Minecraft Frontiers
Dec
23
Thanks again to everyone for sending in reports. We are releasing another small update that contains a handful of fixes.
Our #1 priority over the next few days, will be revisiting the balancing of food. We hear you on this one and if you have any thoughts on this area, please give us your feedback either here on the forums or on our discord! Without further ado, here are the release notes for 1.0.2:
New Features:
~ The Minecraft Frontiers Development Team
Our #1 priority over the next few days, will be revisiting the balancing of food. We hear you on this one and if you have any thoughts on this area, please give us your feedback either here on the forums or on our discord! Without further ado, here are the release notes for 1.0.2:
New Features:
- Domestic Cows now produce milk - bring an empty bucket and ask it for milk.
- Introduced NPC leashing - they will return to their original spawn if they are dragged too far away.
- Citizenship status is shown when hovering over name in chat
- Added a new mineshaft into the Mining Village mines.
- Added 6 rich ore veins into the mountains above the Mining Village - great rewards await those who make the climb.
- Coins deposited into the bank now persist through logging out.
- The Metal Mixer should not duplicate ore anymore.
- PvP is now disabled.
- Plots should now be available for purchase.
- Food no longer drops on death.
- Fixed gold dust recipe.
- Fix breaking sugar cane
- Fix for the apple orchard
- Removed /me and /w commands
- Fixed portal recipes for MetalMixer & MetalFormer
~ The Minecraft Frontiers Development Team
Dec
22
Hello Everyone!
First off we would like to thank everyone for an awesome, yet chaotic, launch day! As thank you for being patient with us during this period, we have sent a launch compensation package to all of your mailboxes. Mailboxes can be found at the blacksmith in Elpida or the mining village. It will be a Lapis block that you need to click.
Below are the release notes for 1.0.1:
New Features:
- The Minecraft Frontiers Development Team
First off we would like to thank everyone for an awesome, yet chaotic, launch day! As thank you for being patient with us during this period, we have sent a launch compensation package to all of your mailboxes. Mailboxes can be found at the blacksmith in Elpida or the mining village. It will be a Lapis block that you need to click.
Below are the release notes for 1.0.1:
New Features:
- Added launch participation rewards
- Portal displays crafting ingredients now
- NPC Shops - The herbalist now buys and sells healing potions (more shops coming soon)
- Added Mailboxes
- Added political nomination posts and polling stations.
- Add apples to the apple orchard
- Softened the death penalty - Food regens to 75% & Penalties only last for 5 minutes now.
- Ore respawns every 10 minutes (instead of 30 minutes).
- Introduced more log piles to the map
- Plots reset and all cost 3000
- Crafting trainers should now properly train you and award skills.
- Fixed Recipes containing buckets
- Starting NPC now gives you additional hints - and a book!
- The High Court track now correctly stops the Elpida Theme from playing over it.
- The LogSplitter now does not just bug out because it feels like it.
- The queue is now correctly calculated (Maybe?)
- Fix places on map that players can get stuck
- A bunch of internal bug fixes
- The Minecraft Frontiers Development Team
Dec
21
Hey folks - the time has come! After much anticipation and many teleporting wolves, we're excited to begin your journey into Elpida. Head over to twitch.tv/MinecraftFrontiers to watch the launch stream and play.minecraftfrontiers.com immediately after to join the queue for entry!
Dec
06
Understanding the concepts of combat is key to a successful adventure. In Minecraft Frontiers, battles are won not only through skill but also through preparation. Take a minute to familiarise yourself with how combat works and how to come out ahead.
Weapon Styles:
Each weapon has a style. At release, there will be 4 unique styles: Short Sword, Long Sword, Zweihander and Dagger. This affects the damage, cooldown and reach of your weapon. Fancy a quick, adaptive playstyle that lets you outmaneuver a slow enemy? Dagger might be best. Are you facing a weak but deadly assassin? A zweihander might end the battle before it even begins.
