A Word from our Staff: Prelude and You

Announcements, updates and news concerning the Requiem project.
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Sic
Aeolian Staff
Posts: 368
Character: Isidor Abendroth

A Word from our Staff: Prelude and You

Post by Sic » February 18th, 2021, 4:36 am

A Word from our Staff: Prelude and You

Good morning Requiemites. Tomorrow, February 19th, we will be finalizing our edits to the website’s application and story primers and be formally accepting character applications for Requiem: Act VI. While this is an exciting time for all of us, the staff would like to take this opportunity to revisit our plans for the launch of Act VI, and what it means for you.

The staff of 13 Thrones and its’ community assistants have put a lot of time and effort into preparing the shard for production status. With that said, I can almost guarantee our players that launch will not be without its’ unforeseen issues, technical problems, broken things, and unintentional problems. We are, by every definition, an indie team of passionate players and community members who simply want to provide to the community a fun, atmospheric, and professional product and environment. We have bankrolled the procurement of the server, custom assets and other neat things for this project out of our pockets, and we've spent hours of our free-time making this project into reality. All we ask in return is your patience in the next coming weeks as we get the party started.

Prelude

We will be launching Requiem: Act VI into what we have come to refer to as the “Prelude” Season. The shard Prelude period will encompass an amount of time no less than two to three weeks that will serve solely for the staff to monitor, evaluate, and remedy issues of all nature that may negatively impact game-play and our player’s experiences in-game.

We are committed to fixing up problems as they arise, re-balancing mechanics, squashing bugs, and continually fixing things as they rear their heads during this Prelude period. During this period, as we have mentioned before, we will be refraining from any sort of major role-playing events, storyline progressions, special events and/or the creation of Verses for Factions and players – this period is solely for us to breathe life into the shard, get it up and running, and fix whatever problems we need to before moving forward with the fun.

Prelude will be fully-enforced RP with persistence – just because we are not holding events or doing too much heavy lifting in the storyline department does not mean we’re not live! For launch, there will be no roll-backs, restarts or do-overs – characters will begin their lives in the FP on 03/03/2021 for all intents and purposes.

We have opted to open in this transitional period as to allow players to get in-game and to start having some fun while we ensure that the ride does not come flying off the tracks. While we have attempted to playtest our mechanics and systems for Act VI with our in-house team of testers and staff, large-scale testing of the magnitude that occurs when opening a shard to production status is the best way in which we can account for and find issues as quickly and efficiently as possible.

We will be sharing some of the major changes we have implemented to the game in the coming days, and you can look forward to more Dev Journals and content being posted through Prelude and post-launch.

Parting Words

We are all extremely excited for what the future holds for our community here, and we are as eager as you all are to get the project live and moving forward. A project like Requiem takes a ton of effort from dozens of people to get it launched and ready for players, and things will not be perfect from day one – shard launches take weeks and months to get fully up and running, and Requiem is no exception. While we have done our best to try and account for as many situations as possible, there will undoubtedly be broken things and missing content in the first month of our release. We simply ask that you, as a member of the community, show patience and help us build up our community over the next few weeks and months, and recognize that we are a community and not a professional game development company – cut us some slack when something doesn’t work right, and it’ll go a long way into making this project into a sustainable community and home to role-players everywhere.

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