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pink_daisy

The Chipped Dagger (2D Java MMO) -- Alpha Testing

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pink_daisy    200
Note: please see last post in thread for the lastest updates! I finally added a system for permanent character advancement. It was one area of the game tha t players felt needed a change. I started working on a 2D Java MMO 83 days ago. It's pretty light on graphics, but it has some interesting gameplay concepts. It's still rough around the edges. I'm at a point where I would like to get some feedback, test my networking code, and check my server stability. You can play it here: The Chipped Dagger Some of the features: •One seemless world (no sharding and no instancing). •Random dungeons. Lots of them. •You can find new items! •You can invent new items! •You can reverse engineer an existing item. •Nearly everything in the world is craftable including the ability to mint coins. •PvP (you can attack anyone anywhere, but in some areas there are penalties for attacking). •Full loot PvP (if you can kill your opponent, you can loot his belongings). •Player owned housing. •No restrictive classes, no skill-by-use grinding. Actually play the game instead of watching your XP bar or a countdown timer all day! •Monsters spawn in random locations at random times. Overtime they migrate. No more spawn camping. •More than 200,000+ monsters roaming the overworld and in dungeons! •Have an permanent impact on the world. Place your house where you want to. Setup markets where you want to. Modify the terrain near your buildings. Be remembered as the person who found (or invented) a legendary item! •A sandbox game instead of a themepark one. •Very low system requirements to play. Nearly any modern computer with Java installed should do. •Runs on Windows | Mac OSX | Linux | Solaris and maybe a couple other places where Java is installed. •Compared the multi-gigabyte downloads of many MMOs, this one is only a couple-megabytes. [edit] updated screenshot: [Edited by - pink_daisy on May 21, 2010 2:28:17 PM]

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emforce    191
It looks pretty cool I will try it out. One thing I have to say is that the inventory reminds me a lot of Runescape.

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pink_daisy    200
Quote:
Original post by emforce
...reminds me a lot of Runescape.


heh, more than 1 person made similar statements. Odd as i've never played runesccape. I'm more of a UO/Diablo/EVE player myself.

Build 86 is now live based on player bug reports and feedback. Thanks to those who have given their input.

Is anyone having issues launching the game? Other observations or advice?

thanks!

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smr    2468
I think that the stamina gauge was a nuisance. It isn't any fun to have to rest for several seconds just so I could walk a few more steps. Maybe you should just limit the walking speed rather than use the stamina meter to regulate how fast someone can move?

Other than that I think you're off to a great start!

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pink_daisy    200
Quote:
Original post by smr
I think that the stamina gauge was a nuisance. It isn't any fun to have to rest for several seconds just so I could walk a few more steps. Maybe you should just limit the walking speed rather than use the stamina meter to regulate how fast someone can move?

Other than that I think you're off to a great start!


thanks! I toned down the stamina drain such that characters with little inventory weight burn is much slower now. It's much less frustrating this way. :)

Oh, and there's a new build up of the game!

thanks.

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pink_daisy    200
build 88 is up. This one is mostly UI bugfixes, and updates to make the gameplay smoother.

[bugfix] tooltips were not being updated from doubleclick move
[bugfix] market item text now correct color based on item level
[bugfix] issue with mutliple login dialogs appearing if a player idles at the login screen
[update] compressed terrain data to reduce packet size
[bugfix] partially fixed issue on clients with low MTU values set
[bugfix] item weights were shown incorrectly in tooltips and lore windows
[bugfix] tooltips and lore windows were truncating long names
[bugfix] recipe lore windows were missing item names
[bugfix] was possible to duplicate harvestable items using a crafters hall!
[bugfix] mob corpse tooltips now have same text color as the mob had
[bugfix] various UI windows were unrecoverable after being closed

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pink_daisy    200
Quote:
Original post by grayaii
I like this game.
I can see it's still in Alpha, but it's playable and enjoyable. I can't wait to see the final product!


thanks! I'm glad people are getting enjoyment from playing it. :)

Today is day 90 of development on The Chipped Dagger. There's a new update/content patch out today. Here are the patch notes:

