[Officiel] Release en Octobre 2011

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- Release le 1er octobre 2011

- Le jeu sera disponible en téléchargement gratuitement (pas d'achat de boites ou de licences)

- 10 jours offerts pour tout le monde afin de tester le jeu.
- Ensuite, abonnement obligatoire : 8.95€/ mois, 23.95€/3 mois et 44.95/6mois.

Citation :
Dawntide has come a long way since the beginning of Open Beta, and we now feel that the time is right to begin the transition from Beta into the actual launch of the game. As such, we are announcing today that the Open Beta will end and Dawntide will launch on October 1st, 2011. The game will be distributed free of charge with no up-front costs through our online download center. A free trial period of 10 days will be offered, after which we will charge a subscription fee of €8.95 per month, €23.95 for 3 months and €44.95 for 6 months, with the additional option to purchase a lifetime subscription for €84.95.
Working as Intended would like to thank all of you fans and testers that have helped us shape the development of the game up to this point, and hope you will stay with us through the rest of the beta and beyond.
To give you an idea of what to expect in the coming months, we have published a roadmap that outlines where the game will be at release, and what our development priorities will be in the coming months. As before, we will continue to listen to your input and actively discuss the direction of the game on our forums.
To go with the announcement we have put up a new trailer, so go check it out!
Ainsi que la feuille de route du jeu avec ce qui sera à la release, et ce qui sera ajouté dans le futur :

Citation :
Characters:


  • Races:

Release: Two playable races: The feudal, war-like Vynn and the decadent, sorcererous Cevanti.
Future: Two additional races are planned: The intelligent and opportunistic Santyrian lizardmen, and the logical and inventive Andrunian half-men.

  • Attributes:

Release: Six attributes that affect every aspect of your character, from combat to sorcery to crafting: Strength, Dexterity, Constitution, Intelligence, Willpower and Spirit.
Future: No changes to the attribute types are planned barring gameplay problems, though the effects of existing attributes will continue to widen

  • Statuses:

Release: Four statuses that determine the overall health and combat endurance of your character: Hit Points, Mana, Endurance and Health.
Future: No changes to the status types are planned barring gameplay problems

  • Resistances:

Release: Nine resistances that between them affect your defense against every kind of hostile action taken against your character: Blunt, Slashing, Piercing, Fire, Cold, Poison, Disease, Mind and Curse.
Future: No changes to the resistance types are planned barring gameplay problems

  • Skills:

Release: 40+ skills to choose from, covering everything from combat, crafting, gathering and magic to operating ocean-going ships.
Future: More skills will continue to be added to the game as features such as siege combat and mounts are rolled out.
Crafting:


  • Gathering:
    • Gathering Skills
      Release: Five resource gathering skills: Fishing, Skinning, Lumberjacking, Mining and Herbalism. Your level at these skills affect what resources you can harvest, and in which quantities. Resources distributed across the game world according to in-game geography - wood from forests, ore from mountains, fish from the sea, etc.
      Future: The resources in Dawntide will become increasing dynamic and dependent on environment factors. More material subtypes will be added, such as ore with irregular properties, adding even more variety to crafting, and players will be allowed to have a direct impact through their activities and buildings.
    • Tools
      Release: The properties of your tools used for gathering (such as a hatchet for lumberjacking) affects the time required to harvest resources.
      Future: More tool models will be added, though we don’t currently expect basic tool functionality to change significantly, barring gameplay problems.
    • Material Properties:
      Release: Resources have three material properties: Quality, conductivity and weight. These properties determine the stats of items crafted with them, so a copper dagger will be vastly different from a steel one.


Future: We expect no major changes to Material Properties functionality after release, barring gameplay problems.



      • Quality: Quality measures the overall power of your item, affecting everything from the effectiveness of weapons and armor to the potency of potions and ability of a building to resist wear and tear.
      • Conductivity: Conductivity measures an item’s ability to channel magic, and thus the power of any enchantments placed on it as well as its ability to resist harmful magic directed at the user.
      • Weight: Weight measures the bulk an item takes up, increasing or reducing the space it takes up in a container and the penalties of wearing heavy gear. Heavier items are also more durable, and will take less wear and tear from use.

