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Translated by AFKalmighty
Dev's Note on the main website
Dev's Note on the Season 2 Website
Hello this is 파ì€ì‹œ you might remember me from the developer note about Karok’s secondary weapon.
Today I want to introduce some concepts of Season 2 battles. Since battles are an important part of Mabinogi Heroes, it is a focal point of interest for many players. There is alot I want to talk about but, with the limited amount of text I’m allowed, I will have to cut short and just provide some brief details in two parts.
[SIZE="3"]1.Different method for starting battles[/SIZE]
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You must board a boat in order to join a battle in Mabinogi Heroes. But in Season 2 this mechanism will be changed drastically.
The TLDR is this; In season 1, you chose which ‘
battle’ you want to go to. In season 2, you choose which ‘
area’ you want to go to.
For some of you this explanation might not make sense so I’ll explain this using season 1 battles:
In episode 1 for Season 1, you have Gnolls. All bosses, Shadow Fang to Gnoll Chieftain each have their own individual battle in where they appear as the final boss. But in Season 2 all bosses appear in a single battle. While exploring the area of Season 2 you will encounter Shadow Fang and after more exploring you will encounter Winter Claw and eventually Gnoll Chieftain.
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So Season 2 bosses will be placed in a single region in this manner and players will progress the battles by reaching the bosses they want to slay. Though it will take time, it is possible to kill all bosses in a single battle region.
And this is how Season 2 battles will not be based on ‘
battles’ but on a ‘
region’. But, raid battles can be exempt from this change since these contents take a lot of time by itself so we currently plan to have raid bosses start right off like current raid bosses.
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[SIZE="3"]2. Addition of player actions[/SIZE]
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The title may have you thinking character skills. But what were talking about here are new ‘
actions’ for characters. To be more specific, actions that are currently confirmed to be added are
jumping, climbing, and launcher moves.
Jumping and launcher skills currently exist on the XE server but the moves that will be added on the Premiere server are not the same old XE server moves.
I’ll explain how we came to the decision to add these moves. We started development of Season 2 battles with the main idea of providing completely new fun factors. But for that we needed a wider variety of monsters and in order to do that we needed monsters to be able to perform new patterns.
Yet this proved to be difficult with the current set of actions available for players. Since players can’t jump we couldn’t add monsters that could fly (Wisps may look like they’re flying but that’s only how their motions are displayed)
- The only way to hit high points on massive bosses was using spears or sticky bombs.
- Terrain had to be made even.
- This is why we not decided to add jump but ‘real jump’.
- Now players will be able to avoid projectiles coming from a low altitude by jumping.
- Players will be able to attack pesky flying monsters by jumping.
- Players will no longer be forced to go around a low obstacle and can experience dynamic combat while going up and down terrain freely.
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A Lann evading a low attack by jumping>
This, of course, will mean that players can fall to their death by jumping off from high ledges and monsters will also be able to scale terrain freely to harass players. (this has already been shown with Lynotos)
The possibilities have been expanded vastly with the addition of a couple actions. More development time will be invested in adding these actions.
There’s already alot of text with just two topics here, as I mentioned before, this will conclude the first part of the two part introduction. The
second part will cover the new system of how players will move between maps. I look forward to introducing this new feature!
Until then, goodbye (_ _