- Extinction Chronicles IV
- Added Tek Parasaur
* New breeding line
* 5% chance to spawns
* 20% higher base level
- Added new color set (green and black)
- Added 3 new Explorer Notes and matching unlock (Corrupted Chest)
- Increased maximum player level by 1
- Hole fixes on The Island, Ragnarok, Scorched Earth, The Center, Aberration
- Windmills are no longer affected by electric storms
- Decreased Cliff Platform build radius by half
Hello Survivors! Today, I'd like to talk today about what goes into designing and building new gameplay mechanics. For brevity, I'll focus on the Scout, a creature that we've revealed as part of our upcoming Extinction expansion.
When we approach designing gameplay mechanics we start by brainstorming interesting ideas that would make a compelling addition to our sandbox. The Scout started as a desire for the ability to fly around the battlefield with a drone. We have several members of the team who enjoy flying drones, so collectively we fell in love with the idea of remote piloting early. We also had another gameplay mechanic that we were interested in that finds its origins in another franchise - the ability to tag enemies to reveal them to your allies. This idea was also high on our list, and through further brainstorming, we found it was a natural fit for the Scout, so they came together in the brainstorming phase.
From there we seek to match those abilities up with concepts that fit well into the world we're building. This one was pretty easy. We knew that we were building a futuristic city for Extinction, and immediately we latched onto the idea of some kind of automated security force that patrols it. It took several more sessions to land on the idea of the interplay between Scouts and Enforcers, and the way that the Scout is deployed, but we're happy with where it landed.
Next, we'll build the mechanic and iterate numerous times, using multiple weekly gameplay review sessions to nail the fine details. The Scout was deployable from a grenade and had remote viewing baked in pretty early on. Originally it's tagging mechanism was a projectile that it fired. This was very difficult to use, so we switched to more of a raygun. The tags originally lasted a very short time, so they weren't very useful. We've since upped the time that they last - making the Scout a key target for the other team to take out. In addition, we didn't originally allow the tagging of allies, but this slotted in naturally as a way to give a more complete view of the battlefield.
Finally, we turn our experienced set of player testers loose to hammer on the mechanics until they fit well. This process is underway for the Scout and for Extinction as a whole as I write this. We've got nearly all of the mechanics playable and we're iterating on the roles that they play individually and collectively within Extinction and within the larger game. As such, the abilities described above represent a snapshot of where they are as I'm writing this. These can and likely will change before launch! This is part of the reason that often times when we talk about something early on it doesn't match up with what the final product becomes. However this iteration process is necessary to deliver the best playing experience that we can.
Thanks for reading, survivors!
Fliers are allowed on Extinction! There will be a number of existing fliers that spawn in Extinction, and we’re working on a few more to add to your collection. That said, there will be new challenges for fliers on this map that we’re excited for you to discover and contend with.
While imperfect, a lot of thought and work went into building the kibble tree as it stands now. A number of us internally would like to make major changes to this, potentially rebuilding it from the ground up. The reality is that this represents a significant undertaking, and would be very disruptive to the game. If we decide to tackle this, it will be post Extinction.
We’re still hammering out the exact summoning mechanics, but the Titan battles in Extinction will take place on the live map. There will not be separate boss fight arenas for them.
S+ is a shining example of the benefits of releasing mod tools to the community. It contains a number of improvements to the building system that we’d like to integrate. That said, it also contains a number of features and mechanics that circumvent systems in the game. Given this, we aren’t planning to integrate the mod wholesale. We are, however, examining and tracking individual improvements that would make sense to integrate. Any improvements in this area would come after Extinction launches.
When we set out to build an expansion, we seek to add gameplay that adds to the core experience. Our goal, then, is to allow those mechanics to be used in all the places that make sense. Cliff Platforms work on all maps, for example. A number of the features we’re adding in Extinction are meant to be used across all of the other maps. They’re meant to change things up on multiple levels.
Unfortunately, no. When we set out earlier this year to rebuild the event system in a way that they would persist, we decided not to ensure compatibility between them. Largely they modify many of the same bits, so making them fully compatible would take a significant amount of work and lower the likelihood that we could implement cool things like the bone pile spawning in the ARKaeology event.
A number of our previous creatures will inhabit the Extinction map. As with our other expansions, we’ll bring across the ones that make the most sense and incorporate them. In addition, we’re adding the highly aggressive corrupted versions of a number of creatures to provide new challenges.
We like creating new and interesting events for our players. Unfortunately, most of our effort at that time will be focused on ensuring a smooth and enjoyable launch for Extinction. Doing a Halloween event and wrapping the expansion at the same time would have a negative impact on both, so we’ll be skipping Halloween this year.
We’re aware that our console players would like to see more in this space. We don’t have anything specific to announce at the moment, but stay tuned.
Prodigious, challenging, fresh. The Titans bring a number of new elements to the core experience through public boss fights and taming of even larger creatures. The new in-world event system we’re building will bring new gameplay to both PVE and PVP servers. Finally, the introduction of the city brings a whole new dynamic to exploration and building. I’m really excited about these new elements.
- Using cliff platforms to prevent tribes from building in their own bases
- Floating structures or structures that extend past normal building limits on platform saddles or rafts for PVP purposes
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