  • Crafting:
    • Crafting Skills
      Release: 16 different crafting skills: Cooking, Brewing, Toolsmithing, Weaponsmithing, Armorsmithing, Tailoring, Alchemy, Fletching, Jewelcrafting, Carpentry, Masonry, Pottery, Enchanting, Leatherworking, Shipwrighting and Architecture.
      Future: The primary focus following release will be to add more variety to all crafting, allowing players to create more different looking equipment as well as adding any items that a skill should intuitively make, but we forgot. Plans for more crafting skills such as Engineering and Research exist but are far out.
    • Recipes
      Release: Simple one-click crafting by picking a recipe in your crafting book and having the required materials and tools on hand. More advanced recipes are automatically learned with higher skill levels. Over 300 crafting recipes with dozens of different material combinations resulting in thousands of different craftable items.
      Future: More recipes will be added to give more variety, but no major functionality change is planned, barring gameplay problems.
    • Enchanting
      Release: Craftable runes that can be used to enchant any crafted item with a variety of different bonuses using the Enchanting skill.
      Future: Enchanting will be expanded to cover buildings, ships and other large constructions. More rune types and effects will also be added progressively.
    • Deeds
      Release: Deeds for buildings, ships and large items that can be placed in the world may be crafted with Shipwrighting and Architecture.
      Future: More deeds will be added for variety, but no major design changes are planned barring gameplay problems.
  • Logistics:
    • Ships
      Release: 5 different ship types, from the humble Skiff to the mighty Galleon, all buildable and sailable by players and allowing for the transportation of goods and passengers between islands.
      Future: Players will gain the ability to customize ships, as well as getting more ship types at their disposal. Warships featuring ship-to-ship combat and boarding are also in planning to allow for some serious piracy.
    • Navigation
      Release: In-game wind that changes strength and direction over time and affecting the speed of ships. Navigation skill allows players to make better use of the wind to sail faster.
      Future: Weather will become increasing localized. New weather effects such as local storms, currents and winds will be added to make ship navigation more engaging.
  • Trading:
    • Crown Market
      Release: Crown Market in all major towns where you can buy and sell goods to a NPC trader based on supply and demand, allowing players to make money directly off the items they gather craft, and hunt for.
      Future: Crown Markets are intended to stabilize and stimulate the player economy. It is designed to act as a central bank under developer management in order to provide direct controls on frequent problems in virtual economies, such as inflation. As the player economy develops, its role in the economy will recede.
    • Open Market
      Release: Open Market in all major towns where players can buy goods placed for sale by other players. Players can establish new open markets in their settlements.
      Future: Open Markets will be developed to include more advanced trading mechanisms to suit players who prefer to play traders. This is an area we will be taking a great deal of input on in the months following release given the potential impact on the economy.



World:


  • Land:
    • Size
      Release: Over 500 square kilometers of ocean and land to sail, walk and explore.
      Future: The Vynn territories available on release will be gradually expanded after release with an emphasis on conquerable land, depending on the player population. Once that is complete, work will begin on the territories of the Cevanti - a crumbling, decadent republic inspired by the Roman Empire.
    • Territories: A mix of civilized territories where players are safe from attack by other players and wild PVP territories where players can claim land for themselves and build their own civilization.
      Future: The three types of territory may be modified in minor ways, but no major changes are currently planned barring gameplay problems.
    • Environments: Environments ranging from tropical islands to snowy mountain peaks, each with their own resources, animals, monsters and weather.
      Future: With the addition of more land comes additional variation. Cieve is a highly diverse world with many different geographies and ecosystems, each full of their own native inhabitants.
  • NPCs:
    • Creatures: Hundreds of creatures to hunt and tame, from ordinary animals such as deer and pigs to undead warriors and malicious beastmen.
      Future: The existing NPC races will be diversified and be increasingly integrated into the world with dialogue and storyline objects. More dungeons and new NPC races from Cieve will be added with the addition of more land.
    • Bosses: Dragons, Giants, Demons, Sea Serpents and other monstrous enemies that will take large groups of players to defeat and who yield rare and valuable resources.
      Future: All NPC races will have more bosses and unique monsters added, along with more one-off bosses. In the farther off future, we want to add NPC settlements that must be sieged as a player city would.
    • Story: A richly developed background and story that will progress as the game does.
      Future: The Dawntide storyline is intended to be epic in scope and driven primarily through GM events and world quests, and that is the goal we will pursue. We can’t reveal much here, but we believe that world story is crucial to framing a sandbox experience, even as we expect players to drive that story.