[added] various new monster images, harvestable item images, and terrain tiles
[changed] adjusted magical item text colors
[changed] adjusted stamina drain a bit
[added] better error feedback when failing to load terrain data
[added] client now displays build number
[changed] map is now black by default, and info message in map titlebar to aid in MTU debugging issues
[changed] lowered max chat message length to 512 characters
[changed] lowered max packet size
[added] packet chunking to deal with player MTU issues
[bugfix] character sheet default values correctly zero’d now in the client at startup
[added] confirm dialog when attempting to destroy an item
[changed] reduced items per page in the market from 20 to 10
[bugfixes] various serverside bugfixes
[bugfix] map was not always refreshing after players respawns upon death
[bugfix] stamina drain was bugged and thus too high. stamina drain is now much more closely tied to character weight
[bugfix] recipe ingredient lists were not showing
[update] mob lore windows now give much more detailed information regarding monster abilities and lootable items.

content changes:
increased magic drop rates
increased recipe drop rates for most items (but somewhat lower for potions and coins)
monster hit points and abilities were somewhat lowered for the lowest level monsters.
monster hit points and abilities were _dramatically_ increased for higher level mobs.
drop rates for the highest level mobs is now substantially better than before.
drop rates for higher meta level monsters now scales much better and more difficult mobs should give better rewards.
doubled number of mob spawn location, and lowered active spawns for spawners
decreased the number of spawns for any individual spawn site before it goes away and a new random one is spawned elsewhere on the map to replace it
dozens of new harvestable items were added
base mob types increased from 11 to 40

Because of the magnitude of the change, the world was reset along with all the items in it. Today is a fresh start for everyone. A big thanks to everyone for all the testing and the great bug reporting and feedback!

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pink_daisy    200
I deployed builds 91a and 91b today. Among the usual bug fixes and small updates I fixed many of the UI issues that players brought up especially related to map focus. I also added hotkeys for potions today as that was an often requested feature.

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pink_daisy    200
Builds 93, 93a, and 94 have gone live now. I'm continuing to squish bugs and push out new features that players seem most interested in (or complain the most about).

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pink_daisy    200
I've deployed builds 95, 95a, 96, and 96a now. I've also fleshed out the combat system to include the other special attack types. It makes combat much more strategic. I've had about 250 people log in to play in the two weeks it's been up. The game continues to improve and i've got a lot of great feedback from the players!

I also edited my original post with an updated screenshot of the game. The graphics are also continuing to improve.

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pink_daisy    200
100 Days of development and 30,997 lines of code later I have a playable MMORPG!

I did some website redesign yesterday to celebrate the milestone.

I've also deployed numerous additional builds including build 100. I finally added in corpse decay as players didn't like all the dead bodies around. :)

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pink_daisy    200
Builds 101, 102, and 103 are live now. I've fixed numerous bugs related to packet loss. There are many new small features that went live this week as well. There are also some new weapon types and armor added to the game!

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pink_daisy    200
Build 106 is up!

[bugfix] resolved issue with failed chat PM where the old one remained open
[bugfix] resolved rare case where player avatar could be overwritten by a monster in the map window (display bug)
[bugfix] current health/stamina no long exceeds max health/stamina when equipping or unequipping items
[change] recent seismic activity caused cracks in the ground to grow larger.
[change] water is seeping into into the underground caverns.
[change] recent reports indicate crevasses are more dangerous now.
[change] legendary creatures are evil.
[change] mobs will take notice of your arrival into a dungeon.
[feature] added tokens tab to the market.
[feature] players can now delete items inside corpses.
[feature] world events!

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Tazuwukei    100
Quote:
Original post by pink_daisy
I started working on a 2D Java MMO 83 days ago. It's pretty light on graphics, but it has some interesting gameplay concepts. It's still rough around the edges, but I figure I'll charge the players to play it anyway during alpha, despite how underdeveloped it is, and they'll just lose all the items they obtain after beta. They also will not be compensated at all for donated money.

