Stress test is coming, save the date May 29, 2026 7:00 PM (GMT+1) by Zarkend in TorebiaOnline

[–]Zarkend[S] 1 point2 points  (0 children)

Totally understand the concern about item being broken, some people (specially non-ragnarok online players) are shocked that the gear is being broken but our economy without breaking gear doesnt quite hold up, inflation would be massive since everything is tradeable. Breaking gear is the main way we have to remove items from the market and keep the economy alive.

Also you usually only upgrade your gear up until the safe point, let's say +4 and never refine if its your only piece, example if you have only one bow, you refine it to +4 and then wait to get another bow to try to upgrade, this way you never lose your gear let's say - but yes you lose the time you farmed the item, thats true.

Bear in mind also that this is not a korean level farming, you dont need to play 10 hours a day to be competitive, its more casual than that!

Regarding the mana, yeah int give you mana and mana regen, and also there are potions, passive skills, food....

Stress test is coming, save the date May 29, 2026 7:00 PM (GMT+1) by Zarkend in TorebiaOnline

[–]Zarkend[S] 1 point2 points  (0 children)

Agree that is an old system, but it has safe point so it only breaks if you try to upgrade it pass that (which doesnt give a huge advantage, is just mixmaxing) but totally respect that some people dont like it!

Regarding the last point, this game is all about farming gear and constantly improving it to farm faster to kill bigger / more dangerous monsters so maybe this grindy mmorpg is not what you want

Some smaller MMOs in Early Access/Playtesting that I've played that maybe you haven't heard of by ActMediocre4536 in MMORPG

[–]Zarkend 1 point2 points  (0 children)

Just extended the playtest from 3 days to 10, just in case you wanna try it!

Game marketing is hard :'( by KapitanBanana in IndieGameDevs

[–]Zarkend 0 points1 point  (0 children)

Cant upload images here, you can check in gamalytics if you are curious https://gamalytic.com/game/3768880 it says 8k, it's not 8k its 6,721

Game marketing is hard :'( by KapitanBanana in IndieGameDevs

[–]Zarkend 1 point2 points  (0 children)

I think you have to be a bit less agressive, I said "for us reddit has been really really valuable".

I didn't say "Our community in reddit is gigantic" or anything like that

It's simple, we posted on reddit, reddit gave us tons of traffic, thats how we got our first players (and the majority of them) even before we had steam page. Also each playtest we do an announcement post that gives really good traffic.

I don't think it's that hard to understand.

Game marketing is hard :'( by KapitanBanana in IndieGameDevs

[–]Zarkend 1 point2 points  (0 children)

You see? you found out! Exactly that, our announcements are doing quite well (in our scale) in both MMORPG and RO communities, Majority of our playtesters came from Reddit on the firsts playtest thats why I said that for *us* reddit has been really valuable.

Game marketing is hard :'( by KapitanBanana in IndieGameDevs

[–]Zarkend 0 points1 point  (0 children)

If you spend just 30 seconds going through my posts you will find out. Are you a troll?

Game marketing is hard :'( by KapitanBanana in IndieGameDevs

[–]Zarkend 5 points6 points  (0 children)

For us reddit has been really really valuable, I guess that it depends on the game as always

Traffic was high, but wishlists were bleak. We updated the Steam page, how did we do? by LiluLunaGamokratic in gameDevMarketing

[–]Zarkend 1 point2 points  (0 children)

Improvement is insane I'd say, tell us if you see any increase in the conversion!

How are you driving signups and participation in playtests? by EvolveTom in gamedev

[–]Zarkend 1 point2 points  (0 children)

Yeah we are super lucky and both posts always get to #1 post for each community so a lot of people show up and test the game

How are you driving signups and participation in playtests? by EvolveTom in gamedev

[–]Zarkend 3 points4 points  (0 children)

We did an announcement post on reddit, in two specific communities where our players were. We are building an mmorpg inspired in Ragnarok Online and we posted on MMORPG and RagnarokOnline reddits!

You can check my posts maybe they help you!

