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Offline Cool like Redtunnel

The Arc | Recent News
« on: May 18, 2016, 06:58:44 »

We are aware players were keen to know the details of the skill and quest requirements for the Arc and to get exploring it, so here they are:

To Access The Arc
Completion of the Miniquest "Impressing the locals"

To complete "Impressing the locals"
You must be a member - there's no other requirements.

To access the Uncharted Isles
You need level 90 in one of the following skills: Fishing, Hunter, Slayer or Woodcutting.

To complete the other Arc miniquests
The Arc contains a handful of miniquests to be discovered. Each mini quest has its own requirements for you to find.


We are looking forward to seeing what your exploring will uncover!

The Guardians


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Offline Cool like Redtunnel

Re: The Arc | Recent News
« Reply #1 on: June 14, 2016, 17:52:27 »
Dev Blog | The Arc - Narrative
Following on from Mod Joe's blog about the overall plan for July's Arc project, and Mod Orion's blog about the Uncharted Islands, here's Mod Rowley with some info on the content's narrative elements.

Ports!
Ports voyages are already overflowing with narrative content. Even the simplest of voyages could mention a new character or faction, a sea monster or event. At the time of their writing, we weren't considering that these were things we would ever see in-game, and as such, there are lots of ideas that wouldn't even work as game content. As text, your mind can fill in the blanks that no amount of graphical budget ever could.

As such, Ports has made the Eastern Lands a true melting pot of concepts, a blending of real-world cultures and mythologies, original creations and thinly disguised pop culture references. In one way, that's great for us, as it's a treasure trove of ideas for us to draw upon and a great starting place. On the other hand, there are more concepts available than we could ever do justice to, even with years of development time.

To reel off 'just a few' from the Arc region alone we have (take a deep breath) Incha the sea harpy, invisible salmon, tusked lions, Waiko earthquakes, various sites of magical significance, Shuma, flying squid, cyclopes, sirens and seasingers, Purists, sea orphans, soothsayers, smugglers, oxen, haunted islands, various missionaries from the west, Skulls pirates, sky orphan temples, giant turtles, bamboo, isolationists...(phew).

This list isn't exhaustive by any means, and we wouldn't only want to be making content based on descriptions of Ports voyages anyway. We've got plenty of our own new ideas, a heap of great suggestions from RuneLabs, and some new narrative based on Monkeymaner's Temple in the Sky idea.

It's possible that, over time, more of these ideas will make their way into the game beyond the short text descriptions they currently have. For our July and October releases for the Arc, however, we've had to be selective. As a result, some parts of the Arc will feel familiar to Ports players, and we're hoping that other elements will end up being an unexpected surprise.

Ports Adventurers
One element of Ports that we will most definitely be using in the Arc is the various adventurers. We'd be silly not to use them. You couldn't ask for a more varied, eclectic and developed bunch of characters.



For the most part, they will only be visible to players who have actually met them in Ports, though in a couple of cases they might be available earlier (but suitably standoffish). In all cases, however, they will reflect your current progress through their personal story voyages.

Elements of their stories will also come into play. For example, Lydilla (The Architect) lives on Waiko, and her story revolves around finding building materials strong enough to withstand that island's earthquakes. This particular facet is more likely to come into play in October's release, though.

Motivation
As a team, we've also decided to release a graphical rework of Port Sarim. Much like the Falador graphical rework, Port Sarim's rework will be accompanied by a small event. Through this, we'll be building up to your first proper journey east, to give you narrative motivation to go there beyond just wanting to explore it.

Before you'll be able to sail off to the Arc, you'll first have the Raid on Port Sarim to deal with. Structurally, it is similar to The Invasion of Falador (albeit on a slightly smaller scale), but more on that at a later date.

Some of you will be familiar with a character called Jed. He was introduced in Mega May, though we always planned to continue his story. Jed will be your initial antagonist in the Arc region, but dealing with him will just be the first step as you strike out farther east. Charming as he might be, Jed is a Skulls pirate slaver and not a nice person. While Skippy and co. might be safe back home, others haven't been quite so lucky.



We already know Trader Stan hasn't been lucky, with Jed having stolen one of his ships, so you'll also want to talk to Stan to begin the first of the Tales of the Arc: Impressing the Locals. This is the Raid on Port Sarim's equivalent of the Invasion of Falador's Banner of Radallin quest, and it will be a requirement for visiting the Arc.

Just to be clear, this miniquest is the only requirement for visiting the Arc, itself only requiring membership to complete, and it will be the only element of the Raid on Port Sarim event that will be permanent content.

