I'm making this thread so everyone can check out and read about all the new, awesome things our pals over at Flagship are going to add to Mythos. As far as I'm concerned, once this released it may be one of the best F2P games out there, ever. It's a definite must-play for any WoW + Diablo fan.
My main gripe against the game was how everything was pure instance so there was no sense of community really. Well, that's been completely fixed.
My other gripe was that there was no story to the game at all. Well, they've created a story for the game now, with many quests and things explaining it, with big boss battles, and a huge boss battle at the end against the "big baddie". Sounds freakin' awesome.
Plus they're having set items, unique items ... all that good shit to collect. I'm extremely pumped for the new build.
All of the things below are taken straight from the Mythos website, on dev posts. Enjoy and discuss.
--------- INFO ON 'OVERWORLD' Mythos is now undergoing a big change – one prompted by your feedback and our observations.
We will be relaunching with a contiguous overworld for each zone, starting with Greenreach. What does this mean to you?
As you’re aware, the ‘outdoors’ in Mythos as it currently stands are randomized, and relatively isolated. As such, there’s not as much of a sense of place as we’d like to see, and a lot of the socialization that is important to MMOs takes place only in towns. In an effort to bring our players together more, and to instill a greater sense of place and exploration, you’ll now be able to run through an overworld that is not randomized, but has real locations and places to explore. Does this mean that we’re doing away with randomization? Definitely not! All of the dungeons in the game remain randomly generated. Does this mean we want you to spend an inordinate amount of time traveling? Again, definitely not! We’re making every effort to keep the pace of gameplay fast, and immediate, while still providing this critical social component.
So, how does this work in practice? I’m glad you asked!
• Greenreach is now one contiguous landmass, with hills, mountains, forests, valleys, rivers, bridges, and lakes. You’ll be able to remember where things are and return to them. Instead of traveling down an ‘alley’ in a random chunk of wilderness to get to a location, you may stumble across unexpected things, or dungeons to explore. The overworld is made by hand, and as such, it is much more purposeful, with settlements, farms, outposts, and much more interesting areas. Stonehill quarry looks like a Quarry. Gussen Farm looks like an actual farm.
• The landmass is OPEN. You are not locked to roads. Walk anywhere, and explore the hidden nooks and crannies.
• Monsters remain within their regions, so there won’t be any trains of wolves across the wilderness
• Guards defend town if monsters creep too near
• We are HOPING to have from 150-200 players in an overworld at a time. That means it is still ‘instanced’ – but with a MUCH higher population than any of our other shared spaces. You’ll run across other players on the road, or on the way to dungeons. Your first moment in the game at Greenreach Priory will be shared with other players. We’ll just see how high we can push this.
• Dungeons are still instanced for you and your party – you’ll receive no interference from anyone else, nor will monsters respawn there.
• Random Maps as they worked before have changed. There are now TWO kinds of random maps, explained below
• Lots of dungeons, caves, mines, cellars, and crypts are scattered around the land. You can simply walk into them and enjoy a quick random adventure on the way from here to there.
• We also now have the concept of Runestones and Runegates, which are basically the new form of ‘purchaseable’ map. Runegates are scattered around the overworld, each with a different color. You can purchase Runestones, which unlock these gates and let you travel to special random dungeons. You can also travel to any opened Runegates that party members may be in. Don’t worry, there will be Epic Runestones We’re excited by this, because these Runegates can drop you right into any kind of dungeon, without having to fit into the context of the Overworld – this provides us with lots of opportunities to experiment with inserting wildly different areas into a zone.
• Questgivers are now no longer only in towns. They may live in farms in the wilderness, or be by the side of the road, or anywhere else. You can now seek out adventure elsewhere
• All of the hubs of Greenreach, apart from Stonehill itself, have been moved directly into the overworld.
• Because there are no more random wildernesses, there are no more cookie-cutter ‘clearings’ with vendors in them.
• Your Recall Charms now take you back to an actual town ( and open a return portal there ). This is not only handy, but provides you with an easy way to get your party members in to play with you right away without any tedious trekking through random woods.
