FB bloods FB Blood exchange NPC



    It conflicts a little with the above. I'll post my suggestions in the thread, but overall this is good and will eventually make it into the game.


    * Swap TT materials Twilight Temple Exchange NPC



    Honestly I'm not into TT too much and can't say anything here. If everyone agrees, this should make it into the game.


    * Simpler DQ gear crafting Dragon sphere system



    I find it super cool that we have all molds collected there. Although as for the NPC as a whole I think it's way too easy to obtain a legendary set with those rates.


    * Craftable Hercules & Phoenix veno pets, alongside with some pet food and cages Pet Creation NPC



    I think we need more venos on the forums to be able to say if it's good or not.


    * There's an interesting idea to make leveling craft much more fun - Crafting


    Quote

    1. Increase the success rate for 2 star items for the necessary crafting for leveling mastery (currently at 67% for 1 star, 30% for 2 and 3% for 3) my suggestion would be 20, 60, 20 or close to

    2. Rather than lowering the number of mats needed to craft the 2 star items, or increasing the likeliness of those mats dropping, when not add an NPC that converts useless (lime stone, ragged fur, element powder, mystical fur) into the lowest grade crafting mats to use in crafting (glue, leathers, textiles and oils).

    27/12/2019 done:

    * optimized saved db size -> it now contains only data that was directly modified

    * added all item details to the backend -> it can be now served to the editor, but we still have to prepare all the fancy windows, layout and stuff

    (except for armors and weapons, those will come last)

    21/12/2019 done:

    * add save/publish options to the navbar (under the Project menu)


    to do:

    * implement auto-save -> each 15 minutes, save a separate copy of the project; write a script to remove saves older than a week (?)

    * update the guide


    there won't be any window to browse all those automatic saves just yet. The priority is to implement auto-save, so that no work is lost (e.g. in case where an editor update screws something up). If somebody reports his work is gone, I'll retrieve the previous auto-save manually.

    15+16/12/2019 done:

    * Item editor finally works -> you can now edit and clone all basic Materials (type:Mat) in the goods window.

    * "Templates" had to be slightly redesigned to work for items. To be honest, they used to be a bit confusing and the new interface should be nicer


    As for the templates, you can no longer switch between "edit individually" and "edit a template". You now always edit a template - if you create a new npc, it starts with a new, unnamed template. In future, there will be also a "New object" entry on the template list window.