I'm at a point where I would like to get some feedback, but I don't accept negative feedback well, I'll rage out and BS at you making assumptions because I am an emotional being that is not suitable to moderate a game. Test my networking code, check my server stability, and pay me for it. I expect you to pay me for this as well. You can play it here:

The Chipped Dagger

Some of the features:

•One seemless world (no sharding and no instancing). (except for dungeons, houses, and crevasses, but that doesn't count; right?)
•You can find new items! (but they suck and are severely limited if you don't pay for the game!)
•You can't invent new items!
•You can't reverse engineer an existing item.
•PvP (you can attack anyone anywhere, but in nearly all areas there are penalties for attacking).
•Full loot PvP (if you can kill your opponent, you can loot his belongings, but administrators cheat and instant kill you for over 9000 damage if you try to PvP.)
•No player owned housing.
•Very restrictive classes, no skill-by-use grinding. Actually play the game instead of watching your XP bar or a countdown timer all day! Play the game by grinding for gear and running around in circles hunting for rare monsters that are barely worth killing so that you might get one worthwhile item from them if you're lucky!
•Monsters spawn in random locations at random times. Overtime they migrate. No more spawn camping, except well, everywhere.
•More than 200,000+ monsters roaming the overworld and in dungeons! But don't worry, you can only access 11 types of monsters~ and probably only 30,000 of them. Unless you pay 10$ a month for an alpha test game!
•Be remembered as the person who found a legendary item that got outdated in a week!
•A sandbox game instead of a themepark one except we strongly discourage pvp.
•Very low system requirements to play. Nearly any modern computer with Java installed should do, but don't worry: if your computer sucks it will leave you at a severe disadvantage! Players run faster depending on their internet connection and computer! If you have a T1 line you will be invincible!
•Compared the multi-gigabyte downloads of many MMOs, this one is only a couple-megabyte, and only 30,000 lines of code. It's small and underdeveloped being only made by two people. Both of which moderate the chat together and are stubborn old men that cannot take negative feedback well! They also don't like it when you corner them with multiple people disagreeing with you- They wave their ban stick and say you're full of BS.

[edit] updated screenshot: don, the head developer and site admin: camping my friends corpse using an illegitimately obtained weapon; as punishment for PvPing in a so-called open PvP sandbox game.



I fixed that post of yours for you. 100% true.

Seriously guys, this game is not worth playing, especially not paying for! In concept it was refreshing, but the game is corrupt! The whole 2 people on staff are not capable of managing this game at all, they lie to players about their intentions, they are very stubborn/immature and unprofessional about things. They'll ignore what everyone says and make assumptions about your personal life and pass you off as a worthless player; one that wouldn't ever cough up the 10$ monthly alpha fee to play premium just because you would disagree with them.

I personally was one of the first players to play and support this game with dozens of my suggestions, well thought out feedback, bug reports, and contributions to the world maps development using the games editing software. I encountered many emotional outbursts by don. He in my opinion is not one level-headed enough to be the head person responsible for this game. He overworks himself, and takes out his stress on the players at any chance he gets. He tries to keep his cool, but in general he can't handle it.

On the forums my name is shadow, look at my posts if you wish. I've found myself leaving the game, why? Because don forced me to.

At the time, I was the top player. I was nearly unbeatable with hours and hours of farmed items obtained, dominating the market with 80% of the items for sale!
I was the most devoted and active player, I helped out new players, and would often talk alongside the two developers. What changed, what made me quit? don banned me, he banned me for pvping out of boredom.

Why would he do that? Well, MMORPGs are about character progression, and my progression was at its cap. I had nothing better to do than attack everyone I could using my legitimately obtained items from hours upon hours of playing.
I chose to change my play style from PvE to PvP.

How did don handle this? He both banned and killed me in one hit with an admin weapon dealing over 9000 damage (no, this isn't just some meme reference for jokes, I'm being serious, I have a screenshot of him griefing my friend afterwards with the weapon.) He just cheated and killed me, took everything, then threw me aside.
After he banned me and my friends for PvPing in his so called open PvP sandbox game, I told him that he just lost 3+ customers. All he had to say was: You wouldn't have paid to begin with. I said I planned on it, just not during alpha, only an idiot would spend money on premium content during an alpha test.
All he had to say to that was: You wouldn't have paid to begin with, you just want me to work for free. I said no, I want you to finish your project before I pay you for it, only an idiot would spend money on premium content during an alpha test. The benefits do not passover to the release of the game, and you yourself said there is going to be another wipe before release, so all my progression would have been lost, why would I pay for that? I don't exactly have money to throw away or donate to game developers. I'm not rich, if you want me to pay for your game, give me a good incentive to. All he had to say was: You wouldn't have paid to begin with, you just want me to work for free.

