The Chronicles of Spellborn Newsletter, 29 December 2005 Issue 2

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CM Notes

Welcome to the second edition of the TCoS Newsletter.  It’s been a couple of weeks since we sent out issue 1, and there’s been plenty of activity in the meantime.  We’re writing this issue in the middle of the busy holiday period.  There’s snow outside my window and I’ve just come back from a little bit of time off to spend with my friends and family.  We’re looking towards a new year.  The year in which we release this “little” project to all of you.  The excitement is building for us as much or more than it is for those of you reading this newsletter.

In this issue you’ll find all kinds of information regarding TCoS.  As usual, we’ve added in some stuff you probably already know about, as well as a bit of new information.  As usual, we’d love to have your feedback on the issue, so stop by the forums once you’re done reading and let us know what you think.  In the meantime, enjoy our 2005 holiday issue!

- Mathew “Corwynn Maelstrom” Reuther, Community Manager for The Chronicles of Spellborn

 

Beta Test Update
We’re moving on with the International Closed Beta of course.  Right now we’re testing specific aspects of the Combat System (how the basic mechanics of buffing and debuffing work, to be specific) with the testers.  We’ve been playing around with the different types of effects in order to see which ones have more or less effect on the progress of combat.  This basic testing will leave the way towards more general testing with “release candidate” type skills.  As combat is the building block of an MMO which involved PvE and PvP combat, we’re trying to balance the system from the beginning to work correctly.

Beta Account Competition
We're offering a new ongoing contest. For each 500 Beta applications completed (starting with the 12000th application) we will be randomly selecting 10 applicants and giving them access to the International Closed Beta. We're closing in on that first random giveaway, so make sure to tell all of your friends about TCoS. Getting other people to sign up increases the chances of us letting extra testers in!

There are plenty of community members who have not completed the Beta application as well. To make sure you're elligible, or to sign up, please visit the Beta page. If the application can be filled out, you have not yet successfully registered. If you see only a few fields to update, then you've done all you need to do in order to participate in this giveaway.

What are you waiting for? Spread the word! Verify your application! Who knows . . . maybe that next group of testers will include YOU!






Skill and Combat System Follow-up Interview
This week we revealed the skill and combat system used in The Chronicles of Spellborn. The original article can be found here. In the forum topic linked to the article we had a lot of comments and good discussion. Many of you expressed that the system is very refreshing and will deliver some real next generation MMORPG combat, while others wondered about how this new system would work in practice. As in all forum discussions, there were also some valid questions raised. We thought it would be a good idea to strike while the iron was hot and sit down with Lead Game Designer Coen Neessen again and let him answer the questions the community asked.

In the article you briefly talk about combo-chains. Could you tell us a bit more about them?

It’s very important to keep in mind that using combo-chains is an extra dimension to combat that enhances your efficiency. Making combos is a solo exercise. You are not dependant on other classes or players to perform them. Your opponent can break a combo though. Using combos makes PvE a bit easier (while not being necessary), but it will probably have the biggest impact on PvP competitions where every little bit extra helps. In order to make a combo-chain you have to use an opener skill, which is a normal skill on its own, with the added affect that it opens a combo-chain. Combos may consist of up to 10 skills, at which point they are automatically finished. All combo types (each skill has one) have a certain extra effect if they are used in a specific order. Using the ‘wrong’ one doesn’t stop a combo-chain, it just means you don’t get its extra effect. A choice you might be willing to make if you deem another skill more useful at that time.

The manual targeting using a ‘crosshair’ sounds a lot like FPS gameplay, is The Chronicles of Spellborn going to be an MMOFPS?

If the difference between an mmorpg and an mmofps is that the mmorpg is static and the mmofps is dynamic, it is more an mmofps then an mmorpg. Lots of the common formulas found in a traditional mmorpg have been replaced by things that can be directly influenced by the players themselves. So If the definition of an mmorpg is upgrading your character's formula sheet: it isnt an mmorpg for most part. There are attributes and statistics you can enhance or decrease which are similar to other rpg’s. Like increasing attack speed or reducing an opponent's maximum hitpoints. Other than the ‘to hit’ and 'dodge' chance, most of the statistics of other rpg’s are used in TCoS. There is still some tweaking to do with these statistics but they are not as numerous as in some other games. This has been replaced by the Skilldeck, a more visual version of statistics in a sense.  It should be noted that TCoS is not a typical First Person Shooter, however it is a Role-Playing Game.  In this sense, the acronym MMORPG seems to be appropriate, and is what we've chosen to call something that, above all else, is intended to simply be fun to play!

Are skills on top of normal (autoattack) combat or do you start attack mode by activating a skill on tier 1?