Combat


  • Combat
    Combat is a target-based system where you choose your foe and then select from a wide range of attacks and abilities to use against them. Build up Combat Points to unlock special abilities to use against targets, and change between melee and ranged with an easy Switch system.
    • Weapon Skills
      Release: Six different weapon skills, each with their own unique set of weapons and abilities: Short Blades, Long Blades, Maces, Axes, Polearms and Marksmanship. Each weapon skill has its own strengths and weaknesses, for example the long blades skill offers strong defensive abilities and does extra damage against light armor, while the short blades skill gets damage bonuses when used in stealth, making it ideal for a rogue-type character.
      Future: We will be adding more content and balancing the different weapon skills to make sure each has its own role to play, but we don’t expect changes to the mechanics.
    • Armor Skills
      Release: Three different armor skills, each with their own types of armor, which have their own advantages and penalties: Light Armor, Medium Armor, Heavy Armor. The heavier your armor, the more protection it offers, but at the expense of penalties to spellcasting, attack speed and stealth. Different armor types also offer varying levels of protection against physical versus magical attacks.
      Future: Armor skills will be balanced to provide each type with its own role, but no major mechanical changes are expected.
    • Support Skills
      Release: Three different combat support skills that give their own special advantages: Tactics, Block and Martial Arts.
      Future: Additional support skills will allow you to more effectively operate siege machinery and naval weapons, pending those systems’ implementation.
    • Combat Points
      Release: Combat point system where you acquire combat points in battle, which can then be spent on special moves that do extra damage, buff yourself, debuff your opponent and much more. 40+ special moves that can be learned.
      Future: We expect to add many more special abilities as the game plays out.
  • Equipment
    Release: 30+ melee and ranged weapon types to choose from, covering everything from daggers to halberds. 10+ armor types to choose from, ranging from light padded armor to full platemail. Each weapon and type comes in different varieties and can be crafted from different materials and enchanted in different ways.
    Future: More armor and weapon types will be added as the game progresses.
  • Groups
    Release: Groups can be formed with up to five other players. Group members can see each others’ Health, Mana, Endurance, Buffs and Debuffs and are able to easily help one another in combat. A player that is struck unconscious by a non-player enemy can be protected by group members that are still standing, preventing him from being killed.
    Future: No changes are planned to group mechanics barring gameplay problems.


Sorcery


  • Combat Casting
    Release: Five casting schools, each with unique set of spells their own corresponding skill to learn: Preservation, Elementalism, Necromancy, Alteration and Illusion.
    Future:
    • Spells
      Release: 150+ spells to learn and cast, with everything from amusing party tricks to powerful attack spells.
      Future: We don’t expect major changes to the combat casting system, barring gameplay problems, but plan to continue fleshing out the library of spells available to you with new effects and variations.
    • Spellcraft
      Release: Spellcraft lets you learn casting stances, which allow you to alter the spells you cast, making them more powerful or turning them into area-of-effect spells.
      Future: More casting stances will be added to allow you to modulate and control sorcery in unique new ways.
    • Focus
      Release: The Focus attribute on equipment reduces Mana cost, making gear such as clothing, staves and jewelry vital to a mage.
      Future: We don’t expect any fundamental changes to Focus, barring gameplay problems, though some balancing might take place.
  • Non-Combat Sorcery
    Release: 50+ non-combat spells to learn and cast, covering things such as illusions and amusing party tricks, spells to speed up travel or increase your carrying capacity.
    Future: We have considerable plans over the medium term future to flesh out the non-combat aspect of Sorcery to include more miscellaneous and quest-specific spells to allow you to assume a ‘trickster’ role.


