THE STATE OF THE NEXUS (12/16/2021)
Posted: Thu Dec 16, 2021 8:06 am
Hello Nexus Denizens, it’s been 3 weeks since the launch of Breath 5! The development team thought we should take this time to communicate some expectations, incoming changes, and what to expect next in the coming year.
To start, we want to acknowledge that Breath 5 has had a bit of a shaky start. Due to the need to pick a point at which to fork the old code so we could update to modern PHP (and significantly rewrite a number of sections of code), some QoL adjustments made to the previous breath code following the fork were lost. In addition, some new bugs were introduced due to differences in PHP 5 (the old code) and PHP 7 (the new code). Furthermore, real life commitments made continuous work on implementing new ideas and making significant changes a bit spotty. However, we were very aware that Breath 4 had been going so long it had been stagnant for some time, and there was only so much new content we could push out in that breath using the old codebase - we felt the need to make sure we did not let “perfect” be the enemy of “good enough.”
So we launched at "good enough" rather than “perfect” knowing there will be some inevitable changes to how skills and classes work. We’d prefer you don’t consider the design you see now to be carved in stone - more like slightly moist clay; the general shape is the way we want it, but the details are still malleable. Please make your build choices with confidence that if there are any major changes to skills or classes, we will be communicating with the users as to how we will be refunding skills (ex. the recent Psychometry change). However, the development team also does not consider all minor adjustments of stats to be refundable events. For example, if we determine that an innate attack needs to be reduced by a point or two of damage, we will not be offering refunds. Likewise, if we determine an innate attack needs a buff of a point or two, we will not be offering refunds for competing attacks that now seem weaker by comparison.
While we are also working behind the scenes to refine mechanics, we appreciate the candor of our users in reporting bugs and discussing wiki inconsistencies with us. This is the first new breath for many players AND developers, and the sudden change from a game full of Level 30 demi-god existences, to a bunch of mortals in a crab pot has been frustrating for some. Please be patient! Each breath change is traditionally a time for assumptions to be reset and sacred cows to be made into steak. Please don’t assume that everything in Breath 5 can or should be operating the same as the previous breath.
To start, we want to acknowledge that Breath 5 has had a bit of a shaky start. Due to the need to pick a point at which to fork the old code so we could update to modern PHP (and significantly rewrite a number of sections of code), some QoL adjustments made to the previous breath code following the fork were lost. In addition, some new bugs were introduced due to differences in PHP 5 (the old code) and PHP 7 (the new code). Furthermore, real life commitments made continuous work on implementing new ideas and making significant changes a bit spotty. However, we were very aware that Breath 4 had been going so long it had been stagnant for some time, and there was only so much new content we could push out in that breath using the old codebase - we felt the need to make sure we did not let “perfect” be the enemy of “good enough.”
So we launched at "good enough" rather than “perfect” knowing there will be some inevitable changes to how skills and classes work. We’d prefer you don’t consider the design you see now to be carved in stone - more like slightly moist clay; the general shape is the way we want it, but the details are still malleable. Please make your build choices with confidence that if there are any major changes to skills or classes, we will be communicating with the users as to how we will be refunding skills (ex. the recent Psychometry change). However, the development team also does not consider all minor adjustments of stats to be refundable events. For example, if we determine that an innate attack needs to be reduced by a point or two of damage, we will not be offering refunds. Likewise, if we determine an innate attack needs a buff of a point or two, we will not be offering refunds for competing attacks that now seem weaker by comparison.
While we are also working behind the scenes to refine mechanics, we appreciate the candor of our users in reporting bugs and discussing wiki inconsistencies with us. This is the first new breath for many players AND developers, and the sudden change from a game full of Level 30 demi-god existences, to a bunch of mortals in a crab pot has been frustrating for some. Please be patient! Each breath change is traditionally a time for assumptions to be reset and sacred cows to be made into steak. Please don’t assume that everything in Breath 5 can or should be operating the same as the previous breath.