Skills are the only means to do an attack. There is no default autoattack. Skills can range from a normal Slash attack to a devastating Poison Eruption.

Isn’t a maximum of 5 skills at any one time too restrictive? For instance, a heal spell, a damage spell, an emergency teleport leaves only room for 2 more skills. This can make it very hard to have variation in your attacks and combo-chains.

We don’t prevent that, because we don’t need to. You won’t need a combo-chain opener skill or a finisher skill on every tier. Furthermore you can learn multiple open or finish skills. They can be totally different skills with different effects. Heals or other buffing effects are combo skills too, so they add to a combo-chain. Combo-chains are an added dimension: they enhance your battle performance but the foundation is still the skills and their effects. The setup of your Skilldeck dictates more or less your flow of moves in combat. There is no need to have a heal ready at all times because moving to the next tier happens quite quickly. Having a diverse but specialized (sort that one out and you have the balance) enough Skilldeck is key to victory. Finally there will be some rules as to how you can fill your deck. Some skills have a limited number of times they can be placed in a deck for example.

What do you do when in combat and you need a skill that is 4 tiers away?

It really is all about making a diverse enough Skilldeck.  It lets you react to most situations correctly if you have a good setup. Sometimes there will be situations where you would have rather had access to a certain skill but this really isn't much different from skills with 'cooldowns' or 'refresh timers'. The Skilldeck is a bit more fast-paced and gives you relatively short windows of opportunity in which to perform the right skills. If a window of opportunity is lost you’ll have to use the next one, which will come relatively quickly since tiers come and go regularly. Again, having a heal on each tier might seem a good idea, but it really restricts your options a great deal, which leads to being too dependent on those heals instead of trying to kill your opponent. Instead you should try to work out a combat flow with heals and other buffs available at times where you know (or at least suspect) you’ll need them.

Concerning the ‘windows of opportunity’: it is important to know that you only stay at your current tier for a certain amount of time. When you wait too long the combat bar will rotate back 1 tier every time a ‘window of opportunity’ has passed. This also prevents combo-chains from being built on other targets than, for instance, the planned PvP target.

The Spellborn Scrolls: Choices
Our latest Spellborn Scroll, Choices, has just come to conclusion.  During the course of the episodes, 23 decisions were made by community members.  After 25 episodes, the Scroll came to a close.  More of the background of the Enclave was revealed within the story, including more information about Tylkarxu, a fallen Torque champion, and his rebellious faction known as The Council of Reapers.  Be sure to give it a read even if you missed the writing of each episode!  Coming in January, we’ll see a new Scroll.  Make sure to check back and see what we have in store for you as the lore of the world is revealed!

Fansite Overview
As a regular newsletter feature we let you know about the fansites which are out there dedicated to TCoS.  The biggest news is the launch of Jeuxonline’s dedicated fansite for the French community.  In addition, we are currently preparing our Fansite Recognition program. If you are running a fansite or plan to start one, we would love to hear from you. Thee Nailros has been working on the details of this program, and you should hear more about it in the next issue!

Featured Fansite
The well-known French online gaming network Jeuxonline has opened their website for The Chronicles of Spellborn recently. Dedicated to the French TCoS community, the staff led by Kartaj offer regular news, information about the game and community forums. If you understand a bit (or more) of the language, be sure to pay them a visit. It's well worth it!

Click to visit website

  Additional Fansites

Fansite Page
We’ve recently added a listing of all the known TCoS fansites to our page. You can check out the page on the main site under the Community header at any time in order to see which sites dedicated to TCoS are open.

Community Artwork
Below you find 2 pieces of artwork that have been submitted by the community. You can check out more fan-created work in the forums!
Click for larger version

This piece was submitted by Listrom, and shows his rendition of a Trickster.
 

Click for larger version

Cronus’ rendition entitiled: “Forsaken Ancestor”.


Forum Highlights
We ’ve had a number of contests run over the past months, but the one which is currently going on is the final judging for our signature contest.  The three finalists have all received a Beta account, but each one is now in the running for a TCoS shirt!  Make sure to stop by and vote for your favorite finalist.



 

Additional Hot Topics

 


Coming soon
Thus ends this holiday issue of the TCoS newsletter. We'd like to wish all of you a wonderful holiday season, and we hope that your 2006 is a good one. We've got a great year ahead of us. We'll see the progress of the Beta, and we'll release the game. In the short term, we'll be bringing you a special article regarding the sound and music of TCoS, as well as more contests and information regarding the game. There's plenty to look forward to, so hold on to your hats: it's going to be a heck of a ride!

 


What Lies Hidden . . . Must Be Found.



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