ALPHA TESTING BEGINS
Alpha testing is expected to start in August. You will need an iOS device running a very recent version of iOS (9.2 or later). This device can be an old device (as old as an iPhone 4S) but it will need updated to the latest version of iOS. Wyvern won’t require a SIM card or data connection as you can play just fine over wi-fi.
SKILL SYSTEM REVAMPED
Players will now stop accumulating skill points, or at the most only gain 1, after hitting level 20. The justification given was that all the initial numbers for the game, were based largely on two well-known RPG systems that maxed out around the 20th level. Wyvern players ended up getting very efficient at the game, and as there was no hard level cap, players pushed the game into undefined territory being able to max out more skills than originally intended.
In response to these changes, skills that were essentially useless before will receive buffs. Archery is much more powerful now, and sneak will allow you to automatically disarm traps and become almost totally invisible, even in combat, at higher levels. Other Sneak changes in the pipeline include automatically increasing your crit chance if you hit a monster from behind, and automatically stealing from monsters as you attack them.
NEW WORLD MAP
Wyvern’s world map has received a complete makeover and now resembles the iconic dragon players will immediately recognize. Some initial observations:
- 40 small islands make up the Wyvern’s breath in the northwest.
- A larger island surrounded by mountains is bedded in it’s southern claw.
- Ice caps in the northeast make up the tip of it’s wing.
- Volcanoes and a stream of lava is resting in the center of the map.
- A giant mountain range makes up the Wyvern’s tail in the southeast.
- We counted around 30 cities or places of interest on the map, some looking like returning areas.
2 Comments
Dave
June 28, 2016 at 4:20 amAbout balance for races with skill cap after lvl 20:
First I want to highlight this is a brilliant idea, as a lvl 31 Halfling I was a master of all trades been a conjurer. The skill cap will help keep the game a challenge even after HOF, and knowing that I get 1 skill point if a grow an additional level is motivation enough to keep me going.
Now I believe this could bring a bit of unbalance if after lvl 20 if HP and SP keep the same growing rate, making 3 skill point races with large SP and HP bonus significantly more powerful/resistant at higher levels than those with less bonus.
My recommendation would be to find a way to balance HP and SP points after lvl 20 knowing that now all the races are going to be earning equal skill point (1). One option could be standardize HP and SP bonus for all the races AFTER this point, HP rate equal to the one of a pixie and SP rate equal to the one of a stone giant.
Example
1. A lvl 20 Halfling and a lvl 20 stone giant are not equal… but they are balanced, as the HP amount of the stone giant earns compensate for the additional skill point the Halfling earns. With current proposal at lvl 28 they are not only not equal but unbalanced, as the Halfling has lost his skill advantage, and the SP bonus do not compensate the large HP bonus of the stone g. gets. Keeping the grow rate the same for both races maintain the existing balance there was at lvl 20.
2. Under my proposal, when comparing a lvl 20 and a lvl 28 (same setup) the difference is just a slight increase in the HP and SP as well as +8skill points… it is a significant advantage for the lvl 28, but on the battlefield the lvl 20 stands a chance… The old wyvern a lvl 28 could stand in the middle of a PK area and be attacked by 3 lvl 20 at the same time without any concern due to huge HP/SP difference and having mastered several fighting skills with +24 to +32 skill points difference.
The grow rate cap after lvl 20 does the same as giving +1 skill point, there is a bonus that motivates the player to keep growing as they will be effectively stronger, but the bonus is not of such a magnitude that makes level differences after this point the deciding factor for most powerful players.
On a different note, I read you are planning to take off the ranger guild… it’s a shame if thought it was a well-balanced and really fun to play with. By far my favorite guild, unique in their own way that there were 2 guilds in one! they may not be the most powerful in terms of brute force, neither had large HP or SP bonus… But they were a great alternative to the mages guild, I find monks and paladins fail in bringing together spell casting and melee together in the way rangers did (talking about the conjurers). For me, that I wanted to have an all in one character, been able to melee fight and cast resists or magic whip and blade spells, this was the best guild that suited this game stile.
Hope this feedback helps! Oh and finally… the word map looks more like a continent rather than a word, if the game does well I think there could be opportunities for expanding to new areas? Maybe not the best reference, but I was thinking something like Pokemon, you have the word map and then you can travel to the word map of older games. Heck it could be cool to travel to the “old wyvern map” to find that it’s a huge waste land, heroes from the past failed to protect the land, all the cities were destroyed and now the area is fully populated by monsters, like what could had happen if one of the LQ bosses had won 😛
YumeriaYumi
July 16, 2016 at 2:17 pmUm…this might sound stupid but I am trying to remember what the old world map looked like. I remember some stuff but I have not played since like…2010:(. I just wanted to compare to this awesome new design.