Hi everyone,
first of all, thanks for the feedback given. This enables us to understand a bit better what are the feelings of the players toward the latest release.
(For the ones that have no clue of what we are talking about, MB=Molecular Blue=previous release, and CB=Crystal Blue=current release)
A number of points have been hightlighted in your posts, which I would like to summarize and give answers to.
There is one important premise to this discussion: you are playing a tech demo. We never had the presumption to say that the current released version is a complete game. CB surely is closer to a full game in terms of features, but surely not in terms of content and balancing. Balancing in particular is probably the most overlooked factor, but it\'s done by purpose. We cannot balance a game that is still growing a lot, or we will be forced to rebalance everything at any new features we add. So we decided to have rules in place that allow people to enjoy the game, but not to go into the details of making those fair and finalized. A great example of this is weapon loot. The current weapons spawned are VERY powerful, and they are spawned by nearly all monsters, so a character can gain money and exp very fast. Content is another problem, mainly quests. We worked on a new simpler quest system, that allows us to define quests 10 times quicker. Most of the effort was placed in developing the tool, so the results are not yet visible to players.
Now to the most interesting points brought up in the MB vs. CB thread.
More bugs in CB compared to MB Having added a lot of new functions to CB, more bugs are a reality we have to face. The code is more complex, so there are more possibilities for errors and leftovers. The difference with CB is that we added a public bugtracker so the bugs are surely more evident, but on the other hand, we receive patches from a greater number of people, so bugs are fixed quickly. In the next month you will surely see new features and new bugs, that will not decrease until we stop adding features and start fine tuning the code. Just a note about labels cluttering the screen. The default option is now to have labels only on mouse over.
More lag Having moved from an average of 20-30 players online (MB) to 100-150 (CB) surely increased lag. But one of the main reason is that we have a lot more new players, causing the main server to be slowed down by all the downloads for updates. To fix this problem, in the next update all files served by updater will be hosted on another server. We hope this will lighten the load on the main server. The only traffic sustained by the main server will be the in game traffic.
More limited movement systemThere are two parts of this topics: ability to expoit movement bugs to climb impossible-to-climb walls and usability. On the first part, it\'s a design intent to fix movement in that direction, players should not be able to reach places that were not planned to be reached. Even if having shots from the top of the world can be fun, it\'s not something we can allow. House roof hopping is still possible and permitted and makes perfect sense. When we will have a climb skill implemented more walls will be climbable.
On the second part, we introduced the new movement system to have more control on it and we now just need fine tuning. Please tell us more of what\'s bad in the current movement, and suggestion on how to improve it.
Updater easier to useCB release saw a number of big files added, so the updates take longer. To fix this problem we recently decided to improve the situation, and in the next update you will get a smarter updater. It downloads full zips more often, so download is faster. Also the addition of the new server, dedicated to updater only, should improve the current status.
Crystal huntCrystal hunt was really just a small game added to entertain people in MB, then became the most interesting part of MB. We were surprised by that, but surely we didn\'t stop it. It was a way to \"power level\" anyway, and opposed to RP. I remember people camping spawn locations, or using speed hacks to get all crystals before any newbie. To make the game more fun, we planned to add a number of small \"games in the game\" like crystal hunt in the future, but we want to do it in a realistic and meaningful way. Maybe crystal hunt will be back, but in a different format. To the ones that say that crystal hunt was a good way to compete, and now it\'s gone, the answer is that now people compete with combat and dueling. So the ones that want to compete still have their meat.
Bigger communityCB has a bigger community and that brings in many people that are just interesting in \"testing\" our features. So they enter, they play it for 1-2 weeks, they fight and ask silly questions a lot. This behaviour is surely caused by the fact the game is not complete and by the enlarged number of people playing. It\'s not something we can avoid, so the community should develop their ways around this problem, giving more power to the guilds, restricting members to the RP ones only, organizing online meetings and RP parties. On our side, I would like to have in the future more areas that are not accessible to newbies (due to number of quests required to enter, or NPCs allowing you in based on guilds standings or factions), so that high level players will see \"a better world\" around them. Currently this is not possible since all newbies can run everywhere. A bigger world will make this possible. Same can be done for guildhouses, there will be placed restricted (unless they sneak in breaking locks) to guild members only, where RP will be a lot easier to enforce. On this just give us a bit of time.
FightingFighting is seen by many as a bad feature to have today because it\'s unbalances the game toward an hack\'n\'slash approach. I surely agree with this, but combat was really a needed feature to be added in as soon as possible because the NPC AI has a number of big implication with all other parts of the code and features. Adding combat later would have been a *lot* harder for us, since most of the base code should have been changed and redesigned. There are two parts of the \"fighting\" problem. First, fighting is one of the only rewarding actions in game and weapons given in loot are way too powerful. We are aware of this problem and working toward fixing it. The main way to fix it to add new features like crafts and usage of other skills, that will rebalance things. If fighting is not very rewarding people will do it less. We are now fully committed to adding the other features in, so the situation from now on can only improve. Second aspect is that fighting is now allowed nearly everywhere. So you see people fighting even in the plaza, or basically in every location you can walk. This will be change a lot in the future where the city will become mostly an RP place, with crafting, questing and chatting as main activities. Due to space restrictions we couldn\'t implement that yet, so the game is now like a big arena. This will improve with the new areas, and with more quests.
Lack of itemsThat\'s very true. Roleplaying is also done by buying, trading, wearing, discussing about items found in game, and those should not be only weapons and armors. We will work on that aspect quite soon and we will bring also back the mugs

. As soon as crafts are added you will see an incredible number of new items in game.
Setting inconsistenciesAs we expanded the world, the story behind the game started to be too limited, and so some changes have already been done to it. I can\'t tell you everything that\'s behind the scenes, but there is much more setting material than the one you see on the web site, and we hope to release this content in books/quests in game soon. The addition of the \"describe world\" feature is already a great way to start. This feature is the one that enables you to right click on the plaza fountain and get a description of it. About inconsistencies in the races introduction text this is now improved. Please read it again now. The racial differencies are evident and cities will keep their traditions and architecture style.
The direction of PlaneShift will always be toward RP against hack\'n\'slash, but surely we need all base features in place, like fighting, before starting the real balancing. There is still much to do, and the playability of PlaneShift will surely change a number of times before reaching a stable point. That\'s one of the aspects of open development, you can play the game earlier with the good and the bad sides of it.
We hope you find the game enjoyable nonetheless, and work with us to make it better and more RP oriented.