Quests versus miniquests
Tales of the Arc will be the main narrative content in the region. It was clear early on that the bulk of development time on this project would have to go into actually building the known islands of the Arc region. Filling them with things to do then became the next most important thing, to give players reason to keep going back there. Creating a full-length quest on top of that just wasn't feasible, so we opted to instead create a number of 'mini' quests.

In structure, they are simpler than a full-blown quest, focussing more on character and story than bespoke set-pieces, puzzles and boss fights. In addition to Impressing the Locals, we're aiming to have one Tale per inhabited island, though not necessarily focussed on each island.

So how many islands will be coming with July's update, and which ones? Well, your first port of call in July is going to be Waiko (a trading hub), along with Whale's Maw (a haven for fishermen) and Aminishi (home of the Acolytes of Seiryu – see below for more on them).

This means, for July, we're aiming to have three further miniquests set in the Arc region proper. The other four locations – Tuai Leit, Goshima, Cyclosis (you'll have to discover this one in Ports first), and The Islands that Once were Turtles – will arrive in October. That release will likely bring another three, and we're considering a final one to form part of this year's Halloween update. That's up to eight miniquests in total in place of one or two regular quests, though the final number and distribution is, of course, still subject to change.

In the future, once more of the Wushanko Islands have been built, we have no doubt that they'll be home to full-length quests. A lot of the initial stories will be on a more personal level (the Eastern Lands is free from the influence of gods, but it's not without its own problems).

Also, Mod Stu clearly missed the 'mini' part when he worked on his quest. The internally titled 'headquest' (one of July's miniquests) is on the longer side. Bad Stu, bad.

The Acolytes of Seiryu
Monkeymaner's concept has been ever-so-slightly tweaked to better fit into the established narrative of the Eastern Lands. Instead of a Temple of the Sky (with air monks and elementals), we've made it a Temple of Seiryu - the azure dragon of legend - as depicted on the highest-tier Ports portal. For a number of reasons, it's made more sense for us to theme this around water instead of air, but narratively everything else is still there – the monks, elementals and spirit dragons, and suggestions of a temple.


Work In Progress

It's a previously unnamed faction in the Eastern Lands, but one that fits in very neatly, and leaves us future room to expand upon. Perhaps later regions will also see you running into other new factions focussed on the other known legendary creatures of the east – Byakko the White Tiger, Suzaku the Vermilion Bird, and Genbu the Black Tortoise.

Random lore drops
One other way in which we'll be delivering some narrative is through random lore drops. The story surrounding the Acolytes of Seiryu is likely to be delivered in this way (time permitting). And what would desert islands be without at least one message in a bottle? Where it might lead, though, is anyone's guess at this point, so we'll leave this for you to discover for yourselves.



Mod Rowley
Senior Content Developer | The Guardians

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Offline Charms

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Re: The Arc | Recent News
« Reply #2 on: June 14, 2016, 23:56:19 »
Visiting the eastern lands has been something ive always wanted in game since port release! this is literally gonna be the update of the year for me. as well as its own currency and the feeling of having to start again !

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Offline Cool like Redtunnel

Re: The Arc | Recent News
« Reply #3 on: June 15, 2016, 00:45:24 »
Before you'll be able to sail off to the Arc, you'll first have the Raid on Port Sarim to deal with. Structurally, it is similar to The Invasion of Falador (albeit on a slightly smaller scale), but more on that at a later date.
I can't wait for this, I hope it's as good as it sounds!

Overall, The Arc does sound amazing!

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Offline Charms

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Re: The Arc | Recent News
« Reply #4 on: June 15, 2016, 08:52:13 »
Still disappointed the skilling boss lost marginally to another slayer update :/ would of been nice to have some unique content for skillers as well as a different type of boss !

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Offline Powerless

Re: The Arc | Recent News
« Reply #5 on: June 16, 2016, 08:04:41 »
I've been waiting for a skilling boss for such a long time... It's obvious that it's wanted. I'm just hoping that they're working on an idea or concept as is but just haven't introduced it yet. It's way overdue.

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Offline Cool like Redtunnel

Re: The Arc | Recent News
« Reply #6 on: July 05, 2016, 10:49:12 »
Dev Blog | Animating Spirit Dragons
Here's the latest in our series of Dev Blogs on the Arc – coming July.

Want to know more? Look out for Mod Osborne’s July BTS, and a healthy helping of Dev Q&As in the weeks to come.

But now, over to Mod Hing!

Hello peeps!

This is Mod Hing, Animator for The Guardians. I’m going to share some of the challenges I faced in trying to bring the spirit dragons of The Arc (as first mentioned in Mod Joe’s dev blog) to life.



