Been a while since I've posted about @holozing, although that doesn't mean I haven't been spending a lot of time on it behind the scenes!
I wanted to discuss something we've decided to implement to the slow rollout of the beta that we recently came up with, by me I kinda mean myself for now as this isn't something I've talked with the whole team yet but I'm sure they're not going to mind!
By slow rollout I mean once the beta releases, which will be where all progression and "fake" nft's get wiped and everyone starts fresh, there won't be too much of the full game yet as we're still quite a small team for a game and ecosystem this size but don't want to keep things unreleased for too long. Thus wild creature encounters will be the first thing to be released! This means that on a daily basis players will be able to fight against a certain amount of creatures. As we've mentioned before, players will be given an option to "focus" when these encounters occur at a certain time so you won't get caught off guard by a wild encounter notification while you're doing something important and feel bad for potentially missing the creature.
The amount of battles you get each day will also vary, slightly based of RNG and that randomness slightly in your favor based on how much Luck gear your healer is wearing! Luck will however not increase the odds of creature increased rarity so that will remain the same for everyone. Luck will, however, help you out when the time comes to capture a creature that seems worthwhile to you.
Let's talk about the recent plans for addition for now though, as I mentioned the game will be slowly rolled out, after wild encounters we will begin implementing PvP and hope we have some basics for gathering and professions by then. This begs the question: how can you gather professions if all you can do is merely battle wild creatures?
While we do have an "open-world" planned for the game, again, small team so it's something that'll come in a bit later and we're preparing for it!
The idea is that, as you've noticed with our slow roll-out of our first in-game material: Holo Dust, during the December event, to give healers a chance to already start collecting materials as soon as possible so they can start working on progressing their professions and trading craftable items. Thus we'll be implementing gathering materials in the game after a battle ends!
You get in a game, you defeat the creature, or it flees or you manage to capture it and this will award you with some Holo Dust! Our creatures are Holographic after all so during fights some fragments of their holo-ness stays behind in the arena and you're able to collect that with your capturing device! The amount of dust will depend on a few things, battle duration, battle results (did it flee, did you capture it or did it faint) and the rarity of the creature. This means that even if you end up not capturing a creature it may give you a small hint of how rare it may have been just to put some salt in your wounds or to give you a better idea of how they perform in battle based on their rarities!
Once the battle ends, you'll be able to scout the environment (although you can do this during the battle as well) for some gathering materials that go with your profession. To give you an idea of the gathering professions we've planned so far: Botany, Mining and Scavanging. These will slightly depend what kind of environment/arena/zone you're battling in, if you're out in a forest you can naturally assume there'll be a higher chance for some flowers/herbs to pick rather than getting lucky finding a mining ore or parts to scavange and salvage! Thus after the battle, you'll look around and see if you can spot any herbs you think are harvestable, we will however not make it easy on you, the spot for them will change and they won't be highlighted making it easy for you to spot!
You will then be able to use your capture device to extract resources from the source you believe you're seeing. You won't be able to know the level requirement for that source or how much you'll gain from it and every attempt to harvest will cost you laser "ammunition".
We believe this will make it more fun for players to keep an eye out and put in some extra effort to come out of a battle with extra loot!
This will also place some costs similar to creature capturing attempts to the economy in the form of burning resources and zing, therefore most crafted items, captured creatures, etc, will all have an average "cost" to them and some risks and limitations if you're not doing the best you can with the information provided to you by the game and community!
For instance, crafting capturing ammo will require a mix of different materials and professions, if you don't have these professions yourself you'll have to ask a friend who's an alchemist to concoct a liquid to be used as a laser along with a forger to craft the magazine, etc. Crafting Professions will also cost not just to craft things but to also level up by doing repetitive crafts, while those leveling up professions will let you get away with no fee cause they're leveling up, once they've mastered professions they may start charging you even if you are friends. ;)
Thus when attempting to capture creatures, laser will be spent on every attempt. Some times the creature may get away after a few failed attempts and you've now wasted 8% of your ammo for nothing, thus every successfully captured creature has a base cost behind it since capture ammo costs to be crafted. Most crafts will also require some zing to be burned in order to make the "holo magic" work correctly on top of gathering materials and Holo Dust!