Factions:


  • Laws
    Release: Faction-wide laws where you can set whether certain actions such as stealing, assault and gathering are illegal in your faction’s territory, with ability to set different things as illegal for faction members vs. non-faction members. A lawbreaker will lose reputation with the faction in question and eventually become hostile to its guards as well as freely killable inside its territories. Faction members who break the laws within the faction’s territory will also be expulsed from the faction.Future: Laws will be developed to become more varied and modular. Factions will be able to impose varying levels of punishment for law-breaking as well as taxes and more arbitrary laws.
    • Outlaw: Toggle that lets players control whether or not they can break laws without confirmation, to prevent accidentally becoming an outlaw.
  • Management:
    • Creation: Easy faction creation by accessing the faction menu and paying a small creation fee.
    • Upkeep: Factions will require maintenance costs to be paid to avoid ghost factions holding up faction names.
    • Ranks: Rank system that allows for the creation of unlimited roles, allowing you to custom-tailor permissions for each member in your faction.
  • Chat
    • Faction Chat: Global in-game faction chat



Settling:


  • Territory:
    • Lawless: Player factions can claim territory in Lawless territory, creating their own zone of control where they can set laws and construct buildings.
    • Borderland: Borderland territory is partially controlled by an organized NPC faction such as the Kingdom of Vynn. It allows free attacking but no or limited settling opportunities.
    • National: National territory is strongly dominated by an NPC faction such as the Kingdom of Vynn and doesn’t allow players to attack one another or construct any buildings.
    • Future: Borderline territory will become more central to the storylines. We expect no changes to Lawless or National territory, barring gameplay problems.
  • Buildings:

Release: 50+ functional buildings and 100+ decorative items to choose from when constructing your cities.
Future: Settling is the game system we expect the most expansion of. More advanced player buildings will require workers and land attributes to be managed, in turn generating city-level attributes such as Worship and Prestige that may be directed in various ways.


    • Residence: Residences ranging from small huts to grand townhouses where players can live and secure their belongings.
    • Control: Control buildings (such as towers and castles) claim territory for your faction and allow for the construction of additional types of buildings.
    • Defense: Defense buildings spawn NPC guards who protect your territory from aggressive creatures and enemy factions.
    • Economy: Economy buildings produce raw materials and increase the productivity of your faction’s gatherers.
    • Infrastructure: Infrastructure buildings create markets and trade or provide valuable bonuses to the faction members in your territory.
    • Decoration: Decorative items such as statues and furniture can be placed in and around your buildings.
    • Maintenance: Buildings take damage over time and require repairs or they will collapse. Buildings constructed with better materials will last longer.
    • Building Management: Easy building management through a building control menu where you can name the building, check its properties and condition, transfer ownership of the building, add and remove guests who live in the building with you, make your building public or even demolish it if it’s outlived its usefulness.



Shining Up

As you can see, Dawntide is a complex game to design. We think we’re good at it, but we’re not so arrogant as to believe we can predict exactly how it’s going to play out when things go live, players start competing and there’s no going back. We do think that by holding a cautious attitude and respect for the task, and by listening and reacting to the community (read: obsessing over our forums and IRC), we can fix the problems that will come up before they grow to catastrophic levels and everyone unsubscribes.
Only once the game systems are well in use by players and reported as fun and satisfying will we begin to expand them. We want to keep giving players opportunities to create more complex and challenging cities, build bigger boats and vehicles with more moving parts and encourage players to develop as complex a society as they are able to coordinate, but that can only happen if the existing components of Dawntide all work correctly and together towards that goal.
Future

