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Dev Team & Nether's Eve

Magpieman

Old One
Staff member
Old One
I wanted to take a moment to thank the dev team for their work on our Nether's Eve content. We've all been working very hard behind the scenes and have more projects on the way.

First of all the build team for the awesome work they did in making Aladra all spooky and scary. Especially under the circumstances, they had very little time as a result of other projects they have been working on. I think you'll agree it was even better than last years. A lot of attention to detail, which really makes the difference.

I also want to say thanks to the PvE team for creating the Nether's Eve quest line with me. A big shout out to nickrocky213 and DFG1125 for the work they put into the quests. We were really happy with how they turned and look forward to creating more in the future. A small reminder that the quests will be leaving on Midnight 9th November. So if you haven't done them yet there is still time. Trust me, it's well worth it.

With PvE content as a whole there is a deceptive amount of time that goes into creating it. Something that takes days or weeks to make, could be consumed in a matter of minutes by players. This is the main reason it has been lacking on Loka in recent times, but with the extra help we now have, we plan to give the PvE side of things some much needed love. We are currently working on revamping the jobs/quest system as a whole, so feedback on the Nether's Eve questline, both good and bad, is appreciated. What types of quests do you want to see in Loka that are not currently possible? What would make questing more enjoyable for you?

As you may or may not know there are 4 different dev teams that assist myself and Crypt in developing content and features for Loka. Some are still in their infancy, but will begin to allow us to create more content for the server and at a faster rate. To give the members of these teams more recognition they will all now have a fancy new icon next to their name in tab! This will be similar to the capital leader symbol. In the event a dev member is also a capital leader, the capital symbol will take priority.

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Along with this icon each team will have it's own unique title in game.

Web & Art Team: Designer
Build Team: Architect
PvE Team: Storyteller
Lore Team: Chronicler

This is part of an overhaul of titles as a whole. We have plenty of new ones players can obtain on the way!
  • The previous legacy title, Storyteller, (obtained by purchasing a pack of lore scrolls) has been changed to Scribe. We do have plans to make this title obtainable again in the future by loring 'x' number of items. So hold tight for that one.
  • The previous Architect title, was a permanent title given to build team members who had contributed to numerous large building projects for the server. We will be giving these players a new title in 1.13, when titles max length increases. Each dev team will have a similar title to recognise those that have made a large and sustained contribution to both their team and the server.
  • The old librarian team has been renamed to the Lore team to better define the role. The team is all about maintaining both the museum and library as well as documenting both player and server lore.
 

DFG1125

Active Member
Slicer
Good work guys, love you all and happy to say after a year I finally have earned myself a title other than angler. *Fireworks go off in the background*
 

Thanielle

Well-Known Member
Although the time pressure for the Halloween spawn was fairly tight I still enjoyed making the spooky spawn for people and I'm glad to see that a lot of other people were happy with how spawn turned out too :D. I'm also glad to add Karhs the ogre and his cave to the collection of my most favourite builds that I've ever made haha.

It's amazing to see how efficient every section in loka's development team is now. I hope all of you are as hyped as I am for the stuff that's yet to come.

<3

- Thanius/Aaron
 

MasonMcBadbat

Well-Known Member
Slicer
Loved the decorations and quests! Awesome job. Completing quests out in the wild was a bit awkward as folks would guard the objectives but lessons learned. The choice between masks was a great way to finish it off!
 

Magpieman

Old One
Staff member
Old One
Loved the decorations and quests! Awesome job. Completing quests out in the wild was a bit awkward as folks would guard the objectives but lessons learned. The choice between masks was a great way to finish it off!

Could you elaborate world guard the objective? Do you mean towns or stuff on the resource isles?

Edit: Looks like I misread and jumped straight to world guard in my head. My bad.
 
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OtakuBookWorm

Active Member
Slicer
I believe what Mason means is that since there would be a massive wave to do the quests as soon as they are out. People would go and stay at the place the quest wants you to go outside of spawn and kill people. I can say that although I never experienced this; I can only imagine it happening and therefore made me a little frightened everytime I went to do it.
 

Sparky___

Well-Known Member
Slicer
We are currently working on revamping the jobs/quest system as a whole, so feedback on the Nether's Eve questline, both good and bad, is appreciated. What types of quests do you want to see in Loka that are not currently possible? What would make questing more enjoyable for you?

First off, definitely want to say thanks to everyone, because spawn turned out to be gorgeous. I always love exploring the new stuff. Likewise I thought the quests were a refreshing mix of content that forced me to go to different places I generally don't go to.
I thought probably the best one was the one that took you to Ascalon RI, possibly because it had a longer story and mystery naturally helps drive things. The one thing I thought was a little weird was that we didn't have to kill the spiders ourselves in the Garaman RI. I'm not sure whether there was a time issue or mechanic issue, but I think that added requirement of actually having to kill the spiders to collect the resource would have made it that more interesting.
That said, I'm really looking forward to seeing more quests that will encourage us to explore Rivina and Balak, in addition to the main continents (and hopefully help us learn more about those mysterious ruins and fossils). Great job everyone who contributed!
 

DFG1125

Active Member
Slicer
I'm not sure whether there was a time issue or mechanic issue, but I think that added requirement of actually having to kill the spiders to collect the resource would have made it that more interesting.
Now I don't know 100% but I'm pretty much sure that the reason you didn't kill the spiders was because there was no way to make it so you had to kill the specific spiders (if they were to spawn) at Garama RI.
 

NerdieBirdieYT

Well-Known Member
Slicer
I had an absolutely lovely time playing through the quests, and I think spawn was wonderful!

The only thing that struck me as even slightly tacky was the ogre build, not because it was poorly built, but because walking right up to what is presented as an ogre which apparently does not move or care that you're stealing its earwax.

Perhaps this was explained in the story and I just missed it, but that did seem a bit odd to me. Understandably an actual mob would have taken far more work to implement.

Aside from that small complaint, y'all did wonderfully with this, and I hope to see more content like it in the future!
 
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