Hi everyone!
This is a detailed update of where we're at. I'd like to make sure we're being as transparent as possible with information as we move forward.
At the moment, we're still largely waiting for the server issues to be resolved so we can host an early version of the image creator tool. Here's some quick examples of what to expect:
Technical Stuff:
We'll be using another website for testing while we set everything up - once we've got the server issues resolved, we'll be looking to port over features to the new site. This is largely due to the framework ClanHeart uses (Laravel) being out-dated.
What this means for users, however, is that you'll likely need to register on the test site later on. You may need an invite code to access the new site, but we'll be sure to provide keys to players who've been tracking progress here.
For now, however, we've got a new coder helping out with some of the more minor issues which we intend to resolve ahead of time for features that will be kept. We hope to have some progress on the missing territories as well as a way to manually cancel the clan transfer process so players can continue testing existing features.
Progress Wipe Information:
We're looking for some feedback on this!
At the moment, a currency & pet wipe is a certainty. The experimenting that we've done so far has largely indicated the economy is widely unbalanced and needs a significant overhaul for the site to have any sort of longevity.
We do need to reach a decision on what to do with existing accounts. We could:
- Clear all account information.
- Preserve all account information.
- Preserve accounts that have been active since the announcement last December and clear the rest.
The latter option would primarily open up username options.
Note: In all cases, with proof of purchase, you'll have an amount of premium currency credited to your account if you spent any amount of real-money on ClanHeart in the past.
Staff Information/Progress Expectations:
Right now, we are working with a small team of volunteers; there's very little monetary support for ClanHeart beyond the essentials.
With the second coder, I'd expect to see more frequent updates to minor bugs and issues on the existing site, but larger updates may be irregular largely due to schedules & workloads of the primary coder.
This means that I may need to bring bad news from time to time, largely related to delays, but I feel it's important that the community knows where we're at in terms of progress.
That said, we won't be looking to establish any means of making purchases on ClanHeart until we're certain the site is presentable to the public.
Until then, please remember that ClanHeart is in pre-alpha!
As a final note, none of the current staff members were associated with the previous developers/staff of ClanHeart. We will also be looking to recruit helpers in some capacity as we progress.
Feature Development
This is where things get tricky! I'd like to relay with the community frequently on this front.
My initial impressions are as follows:
The breeding system is quite clearly broken, and in some cases it's far too easy to unlock new pets (provided everything is working). We need to rework this entirely.
The territory system is fairly decent, but needs some rebalancing (for example, some quests yield 20,000+ sD for materials that cost less than 200 sD in the stalls). We need to re-balance this.
The battle system is heavily flawed, favouring time invested rather than any intentional game-play. The way rounds resolve make little sense, and breakable abilities seem needlessly punishing. We need to rework this system entirely; additionally, we may be looking to scrap PvP / PvC content all together.
Beyond those systems, everything else is largely standard. We've been looking at different approaches for ClanHeart (even going so far as to consider shifting it to a sort of RPG), but ultimately I think we're best keeping it a traditional pet site. We may also look at allowing players to have a mix of species within their clan.
The delays in coding have given us time to discuss ideas and concepts, and we'll make sure to detail them openly before they're implemented so the community can contribute their ideas and opinions.
Image PSD Files
We intend to make these files publicly available once the image generation tool is available. You're free to use them as you'd like, but you must credit ClanHeart if you host or use the file outside of ClanHeart.
Additionally, we may be looking to have official marking contests wherein the winners will receive premium currency at launch as well as have their designs implemented into the game as an option for all players.
If you have any questions regarding images, contact our local expert Syzygy!
Thanks for reading!
If you have any general questions, please send me a PM - we'll hopefully have another progress update for you all soon!
I would be fine with registering on a new site to continue testing. I also don't care what kind of wipes happen (currency, pets, account data) as long as any USD transactions are transferable, and you mentioned this wouldn't be a problem. I kind of figure I can handlerestarting as many times as I need to if it's for the sake of creating a better Clanheart.
Now, then... in terms of mechanics and features, I have quite a number of thoughts, some of which may be entirely irrelevant at this point. I'd like to share them regardless, since it kind of seems like now or never! It seems like you guys have a good grasp on what the problems with the game's systems are, so I'm going to skip straight ahead to my suggestions on how to fix those problems.
Regarding Territory
Assets
-1: What if players could choose which assets to build? (Reduces RNG, prevents the rewarded behavior being creating Spots over and over again until you get a spot with the assets you want.)
-2: What if players could choose which assets to upgrade? (Could turn into a linear progression system once players figure out the most optimal assets to upgrade--see the next few points for a few potential solutions to this.)
-2a: What if assets ALWAYS give the item corresponding to the asset and asset level? (Level 1 Mine = Earthy Gem, Level 4 Mine = Diamond Gem) This could force players to have assets at a variety of levels, OR be a specialized trader of low-level or high-level items.
