Friends will be friends 2 Dec
Click on the image for details
Click on the image for details
Last Thursday Twisted Tribe announced the release date of Nadirim, 7th of November. Yes, we are only two weeks away from the end of the open beta, a day that we have been waiting for a very long time. This is a very important milestone in the development of Nadirim, but it doesn’t mean that we will stop adding new features and continue polishing the existing ones.
Now let me tell you what this means and what kind of changes will be introduced in the upcoming version.
And much more. :)
P.S. Complete character wipe.
Duel and group combat has finally arrived. Now, let me tell you how they work and what our plans are for next week.
How does it work?
PvP combat at the moment is basically a one on one duel, party is not yet available. You are able to either challenge players to a duel or simply join a fight as an observer, but then you cannot participate. You can challenge someone to a duel by clicking on their characters on the map and choose the DUEL option. They have the choice to either accept or reject the request.
Once the duel has started, you have 1 minute to act before the other players turn. At the end of the duel there will be no death punishment; this means if you are defeated in a duel, you will reappear on the map with the same amount of health points you started with. For the moment these combats will not have any energy requirements and they will not give any rewards either.
And don’t forget to tick the Allow to receive duel requests from others button in the options!
In order to find a group combat you need to look for crossed swords above a mob. After joining a combat, the energy requirement for that combat will be payed by all participants involved. The received XP will be divided according to the number of mobs defeated after joining the combat, the loot however will be distributed to everyone equally. A maximum of 4 players will be able to encounter a single mob group, but an unlimited number of players will be able to join as spectators. Closed combats can be opened up with the Help function which will display an S.O.S. signal on the map for others to see.
Next combat update
Quite soon we will upload an additional patch as we plan to introduce some minor changes in order to improve the gaming experience. First, we will visualize the buffs that are on the characters and also the order of the combat participants during every turn. Moreover we will add some new combat effects to make the game even more fun.
So what will this day bring? Well, for starters a brand new website with new graphics and a clear and unique design. Moreover, and sure enough, what you all were waiting for, the new version of the game, that will be open for everybody. Despite it being an open beta, you shouldn’t think about this version as the extention of the previous closed beta, but rather as a totally new start. We will still need your patience and feedback in the following weeks and months, so that we can weed out the possible bugs, put the missing features in and polish it all up.
We decided to announce the new beta version only here on the Nadirim Development Blog, so those of you who have been following the blog and visited the website for the last couple of months can be the firsts to try out the game.
In addition to the the brand new website these are the major in-game changes that we made:
See you in the game!
The 26th of July! This is the date the whole Twisted Tribe team – and now hopefully you as well – are waiting for. We will not only release the new version of the game on this day but to honor this momentous event we have created a brand new website too. We’re now concentrating all of our efforts on the new release so as of tomorrow (the 13th of July), the current closed beta is officially closed. It was a lot of fun, a great test, we gathered valuable feedback to guide us and we’re grateful for all the help we got from our testers.
See you in two weeks in the brand new Nadirim!
As you know, the game is going through major changes and the character sheet is no exception. The reason behind the change is the better organization of your inventory and the changes in the attribute system. Now you will be able to see more clearly how your equipment effects your stats.
In the middle of the page you will have the character portrait, like in the current version, with your equipped items.
On the right side of the sheet, in your Equipment tab you can now see clearly separated the weapons, jewels, armor and consumables you possess. Moving on, you have your Merchandise tab with your trade goods, craft resources and tokens, while your final inventory tab is the Collectibles. Here you will find your quest, lore and collectible set items.
For the use of items, the current drag and drop system will be kept. The inventory size on each tab is fixed, however, there are ways of expanding them.
On the opposite side of the Inventory are the Attributes. A clear and more user-friendly system has been adopted to show your stats. Your Potency shows your ability to do damage and your Toughness represents your ability to withstand incoming damage. The critical rate and initiative are part of your Awareness category while Spirit determines your focus and command.
Please note that the inventory sheet is still under development and we might conduct some minor graphical changes in the final version, but the basic concept will remain untouched.
Some of you might wonder what configuration you will need to play the new version of Nadirim. In this post you will find the answer and we also reveal our plans for client side performance thresholds.
Here is the system configuration of the reference computer we use to test the client side user experience:
Pentium IV 2.4GHz, 1GB memory, 1Mb/s network (~128KB/s download speed)
As you can see we placed the bars of entry quite low for the game. So if your system is strong enough to meet these requirements you should have no problems running Nadirim. However we suggest using stronger hardware and higher network speed for the best user experience, especially if you play on a bigger screen with all the animations and sounds turned on.
With the new version we’ll support the following operating systems:
Windows, Mac OS X,
Firefox, Chrome, Internet Explorer 7+, Opera, Safari.
The usage share of these operating systems and browser types among our visitors is the following:
* Due to bugs in most Flash Player versions on Linux, we can’t guarantee that Nadirim will run flawlessly on Linux. That doesn’t mean we won’t do our best to make sure it does, it just means that as far as quality assurance goes, this one’s out of our hands.
You’ll need a flash player version equal to or higher than 10.0.
We are not optimizing the game for handhold devices yet, but unofficial tests revealed that it might run on some of these without any problem.
The human eye can perceive a motion relatively fluid if about 18 frames are displayed per second. That is why we set a 20 fps acceptable minimum to the performance of motion on the client side. It should be noted here that this is an absolute worst case data since the expected average game performance is 30 fps.
Another important aspect of client side performance is memory usage. The whole game shouldn’t use up more than 400MB of the total memory available.
According to our plans you won’t need to wait longer than a maximum of 10 seconds to load the character screen and another 45 seconds to display one zone map. Since we have a reference data for the connection speed and for the maximum loading time, we can easily calculate what is the top data size to be displayed on a minimal requirement.
Let’s see the formula we use for this:
connection speed * time = data size to be downloaded
In our case:
128KB/s * 45s = 5760KB
It means that, to start playing Nadirim, the total amount of data transferred from the servers to the client’s browser cannot be more than 5.625 MB. You might think that with the quality of graphics, sounds and animation that Nadirim have, this is virtually impossible, but best believe me it isn’t. There are many smart tricks we have to implement during data optimizing to keep this goal. About these we might give you more insight in a later post.