Memorial Day Weekend, CLOK Beta, Skill Acceleration
Posted: Thu May 26, 2016 7:08 pm
First, happy weekend everyone. For those of you in the US, you'll know this as Memorial Day weekend, which is actually quite a somber holiday. As someone who grew up in a military family and works full time on a military installation, I know this as the day we honor our fallen military service members. For most of the US, however, we also view this weekend as the coming of summer. Apartment complex pools are opening up all over the country. Either way, it is a federal holiday and a three day weekend for most, and we're turning on a skill multiplier so you can enjoy it to its fullest in CLOK. Do be aware, however, that this skill multiplier is slightly different from others used in the past. I'm leaving it intentionally vague here. It's a significant increase, and I'm sure some of our more resourceful players will figure out what exactly it is (Hint: It's REALLY good for new players!)
I'd also like to take this moment to discuss the future of CLOK. We've got some exciting things on the table here. Much of which involves major changes behind the scenes. The road ahead could be slightly bumpy, but I want everyone to know that we're sticking to it and actively developing the project. As such, we're officially calling the game a "Beta" project again. I know this is a step backwards from the full release status we're in now, but we need to be prepared for the coming changes. Besides, CLOK has always been a living, breathing world with active development. Alpha, Beta, Release, regardless of what we call it, we're always going to be working on CLOK. It's just some of the things we're working on now are a bit more major and involve fundamental changes.
And lastly, the new skill gain multiplier won't show up in effects. Because it's permanent, not just for the holiday weekend. I sincerely hope everyone enjoys this opportunity of an easier grind so that they may focus more time on role play. As to not diminish the time and effort invested into legacy characters, a free RPA has been granted to all players with the amount of points based on their highest rank skill. Also, due to the vaguely hinted at accelerated growth for new players, free infirmary healing for new players has been modified to look not only at the new player skill bonus effect if it exists, but also the amount of play time a character has. I feel offering free bandaging for the first 24 hours of time spent actually logged in and active on a player will greatly exceed the 35 skill points the new player skill bonus offers. Since activity timers have been a thing for over a year now, this will be a retroactive change, even if you're not a brand new player, you may still receive free bandaging if you're under the 24 hour mark. You may use the playtime command to see how many hours you have logged.
I'd also like to take this moment to discuss the future of CLOK. We've got some exciting things on the table here. Much of which involves major changes behind the scenes. The road ahead could be slightly bumpy, but I want everyone to know that we're sticking to it and actively developing the project. As such, we're officially calling the game a "Beta" project again. I know this is a step backwards from the full release status we're in now, but we need to be prepared for the coming changes. Besides, CLOK has always been a living, breathing world with active development. Alpha, Beta, Release, regardless of what we call it, we're always going to be working on CLOK. It's just some of the things we're working on now are a bit more major and involve fundamental changes.
And lastly, the new skill gain multiplier won't show up in effects. Because it's permanent, not just for the holiday weekend. I sincerely hope everyone enjoys this opportunity of an easier grind so that they may focus more time on role play. As to not diminish the time and effort invested into legacy characters, a free RPA has been granted to all players with the amount of points based on their highest rank skill. Also, due to the vaguely hinted at accelerated growth for new players, free infirmary healing for new players has been modified to look not only at the new player skill bonus effect if it exists, but also the amount of play time a character has. I feel offering free bandaging for the first 24 hours of time spent actually logged in and active on a player will greatly exceed the 35 skill points the new player skill bonus offers. Since activity timers have been a thing for over a year now, this will be a retroactive change, even if you're not a brand new player, you may still receive free bandaging if you're under the 24 hour mark. You may use the playtime command to see how many hours you have logged.