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The end of the holiday season

4th January, 2017, 17:23:40     GMMeasure

First of all we wish everyone a happy new year!

As you notice, there aren't many updates at the moment. The holiday season kept us busy, spending time with family and also having to work a lot. We are sorry we cannot show a lot of progress right now. This doesn't mean there isn't anything going on. [GM]Sunset and I are still having our weekly meetings, discussing and sharing our idea's, combined with the suggestions we got from you all.

This brought us to the conclusion we have to make some fundamental changes. We are eager to make this game challenging and not "too easy to understand". For example we don't want damage to be just a simple formula: STR * Weapon dmg + extra dmg. We are thinking about creating damage ratios, making all stats count. Also to create even more variation in weapon stats, we want to add certain amplifying stats. For example if you find a Spadona, it can have a "5~10% Spirit Amplifyer", giving you extra damage for the spirit you have on that character, but also making it quite useless. (Still useful to break for upgrade materials!) On the other hand, finding a Spadona with a "Strength Amplifyer" is something you want. I think you get the idea. Finding a Spadona won't be just: "Oh another Spadona, I'll add it to the 50 Spadona's I have in my bank". No, when dropping a rare item, you should get the feeling: "Oh, please be a good one!". And when it isn't, you can still break it and trade the materials.

We hope you understand we are doing everything we can to make this game worth playing. Also we want to make the game interesting by implementing "secrets" that may reveal themselves after a year or more when a player just casually stumbles upon them. The good old Redmoon, with a lot of new things to discover and share, or not. ;-)

Please, feel free to keep asking questions and share your ideas. Although not all of these ideas will be implemented 1:1, they help us seeing the game from many different angles. We have made many changes already because of this. And to be honest, the plan for Redmoon2 is just getting better and better!

9th January, 2017, 06:22:58     MrWizard

I love this approach to weapon and armor drops! So much added value. It'll add so much replay value and make grinding for gear past level 600 matter a lot more.

9th January, 2017, 23:34:28     kabe87

How about making it like Diablo 3 in a way? Signus rares add random amounts of stats (instead of %)

So ...it will be like

Spadona of *random name
adds 100str-100-spr-200-dex-0 power

10th January, 2017, 08:59:29     GMMeasure

Thank you for thinking with us! Yes, it will be either a plain variable stat, or a variable flat percentage. Also items can be upgraded. We've thoroughly discussed the upgrade system yesterday. It just needs some finishing touches after which I will post a chart in the Media section.

10th January, 2017, 12:34:23    

How about making it like Diablo 3 in a way? Signus rares add random amounts of stats (instead of %)

So ...it will be like

Spadona of *random name
adds 100str-100-spr-200-dex-0 power

30th January, 2017, 01:07:55     MrWizard

I like it much better as a % personally, because then it scales with your overall BP allocation allowing it to still be relevant later into your leveling process.