We have many features planned for the future in our bag that will enrichen Dawntide as the population grows. When players initially begin their lives as citizens of Cieve, the focus will be on immediate progress and establishment, but as the game progresses, the scope of the game will broaden, and its features must reflect that. With this in mind, here are some of the features we are most excited to begin implementing after release:
  1. Siege Warfare
Siege Warfare will allow you to construct large warmachines and siege engines that must be transported by sea on the bigger ships. Warmachines and siege engines are very expensive and logistically difficult to operate, but are devastating when applied successfully.
  1. World Quests
Large storylines with many conditionals for progression in line with the Main Quest.
  1. City Management
City and building properties that are required for advanced buildings, as well as Workers for player buildings. Better workers consume more and more varied food.
3.1 Building Attributes


  • Fertility
  • Abundance
  • Food
  • Materials
  • Production
  • Worship

3.2 City Attributes


  • Power: Consumes Worship in passive or active Rituals.
  • Prestige: Consumes Food, Materials, and Production to increase the quality of Workers and Defenders.
  • Environment: Modified by all buildings for better or worse. Better Environment allows buildings to produce .

  1. Diplomacy
Diplomacy allows factions to set up treaties that will let them easily manage custom relations such as alliances, trade deals, peace negotiations and vassalages, giving players the tools to create a complex political game.
  1. Mounts
Mounts will allow you to travel much faster across land on the backs of horses and more exotic mounts. Each mount is a unique NPC that must be bought or tamed in the wild, and can’t be stored. Mounted combat and casting is very difficult and carries heavy penalties.
  1. Treasure Maps
Dig up t-maps and fight enemies to get loot. T-maps should be divided up into tiers and possibly types. Maps are identified by their item icon.
Les graph dates un peu après le concept semble très intéressant et le prix de l'abo est intelligent .

Je vais y jeter un coup d’œil tiens !
Citation :
Publié par ScornMan
ca me fait penser a vanguard
Bien d'accord, graphiquement.

Citation :
Publié par nYsKo
Pas mal mais il y a encore beaucoup de boulot ! le jeu est très mal optimisé, etc. Mais comme tout les sandbox, il promet de bonnes choses
C'est vrai qu'il y a pas mal de boulot encore mais il était temps de sortir de ce bêta test pour passer aux choses sérieuses.
J'ai participé à la beta quelques jours et je trouve qu'il y avait encore pas mal de boulot à faire. Je suis sceptique sur une bonne "release" début octobre.

Mais bon le fait que le jeu soit gratuit avec une période d'essai de 10 jours et l'abonnement à 9€ est une très bonne idée de leur part. Cela prouve que les développeurs ont confiance dans leur jeu.
Medieval + sandbox+ plus graphisme pas trop horrible ( pas tip top non plus hein ^^ ) = *bave * sa m'emoustille rdv en jeu quand il sortira, faut que je le teste celui la
Citation :
Publié par Aarock
Mais bon le fait que le jeu soit gratuit avec une période d'essai de 10 jours et l'abonnement à 9€ est une très bonne idée de leur part. Cela prouve que les développeurs ont confiance dans leur jeu.
D'accord avec toi, ça nous permettra de l'essayer un minimum voir si nos bécanes fonctionnent bien sur ce jeu, si nous accrochons etc...

Bonne initiative, certains devraient prendre exemple. (mais bon cela ont le poids de la licence ou/et le budget).
Ca ma l'air interressant, ca me fait penser aussi a daoc 1.36 et ca c'est genial!!! je testerai surement, j'espère que JOL fera un peu de pub car le telechargement gratuit cest un ENORME point positif
Ca fait un bail que je ne me suis plus reco sur la beta de ce jeu car il restait vraiment beaucoup de taf à l'époque, et je ne voulais pas me gâcher le plaisir.

Mais à la lecture de cette annonce, jeu gratos + abonnement très raisonnable = je serai là sans faute pour le lancement !
Ah voir mais jle sens bien le pti Prime bien mieux qu'ER ou Xsyon à la vue des images/vidéo et du système de progression.
__________________
"L'uniformité, c'est la mort. La diversité, c'est la vie."
(Michel Bakounine)
Pour ceux qui ont testé ces dernières semaines, c'est jouable ? J'avais essayé la beta y'a longtemps et ça laggait tellement qu'on pouvait à peine bouger son perso.
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