The game has no animation what-so-ever, lackluster graphics, and only one sound effect! A whole 2 people are developing it, and they have 3-10 players on at once.
The game revolves around who can spam the most potions. That is all the metagame is. Attack, spam potions so you don't die in 2-3 hits, run out of potions, farm more potions, repeat.

Note: While my personal experience may leave the impression that my opinion is biased and I am merely out for a vendetta, I assure you I am not. I simply don't want anyone else to waste as much time in this time sinkhole as I have. The developers are people that will talk badly about you behind your back, and they are hypocrites. I am somewhat unsettled with the outcome of these events, and I would personally like nothing more than the game to die. My opinion is however, just and valid. The only enjoyment I had in the game was the fact that:
I was the top player,
I was helping the developers develop it,
The community was tightly knit,
I was a positive community leader.

I implore you all, do not play this game. You will regret the time you waste here.

~Shadow

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Mybowlcut    176
Quote:
Original post by Tazuwukei
Why would he do that? Well, MMORPGs are about character progression, and my progression was at its cap. I had nothing better to do than attack everyone I could using my legitimately obtained items from hours upon hours of playing.
I chose to change my play style from PvE to PvP.

But I thought Chipped Dagger didn't use levels, only items that constantly increase in power/value?

Perhaps Don banned you because you were killing every one? No one is going to want to play the game he's poured countless hours of his life into if they get killed consistently by someone who they'll never beat.

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pink_daisy    200
He's a griefer. He's just QQing after being banned. Yes the game sucks according to him yet he asked to be unbanned even after he made that post. I guess the fact that the game is attracting griefers means i'm making progress!

Build 109 patch notes:

[feature] added lore for all monster types (a big thanks to Rance for working on this project!)
[change] decreased each security zone radius from 200 to 100. This means places more than 400 tiles of the start point is now an open pvp area (it was previously 800 tiles)
[change] criminals are no longer allowed in secure areas. criminals are now respawned near a new lava town in the no-security zone. Note: players are not allowed to create new accounts to avoid their criminal status.
[change] criminal status now occurs at -200 karma instead of -300 karma.
[change] some of the karma titles
[graphics] updated belt graphics, new club graphic, updated fur, updated hatchets, updated iron ore, 3 fixed terrain tiles, updated bridge tiles.
[added] extra security measures to prevent multiple account creation/logins from a single player.
[bugfix] resolved issue where higher level recipes would sometimes require stacks of the base type. Since the base type wasn’t stackable the they couldn’t be crafted.
[change] recipes now have a small chance or requiring an additional ingredient type to craft.
[bugfix] private messages sent between players were being logged in the databse as chat messages. Only public chat channel messages were supposed to be logged. The bug was fixed and all private messages players sent each other were delete from the server.
[change] recipes now have a maximum numbers of uses before they are no longer usable. Potion and coins recipes are very high. Weapons and armor are very. Note that recipes can be duped using reflecting ponds. The remaining number of uses is listed in the recipe tools and lore windows. all existing recipes had uses added to them.
[bugfix] items inside bags were not removing the ownership flag of the deceased causing the new owner to be unable to remove the items.
[change] players will now respawn with their chipped dagger after death!
[added] number of world events to stats page on the website.
[added] current world events are now displayed at login.
[change] world event monsters now give more karma than others.
[change] legendary creatures now have a low chance of dropping a token. World event creatures have a good chance of dropping a token.
[bugfix] player weights were not being updated after successful player to player trading
[feature] hotkeys can now be removed
[feature] hotkeys are now remembered between sessions
[change] player corpses now decay after 24 hours.
[bugfix] all old bugged player corpses were removed. If you find another player corpse with inmovable items, please report the corpse coordinates!
[added] static tree and rock textures from krumple as requested by the world builders.

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Tazuwukei    100
Quote:
Original post by pink_daisy
He's a griefer. He's just QQing after being banned. Yes the game sucks according to him yet he asked to be unbanned even after he made that post. I guess the fact that the game is attracting griefers means i'm making progress!


Lul I never asked to play your shit game again, don't put words in my mouth you F-class developer.

