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  3. [Book of Yog]Version Review and Future Outlook

[Book of Yog]Version Review and Future Outlook

[h2]Introduction[/h2]
Hello everyone, time is flying by and suddenly I realized that I haven't talked to you all for a long time.
It's an evening of an usual overtime day, and everyone is busy with the update on the end of April, but still I want to take some time out of my busy schedule to communicate with you all.

Since February, after a few months of integration, the new students have gradually integrated into the team, and we are finally able to ensure twice a month update frequency, while still having time for reflection and upgrades to the game.

In long term, we hope that the game will have an all-round improvement in content experience this year, which in one word that we want to make the Book of Yog more like a pure [game], we want to have a regular experience closer to RPG games, we want to build a ample storyline and design, we want to add a better combat operating experience to the core battles, and we want to greatly enhance the fun of collecting and idle treasures.

In fact, with the current achievement of "The Book of Yog", 99% of game teams (allow us to laugh at ourselves) will choose to seek stability and will choose more commercially conservative market strategies, which may temporarily bring us more revenue but cannot bring us closer to our dreams and ambitions, so we still want to try to break the original framework, although these efforts are not reflected in the current version, but we actually put a lot of effort into it, and it is like planting a seed, hopefully it could grow some new shoots about this year.

Next, we will briefly talk about the development plan of the conceptual modules (welfare and system optimization will continue, so I won't describe too much in this post):
[h3]Large treasure loot map, hero value balance, equipment amplification& equipment (runes, black stone) content extension, female Commander, the main storyline[/h3]


[h3]1. Code Name: Treasure Hunting Relic[/h3]

We are planing to launch a large PVE game in July, the design concept is that players can loot treasure and fight in a series of levels. (Inspired by Diablo 2)
The relics will drop the ultimate equipment of the game (runes, gems)
Players need to conquer the relics step by step, choose the most suitable route depending on your team power, fully explore the relics during limited time. Enhancing gear, character, collecting item will become more important before expedition.

[LUK] attribute will become important, it will determine whether certain precious equipment may drop, will also somehow affect your loot drop in the relics.

[Mythical Monsters] There are various mythical creatures in the ruins, find and defeat them, different creatures have different loot, commanders need to balance a good route with their strength.

[Story] There will be not only battles in the ruins, but also stories and eggs.

Scene production upgrade】We will improve the scene design process, presenting players with a higher quality design, not only in the art response, but a full range of design details



[h3]2. Blackguard Value Balance[/h3]
We will continue to adjust all S Blackguards to improve the balance and playability of the game, after the adjustment of S Blackguards will not greatly weaker than the SS Blackguards
At the same time, we will increase and enrich more dimensions of combat mechanics, summoning flow, healing team, shield counter, poison, etc., gradually enrich the combat play style
At present, the completion of the program is about 60%, may be completed in June to July.



[h3]3. Equipment Amplification & Equipment (Runes, Gems) Content Extension[/h3]
Some equipment (for example: Blackguard exclusive equipment) will be able to further amplified, currently our sketchy idea is that amplification will require the consumption of drawings, materials, and need to build a [perfect] equipment (equipment quality, affix level, enhancement level and other conditions to reach the perfect requirements, as equipment [perfect])
In order to let players experience more fun of equipment collection and combination, we will improve the speed of equipment (runes, black stones) content addition, and improve the quality of design. At the same time we are sure that they are available to any player.



[h3]4. Female Commander[/h3]
The change for the female commander is roughly divided into two phases
Phase 1 model and character setting replacement (around July-August)
Phase 2 replacement of new combat mechanics (can be hand-operated or automatic) with new talent tree system (no timetable yet)



[h3]5. Main Story:[/h3]
We will upgrade the entire Story playout system to provide better game story and performance, it is a large and complex project, so no clear timeline can be given at this time. Since this is something that needs to be accumulated and has a certain amount of stock before it can be launched, so please be patient with us.



[h3]6. Others [/h3]
We will continue to enrich the systems and gameplay within the guild, and due to time issues, we will dedicate an explanation to the guild module sometime in the future.



Last of all, thank you very much for your support of "Book of Yog", the game is currently in the [cocoon] period and is not sophisticated enough nor rich enough. But we believe that the most important thing for a team to succeed is the will and the heart; the will is the original impulse to do things well, the heart is the perseverance, so we believe it will finally come to the day to break the cocoon into a butterfly. We will definitely keep our promise and keep updating more and more interesting contents to make the game more and more fun.