Spirit dragons are the highest-tier slayer creatures that you will face on the Aminishi island. Before I started animating, some of the things I had to consider were:
  • How the dragons will move around within a set area
  • How are they going to translate from moving around to a 'ready' stance for combat
  • How to deal with certain technical limitations of our in-house tools while in rigging and animating the dragons


Spirit Dragon - Pre-Animation

First, I had to research how we wanted the dragons to travel around. We leaned towards Chinese dragon designs, which we decided should travel in a wave like motion where the head leads the body. So where the head turns, each segment of the body will follow in a delayed manner leading to the characteristic motion.

Finding out how I was going to animate the dragon with the tools we have took some R and D. We currently use an in-house animation tool which doesn’t come with a wave deformer, so there was no quick and easy way to make the dragon model animate in the fashion we wanted. Another way would have been to use a spine-like system with rotation, but because our tool has a non-standard rigging structure it would have taken a long time, requiring me to go through each frame adjusting the pose by hand. It wouldn’t have been impossible, but it wasn’t efficient enough for our needs.

So after doing some research with my team leader, we decided to use translate instead of rotations to animate the dragon.

First, the dragon was modelled in a straight line so it would be easier for me to change its body shape, and so it would deform better. I then rigged up the body into separate segments. To get the basic wavelike animation, I animated the neck of the dragon going up and down, and copied this motion to all the segments of the body behind the neck. After this, I selected all the body segments, offset the animation by one frame and copied and pasted the animation to the body segments. I then deselected the body segment behind the neck and did the same thing. Then it was a case of repeating the offset, copy and paste process, each time deselecting a segment behind the last segment until I’d gone all the way down the hierarchy. With the main animation complete, it was just the case of adding extra motion to the arms, legs and the features.

When it came to combat, we didn’t want the dragons to be in their travelling state as, they would have taken up too much room. We decided that the dragons should be coiled up while in combat to show that they are focused on attacking the player, ready to strike. The problem with having a completely different pose is that it will create a popping effect. One moment the dragon is stretched out in a wave shape and the next - pop! - they are curled up.

To make it more of a smooth transition, we needed to add some kind of blending. Again, our tool doesn’t have a blending system, so we had to find a way to mimic it.

We achieved this by adding an extra cycle to the start of the travelling and combat-ready animations. So for the travelling animation, it would start with the ready pose and in one server cycle it would blend into the travelling pose giving it a smoother transition and then the travelling animation will play. It blends because the software is calculating the in-between pose of the ready pose and the travelling pose. This is called Tweening. So for example, if you have two poses - a standing pose and a sitting pose - the in-between pose will probably be a crouching pose. To get it even smoother, you would select the standing pose and the crouching pose and add another in-between, so the new pose would be somewhere between the standing pose and the crouching pose and so on. Then, we finish it by adding some final touches. The same thing is then done to the ready animation, but the other way round.



Hopefully this will give you some idea of how I got the spirit dragons animated. Thanks for reading!

Mod Hing
Animator – The Guardians

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Offline Cool like Redtunnel

Re: The Arc | Recent News
« Reply #7 on: July 05, 2016, 10:55:45 »
We are aware players were keen to know the details of the skill and quest requirements for the Arc and to get exploring it, so here they are:

To Access The Arc
Completion of the Miniquest "Impressing the locals"

To complete "Impressing the locals"
You must be a member - there's no other requirements.

To access the Uncharted Isles
You need level 90 in one of the following skills: Fishing, Hunter, Slayer or Woodcutting.

To complete the other Arc miniquests
The Arc contains a handful of miniquests to be discovered. Each mini quest has its own requirements for you to find.


We are looking forward to seeing what your exploring will uncover!

The Guardians

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Offline Kniight Lost

Re: The Arc | Recent News
« Reply #8 on: July 05, 2016, 11:06:06 »
This looks like a nice update but I've not been reading the dev blogs so really not sure what to expect.

Will it be like a somewhat priff?

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Offline Cool like Redtunnel

Re: The Arc | Recent News
« Reply #9 on: July 05, 2016, 14:54:00 »
This looks like a nice update but I've not been reading the dev blogs so really not sure what to expect.

Will it be like a somewhat priff?
Well, all of the dev blogs are posted above ;)

I don't think it'll be like Prifddinas, we'll have to see. Although this is the most interesting feature:
We will be introducing a new currency, and while you won't be able to trade any of your existing gold or resources, we will probably let you take Eastern Lands home and re-invest them in Ports resources.

All your existing Ports resources will be tied in to running your own Port, though, and you won't be able to use them when you get to the Arc itself. It'll be everyone for themselves – exciting times!