-2b: What if higher-level assets have progressively longer cooldowns? This creates a system of risk/reward.
Regarding Monetization, Mission Points, and PVP
-1: Players are rewarded Mission Points for participating in challenging on-site activities such as: Item Missions, Pet Missions, defeating a Guard in Territories, successfully defending an attack in Territories, and seasonal events.
-1a: The amount of Mission Points earned from defeating a Guard in Territories decreases each time that Guard is defeated, regenerating slightly at rollover
-1b: The amount of Mission Points earned from defending a Territories attack decreases each time that Guard defends an attack successfully, regenerating slightly at rollover.
-2: Mission Points can be redeemed for: Vistas, Pet Slot Increaser, a Pet Unlocker Token which Unlocks a single pet, Guild EXP, and progress for a site-wide Prize Bar (see 3)
-3: The Prize Bar is a weekly event for all players. Players can donate their Mission Points to the Prize Bar to fill the bar, which has several tiers of individual and site-wide donation goals. Each tier that is unlocked grants buffs and prizes (a small amount of rainbow seeds for individual tiers?). Additionally, there is a leaderboard for Prize Bar donations.
-4: Remove Premium Days.
-5: Replace Premium Pet Unlocking feature with Pet Unlock Token: Unlocks one pet. Can be sold or traded.
-6: Premium items bought with Mission Points (Pet Unlock Token, Pet Slot Increaser) should be Account-Bound. This will allow the items bought with Rainbow Seeds to retain their value on the market while also allowing free-to-play players an equal option for playing the game.
Other Thoughts
I agree that the battle system, and PVP in general, is a mess. It's hard to get asynchronous multiplayer to work with the rest of what this game is trying to do, I think. But at the same time, I think it's kind of the meat of the game. I don't think Clanheart can be a strictly PVE game and retain its soul. Compete with others to expand your territory. A strategy-based virtual animal sim. What Clanheart has wanted to be from the beginning was a multiplayer experience. As the new staff team, you're certainly welcome to change that. You're certainly welcome to say THIS is what Clanheart is NOW. And I'd guess that if you can figure out what you want Clanheart to be, it'll be something cool.
So... keep at it! :3
oKAY now that that's out of my system, I can get to some actual feedback. Since its been so long, I would be alright with clearing everything. Those of us that are still around would likely sign up again with the same usernames anyways. But either way, yeah. I'd be okay with any choice.
As @superbearwars has gone over pretty much everything I would have been concerned with, this has no need to get long, lol.
I'm also super excited to get the PSD files as well! I already have a few ideas for markings I would love to share!
Anyhow, before this gets too wordy, thank you for the update and for the continued efforts! I'm eager to see what comes of it!
Yay progress!
A Pre-Alpha is what we signed up for. I understand wipes will be necessary to progress and have no problems with full wipes. Even in some instances, Betas of games are full of wipes.
I am still interested to see some sort of 'persistent world map' feature which was originally in the earliest concepts of Clanheart. Players could claim some form of existing area on a global map and they would have to be defended from other players. It sounds hard to balance though so I understand if it does not happen.
Tile-based open world, accessible from a browser or mobile
Each tile hashellip;
A set amount of spaces for Assets to be built
A biome? (species territory type--could create bonuses for movement for species on their native biome)
A daily or weekly upkeep cost, for example Stone/Water/Prey, or starDust, or Other.
Movement from one tile to anotherhellip;
Takes some amount of real-time (you can move multiple tiles at a time)?
Is done instantly, using an Energy system?
Resources:
A Home tile generates a small amount of Water, Prey, and Stone every (hour, day, weekhellip;)?
A failed assault on another players tile has to result in a significant loss of resources for the aggressor, and Water/Prey/Stone is already having an identity crisis, so why not make Prey fuel for ones army? (Pets who are attacking require large amounts of Prey to fuel their hunger? A loss in battle results in a loss of that Prey investment?)
Stone is also having an identity crisis: Why not make Stone a resource necessary for building Assets?
(Find another use for Water)
PVPhellip;
What if each pet was a squad commander? (Create fodder military units via Prey?)
Players can claim one anothers tiles if they defeat all their defenses (not including a Home tile)?
A failed assault on another players tile has to result in a significant loss of resources for the aggressor, and Water/Prey/Stone is already having an identity crisis, so why not make Prey fuel for ones army? (Pets who are attacking require large amounts of Prey to fuel their hunger? A loss in battle results in a loss of that Prey investment?)
Players can steal from one anothers Assets?
Players can find out who attacked or stole from them?
If a player neglects their daily or weekly upkeep cost, their tiles defenses are much weaker. (This is important to clear out the territory of inactive players.)
Just wildly throwing ideas out there, lol. :P
And just about everything superbearwars said would be great!
