One cool thing about you!: Something cool about me? Well let me tell you sir!... I got nothing, but i'm friendly if that counts![/b]
What makes you interested in Coastal Online?: I Think the concept is amazing! Especially with a steam punk aspect, It will bring that spark back to Minecraft that people have missed for a while.
Have you signed up on our forums?: No but i plan to soon![/b]
One cool thing about you!: Well I'm into gaming and animes/mangas.
What makes you interested in Coastal Online?: I'm always interested in trying out MMO-like servers. Plus the presentation of this thread made it all more appealing.
Have you signed up on our forums?: Not yet.
We'd like to take our time to thank all the people who came out to test Coastal Online on our Alpha. Following the Alpha, we made a couple of decisions regarding Coastal Online's success, the network, and what game-type people are looking for. We decided against a PvE oriented game, and structured our new title, Tidal: The Battlegrounds, around PvP.
What does this mean for Coastal Online? Well, for now we're taking the project into the backburner until there's more demand for the game. We've been focusing on development of Tidal, taking parts of Coastal Online's main structure of map and code and re-iterating it towards Tidal.
Well, what is it?
To summarize Tidal, it's essentially an open-world PvP battleground based game, with PvE elements to further character development (like bosses, special gear, randomly generated weapons/armors, scrolling, etc.).
Coastal Online's feature of abilities was always interesting and fun. We realized that it may have been over-complicated and too cumbersome in Minecraft. In Tidal, we're simplifying abilities. Abilities will be tied to weaponry, and with the dual wield system introduced in Minecraft 1.9, players will be able to wield two weapons, or shields, or a combination of whichever to activate abilities. Activation is as simple as pressing the "F" key. We also utilized Minecraft's 1.9 system to further push the uniqueness of each weapon, with custom attack speeds, weapon damages and randomized abilities tied to each weapon.
One thing we wanted to focus on was player interaction with the world. We wanted players to be able to shape up the game and the environment they're playing in. With that, we decided to introduce Guild Wars, a system that allows players to control regions of the map and dominate the world they're playing in. Through the system, players will be allowed to defend their regions, fight for region domination, and control taxes on that region.
The economy is something we've always been looking at as a key component to any game. It allows players to interact in a friendly basis to further their development of their characters. We took Coastal Online's basic economy and re-used it here on Tidal. Each region will have a specific items tiered towards that region. Players will work towards furthering their gear through PvE, purchasing item upgrade scrolls, food, and supplies. The economy also allows spending on bases, which allow your guild to have their own personal space.
Building & Bases
We looked at Coastal Online's lack of building and questioned whether it was a good idea to eliminate one of the best features of Minecraft. We're happy to announce that we'll be re-introducing building through the bases system. Guilds can purchase bases as safe havens, personal building space and storage.
Items are key to any game and we didn't skimp out on Tidal. Gear (armor, weapons) will be dropped randomly by boss mobs and elite mobs. Players can collect these items to further their characters. The gear is also randomized at drop, giving a unique weapon each time with a tier attached to the weapon for simplicity sake. We felt like this was the right direction to keep the game fun and things fresh.
We expect with the simplicity of Tidal, players will join and have an easy learning curve to the game. We're introducing many more systems, like the Status System, to further and enrich gameplay. PvP is prevalent in Tidal, and thus, we didn't skimp out on the harshness of the game. Don't fret though, we've made sure that climbing back your lost gear will be an ease, and PvP will always be something that can be jumped into at any point in gameplay.
Thanks to all our supporters, it's been a long road. We've almost completed Tidal.
A closed beta should be released in 2 weeks time, following a full-release.
Qwachees, you literally just described fixes for every major issue I had with coastal online.
Given the open-world nature (and allowing players to control land) of this new idea, I do think you should consider the scale. You obviously want to control all of the terrain, which is good to be able to moderate content, but really hard for an open world game.
Something I would recommend is implementing some sort of "continent" system, where you could start out with 1 or 2 relatively small (2-3k by 2-3k) separate worlds (made with worldpainter/TerrainControl/etc) with all of the content built and controlled. If the player base grows, it isn't an issue to make and add a new continent. This would allow you to limit your initial time investment (and get the game running sooner) while still being able to keep an open world.
I loved the amount of effort put into coastal online, but it really was too much effort for the alpha test.
Even though it may feel weird, I really think you could filter through all your incredible ideas faster (work harder on the good ones, get rid of the ones you find out aren't as good) if you put out the server faster. Alpha isn't a time for balancing weapons with 5 different abilities, it isn't a time for all the weapons to have pretty colored text, it isn't a time for you to build out a gigantic questing system and it isn't the the time to make more than 4 hours of content (luckily, with an open world that becomes a much smaller problem). Alpha is where you give some small boys some sticks and stones and see what they do. (Ok maybe the boy analogy isn't great because there's a 90% chance the sticks will be guns and the stones will be thrown at siblings, but you get what I mean.)
I'm kinda rambling at this point, but I really love the stuff you've made and I love that you're still passionate about creating a unique server experience.
I cannot say this any more sincerely, thank you for the incredible quality and passion that went into Coastal Online.
Hello there getfugu. Im Ray one of the cofounders of Cypenetwork (the creators of Coastal Online) and I really appreciate your interest in our project. We actually have a "continent" system in place and it is a great idea! We do put for a lot of time in effort into this game for you guys that are interested. We will keep your ideas for the alpha and beta tests in mind. We always welcome suggestions like yours!
I like that your open to suggestions so here's something for you. If you have heard of SAO UI mod than that could help with the display of all your stats skills and level and money, and with the added bonus of a special hud that can show the health and energy of the payers.
The behind the mod have been working on the mod for a long time and i can't even think of the possibilites that can come from you two groups working together but thats up to you, anyway just have a little look at what they have come up with and here's the link
That looks very interesting Adulego. I'll go ahead and let the team know about and pitch the idea to them. We pride ourselves on coding everything ourselves so if this would be implemented we would make sure it's Cypenetwork unique!