Eternal Return - Nimble Neuron
Hello, this is GM_John Doe.
In the latest news, we talked about how we plan to improve the information related to sight in the next alpha test.
If you didn't check it yet, you can click on this link to discover it!

Today's news is about something that was discussed in the feedback we got from the 1st alpha test. Let's talk a bit about the minimap!
After the 1st alpha test, a lot of you gave us feedback about how it was difficult to distinguish where it was possible to go from where you couldn't go.


(where are you going?)

A lot of you said that you had experienced times when looking on the minimap, it seemed like it was just next door, but it turned out you had to go all the way around.
To solve this problem, the entrance of each area will be marked on the minimap starting from the next alpha test.



It won't just be the entrances, the demarcation between each area will also be marked clearly so that it is easier to find your way around the map.

That's it for today's news! I will come back with more next time.
Please everyone, 'Survive' until then!

Let there be glory to the pawns who reach the end of despair!
Jul 1, 2019
Eternal Return - Nimble Neuron
Hello, This is GM_John doe.
n the latest news, we showed you a more advanced version of the background that will appear in the next alpha test.
If you didn't check it yet, you can click on this link to discover it!

Following the discussion on the background, we will talk today about the map in itself.

The most important thing in a game with the isometric view is the range of vision.
You can improve your character's vision using items like a telescope or a sniper scope,
or you can try to get a clearer view by installing things such as surveillance cameras or traps.

But in Battle Royale type of games, having a clear view does not provide enough information.
When you play relying on sight, you only get information about areas that you already have explored, but it doesn't really help for unknown territories that you never went to.
That's why you need a system that assists your vision. For that, "minimap pings" and sound are the most frequently used methods.

In the first alpha test, you could not really get information about an opponent when he was far away.
But as soon as you could hear its footsteps, you suddenly could get really accurate information about its whereabouts.

I'm sure most of the 1st alpha testers got to experiment a time when their ambush failed: you turn a corner, and there is Jackie, waiting for Aya. But Aya already knows Jackie is here because she heard her footsteps.

The process of acquiring that information will be a bit modified in the 2nd alpha test.


(what the hell was that?)

When it comes to vision, there will be some improvement. When an opponent was inside the fog in the 1st alpha test, you couldn't see the character but you could see its effect. In the 2nd alpha test, you will not be able to see anything at all.


Concerning the minimap pings, in the 1st alpha test, there was a 10% chance of pinging it on the map when opening a chest. During the next alpha test, you will be able to ping different actions like exploration, combat, trap, kill, etc.

We are also trying to improve the sound when you start to hear footsteps.
In the next alpha test, you will be able to experience a survival game a bit more full of liveliness through the addition of various other information.

That's it for today's news! I will come back with more next time.
Please everyone, 'survive' until then!

Let there be glory to the pawns who reach the end of despair!
Eternal Return - Nimble Neuron
Hello, this is GM_John Doe.
In the latest news, we talked about the restricted area system that will change in the upcoming alpha test. If you haven't checked this piece of news yet, go to this link to discover it!

Today we will talk about the background map of the next alpha test.

If making a 3D game takes long, it's usually because creating the background map takes a lot of time.
Usually, after creating the buildings one by one in the Alley, you make the buildings again one by one in the Temple, and then repeat until the whole map is completed. However, since we chose to do frequent alpha tests, we decided to build the whole background map simultaneously.

That's why right now, the background map is only 10% completed. So it's almost just the frame of it! In the 2nd alpha test, the background will be 20% completed.


As you can see, the background map that will appear in the 2nd alpha test is a bit more advanced than the one that was in the 1st alpha test.

That's it for today's news! I will come back with more next time.
Please everyone, 'survive' until then!

Let there be glory to the pawns who reach the end of despair!
Eternal Return - Nimble Neuron
Hello, this is GM_John Doe!
In the latest news, I introduced you to the food that will appear in the next alpha test.
If you didn't get to check this piece of news yet, you can follow this link to discover it!

Today, let's talk about restricted areas!

In the last test, when you went into a restricted area of the city, the HP would decrease, right?
So in this 1st test if all the areas became restricted areas, Hyunwoo, who has the highest HP, would be more likely to win.

To be honest, the HP continuously decreasing when in a restricted area is a common feature found in most Battle Royale type of games.
But we thought we would shake things a bit as it can become boring if it always has the same thing!


※This is under development. The expression can be changed.

Now, you won't get damaged even if you enter a restricted area.
But! There will be a timer instead, located above the character's head. This countdown will slowly go down as you stay in the restricted area.
And when it reaches 0...


※The example image is just to help you understand, in the real game we will have a more BS:ER style way to display it.
Boom!

The experiment instantly ends.
The timer stops when you leave the restricted area, but it doesn't fill up again.
So you will have to proceed with extreme caution when you enter a restricted area!

That's it for today's news! I will come back with more next time.
Please everyone, 'survive' until then!

Let there be glory to the pawns who reach the end of despair!
Eternal Return - Nimble Neuron
Hello, this is GM_John Doe.
In the last news, we introduced the Quickcast features that will be added to the next alpha test.
The news is available on this link, so if you haven't read it yet, please check it out.

Today we are going to talk about the food of Lumia Island.


(At the next alpha test, some items will have images that match their names.)

When it comes to food, there's been a lot of feedback in the 1st alpha test.

The most feedback was about the variety of the food-that there are too many kinds of food in the crafting system.
Reflecting your feedback, we will lessen the number of foods that you can craft.