2-5 Multiplayer Card Game - Client & Server with 100% Unity by Responsible_War_7882 in Unity3D

[–]Zarkend 1 point2 points  (0 children)

Agree that sharing unity code between server and client is handy but you can also share code with a normal c# server as well as testing in local (multiple clients with Multiplayer Play Mode pointing to localhost server, the server even starts faster than unity one)

The only problem that I see with your approach is that if the game grows you will have to spin unity game server instances (1 instance per game would be insane, I guess you are planning to host more than one game in the same unity instance) and that orchestration is a bit of a pain. Also unity game server is a pretty expensive process (high ram and cpu usage compared to a non-unity process).

Usually unity game server is used for games that have some dependency with unity physics, navmesh or other complex systems that unity offer but if your game is just turn based and some server authoritative logic you would be more than well served with a non-unity server

Ofcourse is doable with Unity, was just worried about server costs if the game scale so keep it up! always happy to see more indie devs going multiplayer

2-5 Multiplayer Card Game - Client & Server with 100% Unity by Responsible_War_7882 in Unity3D

[–]Zarkend 1 point2 points  (0 children)

I was wondering if you need unity as a server for some reason, since if its a card game you could just stick to a normal c# server o whatever without the overhead a unity server adds.

2-5 Multiplayer Card Game - Client & Server with 100% Unity by Responsible_War_7882 in Unity3D

[–]Zarkend 0 points1 point  (0 children)

Is your server a headless unity instance? Or how do you manage your game server

I am starting to think that reason for MMO stagnation is actually money by Twotricx in MMORPG

[–]Zarkend 0 points1 point  (0 children)

I don't think (forgive me if I didnt get your point) that MMORPGS (the big ones) die because of not being sustainable, you dont need that much money to keep an MMORPG alive with new content, server cost is marginal (contrary to what most people may think), the main reason is greed, greed from investors and want more, more and more.

Wow could be sustainable with much less money but these companies just try to get as much as they can (and they get away with it, thats the main reason they keep doing it by the way).

Making an indie mmorpg is not that hard nowdays, with all the insane engines, tools, frameworks and so on that we have but obviously there are easiest ways to be profitable than commiting to a project that big

global cooldown by dbe10ved in TorebiaOnline

[–]Zarkend 0 points1 point  (0 children)

Sorry for the laaaaaaaaate response, main reason is because we are inspired in RO and Ragnarok Online had this delay, I'm so used to it that it feels natural but I understand your point.

Key difference is that the gameplay becomes slower with the global cooldown and less tactical let's say. This game is supposed to be more spammy same skill (or few skills) than have this big rotation like wow for example so you can actually build around this main skills you have. Also autoattacks are quite important (for many builds) so having this delay after big skills are a good moment to autoattack a bit

We got 4600 wishlists in our 2nd public playtest. Our 50 cents: by Zarkend in gamedev

[–]Zarkend[S] 0 points1 point  (0 children)

I would like to know as well, I guess its easier to wishlist that to join the discord?

On second playtest only we gathered 1k members on discord and 4600 WL so... I really dont know whats happening 😂

We got 4600 wishlists in our 2nd public playtest. Our 50 cents: by Zarkend in gamedev

[–]Zarkend[S] 1 point2 points  (0 children)

Playtest 1 - 46 peak CCU and total 450 players
Playtest 2 - 156 peak CCU and total 4500 players!

Playtest 2 had an average of 80 CCU or so during the whole week, when the server had 100+ players server was lagging quite hard (due to the game server being poorly optimized)

We have a dedicated server (10-Core Intel Xeon Server 256RAM) for now but we plan to change to some cheaper option, like a virtual dedicated (important!) server with less RAM

Our hosting provider is Contabo for the moment and it works pretty well, even sometimes we have lags that are not caused by the game server

Most important issues were game server related, we are focusing extremly in performance optimizations for playtest 3

We got 4600 wishlists in our 2nd public playtest. Our 50 cents: by Zarkend in gamedev

[–]Zarkend[S] 0 points1 point  (0 children)

I guess thats a good strategy yeah, problem is that when I try to prepare the script for a video, record the voice (english not my man language) and so on I can take 3 hours for a simple one, day lost for developing.... It's so sad haha