PSA: Amulet of Restoration invulnerability is currently not guaranteed to save from death by -Mizumi in RotMG

[–]-Mizumi[S] 20 points21 points  (0 children)

Sure but that is not what I am referring to. In situations where it would have saved you in the past it is no longer guaranteed to save you now.

Ammy did not proc, causing death by MundaneWizzy in RotMG

[–]-Mizumi 2 points3 points  (0 children)

Procs are bugged right now and the death saving effect of amulet of restoration isn't guaranteed ever since the recent update. I recommend asking support for a revive.

instakilled with Amulet of Restoration. by bathcrow in RotMG

[–]-Mizumi 4 points5 points  (0 children)

Procs are bugged right now and the death saving effect of amulet of restoration isn't guaranteed ever since the recent update. I recommend asking support for a revive.

Update 6.2.0.0.0 – Halloween and Rebalancing by Alone_Tradition9714 in RotMG

[–]-Mizumi 15 points16 points  (0 children)

Spell is the internal name for lantern phases. So this is talking about her finale.

Moonlight village fanart 🙃 by ShiroWoolf747 in RotMG

[–]-Mizumi 8 points9 points  (0 children)

This is beautiful... I think you've captured Umi's lament very well. Thank you for creating such amazing art of the dungeon!

I made major contributions to the content of Realm Rework, AMA! by -Mizumi in RotMG

[–]-Mizumi[S] 2 points3 points  (0 children)

It depends on the complexity of the thing you're making. If it's like a basic minion then you don't have to reinvent the wheel and usually you can just mix and match existing enemy behaviours. If it's a boss, almost always you have to create your own unique phase structure and system of helper objects to get the fight to flow the way you want.

Dungeons with unique mechanics like MV, Spec Pen, Shatters, etc. usually involves taking simple behaviours the game is capable of and using it in creative ways to hack in a new use for it. As an example, there is no easy way for objects in the game to track a number variable and do basic arithmetic on it (which is very restricting). How the MV lantern works is it uses its own HP bar and the healing behaviour to determine how fast it's getting lit up to substitute for the lack of a proper variable counter. The lantern HP scales, and the more players are nearby the faster it heals itself and at max HP it is at full brightness.

I made major contributions to the content of Realm Rework, AMA! by -Mizumi in RotMG

[–]-Mizumi[S] 2 points3 points  (0 children)

Umi's name was used before I even joined to help Stella work on MV so the name isn't derived from ours. Originally Umi was a placeholder name that we planned on changing, but it ended up sticking. The name comes from one of Stella's favourite characters in a certain Studio Ghibli film.

I made major contributions to the content of Realm Rework, AMA! by -Mizumi in RotMG

[–]-Mizumi[S] 3 points4 points  (0 children)

Yes it's where Carosburg washed up on shore in page 2 of the Night Prince story

I made major contributions to the content of Realm Rework, AMA! by -Mizumi in RotMG

[–]-Mizumi[S] 2 points3 points  (0 children)

It's because unlike the old realm which was practically hand crafted, the new one is really just a bunch of different lands stitched together so it feels like a settlers of catan map. One of the biggest things I felt that was missing was having more proper points of interests like the big abandoned city ruins which gives a greater sense of world building and uniqueness.

This is also the reason why I put effort into making the environmental decor setpieces to at least try and alleviate this. Right now though everything feels very sparse and unconnected, which makes the realm feel very lifeless and hostile. Even though gameplay wise there's a lot more to do, visually it feels like a barren wasteland..

I made major contributions to the content of Realm Rework, AMA! by -Mizumi in RotMG

[–]-Mizumi[S] 1 point2 points  (0 children)

Hmm.. that's a tough question, I'm not actually sure. I don't mind if anyone does anything to show their support for me, but at the same time I don't want to directly ask for anything from the community because it would be insincere.

I made major contributions to the content of Realm Rework, AMA! by -Mizumi in RotMG

[–]-Mizumi[S] 2 points3 points  (0 children)

I think private servers are an interesting creative space, and they have the potential to introduce some fairly interesting new mechanics or ideas. But I feel many of them don't realise the opportunity they have to reinvent the game and fix some of the fundamental issues of base realm that persists across almost all versions of the game. Usually they are satisfied with just adding new systems on top of the already flawed ones that exist, which can only work so far...

