|4 posts found|
4/19/11 3:28:18 AM#1
How many of these features made it into the official launch a year later and in what state are they?
4/22/11 6:42:26 AM#2
Green text - implemented and working
Orange text - partially implemented/working, or impossible to determine currently
Red text - not currently implemented, or impossible to determine currently
Blue text - my comments
The feature list:
The Xsyon starting world is a scaled version of the Lake Tahoe Basin which spans the California – Nevada border.
Terrain is based on US Geological Survey data.
Players rely heavily on natural and found resources: lumber from trees, leather from animals, grass, scrap materials and rare objects of the lost modern civilization.
Constantly changing resources can be renewed or depleted.
NOTE: Depleteable resources are not currently respawning. No "changing" resources have been discovered yet.
The realistic environment in Xsyon is not simply visual. It can affect resources, quests, objects, creature behavior and player actions.
Four seasons: Winter, Spring, Summer, Fall.
NOTE: All weather effects are currently cosmetic
Character development is pivotal to Xsyon. Unlike many game worlds where a character develops from a weakling to a god, Xsyon characters start off as heroes, above average in stats but inexperienced, unskilled and lacking knowledge.
Customizable body, face and hair system.
The character can perform many basic physical actions as well as gain specific skill based actions. Most actions are dependant on a combination of player statistics, skill and current status.
Basic movements include forward, backward, strafing.
Players start the game with a selected set of skills. They gain new skills by learning from other players or by uncovering knowledge in books from the past.
Skills increase with use.
Everything in the world can be crafted and destroyed. Craftsmen can find new patterns, recipes and blueprints, learn from other players or gain knowledge through inspiration.
Characters craft tools, weapons, armor and equipment.
Xsyon is not a gear based game. A wide range of armor parts are available and the player selects armor based on play style and appearance more than how stats are affected.
Part based armor system. All parts can be crafted and customized.
NOTE: The attributes of weapons and armour are not displayed ingame, and can only be determined by testing them in combat
By scavenging the world, characters will discover over a thousand different types of objects. All objects serve some function, even if it’s not readily apparent.
Found objects can be sorted for material and color
Xsyon is populated with player humans and non player undead, animals and mutants. Creatures can be hunted or become the hunter.
No set creature spawns or re-spawns. Animals multiply based on the current creature population. Undead never truly die, or do they?
NOTE: Creatures are extremely rare, so it's basically impossible to determine any overall behaviour. All of the red text could actually be true and implemented, but in the absence of actual creatures that is a moot point.
Communication between players is key to the Xsyon world. Characters have many ways to interact and communicate at their disposal.
General chat based on hearing range.
NOTE: Characters in Xsyon have acute hearing. "Hearing range" extends for well beyond visible distance
Combat combines manual targeting and clicking with the final blow success based on the many factors – statistics, skills, weapon type, defense skills, armor and the opponents stance.
Skill and statistic based combat.
NOTE: Combat mechanics are very crude, and subject to player-sync issues. Hits and damage are calculated client-side. There is no form of healing in Xsyon whatsoever. There is no ranged combat or magic at present.
The most important aspect of the Xsyon world is it’s tribal mechanics. Players rely on their home town or tribe for survival and success.
Players become registered members of a tribe. 10 players or more must come together to form a town.
NOTE: The game does not recognize "towns" as such. There are only player settlements of varying sizes. Currently, there are no doors for player "housing" stuctures, or gates for "town walls" or palisades. Player housing structures serve no purpose other than decoration at present.
Quests are assigned from one player to another using the quest system. Tribal chiefs and leaders will have the ability to assign specific quests. Quests are posted at town totems so that players can obtain and complete quests without requiring the quest giver to be online. Types of quests include:
Delivery of goods.
The economy is entirely player run. It relies heavily on players to gather resources, craft necessary items and trade. Players can barter or buy and sell using local currency.
Town and individual bank accounts.
NOTE: There is no real economy at present. Resources are equally distributed in the world. A single player can potentially master all crafting disciplines with sufficient grinding. There is no item decay yet, so nothing needs replacing.
Xsyon is constantly evolving. During the Prelude, characters start off as simple hunters, gatherers and scavengers. As societies will advance new features will become available to the larger, more civilized tribes and towns. These features will include:
The full features of the Xsyon online game world will never be fully disclosed. Part of the fun in playing is discovering the unknown. New features, skills, objects and creatures will typically be discovered in game before they are officially announced. A few hints to spark the minds of new Xsyon players:
When and where you craft might be just as important as what you craft.
4/22/11 11:19:57 AM#3
Thanks SpottyGecko! Very well presented.
I wonder to what extent it would be helpful for Notorious Games to adopt a similar template for their own features page. It would lessen the disappointment and let-down some customers seem to be experiencing, but still wet their appetite for upcoming direction.
It's a very ambitious project for an indie with what appear to be very limited resources.
It seems kind of as if WoW had launched advertising flying mounts throughout the game world. Certainly took many years for that to happen.
One of the implemented features I've enjoyed the most is the range(as in number) and usefulness of emotes. I can't tell if a character I see is going to hit me over the head, or be friendly. Same for the character upon spotting me. I like this as it adds immersion (for me) and a spot of reality. I use the more peaceful emotes to indicate my intentions from a relatively safe distance and hope they respond in kind.
Again, thanks for the work you put in.
ps. I didn't realize the damage was calculated client-side. I wonder what the coding logic behind that would have been.
Hard Core Member
4/22/11 11:32:56 AM#4
This is a disappointment, I was thinking about jumping into this game until now. One would have thought they had made more progress by now.