• When entering a dungeon, it remains ‘anchored’ for you. That means that I can walk into a cave, walk back out, wander around, and then come right back to the same cave I was in. You are allowed one ‘anchored’ dungeon at a time, so entering another dungeon will ‘reroll’ the one you were in.
• This has an additional benefit. You can now leave one of your purchased Runestone maps and come back to it without losing it, unlike the problematic random maps which disintegrated upon entry in the current version of Mythos
• There are now Anchorshrines scattered throughout the world. Anchorshrines allow for instantaneous travel to any other Anchorshrine you have activated. We don’t want any needless retreading of ground! You can also bind your Anchorstone to an Anchorshrine, and you will return there upon using it.
• If you log out in the overworld, and then back in, you’ll be exactly where you left off, not at some arbitrary exit.
• Monsters in the overworld are now purposefully placed. They respawn over time, as now you’re sharing the land with other players.
• Stonehill remains apart from the overworld – you’ll travel through a portal in Stonehill Market ( the village at the base of the keep ) to enter Stonehill Proper. There’s a chance we may look at integrating this directly into the world, but we’d like to keep it separate for PVP right now.
• Stonehill has also had a complete visual overhaul.
• Large obstructions like trees can now fade smoothly out if they get in the way of your view
• In the overworld, you can see much farther than before, and your line of sight is greatly extended, and zoomed out.
• We’re trying out some changes with PVP. Stonehill is now a ‘safe’ zone where no aggression can be practiced. Now that we have an overworld, you’ll be in close proximity to other players a lot more, so having towns as hostile areas is no longer required to have enough of a population to be meaningful
• PVP is now separated completely – when you create a Shadowlands character, you’ll remain in the PVP realm at all times, with no switching back and forth.
• Dungeons are no longer shared, nor do they respawn, in the PVP world, for the above reason.
• We CRAVE your feedback on the above PVP changes.
• We have sped up player movement speed.
• You can now see your actual location on the worldmap, along with your facing
• Quests now display as points of interest on your automap and worldmap, that may be moused-over to determine which quest or other point of interest they belong to.
• Harvestable ingredients will now be regional, and purposeful
• An enormous number of optimizations have been put in place to make these things possible, and many of these will filter to the rest of the game to make it run much nicer overall.
• We are cutting off zone 2 and 3 temporarily as we convert their overworlds as well. You should have lots to re-explore while we do this. We hope to get these back out to you as fast as possible while you’re playing through Zone 1.
• Quests no longer have to send you to a dungeon. The types and variety of quests that we can do should expand greatly as a result of this – hunt down a band of Bandits threatening the northern road! Find a rare berry growing in the mountains for an Apothecary! Fend off an attack on Stonehill Market! We’re extremely excited by the quest opportunities this opens up for us.
----- INFO ON NEW ADDITIONS/QUEST STYLES/ITEMS/BOSSES/STORYLINE/ AND ENDGAME So, I wanted to take a minute to give you a little inside look at what we're talking about here, and what we think we'll be focusing on right now.
We're taking a hard look at what's in the game, what's fun, and what people do the most. We're also evaluating our sanity and what it can best be expended on.
We feel right now that we're pushing too hard to add stuff onto the end of the game, ( as far as new zones, and monsters, etc. ) instead of focusing on making the content and assets we have work for us to best advantage.
So, what does that really mean?
1) We need a full, cool quest chain, and an endgame. That means exciting, unique quests with interesting setpieces that lead to an epic confrontation at level 50 where you can effectively 'win'. This would take place in the zones we have. That doesn't mean it would end in the Umbral Peaks - it could be anywhere. We'd want to loop quests back through the zones a bit and recirculate our population.
2) New quest types - unique and interesting quest activities for the primary quests, some of whose mechanics can filter down into the other quests.
3) Story - this goes with the quests. A cohesive narrative, which is delivered through that major quest chain ( we're talking 10 or so multi-part, nifty quests )
4) Quest content to 50 - we'll still have 'side quests', although they will hopefully bend toward our primary questline
5) End Boss! The big baddie.