Anyway, just thought I'd share this recent idea. I'm really not trying to add more and more stuff to prolong alpha and beta release but as you can see some things are kind of a must to give the players a nice experience and things to do in the game even as it is starting out with a slow roll-out!
Let me know what you think of it!
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I think for the Beta launch it sounds magnificent.
I like the idea of not making finding the resources easy and not even knowing level requirements for it.
In a positive way I really like when games just throw you into an environment and basically tell you to "figure it out, or get lost". A game is truly good, when players spend time wandering about for the fun of it, not to be 100% efficient.
My excitement for Holozing is strong! Keep up the great work and keep us updated, we love it!
Holyyy!! This game is just getting better and better with every sentence you write about it. I sincerely hope I do not get disappointed about myself hyping up the game so much in my head. I have waited for this game for some time already and it just makes me even more hype. I really do think it will come out amazing in the end!!
Keep grinding, no rush, a great game is more valuable than a game that is rushed and poorly done just so it can be played faster.
Exited to see what comes next, keep us updated and best of luck my guy!!
I’m not sure if you mentioned this in a previous post, but do you have any date for the end of the alpha Vial sale? I wouldn’t want the sales to stop before I have at least 15 vials, as I’m buying them gradually...
no date yet, we'll announce any dates in good time, they'll then be replaced by beta vials
Very good! Thanks!
i think the alpha vials will always be available. something like this was said in some other post. i don't remember where
they'll be replaced by beta vials, different starter creatures and items
i find it fair you are taking your time, it's a game with lot of implications, if you do something wrong now, its not easy to fix it later when game launches...i like the way to add zing use cases, so people are not just gonna dump it to death. fair enough the change of creature to escape and you lose stuff for nothing
It seems wise to invest more time to make the game better from the launch than to launch a really raw product that would receive a lot of negative feedback...
It seems interesting game as i started to take interest in the characters of holozing because I started to do art of holozing characters but i never give a try to play the game but when I read the names of characters like ocean healer, forest healer i also want to play the game as once in my life i was also a gamer girl but now few responsibilities can't allowed me to play games.....
I think the inclusion of profession in the game is a very well thought out idea. It is a creative idea. It will make the game more enjoyable.
I hope the game starts soon. My excitement is at its highest level.
Very interesting. I'm looking forward to hearing how all of this works out. It sounds like you are putting a lot of time and thought into making a complex and unique game.
Thanks for your continues work.. it looks great, i can't wait to try it! 😉😎👊
Hahaha yae imagine seeing how the character faints and that's really cool, plus the option to go around the field to collect material that is useful for your character brings a lot of dynamism to the battle scenario.
Hi, I think it's great to learn about the game... I'm excited that we're so close to its launch.
sounds very complicated, but i am sure once we start playing it will become easier to understand. and hopefully a lot of fun too.. .
It sounds lovely, the ideas seem fresh and promising.
The ai picture in this post is really what I would imagine the game style to look like.
does it mean healers will evolved into something else? Newbie as a healer then upgraded to other pro as an advancement like that?
They level up and obtain gear they can wear that further improves their abilities and stats!
I see.. so the basic healer is still there, where in the user will decide to which will it advance (profession) overtime. Thank you
Yeah, professions will be bound to healers!
We are with you, I can’t wait to see the beta game 😊
This sound interesting sir..where to find that beta game sir i want to try it and take time of it since i am a fan of online gaming.. let's goooo
Nice 👌🏻
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Thanks for the update.
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nice games
I think it is very important to be prepared for the post-launch phase. In my opinion, keeping players entertained with regular game updates after launching a beta is crucial to maintaining interest. Many games release and then leave players waiting for a long time for new updates, causing them to stop playing because the game becomes boring.
But, we really want to start playing Holozing 😁
Very good news, that.excites me, so many things I am learning.
I really appreciate the thoughtful approach to the slow rollout.Focusing on wild encounters first,then adding PvP and gathering,makes a lot of sense,especially given the team size.This measured approach will likely lead to a more polished and enjoyable experience for players.