Finding the right style is all about personal preference, letting you overcome an encounter in a way that is most comfortable. We will be constantly adding new styles after launch, keeping combat fresh and exciting.
Damage Types:
Weapon styles are a luxury, while damage types are a necessity. Each weapon does a specific type of damage, excelling against a particular enemy type. We are launching with 6 damage types: Piercing, Blunt, Ice, Fire, Poison, Shadow. The first two (Piercing and Blunt) are relatively easy to obtain. The other four are advanced, late-game damage types.
The majority of enemies have damage mitigation - that is protection against one or several damage types. A giant bull may have thick skin, giving it full piercing protection. In this case, fighting a bull with a piercing weapon is pointless - you will have to head back to town and procure a different damage type.
The most important message to take away is this: Defeating an enemy while using the wrong weapon is impossible. There will be situations where you encounter enemies you simply cannot overcome using the equipment you have. That is fine - it is by design. Our game has a strong horizontal progression. This means your character doesn't get significantly stronger in terms of damage, it simply gets more damage types to defeat new enemies. The big advantage of this design is replayability. Visiting an older dungeon will still be as challenging as the first time around.
Armour:
Just as enemies have mitigation, you have the option of protecting yourself. There are 5 sets of armour at launch, each falling under the "common" quality. This means a full set absorbs 60% of the damage of a specific type. In future updates, you will be able to craft higher qualities, with higher protection rates.
Enemies fall broadly into two categories: those "expecting armor" and "not expecting armor". The easier enemies are designed not expecting armour - meaning you can fight them without any protection. You deal 4 damage a hit, they deal 4 damage a hit. It is a fair fight. However, many of the enemies (in dungeons expecially) are designed with the expectation of an armour. You deal 4 damage a hit, they deal 10. This means wearing a suit of commor armour will put you on an equal level to the enemy. Fighting it without armour is nearly impossible.
Takeaway message number two: If you are getting obliterated, get armour that has mitigation against the damage type of the enemy.
In some instances, dungeons may have enemies of multiple damage types. You will need to bring different sets of armour and change accordingly.
Shields:
Blacksmiths are able to craft different types of shields. Holding a shield quickly drains stamina, but provides significant short-term mitigation against a damage type. This damage mitigation is in addition to your armour, meaning you can negate most of the damage by good shield management.
Having a shield is crucial in two situations.
- If the enemy has a longer range - you will need to block the initial hits to get close enough.
- For difficult encounters - the most difficult enemies are instant death, even with a full set or correct armour. In these cases, you will need the additional protection of a shield.
Enemy Tiers:
The monsters and bandits you face are designed with different player numbers in mind. Some enemies are easily defeated alone, while others may require a group. You will not see what tier an enemy is, but the difficulty of the encounter will make it obvious.
- Tier 1 - Relatively easy, soloable content. You can kill several of these without healing yourself.
- Tier 2 - Challenging soloable content. The enemy is roughly equivalent to an average player in terms of power.
- Tier 3 - Balanced for a small group. You will need 2-3 players to defeat this miniboss.
- Tier 4 - Difficult, with group-based mechanics. You will need to approach it with perfect equipment and a coordinated group effort. Some of your members may likely die, so that the group may be victorious.
- Tier 5 - Encounters for large groups of players. They have very high health and very high damage.
Oct
17
Good Morning MF Community. My name is Aaron, aka Isaiha, and I am the creative design lead for Minecraft Frontiers (otherwise known as the illustrious Lead Builder). This summer, nay this year, has been for me and my team amongst the busiest of our lives. If you’ve read our recent announcement and news posting by Tomas, I would reiterate here the same thing that was there in that work, school, and personal time has been hit and miss for us but over time we dealt with things in our lives that are both important and necessary. Always make your personal life goals and needs first before anything else and when you have time, enjoy some Minecraft.