6) Lots of extremely unique and cool ( and repeatable! ) boss battles. That means unique boss chambers and levels, unique artwork and boss skills, cool minions, and hard battles that are fun to fight with a party
7) Better monster differentiation, with defense against AOEs and spammable skills. Beetles that burrow underground and can't be attacked until they leap up under your feet. Monsters that can turn to stone and reflect your shots. Invincible 'turrets' that fire along axes and do high damage. Heavily resistant monsters with damaging ranged effects.
8) Lots of handmade epic items that are tied to boss battles, and that do unique and interesting things ( swords that swing and shoot flames, etc. )
9) Heavy, HEAVY work on our level layouts. This means setpieces ( turning windmills, rivers with bridges, changes in height ), increased differentiation between dungeon types, and a large effort to make our world more cohesive and fun to traverse
10) Going along with that, much more specific and unique areas - forests that butt up against mountainsides, cliffsides that you adventure along, a river that's always on the way to place X. A much more distinct and anchored structure for all of our existing zones
11) Set items.
12) Epic recipes gotten from specific bosses. Rare ingredients only attainable from certain locations
13) Crafting and harvesting should have a lot of regional components - get ingredient X from here, etc.
14) Retirement. Once you win, create a descendent who has properties passed down to them, and play again with new bonuses achievements to strive for.
15) A new class, the gift that keeps on giving
16) Lots of new armor and weapons for higher levels
All of this can be done in the zones we have. These zones can be made richer, more unique, and more rewarding utilizing a lot of the assets we have made in a much better way. We can further reinforce them with interesting repeatable content is key to this.
Rather than sprinting to the next zone, we want to lavish some love on what we have to make it something that isn't meant to be burned through, but hopefully enjoyed.
So, apart from that, we are in a lot of discussions about PVP. This is going to be a divisive issue, I am sure.
Let me preface this by saying that we OBVIOUSLY have lots of balance work to do here for PVP, which we are actively working hard on, and that's not really the question at hand. We know there are tons of imbalances, and we're trying to bang all of them into shape.
Currently the question on the table is -
Shadowlands in its current state isn't workable. Not enough people play it, and there's not much reward for doing so. What would we have to do to make it work? And if we make it work, will anybody play it? And how will this affect our bottom line, financially?
So let's lay things out.
Right now, Shadowlands is primarily going to attract a certain sort of player. Everyone else is going to probably actively dislike it. We could continue fiddling the rules, softening it up, maybe provide some incentives for PVP world. But as soon as we add PVP-specific rewards, those that don't like PVP will feel left out and angry that those rewards aren't available to them. The risk is high for lots of players.
Is the PVP-only world a valid playstyle? Sure. Is it going to be divisive for our community? Probably. I'm concerned about the drag that this will cause on our players.
So, one option is to tie off the Shadowlands. You can't travel back and forth - it's basically a Shadowlands-only server. The problem we have with that is really a financial one - the sort of folks who are going to play a PVP only zone are also going to be our 'free' players. They'll probably never spend any cash. And segregating those people from the rest of the population means they don't serve the purpose that 'free' players serve in a game like this, which is to make the world feel alive and interesting for casual players who pay money.
So, purely mercenary there, but that's kind of the way it is. I'd like to stay in Ramen and Ho-Ho's for the forseeable future.
So, getting back to the question on the table -
Do we instead put our resources into PVP games like CTF, team deathmatch, king-of-the-hill, and things like that that more players will participate in, but aren't as unique? We can provide easier rewards for these, the risk is low for most players. A treasure chest that pops open for the winning team, ranking and prestige that's harder to cheese.
So, to be straight up with you, I'm leaning toward tabling Shadowlands for a little while and putting effort into those team-based games.
This is not a final decision. We're actively discussing it, and I want your input. What do you think?
Yeah I've been keeping myself updated on the progression for Mythos. I'm really excited for the Overworld. Too bad they are only going to implement Zone 1 for now. The rest will come next month I'm sure.
My main gripe against the game was how everything was pure instance so there was no sense of community really. Well, that's been completely fixed.
