Launch Goals
Posted: Wed Aug 07, 2019 1:59 pm
Below are the goals I have set that I see as requirements to make the game ready for launch. Or in other words, before I'm comfortable doing any player recruiting beyond what's going on already via word of mouth.
- Death needs to have meaningful consequences, and not have glaring lore holes. Starting with "Phase 1" version. (No PC-performed resurrections or anything yet)
- Arcanist class specialization of the Scholar Guild (specializing in a variety of occult glyphs)
- Druidy-type class specialization of the Scholar Guild
- Add more ways for Physickers to help others. Notably including therapy that can help PCs recover more quickly from sanity loss, which death inflicts a large amount of
- Ensure every guild class has at least 10 abilities available to it. (Not unique - overlapping/shared abilities do count)
- Hostile combat areas from skill level 0 to 400
- Add descriptions to description-less rooms
- Add more huntable beasts to areas
- Ensure presence of attainable mining resources
- Ensure presence of attainable forage resources
- Add a bunch of lore studyables
- Update Cooking to work better
If anyone feels something absolutely necessary is missing from the above list, please post about it here.
Note that following completion of the above, I will be quickly moving to phase 2 goals, including:
- Guild tasks
- Alchemist class specialization of the Scholar Guild
- A ranged class specialization of the Warrior Guild
- Anti-Nethrim Society
- Anti-Infested Society
- Rook Parlour Society
- Hostile combat areas from 400-700
Also note that once Phase 1 goals are done and we're considered "launched", I will be unleashing the GMs upon the playerbase to get events rolling. We want to establish from the start that this is a living world where things happen, and get players involved in that.
- Death needs to have meaningful consequences, and not have glaring lore holes. Starting with "Phase 1" version. (No PC-performed resurrections or anything yet)
- Arcanist class specialization of the Scholar Guild (specializing in a variety of occult glyphs)
- Druidy-type class specialization of the Scholar Guild
- Add more ways for Physickers to help others. Notably including therapy that can help PCs recover more quickly from sanity loss, which death inflicts a large amount of
- Ensure every guild class has at least 10 abilities available to it. (Not unique - overlapping/shared abilities do count)
- Hostile combat areas from skill level 0 to 400
- Add descriptions to description-less rooms
- Add more huntable beasts to areas
- Ensure presence of attainable mining resources
- Ensure presence of attainable forage resources
- Add a bunch of lore studyables
- Update Cooking to work better
If anyone feels something absolutely necessary is missing from the above list, please post about it here.
Note that following completion of the above, I will be quickly moving to phase 2 goals, including:
- Guild tasks
- Alchemist class specialization of the Scholar Guild
- A ranged class specialization of the Warrior Guild
- Anti-Nethrim Society
- Anti-Infested Society
- Rook Parlour Society
- Hostile combat areas from 400-700
Also note that once Phase 1 goals are done and we're considered "launched", I will be unleashing the GMs upon the playerbase to get events rolling. We want to establish from the start that this is a living world where things happen, and get players involved in that.