Any response from the GM as of yet?
Flat file and sql
Hmmm very interesting.
Bet that causes some integrity issues.
Yes we had to wipe backwards due to a tonne of problems (Nothing to do with not having backups because it backs up every 2-3 minutes).
I apologise this has happened, but its open beta. Sometimes things like this happen and its great that it did now rather than in the live scenario.
Just come and talk to me in-game if you have any questions
And the problems have been resolved?
Regardless of it being an open beta people are putting time (And in some cases money) into it.
Maybe consider upping the starting level so we can continue testing content that hasn't been seen as much (I think most people will agree with first 6/7 levels in the start town are awful)
Starting Area Feedback
Issues resolved
@Store cap removed
Cavern bosses strength lowered
As most of us have now played through I'd like to compile a list of potential issues/feedback regarding the starting zone.
Mob stats
Babyfrog - Seem fine
Doe - Tad too much health and potential too much agility for Taoists (Watched a Tao smash this for a while meanwhile I killed 3 as a War)
Grizzly - High DC - Kills a war (lvl 3/4) in 4 hits, Easiest way to deal with the 1 you have to kill was just to die over and over.
Cavern Mobs - Seem fine
Cavern "Bosses" - For the level you face them at they absolutely stomp players - RESOLVED
Quest Progression
Most of the userbase will have played the game before so I expect some of it to be a nuisance.
You could potentially condense some of the "Press x button" quests into one quest instead with a list (Auto completed)
With the removal of the @Store cap it may even be a better option to remove the need to do all 3 Caverns - Instead give the player the option to clear one of them to escape the starting area
- Definitely something i can look at doing
Item Progression
Not sure about anyone else but I was receiving items far too early (Level 7 weapon at level 2/3) - Would make sense to lower the lvl on this item to speed up the starting area progression or increase the XP up until that point.
I'll amend the levels on them for the next reboot
Starting Area Feedback
Issues resolved
@Store cap removed
Cavern bosses strength lowered
As most of us have now played through I'd like to compile a list of potential issues/feedback regarding the starting zone.
Mob stats
Babyfrog - Seem fine
Doe - Tad too much health and potential too much agility for Taoists (Watched a Tao smash this for a while meanwhile I killed 3 as a War)
Grizzly - High DC - Kills a war (lvl 3/4) in 4 hits, Easiest way to deal with the 1 you have to kill was just to die over and over.
Cavern Mobs - Seem fine
Cavern "Bosses" - For the level you face them at they absolutely stomp players - RESOLVED
Quest Progression
Most of the userbase will have played the game before so I expect some of it to be a nuisance.
You could potentially condense some of the "Press x button" quests into one quest instead with a list (Auto completed)
With the removal of the @Store cap it may even be a better option to remove the need to do all 3 Caverns - Instead give the player the option to clear one of them to escape the starting area
Item Progression
Not sure about anyone else but I was receiving items far too early (Level 7 weapon at level 2/3) - Would make sense to lower the lvl on this item to speed up the starting area progression or increase the XP up until that point.
I personally found the hand holding a bit pathetic lol.
Even someone who hasn't played Mir will be able to figure this out on their own.
Get rid of those quests, as they are quite simply a ball ache.
Well with the amendments your able to just type @Store at level 1 and go straight to skip to bichon. Mir is still a very different gameset to most games especially with its F9 and etc for inventory instead of the standard B for bag.
But I don't cast your opinion off its a fair point
You will potentially create a different problem for yourself. I asked about getting out of the Starter Zone early (Because i didn't care for these types of quests), and was told i had to be Lv7 so....i was effectively forced into doing this hand holding. I then was told, if i left early without completing the quests, that it will prevent me questing when i leave? I would assume because they are a pre-req before the main quests in BW?
If this is the case, and you have removed the cap on the start area (Is this leaving, or returning to the area?)....then you will have a lot of complaints about not seeing/receiving quests.
At best you should have the option of "I already know how to play" that will skip the mechanics hand holding for the players that don't want it, that will auto flag everything for them without preventing future questing.
I would suggest everything from where the killing quests begin and take out all of the "Press B for Bag or F10 for Character screen" etc.
Hmmm very interesting.
Bet that causes some integrity issues.
The data that uses SQL (at least when I did it) was mainly monsters & items (static data that gets loaded upon start up) I didn't get around to doing the character data etc.. so unlikely to be the culprit of data corruption.
MySQL you can do automated backups locally or even remotely if that was the problem, I doubt it though.
Even if it's not the cause of the current issue it will cause issues later down the line because thinks like items and characters are relational entities.