My other gripe was that there was no story to the game at all. Well, they've created a story for the game now, with many quests and things explaining it, with big boss battles, and a huge boss battle at the end against the "big baddie". Sounds freakin' awesome.
Plus they're having set items, unique items ... all that good shit to collect. I'm extremely pumped for the new build.
All of the things below are taken straight from the Mythos website, on dev posts. Enjoy and discuss.
---------
INFO ON 'OVERWORLD'
Mythos is now undergoing a big change – one prompted by your feedback and our observations.
We will be relaunching with a contiguous overworld for each zone, starting with Greenreach. What does this mean to you?
As you’re aware, the ‘outdoors’ in Mythos as it currently stands are randomized, and relatively isolated. As such, there’s not as much of a sense of place as we’d like to see, and a lot of the socialization that is important to MMOs takes place only in towns. In an effort to bring our players together more, and to instill a greater sense of place and exploration, you’ll now be able to run through an overworld that is not randomized, but has real locations and places to explore. Does this mean that we’re doing away with randomization? Definitely not! All of the dungeons in the game remain randomly generated. Does this mean we want you to spend an inordinate amount of time traveling? Again, definitely not! We’re making every effort to keep the pace of gameplay fast, and immediate, while still providing this critical social component.
So, how does this work in practice? I’m glad you asked!
• Greenreach is now one contiguous landmass, with hills, mountains, forests, valleys, rivers, bridges, and lakes. You’ll be able to remember where things are and return to them. Instead of traveling down an ‘alley’ in a random chunk of wilderness to get to a location, you may stumble across unexpected things, or dungeons to explore. The overworld is made by hand, and as such, it is much more purposeful, with settlements, farms, outposts, and much more interesting areas. Stonehill quarry looks like a Quarry. Gussen Farm looks like an actual farm.
• The landmass is OPEN. You are not locked to roads. Walk anywhere, and explore the hidden nooks and crannies.
• Monsters remain within their regions, so there won’t be any trains of wolves across the wilderness
• Guards defend town if monsters creep too near
• We are HOPING to have from 150-200 players in an overworld at a time. That means it is still ‘instanced’ – but with a MUCH higher population than any of our other shared spaces. You’ll run across other players on the road, or on the way to dungeons. Your first moment in the game at Greenreach Priory will be shared with other players. We’ll just see how high we can push this.
• Dungeons are still instanced for you and your party – you’ll receive no interference from anyone else, nor will monsters respawn there.
• Random Maps as they worked before have changed. There are now TWO kinds of random maps, explained below
• Lots of dungeons, caves, mines, cellars, and crypts are scattered around the land. You can simply walk into them and enjoy a quick random adventure on the way from here to there.
• We also now have the concept of Runestones and Runegates, which are basically the new form of ‘purchaseable’ map. Runegates are scattered around the overworld, each with a different color. You can purchase Runestones, which unlock these gates and let you travel to special random dungeons. You can also travel to any opened Runegates that party members may be in. Don’t worry, there will be Epic Runestones We’re excited by this, because these Runegates can drop you right into any kind of dungeon, without having to fit into the context of the Overworld – this provides us with lots of opportunities to experiment with inserting wildly different areas into a zone.
• Questgivers are now no longer only in towns. They may live in farms in the wilderness, or be by the side of the road, or anywhere else. You can now seek out adventure elsewhere
• All of the hubs of Greenreach, apart from Stonehill itself, have been moved directly into the overworld.
• Because there are no more random wildernesses, there are no more cookie-cutter ‘clearings’ with vendors in them.
• Your Recall Charms now take you back to an actual town ( and open a return portal there ). This is not only handy, but provides you with an easy way to get your party members in to play with you right away without any tedious trekking through random woods.
• When entering a dungeon, it remains ‘anchored’ for you. That means that I can walk into a cave, walk back out, wander around, and then come right back to the same cave I was in. You are allowed one ‘anchored’ dungeon at a time, so entering another dungeon will ‘reroll’ the one you were in.