With its simplified crafting system, you can make your food a lot easier in the next alpha test.

I'll come back with new news next time.
Please 'Survive', until the next news!

Let there glory to the pawns, who reach end of despair!
Eternal Return - Nimble Neuron
Hello, this is GM_John Doe.
In the last news, I introduced the single play mode added to the next alpha test.
The news is available on this link, so if you haven't read it yet, check it out.

Today we're going to talk about Quick Cast.


The example image is just to help you understand, in the real game we will have a more BS:ER style way to display it.

Quickcast was supposed to be introduced in the distant future, but we didn't expect to see so many requests for this feature.
So, we're going to move up the schedule so that we can use quick casts for the next Alpha test.


Quickcast allows you to use your skills faster.
But you can't look at the guide in advance, so it is going to be less accurate than using normal skill indicator.
The choice is yours. 

I'll come back with new news next time.
Please 'Survive', until the next news!

Let there glory to the pawns, who reach end of despair!
Eternal Return - Nimble Neuron
Hello, this is GM_John Doe.
In the last news, I introduced the features to reduce the inconvenience of the Crafting system, that will be added to the next alpha test.
The news is available on this link, so if you haven't read it yet, check it out.

Today, I will talk about Single play mode.

According to the test record of the last alpha test,
There were a lot of players who recorded the first player kills only after playing two or three times.
That means the first game was a rather difficult experience for the players.


So, the next Alpha test will include a single play mode that will allow you to experience the game more. There also will be AI bots who walk around the island in the single play mode.

There were many people who wanted to check the item index in the lobby, but unfortunately, it won't be available in the next alpha test.
However, if you enter single play mode, you can check the recipe by pressing the 'B' key.

So If you're new to the game or want to make your own strategy, check the recipe out in the single mode.

I'll come back with new news next time.
Please 'Survive', until the next news!

Let there glory to the pawns, who reach end of despair!
Eternal Return - Nimble Neuron
Hello, this is GM_John Doe.
In the last news, I introduced you guys the new role of Brush.
The news is available on this link, so if you haven't read it yet, please check it out.

Today I'm going to talk about the crafting system.
The crafting system is one of the main characteristics of BS:ER.
The first impression of the system may seem quite difficult because it's hard to be found in other games, but there was a lot of feedback saying that you get used to it after playing the game several times.

Based on your feedback, we felt that we need two improvements;
one that can reduce the complexity and inconvenience of crafting,
and one that can introduce and teach users about the system itself.

In this time, I'd like to show you guys the improvements implemented to ease the inconvenience of the crafting system, which you may find in the next Alpha.


First of all, there were comments that it's inconvenient to press the craft button in the crafting window every time. So the shortcut key will be added to the crafting button.
You can now simply press Ctrl+B instead of the Craft button.


And what is more comfortable than that, now you get a short cut icon on what you can make now.
You can easily craft items without having to open a large crafting window or see higher items if you don't need it.

So I'll come back with new news next time.
Please 'Survive', until the next news!

Let there glory to the pawns, who reach end of despair!
Eternal Return - Nimble Neuron
Hello, this is GM_John Doe.
In the last news, we talked about the game delay problem (Latency).
The news is available on this link so if you haven't read it yet, please check it out.

Today I'm going to talk about a new system, the Brush.


I can't escape!!!

At the time of the last alpha test, there was a lot of feedback that it was hard to narrow the gap with a well-grown opponent.
Especially whenever you guys are chased by an opponent who is way stronger than you were,
it often ended up being caught by an opponent because there was nowhere to hide.

Those of you who play the 2D Black Survival, which you can simply run away by only choosing the Move button, may feel more uncomfortable in this regard.


Now, it's time for Brush to appear.

If you hide in a Brush, you'll be invisible to other survivors.
The pursuer will have to rely more on prediction, not on eye contact if there are more chances to make them lose their sight.

In fact, there was a deadly bug in the last Alpha test.
The effect of the character showed its location through the fog of war.
Once that bug is fixed, it's going to be harder to track other test subjects.

So I'll come back with new news.
Please 'Survive' until then!

Let there glory to the pawns, who reach end of despair!
Eternal Return - Nimble Neuron
Hello, This is GM John Doe.
Have you read the last news?
It's available on this link, so if you haven't read it yet, check it out.

Today we're going to talk about the game delay issue (Latency), which was the hottest issue in the first Alpha Test feedback.

At the time of the first alpha test, thankfully, users from a much wider variety of countries participated in the test.
And we got data about the approximate Latency issue.


First of all, the places where have shown the worst connections were in Europe, South America, and eastern North America.
Because the server we prepared was in Tokyo, most European and South American users couldn't play the game properly. China, too, must have been having a hard time playing games smoothly due to its accessibility issues.

The areas where the game playing was relatively smooth were Korea and Japan.
Networks in the data have been smooth, but because there are other elements outside of latency, your playing experience can differ.
We're going to continue to improve our game to make it more seamless.



At the time of the first alpha test, the percentage of entries per continent is as above.

Thanks to your feedback and data collected during the first Alpha test, we're working on improvements with a lot of clues. If the test date is close, we'll be able to tell you more accurately what improvements will be made in the second test.

One thing is for sure, in the second test, you will have a better playing experience than the first one, and it will continue to be better until the official launch.

We would always appreciate your feedback so that we can respond quickly.

So I'll come back with new news next time.
Please 'Survive', everyone. until the next news!

Let there glory to the pawns, who reach end of despair!
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