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Offline Cool like Redtunnel

Re: The Arc | Recent News
« Reply #10 on: July 19, 2016, 20:52:19 »
Dev Blog | The Arc – Economy
So far in the Arc Dev Blogs, we've given you Mod Joe's overview of July's Arc project, Mod Orion's exploration of procedurally generated Uncharted Islands, Mod Rowley's reveals about the Arc's narrative, and Mod Hing has provided insights into the challenges he faced animating the spirit dragons of Aminishi.

To conclude this series of dev blogs, Mod Stu discusses the economic loop of the Arc, including skilling, merchanting, rewards, and contracts.


Closed Economy
The foundation of the Eastern Lands experience is a closed economy: the majority of items you can gather, refine and purchase cannot be obtained elsewhere, and are not tradeable with other players or on the Grand Exchange.

You'll travel to the eastern frontier where the gold coin of the West has no value. When you head there, you’ll need to be self-sufficient, as your progress through the Arc cannot be accelerated or bypassed with foreign gold.




Skilling and Merchanting
The core loop of activity in the Arc is skilling and merchanting. You sell the product of your skills to merchants for currency, and invest that currency in voyages to Uncharted Isles to discover better skilling plots and lost treasures of the East.

You'll begin your journey on the island of Waiko, a merchant hub.




Resources
These are the raw items you gather in the Wushanko Isles, such as bamboo from Woodcutting, tortoise shell from Hunting, or the humble wushroom that grows wild on Uncharted Isles.

Resources can be sold to specific merchants (such as raw fish to the Waiko fish merchant), but resources are not worth anywhere near as many chimes as commodities (see below).

Note that some of these resources, such as bamboo, can be found in your Player Owned Port. The port authority will not allow you to take Ports resources out of Ports.

Commodities
Resources can be processed with your artisan skills to turn them into commodities, which are more valuable and easier to transport. For example, you could cook raw fish into fish oil or fletch bamboo into stackable bundles.

Commodities are worth more to merchants, which means more chimes to reward the extra effort you put into making them. Arc gumbo, for example, is a stew that uses almost all Arc resources as ingredients, and is well worth the investment when sold to the Waiko cook.



To gather and process Arc resources, you'll need level 90+ in the appropriate gathering or artisan skill.

Chimes
These are the primary currency of the Arc. You'll spend chimes to purchase supplies, and to unlock a variety of rewards.

As with resources, Ports chimes cannot be taken out of your Port.

Supplies
These are purchased with chimes from the chandler on Waiko, and displayed on the map interface of your ship. You can travel between the local islands of Waiko, Whale's Maw and Aminishi for free, but you'll need supplies to explore an Uncharted Isle. The most valuable islands are furthest from civilisation; the further you travel in search of the richest resources, the more supplies you'll need to reach your destination.

Taijitu
These (in addition to being very difficult to spell) are a secondary currency. They're required to unlock some of the most valuable rewards: notably upgrades. They're awarded from completing finite content such as miniquests, and from plundering rare treasure chests on Uncharted Isles.

Rewards
Succeed in the Eastern Lands and you’ll earn upgrades (such as a permanent % increase to the chimes you get from selling commodities to merchants), decorations and hotspots for your claimed island, Ports resources and trade goods(!), XP lamps and cosmetics.

Contracts
These are another layer of activity on top of the core skilling loop. You're probably already familiar with the contracts in the Morytania Slayer Tower: you're given a scroll listing a number of monsters to kill (though you don't need to carry the scroll to progress), and rewarded for completing the contract on your return.

Wushanko contracts are similar, but Slayer contracts are only one of many available objectives. there's a contract for each skilling activity in the Arc, from cooking shark oil or mining resource crabs to simply collecting driftwood from the shores of Uncharted Isles. Or you can roll a combat contract and murder a variety of level-scaled inhabitants of Uncharted Isles. You monster.

As with Daily Challenges, you can complete a limited number of contracts per day. This limit can be raised by purchasing a permanent upgrade in the Waiko Reward Shop.

Unlike Daily Challenges, you don't have to hand in resources to complete the contract. You can also re-roll contracts until you get one you prefer, but this will cost you chimes.

There are also specialist contracts given out by certain adventurers (if you've unlocked them through Ports), such as the Assassin on Aminishi who provides Slayer contracts exclusively for the Acolytes of Seiryu, and the Whaler on Whale's Maw who provides contracts for the rare fish to be discovered there.

The Arc is less than a week away, and we’re excited for you to finally get your hands on it. Get ready to set sail!

Mod Stu
Senior Content Developer | The Guardians

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Offline Billy

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Re: The Arc | Recent News
« Reply #11 on: July 19, 2016, 20:58:33 »
Looks good tbh

Fresh economy is good but I hope they do something about swapping. If they don't they might as well scrap the fresh economy that they are trying to do



 

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