• This has an additional benefit. You can now leave one of your purchased Runestone maps and come back to it without losing it, unlike the problematic random maps which disintegrated upon entry in the current version of Mythos
• There are now Anchorshrines scattered throughout the world. Anchorshrines allow for instantaneous travel to any other Anchorshrine you have activated. We don’t want any needless retreading of ground! You can also bind your Anchorstone to an Anchorshrine, and you will return there upon using it.
• If you log out in the overworld, and then back in, you’ll be exactly where you left off, not at some arbitrary exit.
• Monsters in the overworld are now purposefully placed. They respawn over time, as now you’re sharing the land with other players.
• Stonehill remains apart from the overworld – you’ll travel through a portal in Stonehill Market ( the village at the base of the keep ) to enter Stonehill Proper. There’s a chance we may look at integrating this directly into the world, but we’d like to keep it separate for PVP right now.
• Stonehill has also had a complete visual overhaul.
• Large obstructions like trees can now fade smoothly out if they get in the way of your view
• In the overworld, you can see much farther than before, and your line of sight is greatly extended, and zoomed out.
• We’re trying out some changes with PVP. Stonehill is now a ‘safe’ zone where no aggression can be practiced. Now that we have an overworld, you’ll be in close proximity to other players a lot more, so having towns as hostile areas is no longer required to have enough of a population to be meaningful
• PVP is now separated completely – when you create a Shadowlands character, you’ll remain in the PVP realm at all times, with no switching back and forth.
• Dungeons are no longer shared, nor do they respawn, in the PVP world, for the above reason.
• We CRAVE your feedback on the above PVP changes.
• We have sped up player movement speed.
• You can now see your actual location on the worldmap, along with your facing
• Quests now display as points of interest on your automap and worldmap, that may be moused-over to determine which quest or other point of interest they belong to.
• Harvestable ingredients will now be regional, and purposeful
• An enormous number of optimizations have been put in place to make these things possible, and many of these will filter to the rest of the game to make it run much nicer overall.
• We are cutting off zone 2 and 3 temporarily as we convert their overworlds as well. You should have lots to re-explore while we do this. We hope to get these back out to you as fast as possible while you’re playing through Zone 1.
• Quests no longer have to send you to a dungeon. The types and variety of quests that we can do should expand greatly as a result of this – hunt down a band of Bandits threatening the northern road! Find a rare berry growing in the mountains for an Apothecary! Fend off an attack on Stonehill Market! We’re extremely excited by the quest opportunities this opens up for us.
-----
INFO ON NEW ADDITIONS/QUEST STYLES/ITEMS/BOSSES/STORYLINE/ AND ENDGAME
So, I wanted to take a minute to give you a little inside look at what we're talking about here, and what we think we'll be focusing on right now.
We're taking a hard look at what's in the game, what's fun, and what people do the most. We're also evaluating our sanity and what it can best be expended on.
We feel right now that we're pushing too hard to add stuff onto the end of the game, ( as far as new zones, and monsters, etc. ) instead of focusing on making the content and assets we have work for us to best advantage.
So, what does that really mean?
1) We need a full, cool quest chain, and an endgame. That means exciting, unique quests with interesting setpieces that lead to an epic confrontation at level 50 where you can effectively 'win'. This would take place in the zones we have. That doesn't mean it would end in the Umbral Peaks - it could be anywhere. We'd want to loop quests back through the zones a bit and recirculate our population.
2) New quest types - unique and interesting quest activities for the primary quests, some of whose mechanics can filter down into the other quests.
3) Story - this goes with the quests. A cohesive narrative, which is delivered through that major quest chain ( we're talking 10 or so multi-part, nifty quests )
4) Quest content to 50 - we'll still have 'side quests', although they will hopefully bend toward our primary questline
5) End Boss! The big baddie.
6) Lots of extremely unique and cool ( and repeatable! ) boss battles. That means unique boss chambers and levels, unique artwork and boss skills, cool minions, and hard battles that are fun to fight with a party
7) Better monster differentiation, with defense against AOEs and spammable skills. Beetles that burrow underground and can't be attacked until they leap up under your feet. Monsters that can turn to stone and reflect your shots. Invincible 'turrets' that fire along axes and do high damage. Heavily resistant monsters with damaging ranged effects.
