One of the things that I get asked as producer is for some tidbits of what people can expect in the coming weeks and months. I'm going to take this opportunity to let you know some of the projects we're currently working on, and some of the things on the horizon.
This is far from an exhaustive list, mainly focusing on core system updates. Concurrently, there's always work happening on the RP side of things, but unlike development, we prefer not to reveal RP events ahead of time.
Things you'll see in the near future
A complete overhaul of newbie systems: a new introductory tour, a more formalised newbie task system, and a city novicehood system allowing a centralised training hub for all members of a city.
To help make combat more accessible to new players, we'll be providing a basic combat system for users of our HTML5 client! This will be an open and freely modifiable trigger package that can be easily tailored to suit even the most advanced combatant.
We're beautifying a lot of our core outputs, things like SCORE and STAT, the news and message systems, as well as changes to CONFIG and more!
An overhaul of the emote system, merging emote and tmote functionality, as well as providing the ability to combine emotes with some of the common item interactions.
Continued work on auditing the many questing/bashing areas, integrating hundreds more quests into the QUEST LOG system, and improving denizen interactivity and AI. As part of this, we're tweaking both experience and gold rewards to be more consistent across the entire game.
Continuing the in-depth evaluation of all of our classes and the player-submitted CLASSLEAD reports.
Tweaks and changes to some of our conflict systems: Icons, City Destruction, and Pickpocketing.
Things you'll see "down the road"
Splitting off some (or all) tradeskills from class skill sets (and adding new class skills/abilities to fill in the voids).
Expanded rewards for bashing, beyond gold and experience.
A new system allowing more customisation of artefacts and the items imbued with their powers.
An overhaul of weaponry, weapon stats, and forging, making the process less tedious and allowing more control of the end product.
New challenges for bashers and questers alike, both on land and at sea.
Taking our class system to a new level with Multiclassing: players will be able to retain knowledge of multiple class skill sets, allowing a fluid switch between known classes without starting over at inept skill level.
Feel free to drop your questions in this thread and I'll try to answer as best I can - keep in mind though, many of the "down the road" projects may not be fleshed out any further than what you see above, so we can't provide detailed specifics even if we wanted to! They are multiple months away at the very least!