Creative Development
Now enough about me...Why am I here with you today? As the creative design lead, it is my job to bring to life the world in which Minecraft Frontiers lives, through building and designing the landscape, the buildings, dungeons, and the very rocks and trees you see in the world of MF. I am here today to give you a sneak peek feature into how we have transformed and developed some new areas since our prototype launch phase a few years ago into some pretty realistic and amazing creations to show not only what is possible to do with our creativity and design, but to really emphasize creating an engaging user experience when it comes to entering the world and seeing what’s around you. Of course, we are limited by the bounds of what is available to us in Minecraft. But with every new content release update for Minecraft, it brings with it usually a new set of items or blocks that allows us to be even more detailed and creative with our designs.
With all that said, let’s show you some of the things we’ve been working on!
Recently Implemented Locales
Creative Development
Now enough about me...Why am I here with you today? As the creative design lead, it is my job to bring to life the world in which Minecraft Frontiers lives, through building and designing the landscape, the buildings, dungeons, and the very rocks and trees you see in the world of MF. I am here today to give you a sneak peek feature into how we have transformed and developed some new areas since our prototype launch phase a few years ago into some pretty realistic and amazing creations to show not only what is possible to do with our creativity and design, but to really emphasize creating an engaging user experience when it comes to entering the world and seeing what’s around you. Of course, we are limited by the bounds of what is available to us in Minecraft. But with every new content release update for Minecraft, it brings with it usually a new set of items or blocks that allows us to be even more detailed and creative with our designs.
With all that said, let’s show you some of the things we’ve been working on!
Recently Implemented Locales
- Elpida Expanded - When I returned to MF as the design leader, Elpida was a tiny town. All that it had to itself was a few rows of buildings, some squares/courtyards, and a couple gates and towers, as well as a single dock for a small ship that was poorly designed. In fact, if you’ve seen (or have not seen) the prototype trailer that was released a few years ago, it actually shows how much addition we added AT THAT TIME to the city of Elpida.
Now? There’s even more! A non-exhaustive list of new and added buildings and structures is below:
- Fully Expanded Docks - with tiles, ship docks, sailors, and bigger ships - Originally, the docks was nothing more than a single building and a single dock with a tiny ship next to it located on the beach. Now, you will see out in the water fishing boats, small trading vessels, giant trading vessels like the one you will arrive on as a new player, and even naval combat ships.
- New Beach Houses and Wall with Gate - added an additional element to Elpida by showing that the common folk that live in Elpida are living more on the outer skirts of the city compared to the richer citizens of Elpida living in the center.You’ll notice a better road, more greenery, and a the added city wall protection.
- The Ruins - Welcome to the Ruins of the Island! There is a history behind these old, aged structures. You will find many ruins on the entire island, but what is most interesting about these is that they are not only located next to elpida, but also being restored by the Explorers Guild! These ruins will likely have quests and other hidden and ancient things to uncover. You never know what you will find in the ruins next to Elpida. There is also a fully intact, weathered fortress on the hill next to these ruins. Alongside this is a under construction religious temple that is undergoing restoration, hence all the construction scaffolding. This newly added locale will bring lots of interesting new features to...
Oct
16
What a busy summer for most of our team. Between work, school and trips, my personal time for MF was hit and miss. Still, there was a steady bit of progress on the project. Let me give you a short update on what we completed, what's left and where we are headed.
Development
Our Discord public channels may be quiet, but the private team chat is always buzzing. There have been 471 updates to our code in the last 30 days alone. This trickled down into 41 new fixes/features. Since our last update in April, there has been 1291 updates, 375 new features/additions.
Recently Implemented Features
We are currently working on
Development
Our Discord public channels may be quiet, but the private team chat is always buzzing. There have been 471 updates to our code in the last 30 days alone. This trickled down into 41 new fixes/features. Since our last update in April, there has been 1291 updates, 375 new features/additions.
Recently Implemented Features
- Internal Tooling - a complete overhaul of how we define gameplay components in the background. This means we can design new items / recipes / plots / or even NPCs, directly from our internal development website. This had to be done through text files previously, leading to a fair bit of complexity. Now, everything is stored neatly in a dedicated website toolkit.