@superbearwars
@Hayatedragoon
I wasn't actually aware of a persistent map feature, but designed some mechanics around it awhile ago while playing with some concepts regardless.
Without getting into the specifics:
You'd create a spirit class character, explore the world traveling various maps, each with several nodes - you'd eventually find and join a clan, and incarnate that character as that species. You'd be able to earn reputation with other clans, and it would be possible (albeit difficult) to be a deer character in the wolf clan, for example, despite them being enemies.
Each clan would have areas they'd control, and members of opposing clans would need to defeat guards (players could assign their character to defend a node in PvC combat), so various clans would have easier but not exclusive access to specific materials.
Node functionality would vary from towns to exploration zones and combat encounters, among other things.
The trouble being this was what I'd consider an open-rpg and not a traditional pet-site, and would likely be too ambitious for our current team to achieve in any reasonable time-frame.
For now, I'd like to focus on the core elements of the site that exist already - we've someone working away on bugs at the moment (you should be able to actually change your password now!) and overhauling the territory system. The combat system will likely be scrapped entirely.
Beyond that, we've no solid plans for additional features but the site definitely needs them.
I'm somewhat reluctant to emphasize competitive gameplay (i.e. stealing/raiding from other players), especially when the player is known - this is largely due to my experience with other petsites; players tend to block and otherwise harass those that intentionally cause them to be disadvantaged through legitimate gameplay. It's often better to avoid giving players that option all together - we may be better off simply simulating player vs. player content to ensure we cultivate a positive community.
Apologies for the rambling - there's a lot of ideas and concepts to sort through. For now, I'd like to be careful to not over-extend and ensure the coders complete set tasks before moving on to new ones.
To clarify, though, ClanHeart currently has no set in stone features, and as we're porting features over to the new version, we can pick and choose existing features to keep and remove fairly easily.
Regarding keeping the project scope small: This is a good thing! Until or unless the team gets to a point where a larger-scope project seems manageable, sticking with something actually feasible is the best option.
100% of the stuff I'm suggesting is pretty much just me wildly throwing ideas out there in case it helps, lol. I have no disillusions of all of these ideas working cohesively together.
Regarding competitive gameplay: I concur that placing a hard emphasis on competitive gameplay might end in harassment in this community. That said, I don't think that this type of behavior is exclusive to competitive gameplay.
I'll use Flight Rising as an example: Player A harassing Player B for exalting or renaming Player A's dragons, which Player A had sold and thus surrendered all rights to.
I suspect that there may be ways to design a competitive gameplay environment which encourage different player behaviors. For example, what if FR allowed players to remove dragons from the lineage section of another dragon's bio? What if they introduced a mechanic where a player earned a reward when a dragon bred in their lair was exalted from the lair of another flight? (There would likely be a lot of complications with these mechanics so they're not strictly good ideas; I'm suggesting them mostly as examples of how player behavior can beinfluenced through mechanics.)
Flight Rising is also more of a co-op competitive sim, where flights don't face off directly against each other in the traditional sense (not stealing, hurting, or destroying) but instead compete to be the highest on a leaderboard (which requires cooperation with the rest of your flight). I think there's a big difference in mood between this type of competition and other PVP competitions.
Regarding mechanics: What you described does definitely sound more like an RPG.
In the end, the core mechanics are the most important ones (breeding, etc.), so by all means focus on those!
Hi Ris,
I agree PvP content has to remain optional or fairly casual in some way. There are a lot of different kinds of players and while some people may be able to spend a lot of time here, others may only be able to play for 30 minutes each day. Somehow, all of these people need to be able to enjoy the game equally without feeling disadvantaged.
I find your idea very intriguing. It sounds like the clan would be made out of many different individual players and each player would be one character only, unless I'm just interpreting wrong. I would still like some way for players to create/breed/recruit and own several characters and form a clan of their own, even if there is a strong incentive to create 'alliance' with other player clans for more benefits.
Clanheart used to have an enormous persistent map with several pages of territory, before territory in that form was removed in favour of building your own resource spots. It was an interesting idea but wasn't very balanced. Once a player had knocked someone off a resource, there was nothing stopping them from piling their entire clan onto the spot as guards, and any attackers would have to defeat every single clan member on the spot to access the territory.
Also, the entire universe appeared as a single map skin based on your chosen species so things looked fairly repetitive. I think the current(? I can't access territory so I might not remember well) ability to visit player's territories of other species and see different environments is more visually interesting compared to the first map.
Edit: I found a video which has some pictures of the Territories 1.0 UI. I'm not saying this is an amazing UI, but it might be helpful for you to understand what was happening back in the launch of this game.
I'm in favour of the complete wipe, I think any other option has much more potential to dramatically unbalance things.
(ps sorry this isn't longer and more detailed, i'm just really tired....)