by loftar » Sat Feb 13, 2010 4:27 pm
As mentioned in the announcement thread, please don't expect too much of this reset. We'll try to get a couple of new things implemented before that, but nothing too big, probably. One thing we'd like to get into the game before the restart is a reasonable way to make quality points expendable, but that assumes that we're able to figure out a good way to do that which doesn't just cause a lot of weird problems (which I'm sure you can see without me having to mention them explicitly).
The main reason we want to reset this time is partly to rid the world of previous bugs and the results weird mechanics, one of which would be the bugcoal incident which has made it very hard to tell what quality levels can reasonably be considered natural, but there are others, too; and partly to really get to see what the early game of a new world looks like without centralized spawning, the new combat system, the changes to the early game, and so forth. We'd just like to see these things in actions before we start to seriously try to redesign the character system.
"Object-oriented design is the roman numerals of computing." -- Rob Pike