- Craftable Schematics & Architect - purchasing houses in-game now requires a craft-able schematic item. Whether you are a citizen or a politician, you will first need to craft (or buy) a schematic of the building. This leads to a new crafting profession, the Architect. Being an architect is a complex, time and resource intensive job. It will require a huge amount of dedication, but the rewards are great. Not only are buildings necessary to progress your town, they are also one of the most expensive items to produce. We see the architect as a profession for dedicated players who love to pour time into understanding complex recipes.
- Subscriptions - players will be able to donate to the project, unlocking rewards in return. Because our donations are strictly non-pay-to-win, we needed to code a unique plugin that lets us reward players with things like dialogue options or lore items.
- Crafting Leaderboards - being the first person to discover an item comes with a reward. Players who uncover a new recipe will be globally announced, stored in a leaderboard, and their item will say it's first of its kind. We plan to use this later down the line, handing out awards for our most dedicated crafters.
- Dungeon Designer - a custom built piece of software. This allows us to create dungeons out of tiles, stitching new explorable places in minutes as opposed to hours. We are planning to release regular new dungeons for players to enjoy post-launch. Having a designer tool makes this feasible.
- Weapon Itemization - we completed our basic armour and weapon itemization. We will launch with Swords, Long Swords, Zweihanders, Maces and Daggers. Each weapon type comes in 5 different damage sets, meaning 25 unique weapon playstyles at launch. This is excluding weapon quality and legendary weapons!
- Dungeon Blocks - our NPC script functionality has been extended to blocks. Now we have things like illusory walls, poison traps, invisible bridges and more.
- Boss Mechanics - we started playing with some unique boss mechanics. Each of our signature bosses will have completely unique fight mechanics. Part of the encounter will be learning through trial and error - trying to figure out what obliterated your party and how to overcome this. With 12 dungeons at release, this should be quite a ride for those who enjoy the combat.
We are currently working on
- Architect Itemization - I finished the first 2 tiers of the architect profession. There is 3 more to go. It's taking a lot of time, as the profession incorporates many of our mechanics. Recipes will need rare gathered ingredients, political imports, boss drops and items obtained in "production facilities".
- Meta Events - we are hoping to launch with repeated, public events. These will be scheduled, scripted encounters with some of our NPCs. Players will need to gather together and defeat bosses threatening the environment. Except instead of the boss being statically spawned in a dungeon, the boss will come to you! Imagine a quest campaign on steriods. Each event will be quite different to each other and they will happen regularly, delivered automatically without our staff. We see these as end-game content that's fun and repeatable.
- Crafting Specialisations - players will be able to progress through crafting guilds. This will let your character specialise in a discipline, unlocking rewards like legendary recipes. Our goal with this is to encourage players to pick a "theme" for your character and be known for a specific craft. If you want to go for a hybrid specialisation worry not, you still can.
- Production Facilities - you will now be able to craft and build a range of production facilities. These are buildings that generate rare resources over time. Ingredients like Sandstone or Ebony will need a dedicated production facility. This means part of the crafting...
Apr
02
Buzz Buzz
March has been a busy month for our team. We started ramping up recruitment ahead of release. The development team locked down the features that will be necessary for launch - and now they are in the process of turning them into reality. Both the builders and lore writers have been organising content and throwing in new additions for you to explore.
The forums have been a little quiet, but our internal Discord channels have hundreds (if not thousands) of messages a day.
Here is a March update from across our teams:
Management
I have spent most of last week processing staff applications. There has been strong interest in our server, with some brilliant applicants. The happy news is that the work has come to fruition - we on-boarded several stellar members. The build team has grown by Tyler, who is now a full staff member. We've also had strong contributions from prospective staff build members, with GWolf being promoted to work on server related content. We have two new developers (Farcon and Thomas), a new lore writer (Zelda) and an artist (Shokk). All of these members are incredibly talented at what they do, bringing new talent to MF, helping to crunch down towards 1.0.
