Na maila dostalem, w sumie spodziewalem sie "closed" ;p
Mortal Online has been seeing some big changes these last few weeks!
Star Vault Emission and Latest Development News, by CEO Henrik Nyström
Henrik Nystrom
Exciting times are ahead for Mortal Online and its development.
We are very happy to have two investors into Star Vault who truly understand the game and our vision. This investment will be used for the direct development of Mortal Online; improving and polishing is still our main priority along with adding ”safe” content. With that I mean content which is already approved by code or that which requires bug fixing for the content. These investors have the same mindset towards our goal and vision on Mortal Online. They would not make this investment if we didn't stick to our vision of Mortal Online, keeping Mortal Online's core features and not committing to drastic game changes which effect players in a negative way. We will always try to bug test as much as we can on new features before they go live. We have lots of content, features and skills to come into the game from our old game design, so there may be need for ongoing tweaking when it comes to balancing the game-play to ensure that it foll ows our desired game design. We will now take a greater step forward and move faster in improving and building upon Mortal Online.
As the first affect of the increased development funds we are working directly with an old programmer, Fredrik, who has worked with us in the past. He knows our technology very well and is able to deliver very solid game code. We will continue to work with one of the most talented 3D artist in Sweden, Erik; he always performs with high quality at a very fast rate. We will continue to use our outsourcing team when needed.
The character armor system rework is going well. This system is up for testing on the 30th of May. We may need some polish during these steps although as soon as it is approved this will go live. You can see a screen shot of the Draconigena Armatus armor at the bottom of this message.
We are also taking the first test sessions on the territory control core functions next week if things go as planned. During these sessions I may start sharing a few more details of this great system. It will bring content for all kind of players, from small groups to large guilds.
Due to feedback and monitoring from large scale battles, we have been able to gather more information on what has been giving issues when there are a lot of people in fights. As explained before, the nodes/servers handle the population without any problems; in fact, the top loads we are peaking at with large battles is going close to 15% load. We can, in other words, support a lot more players per node.
What we have found during these events is that clients cannot handle the packages very well. In response to this, we have worked out an excellent solution. In short, we are adding LODs on network packages as well, similar to how we have LODs on 3D art. This is actually going on test tonight, and we are very excited to follow the progress on this. This should make a huge difference when it comes to large scale fights. As soon as this is tested and approved this will go live hopefully sometime next week.
We are also doing a server network upgrade on Monday 27th; this will improve the network tiers our server is using today. This may affect a large amount of our players in a very positive way, since it will allow for the internet traffic to take fewer hops before reaching our server. This is very dependent on which internet service provider players are using, but overall this is an improvement upgrade to lower overall latency for players world wide.
http://www.youtube.com/watch?v=wF4BjtaDfRI ;p