![]() ![]() A first taming Quest ("Farmologist") was added to the game on May 1st 2018 together with the Quest feature and QB. ![]() Taming was added as a feature with update R22 "Home, home on the Range" on September 16th 2015. Even Ice Spies, Target Arctic Mirus and Miru Minions can be tamed. Also red ghostly Halloween-related Idol Event Creatures are now tamable - these "Boss Mobs" can be randomly spawned by placing any type of Haunted Idol. Since October 24th 2018, even white Ghost Creatures can be tamed that randomly spawn at night during the seasonal Halloween event Pumpkiru's Candy Campaign. We’ll keep you updated along the way and continue to share our plans and ask for your opinions on a regular basis.You can tame nearly every Creature in Creativerse, except for Creatures summoned by Mob Spawners, NPC traders, and most of the Trog Trap Event Creatures that can be summoned by Trog Traps related to the seasonal Christmas event. We’re very pumped up about the future and are thinking long-term for some of the bigger features for the game. We keep an updated list of all community requests and review it regularly to help us plan ahead. ![]() Improvements to farming, pets and machines are also on the long-term list and will require a lot of thought and planning to make sure they are as fun as they can possibly be.For now, it’s on the list until we complete other work and have the bandwidth. We’re considering the scope of this initiative - from the smallest size (just adding some fishies) to the most robust scale (adding underwater exploration, combat and other connected features). We know that aquatic life is something that we would all like to do, so it’s on our big list, but we haven’t planned out that work yet.We want some very robust tools for user-generated content, including better tools for creating, sharing and enjoying adventures.Improved world filtering and search on our to-do list, along with more social tools.The community team will be gathering specific feedback for that area and help us set top priorities based on community impact. We’re going to address inventory management and find the most targeted improvements we can make to that system to make it more fluid and player-friendly. ![]() This will take awhile, but it’s important to us, as it is to you. We’re currently in early testing of some concepts and tools. We’re focusing on some longer-term upgrades for the game, including: Some of these fixes will be quick and easy, and some are more complicated, but everything is in the system and being addressed at some point. We’ll continue to address any bugs that are still in the system and work on performance improvements as well. We want to make the basic combat system more user-friendly and enjoyable, and these improvements also set the table for us to do ranged combat and fun/interesting ranged weapons for future releases. We’ve also almost finished the implementation of some gameplay improvements related to combat and interacting with the world. And related to the those changes, we’re working on improvements that will allow you to adjust your character visuals in-game, without leaving the world, and to persist your customization across worlds as well. We plan to release these visual upgrades, including significant improvements to the back-end and animation systems, by the end of summer at the latest. ![]()
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