~Shadow

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rethan    149
Yeah, Shadow was killing everyone which is really lame when pink_daisy is just trying to start an MMO (and one that isn't all that bad either!)

good luck with development, I might stop by again now that Shadow's out of the picture :)

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pink_daisy    200
Build 111 patch notes:

[update] many terrain tile graphical updates from krumple. Also some other item/monster graphics updates.
[added] your corpse locations are now displayed at login; corpses are displayed oldest to newest.
[change] removed destroy option for tokens
[added] essences (explained below)

There was a major addition in today's build. There are now various kinds of "essence" that can be looted from dead monsters. Each essence has a given attribute (IE health, piercing attack, backstab defense, etc). If you consume one of these essences you will gain a permanent increase in that attribute! There is no limit to the number of essenses you can use. They are rare drops however. Also, the more of a given essense that you use, the greater the number of essences you will need to increase that attribute further. For example, it might only take 1 essence of piercing attack to increase permanently increase your piercing attack up for the first 10 times you use one. On the 11th time however, it will require 2 essenses of piercing attack in order to gain the +11 bonus. It works similarly for all essence types.

This is a new system. I added it because the game needed additional ways for players to customize their character. Also, many players did not like the fact that the loot was the only thing that would affect their attributes. Since all of your items drop on death, many were discouraged. I added this system to aleviate those issues.

This is substantial change to the gameplay. It might be too overpowered it could also be underpowered, or it might be just right. We need to test it then get player feedback to see how it feels. If everyone hates this new system, i'm not totally opposed to removing it. If you do not like the new essence addition, or if you think it's out of balance please don't hesistate go give me your feedback! Please keep the comments constructive however.

I also added another tab to the market for players who wish to buy or sell essences.

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pink_daisy    200
Build 113 patch notes:
[bugfix] removed multiple chat depart messages for players who exit the game unexpectedly
[change] lowered MTU for players who were having issues with truncated packets
[change] player corpse decay increased from 1 day to 7 days.
[change] new magical item attribute randomness was increased a bit
[added] beholders can now drop teleporation potions (and recipes which require 4 different ingredients)
[added] ancient ents can now drop death ward potions (and recipes which require 5 different ingrdients)
[added] an event message is sent to all players when a world event (WE) monster dies
[added] event log notifies premium players how much premium time they have at login
[change] the market window is now resizeable for better name/price readability
[change] partially fixed with where on rare occassions a dead players corpse would be invisible
[bugfix] tokens will no longer drop from bags on death
[change] increased chance that a new item recipe will require an additional ingredient type
[change] doubled the chance of potion and coin recipe drops. halfed the number of uses for the recipes

Notes regarding teleportation potions: you can bind them to any spot in the world. Stand on the location you wish to set as your teleport point. Right click on a potion in your inventory (but not in a bag) and choose “Bind.” If successful it will give you an event log notice stating where the potion is now bound to. If you mouse over the potion it will also give the coordinates of where it’s bound to. You can also bind a stack of potions. If you split stack both stacks will still be bound to the same location. If you combine stacks, the stack you add to is the binding that is used for the new stack. You can also remove bindings by right clicking on the potion and choosing “Unbind.” These are very powerful because you can teleport anywhere in the world. As a result they are also very expensive in terms of ingredient costs. The costs will likely need to be adjusted in the future. Currently beholders are the only monsters who can drop the potions (and thus the potion recipe). The ingredients are very common ones.

Death ward: the death ward potion bestows a chance of keeping all of your items upon death. You can right click “use” on one of these potions. It grants a 50% chance to respawn with all of your gear intact. You can stack the effects. If you use 2 it’s 75% chance, if you use 3 it’s 87% chance and so on. Only ancient ents drop these potions (and thus the recipes). The recipe requires 5 different ingredients to make. Like the teleportation potion these are very powerful and are designed to be _very_ expensive. If they turn out to be not expensive enough I will adjust their cost accordingly.

These are just 2 of the new potions in the new alchemy update. Other potions are forthcoming!

thanks!

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lllaaazzz    100
114 patch notes:
[bugfix] resolved issue where some new users were unable to create accounts
[change] monsters grew tired of adventurers who hide behind walls of corpses to avoid being struck. They have adapted.

Yesterday was also day 30 of alpha testing! The game has come a long way in the last month. Thanks to everyone who has been part of our growing community.

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lllaaazzz    100
114 patch notes:
[bugfix] resolved issue where some new users were unable to create accounts
[change] monsters grew tired of adventurers who hide behind walls of corpses to avoid being struck. They have adapted.

Yesterday was also day 30 of alpha testing! The game has come a long way in the last month. Thanks to everyone who has been part of our growing community.

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