- The beginning of the tour will now mention that typing is the primary interface with Lusternia, with some clients allowing point-and-click in certain circumstances/situations.
Regarding the questions as to why some things are slightly different from the normal quests (e.g. the lever or the pool): this was necessary to allow the intro versions of the quest to run parallel to the vanilla versions of the quests, without inte…
The problem with mapview is that it takes up a lot of screen real estate, especially when the HTML5 client has an embedded map built right into it. Will definitely be including info on maps in general, though.
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Re: Pathfinding/Drowning: I think I'm actually going to inquire about a thing that will obviate this entirely. If that doesn't happen, I'll try and come up with something.
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I thought I had posted about this earlier, but apparently I imagine things. Either way, I'll be adding something to this effect over the weekend.
(Note: this is not permission to derail the thread. If people want to discuss this, feel free to make a new thread, and I'll move the relevant posts over to it.)
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The "we're dumbing down the game for the xbox crowd, cater to the
hardcore MUD fans instead" sentiment annoys me, because the implications
(variously, non-exhaustively, and depending on context: that
"mai…
Regarding the intro: having the intro happen in the "live" game is an IRE mandate - it's happening across all the games so far as I know, and is not a thing that is going to go away. I believe the use of MXP and such is also an IRE thing. And no, we…
I've split off the discussion on the descriptions of cities in the new char creation sequence because it's a bit orthogonal to the purpose of this thread.
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This is updated now. The new creation setup for the HTML5 client was pushed before the in-game creation was updated, but as of a few minutes ago you're prompted to join a city during in-game creation.