Development
With four developers now on the project, the dev team is more then capable of delivering a consistent flow of features, both for launch and beyond. We submitted 37 features and bug fixes, with 28 left for release. This pace is likely to pick up considerably as our two new developers get settled in. The team has finished major features that are now ready for launch, including a redesigned plot system, new stamina, food, and region plugins. We also have new internal tools - such as the ability to move maps across servers (to update the play server with new builds), or a whole new internal website for designing items.
Building
At the beginning of March, we had set up our public trial world. This allows any prospective builder to hop on and contribute to our building efforts. The builds created in the public space can then be migrated over to the game play areas, so no eye-candy gets left behind. We had over 10 builders join us in trial world, creating well over 30 new buildings - some of which you'll see as player housing in game! Next to that, we drafted out the new content needed for release. Isaiha has been hard at work upgrading the visuals of the island, from the coasts to new points of interests to visit. Matt, the creator of most our dungeon content, has proposed a modular dungeon design. Known as the cultist dungeon (to be announced next month), this will be the largest and most challenging piece of content for players to tackle.
Community
Alir and Quann have been consistently delivering new event plans for the past two months. Thanks to them, there is now a clear and reliable schedule of both story and community events. We will announce our specific event plans in the coming month, but you can expect engaging and rewarding activities on a weekly basis, with larger story-driven pieces every other week. I am quite excited about this personally, as it is a big step up from our event efforts in the prototypes. We are moving away from individual events, to thought out campaigns and story arcs. These build up the storytelling towards climactic moments where players get to shape the outcomes of the world.
Lore
Our lore team has grown to two members - with Zelda hopping in last weekend and already fleshing out several key non player characters. For release, we will spend time making sure players have interesting people to meet and befriend. Driven by our now working reputation plugin, the Lore team will be able to deliver deeper responses from the characters around you. We have also been working on new environments around the island, establishing the stories behind the enemies you will fight. We will announce a lot more on Lore in the weeks ahead.
Marketing & Wiki
You will see the team focusing a lot more on player-facing content. As we approach release, we will be ramping up our media efforts, with videos, posts and announcements throughout April and May. We are aiming for a 2-week lockdown period. After we finish designing all the plugins and the content, we will leave two weeks for media, player interaction and internal testing. This will give both the staff and the players time to get ready for release and our launch weekend.
Plans for April
The team has shifted gears. With new members joining all our branches, we are focusing our efforts on content creation. This means April will see new additions in content across all aspects of the project. The biggest features and game play content will be put together in this coming month, from new signature builds, to plugins and itemisation. We are also hoping to fill the additional spaces in our Marketing and Community teams, starting to focus on a release...
March has been a busy month for our team. We started ramping up recruitment ahead of release. The development team locked down the features that will be necessary for launch - and now they are in the process of turning them into reality. Both the builders and lore writers have been organising content and throwing in new additions for you to explore.
The forums have been a little quiet, but our internal Discord channels have hundreds (if not thousands) of messages a day.
Here is a March update from across our teams:
Management
I have spent most of last week processing staff applications. There has been strong interest in our server, with some brilliant applicants. The happy news is that the work has come to fruition - we on-boarded several stellar members. The build team has grown by Tyler, who is now a full staff member. We've also had strong contributions from prospective staff build members, with GWolf being promoted to work on server related content. We have two new developers (Farcon and Thomas), a new lore writer (Zelda) and an artist (Shokk). All of these members are incredibly talented at what they do, bringing new talent to MF, helping to crunch down towards 1.0.
Development
With four developers now on the project, the dev team is more then capable of delivering a consistent flow of features, both for launch and beyond. We submitted 37 features and bug fixes, with 28 left for release. This pace is likely to pick up considerably as our two new developers get settled in. The team has finished major features that are now ready for launch, including a redesigned plot system, new stamina, food, and region plugins. We also have new internal tools - such as the ability to move maps across servers (to update the play server with new builds), or a whole new internal website for designing items.