8) Lots of handmade epic items that are tied to boss battles, and that do unique and interesting things ( swords that swing and shoot flames, etc. )
9) Heavy, HEAVY work on our level layouts. This means setpieces ( turning windmills, rivers with bridges, changes in height ), increased differentiation between dungeon types, and a large effort to make our world more cohesive and fun to traverse
10) Going along with that, much more specific and unique areas - forests that butt up against mountainsides, cliffsides that you adventure along, a river that's always on the way to place X. A much more distinct and anchored structure for all of our existing zones
11) Set items.
12) Epic recipes gotten from specific bosses. Rare ingredients only attainable from certain locations
13) Crafting and harvesting should have a lot of regional components - get ingredient X from here, etc.
14) Retirement. Once you win, create a descendent who has properties passed down to them, and play again with new bonuses achievements to strive for.
15) A new class, the gift that keeps on giving
16) Lots of new armor and weapons for higher levels
All of this can be done in the zones we have. These zones can be made richer, more unique, and more rewarding utilizing a lot of the assets we have made in a much better way. We can further reinforce them with interesting repeatable content is key to this.
Rather than sprinting to the next zone, we want to lavish some love on what we have to make it something that isn't meant to be burned through, but hopefully enjoyed.
So, apart from that, we are in a lot of discussions about PVP. This is going to be a divisive issue, I am sure.
Let me preface this by saying that we OBVIOUSLY have lots of balance work to do here for PVP, which we are actively working hard on, and that's not really the question at hand. We know there are tons of imbalances, and we're trying to bang all of them into shape.
Currently the question on the table is -
Shadowlands in its current state isn't workable. Not enough people play it, and there's not much reward for doing so. What would we have to do to make it work? And if we make it work, will anybody play it? And how will this affect our bottom line, financially?
So let's lay things out.
Right now, Shadowlands is primarily going to attract a certain sort of player. Everyone else is going to probably actively dislike it. We could continue fiddling the rules, softening it up, maybe provide some incentives for PVP world. But as soon as we add PVP-specific rewards, those that don't like PVP will feel left out and angry that those rewards aren't available to them. The risk is high for lots of players.
Is the PVP-only world a valid playstyle? Sure. Is it going to be divisive for our community? Probably. I'm concerned about the drag that this will cause on our players.
So, one option is to tie off the Shadowlands. You can't travel back and forth - it's basically a Shadowlands-only server. The problem we have with that is really a financial one - the sort of folks who are going to play a PVP only zone are also going to be our 'free' players. They'll probably never spend any cash. And segregating those people from the rest of the population means they don't serve the purpose that 'free' players serve in a game like this, which is to make the world feel alive and interesting for casual players who pay money.
So, purely mercenary there, but that's kind of the way it is. I'd like to stay in Ramen and Ho-Ho's for the forseeable future.
So, getting back to the question on the table -
Do we instead put our resources into PVP games like CTF, team deathmatch, king-of-the-hill, and things like that that more players will participate in, but aren't as unique? We can provide easier rewards for these, the risk is low for most players. A treasure chest that pops open for the winning team, ranking and prestige that's harder to cheese.
So, to be straight up with you, I'm leaning toward tabling Shadowlands for a little while and putting effort into those team-based games.
This is not a final decision. We're actively discussing it, and I want your input. What do you think?
What do you think about ALL of the above?
Thanks guys!
Travis
CyberPunk RP Nexus
Thanks for the post Lydeck.
"Cards and flowers on your window, your friends all plead for you to stay,
sometimes beginnings aren't so simple, sometimes goodbye's the only way."
why? just sign up for the closed beta... or i could send u an invite
OOHhh OOhh, I'll take an invite
Only if the system requirements aren't too high. For comparison, I think I can play WoW lol.
You could send them an e-mail with a heartfelt beg, they usually accept people that sincerely want to play really bad.
And the new build should be out this week, either late today or tomorrow.
CyberPunk RP Nexus
Edit: Hey, is the Cyclops race out yet?