LORE UPDATE AND CHANGELOG: 6/6/2018 BUILD 39: Probably the most important part of the soft reset is the change to Build 39, otherwise known as the vehicle build. Cars and such will become a staple of lores from this point on. However, considering that this is a brand new (and potentially deadly) mechanic of the game, there will be a new (and as lax as possible) rule set involving cars that will cover things such as thefts, vehicular manslaughter, vandalism, and other related topics. This will be a process to figure out what sort of rules stick and which are frankly cumbersome, so bear with us as things are worked out. THE MAP CHANGE: As this chapter of “The Road Ahead” ends, we will be moving on to the next, “Crossing the Line”. Accompanying this change be a map swap to the custom map “Eerie County”. If you take a look over it for yourself here, you’ll likely notice the sheer size of the map, as well as certain areas that are unfinished. As such, we will be cutting off incomplete or unnecessary sections of the map in order to accomplish two things; 1. Keep people “engaged” as opposed to living on different corners of the map from each other. 2. Keep the map size manageable in regards to events and world-building. This doesn’t mean map size will decrease by much considering we will have vehicles. Instead, this means that we will simply be “trimming the fat”, so to speak. STORY DIRECTION: Another part that will come with this “soft reboot” will be a change in the direction of the lore story itself. We’re taking a hard look at the “highs” of previous lores and seeing what worked and why it worked, and perhaps more importantly, cutting what didn’t. That said, we’re not changing the story itself (like suddenly declaring that everything was a dream), but instead we will be changing how the story will be told and how it engages with the players. This is highly related to the next section—events. EVENTS: Ah, events. You love them, you hate them. Starting with this soft reboot, we will be testing out a new system for how events, and consequently the lore “plot”, are handled. Traditionally, events have generally been done on a weekly or bi-weekly scheduled basis, and act to progress the lore story along without much interference from the player characters themselves. The admin team is super excited to test out a new dynamic system for events, where instead of events consistently occurring on a timed schedule (whether players even log in or not), events will instead occur because of player character actions in the first place. What does this mean, exactly? What it means is that characters engaging out in the world and with other characters will be actively affecting the story and how it unfolds. Events from now on will be “triggered” to take place based on what players do, rather than happening on their own. Anything ranging from killing other players, basing in certain locations, looting seemingly abandoned supplies, or even just entering certain areas can trigger events. Essentially, character action will hold more weight than ever before, and while we don’t want people questioning every single move they ever make, there should be a bit more thought put into character actions moving forward. NPCs: Non-player-characters are a (relatively) new function for New Dawn, having only been around for 2 lores before this one. Normally, they serve as tools to initiate lore plots, guide players along the story, or otherwise be directly involved in the lore direction. This can pose a problem however as players begin to identify the NPCs and start to exclusively try and interact with them to gain access to lore info, or come off as “more important” than other players. Occasionally, it can even seem that the NPCs themselves are too important, and that the lore is about them as opposed to about the player characters themselves. With the lore reboot, NPCs will largely remain unchanged save for a key point; 1. NPCs will exist “within” the story, as opposed to “leading the players” along it. Think back to the Baron from the Barter Town lore—NPCs will act and react in certain ways, but will otherwise mill about on their own time. They won’t be “triggering the events” themselves, so to speak. (Note: This doesn’t mean that NPCs won’t be involved in major plot lines at all, just that they will mostly function in the background behind the player characters, rather than the foreground causing things to happen. This leaves possibilities open, such as paying NPCs to come with you on a mission for example.) FORUMS: Layout changes are wanted in the future, but are not planned as of this moment. One change moving forward is that events (normally listed out once they’re scheduled to occur) will instead all be posted at the beginning, with minimal information such as a name, and a slight hint as to how they’re triggered. Think of it sort like an “incomplete quests” section. You won’t be told how or where to trigger them, only given the idea that the event exists somewhere. New events may be added to the list as the lore progresses and events are completed. We will also begin to summarize events once they've been completed so that players who were unable to attend can still get a glimpse of what occurred without getting too many spoilers. RULES: There are minimal changes to the rules planned as of now. That said, there will be some minor tweaks to the ‘Hybrid PvP’ rule set, mainly being additions to throwable weapons (grenades, bombs, whatever), newcomers to a fight, and more clear surrender/flee procedures. THE DEADZONE: The map is changing, and with it will come a brand new idea! Though scheduled events as they are now will come to an end, scheduled content itself will still stick around. The main part of this will be another “Deadzone” location added to the new map. This area will have scheduled times for when the green mist thins out, offering survivors the opportunity to enter. Within this normally closed off section of the map, survivors will find rare and valuable loot—and twice the amount of risk. Players journeying into the Deadzone will face a trade-off of high risk and high reward, chancing death for a go at some sweet goodies. (Note: Loot will generally be replenished each time the Deadzone closes back up, and the way loot is distributed is bound to change each time. Exact times and frequency for which the Deadzone opens up have yet to be decided.) DISCLAIMER: Many of these things are still liable to change before the reboot is all said and done. Consider this the "first look" at things--it's a general idea for what's planned to come.