Building
At the beginning of March, we had set up our public trial world. This allows any prospective builder to hop on and contribute to our building efforts. The builds created in the public space can then be migrated over to the game play areas, so no eye-candy gets left behind. We had over 10 builders join us in trial world, creating well over 30 new buildings - some of which you'll see as player housing in game! Next to that, we drafted out the new content needed for release. Isaiha has been hard at work upgrading the visuals of the island, from the coasts to new points of interests to visit. Matt, the creator of most our dungeon content, has proposed a modular dungeon design. Known as the cultist dungeon (to be announced next month), this will be the largest and most challenging piece of content for players to tackle.
Community
Alir and Quann have been consistently delivering new event plans for the past two months. Thanks to them, there is now a clear and reliable schedule of both story and community events. We will announce our specific event plans in the coming month, but you can expect engaging and rewarding activities on a weekly basis, with larger story-driven pieces every other week. I am quite excited about this personally, as it is a big step up from our event efforts in the prototypes. We are moving away from individual events, to thought out campaigns and story arcs. These build up the storytelling towards climactic moments where players get to shape the outcomes of the world.
Lore
Our lore team has grown to two members - with Zelda hopping in last weekend and already fleshing out several key non player characters. For release, we will spend time making sure players have interesting people to meet and befriend. Driven by our now working reputation plugin, the Lore team will be able to deliver deeper responses from the characters around you. We have also been working on new environments around the island, establishing the stories behind the enemies you will fight. We will announce a lot more on Lore in the weeks ahead.
Marketing & Wiki
You will see the team focusing a lot more on player-facing content. As we approach release, we will be ramping up our media efforts, with videos, posts and announcements throughout April and May. We are aiming for a 2-week lockdown period. After we finish designing all the plugins and the content, we will leave two weeks for media, player interaction and internal testing. This will give both the staff and the players time to get ready for release and our launch weekend.
Plans for April
The team has shifted gears. With new members joining all our branches, we are focusing our efforts on content creation. This means April will see new additions in content across all aspects of the project. The biggest features and game play content will be put together in this coming month, from new signature builds, to plugins and itemisation. We are also hoping to fill the additional spaces in our Marketing and Community teams, starting to focus on a release...
Feb
06
An update video, showing some of the upcoming features.
We'd love to hear what you think!
We'd love to hear what you think!
Jan
27
Crafting has always been at the heart of Minecraft Frontiers. It is the primary avenue of generating coins for both you and the city. It is our most detailed system, including multiple-step recipes, fully custom items, variable recipe difficulty and links to the trade/export game-play. You can read about all of those on our wiki.
In this post, I'd like to open up a discussion around a feature called crafting disciplines.
Disciplines
As a player, you are free to pursue any activity in Elpida. We won't restrict you from attempting to craft a specific item. That said, the intricate multi-step crafting process means that specialisation is necessary. Crafting a sword will require obtaining a range of ingredients and intermediate components - from blacksmith's hammers, to rare ores or sharpening stones. None of these will be useful when crafting a healing potion.
This means our recipes are naturally organised into disciplines. Each discipline is a group of recipes and items that complement each other.
Launch Content
Previous beta tests included 4 crafting disciplines: Cooking, Blacksmithing, Jewellery Making and Alchemy. For launch, we will be adding Carpentry and Curating. Each of the 6 disciplines will be getting new content, including materials, recipes and crafting mechanics. Here is what each discipline represents:
Unique Patterns
To make each discipline feel authentic, they each have a unique design philosophy. Crafting swords will feel very different to making potions or drafting houses. Even if you end up using the same in-game mechanics, the underlying recipes will show very different patterns between disciplines. Each path has a quirk to it. This allows you to experiment with the different disciplines, finding just the right play-style for you.
This has two functions. Each discipline will feel fresh and different. If you choose to be a baker, you will learn the nuances of making bread - the process will be second nature to you. On the other hand, it makes transferring between disciplines challenging. A highly experienced blacksmith won't necessarily excel at making houses. There will be a learning curve to pick up, which makes your time investment in a discipline worthwhile and valued by other players.
