Yobai wrote on Jul 3
rd, 2014 at 4:07pm:
how does that reconcile with the whole epify old content philosophy?
They just reuse the landscape... new monsters, new mechanisms, new code.
The landscape is not code... it's fully contained in the client_map_1, client_map_2, client_mesh and client surface dat files.
If we had somebody good at coding look at those files and look at what tools are available for AC... I'm sure he could extract the whole map of the game ( including all those secret secret hush hush special rooms and areas that never made it to live except by accident and all the beyond the walls stuff ).
Shadehater wrote on Jul 3
rd, 2014 at 8:59pm:
Do note where I said it was fuck easy And cheap as fuck to do. The point is they can spin it on a resume like what I posted...and not have to have done any work really to get that update shipped
That's the whole point in reusing old landscape : it's cheap, it's easy, and it doesn't require a dungeon designer... just a few devs that know how to put things in a dungeon.
Revaulting wrote on Jul 3
rd, 2014 at 9:18pm:
Perhaps one of the lowest effort updates, with serious staff reductions, and yet they still couldn't stop themselves from shitting on the old guild ships and introducing a wholly new system.
That's because they want to leave something for posterity... and the resume...
Consider this :
completely rebuilt and expanded the guild housing system from it's original concept to make it more player friendly.
As for new monsters, that require animator time, and a texture guy ... and well it's expensive... faster to reuse existing monsters...