Steam playtest #6: Results and plans
Hello friends!
First of all, we thank you all for your participation/reports/feedback and we really appreciate it. Apart from that, we did take revenge on PT #5, albeit with its nuances ;).
PT #6 turned out to be the most popular and covered (according to the statistics of the Playtest client version):
- 13+ thousand new people signed up for PT;
- 7+ thousand new players launched the client;
- which converted, on average, into 1+ thousand unique players per day;
- the number of players who played 4+ hours exceeded the number of players who spent less than an hour in the game;
- 500+ players spent more than 20 hours on the playtest;
And of course, it is worth mentioning separately the ROG Club members and the players who launched the client of the main version of the game (using keys) - they made up, on average, another 20% of the playtest participants.
There will be PT #7, and we’ll not wipe your progress before it!
In terms of content, there’ll be little difference between PT #7 and PT #6, and the emphasis will be on correcting errors and completing those unexpected tasks that PT #6 brought us.
Speaking about those nuances
We didn't want to delay PT #6, so a number of things ended up in the build in an intermediate or even unfinished state.
- (PT #7) fix of this;
- adding to a group between servers via chat;
- (PT #7) fix of this;
- bosses in Dwarrhan received their near-final difficulty ahead of time: a significant increase in HP, their levels relative to the county level, and, as a result, an increase in other stats and an increase in the level of items in loot;
- according to the current concept, swamps and craters are high-level content within a given county, designed for a well-trained group (level + equipment);
- at the same time, players found themselves in a situation where there were insufficient sources for obtaining high-level equipment necessary for the swamp and craters;
- To solve this problem, we are adding humanoid mini-bosses which were precisely supposed to become the necessary source.
- adding group healing to allow full tanking;
- distribution of abilities between classes and distribution of NPCs on the map;
- fix and balance of a number of abilities;
- rebalance of resistances to elements that were nerfed by PT #6;
- increasing the chance of dropping blanks/recipes (including for tools) from a number of ordinary mobs;
- content for the southern counties;
- fixed resetting castle filling on server restart;
- adding notifications when capturing points/castles and visual capture/burning (flags);
- reducing the area of castle domains (tax zones);
- remaining server crash causes, including those which some players in the mines actively abused;
- and the problem with preserving the character’s abilities/inventory when a number of factors are imposed;
- “mute” option in the chat for the selected user;
- (probably) chat reports on users;
- crafting food and revising the stock/cost of food from the innkeeper;
- medium crossbows;
- (probably) various AMMO for crossbows;
- (probably) the magic of different controls on powders

First of all, we thank you all for your participation/reports/feedback and we really appreciate it. Apart from that, we did take revenge on PT #5, albeit with its nuances ;).
PT #6 turned out to be the most popular and covered (according to the statistics of the Playtest client version):
- 13+ thousand new people signed up for PT;
- 7+ thousand new players launched the client;
- which converted, on average, into 1+ thousand unique players per day;
- the number of players who played 4+ hours exceeded the number of players who spent less than an hour in the game;
- 500+ players spent more than 20 hours on the playtest;
And of course, it is worth mentioning separately the ROG Club members and the players who launched the client of the main version of the game (using keys) - they made up, on average, another 20% of the playtest participants.
There will be PT #7, and we’ll not wipe your progress before it!
In terms of content, there’ll be little difference between PT #7 and PT #6, and the emphasis will be on correcting errors and completing those unexpected tasks that PT #6 brought us.
Speaking about those nuances
We didn't want to delay PT #6, so a number of things ended up in the build in an intermediate or even unfinished state.
- Out of sync hits of melee weapons in PvE;
- (PT #7) fix of this;
- Group:
- adding to a group between servers via chat;
- (PT #7) fix of this;
- Boss balance:
- bosses in Dwarrhan received their near-final difficulty ahead of time: a significant increase in HP, their levels relative to the county level, and, as a result, an increase in other stats and an increase in the level of items in loot;
- according to the current concept, swamps and craters are high-level content within a given county, designed for a well-trained group (level + equipment);
- at the same time, players found themselves in a situation where there were insufficient sources for obtaining high-level equipment necessary for the swamp and craters;
- To solve this problem, we are adding humanoid mini-bosses which were precisely supposed to become the necessary source.
- (PT #7) Abilities, aggro, and healing of the druid:
- adding group healing to allow full tanking;
- distribution of abilities between classes and distribution of NPCs on the map;
- fix and balance of a number of abilities;
- (PT #7) PvE and Loot:
- rebalance of resistances to elements that were nerfed by PT #6;
- increasing the chance of dropping blanks/recipes (including for tools) from a number of ordinary mobs;
- (PT #7) Dwarrhan:
- content for the southern counties;
- (PT #7) Castles:
- fixed resetting castle filling on server restart;
- adding notifications when capturing points/castles and visual capture/burning (flags);
- reducing the area of castle domains (tax zones);
- (PT #7) Technical problems:
- remaining server crash causes, including those which some players in the mines actively abused;
- and the problem with preserving the character’s abilities/inventory when a number of factors are imposed;
- (PT #7) Other:
- “mute” option in the chat for the selected user;
- (probably) chat reports on users;
- (PT #7) New:
- crafting food and revising the stock/cost of food from the innkeeper;
- medium crossbows;
- (probably) various AMMO for crossbows;
- (probably) the magic of different controls on powders