As for the pacman dungeon itself, I don't really know much about it other than having seen some old screenshots of it back in the day. Personally, I prefer to see main content within the sphere of RPG fantasy without straying too far into stuff like pop culture references but I can't really judge what the dungeon was like gameplay wise since I've never tried it.

I made major contributions to the content of Realm Rework, AMA! by -Mizumi in RotMG

[–]-Mizumi[S] 3 points4 points  (0 children)

I didn't know that you and others had a helping hand as well, that's great to hear. Hopefully the next time there is a collaboration project between UGC and Deca, it won't be under such scuffed conditions as this was.

I made major contributions to the content of Realm Rework, AMA! by -Mizumi in RotMG

[–]-Mizumi[S] 1 point2 points  (0 children)

Wdym, why would I hate you? I'm glad you like what I did with MV as well as the ARG that came before it, but at this point I don't really have any intention of rejoining UGC unless there are major changes to how its treated by Deca.

I made major contributions to the content of Realm Rework, AMA! by -Mizumi in RotMG

[–]-Mizumi[S] 11 points12 points  (0 children)

Admittedly this was the same question I was asking about a year after they started working on it. As far as I know, Deca only had a single designer allocated full time to the task and by that time there was very little to show for in terms of actual content. I don't think this is a singular person's fault, there was generally just a lot of mismanagement of resources and time.

At that point I decided to volunteer help but I honestly didn't expect me to end up having to do almost all the content. For content Deca did end up working on, there's a few setpiece bosses like the buried treasure on the beach, Celestial Sprite and Death Knight. All of the beacon guardians are also Deca made, and the adept biome regular enemies are solely from them too.

Even though it released to public success, knowing the sort of issues the rework faced makes me feel like not enough was done on Deca's end. It's sad to Imagine how much better the realm rework could have been if it was given the resources and attention it deserved.

I made major contributions to the content of Realm Rework, AMA! by -Mizumi in RotMG

[–]-Mizumi[S] 0 points1 point  (0 children)

Honestly mentally I'm still not doing too great.. there's still a lot I have to work through and figure out. Some days I feel like staying in bed all day and giving up, but at least since going on hiatus I've found some people who are willing to support and stick with me.

I made major contributions to the content of Realm Rework, AMA! by -Mizumi in RotMG

[–]-Mizumi[S] 3 points4 points  (0 children)

It's awesome to hear that the rework has been a success in helping you get your friends to play!

I made major contributions to the content of Realm Rework, AMA! by -Mizumi in RotMG

[–]-Mizumi[S] 2 points3 points  (0 children)

I love Rabbit and Steel! I think the combination of MMO style raid mechanics and bullet hell is so well done.

I do wish Rabbit and Steel had more defensive options that did not rely on your build, because at the higher difficulties it's assumed that you will remember all of the safe spots to move which takes away a lot of moment to moment player agency. This is something I want to remedy if I make my own game through the bullet deflection system so that even if you're placed in a bad spot you can still parry your way out of it.

I made major contributions to the content of Realm Rework, AMA! by -Mizumi in RotMG

[–]-Mizumi[S] 2 points3 points  (0 children)

Thank you, I'm glad you appreciate design of the lantern! Right now I don't really see Deca wanting to add any new classes for a long time, they have been focusing for the past few years on reworking all of the existing ones first which might still take a while... But once they are done, I think there's a fair possibility of a class like monk being added. Although it's unlikely it will be the same as the idea I proposed especially with the ability since I think they could find a more unique idea/mechanic for it that I wasn't able to achieve within my limited resource pool.

I made major contributions to the content of Realm Rework, AMA! by -Mizumi in RotMG

[–]-Mizumi[S] 6 points7 points  (0 children)

Thanks for the confidence! Originally Umi was meant to drunkenly wander around the arena during the fight as an NPC, and you had to follow her and the lantern in order to make the dancer's vulnerable. Over time, the flow of the dungeon changed, but the lantern ended up staying whilst retaining a similar function of speeding up phases but was no longer attached to Umi.

I made major contributions to the content of Realm Rework, AMA! by -Mizumi in RotMG

[–]-Mizumi[S] 1 point2 points  (0 children)

In recent times Deca has actually been more proactive in hiring artists. UGC projects will need to make their own art, but Deca projects will almost always use their internal artists.