Each discipline has a unique aspect to it:
In this post, I'd like to open up a discussion around a feature called crafting disciplines.
Disciplines
As a player, you are free to pursue any activity in Elpida. We won't restrict you from attempting to craft a specific item. That said, the intricate multi-step crafting process means that specialisation is necessary. Crafting a sword will require obtaining a range of ingredients and intermediate components - from blacksmith's hammers, to rare ores or sharpening stones. None of these will be useful when crafting a healing potion.
This means our recipes are naturally organised into disciplines. Each discipline is a group of recipes and items that complement each other.
Launch Content
Previous beta tests included 4 crafting disciplines: Cooking, Blacksmithing, Jewellery Making and Alchemy. For launch, we will be adding Carpentry and Curating. Each of the 6 disciplines will be getting new content, including materials, recipes and crafting mechanics. Here is what each discipline represents:
Cooking: Preparation of food and drink. Necessary for replenishing energy. A great entry-level discipline due to the abundance of easily crafted export requisitions that generate coins.
Blacksmithing: Crafting of weapons, armors and tools. Incredibly useful to anyone interested in combat. Offers a range of difficulty, from intermediate short swords to challenging legendary armors.
Jewellery Making: Fine crafting of accessories and gems. An advanced discipline, requiring rare materials and fairly expensive components. Ideal for those interested in trade, as it yields the most lucrative export requisitions.
Alchemy: Mixing of herbs, creating potions. A quality of life discipline, making the Elpida experience more forgiving. Generally low export value, but crucial to any player as alchemists produce the only means of health regeneration.
Carpentry: Drafting of house deeds. The most valuable discipline to cities. Each building ordered by either a player or a city will require a house deed. A time intensive path due to high amount of required resources. Mastering it ensures the progression of Elpida, which can have a significant impact on the whole community.
Curating: Producing collections. Works closely with hunters and explorers to turn relatively useless combat finds into incredibly valuable showcase products. Enables players to gain much higher reputation yields from their hunts, making the curator a much desired crafting discipline.
We have additional disciplines planned for post-launch updates. You can also except a constant stream of new items and export requisitions for the disciplines listed above.Blacksmithing: Crafting of weapons, armors and tools. Incredibly useful to anyone interested in combat. Offers a range of difficulty, from intermediate short swords to challenging legendary armors.
Jewellery Making: Fine crafting of accessories and gems. An advanced discipline, requiring rare materials and fairly expensive components. Ideal for those interested in trade, as it yields the most lucrative export requisitions.
Alchemy: Mixing of herbs, creating potions. A quality of life discipline, making the Elpida experience more forgiving. Generally low export value, but crucial to any player as alchemists produce the only means of health regeneration.
Carpentry: Drafting of house deeds. The most valuable discipline to cities. Each building ordered by either a player or a city will require a house deed. A time intensive path due to high amount of required resources. Mastering it ensures the progression of Elpida, which can have a significant impact on the whole community.
Curating: Producing collections. Works closely with hunters and explorers to turn relatively useless combat finds into incredibly valuable showcase products. Enables players to gain much higher reputation yields from their hunts, making the curator a much desired crafting discipline.
Unique Patterns
To make each discipline feel authentic, they each have a unique design philosophy. Crafting swords will feel very different to making potions or drafting houses. Even if you end up using the same in-game mechanics, the underlying recipes will show very different patterns between disciplines. Each path has a quirk to it. This allows you to experiment with the different disciplines, finding just the right play-style for you.
This has two functions. Each discipline will feel fresh and different. If you choose to be a baker, you will learn the nuances of making bread - the process will be second nature to you. On the other hand, it makes transferring between disciplines challenging. A highly experienced blacksmith won't necessarily excel at making houses. There will be a learning curve to pick up, which makes your time investment in a discipline worthwhile and valued by other players.
Each discipline has a unique aspect to it:
Cooking - Flavors: Food items have flavor attributes. The discipline has the ability to add unique flavors to the products, optimising the flavor palette of a dish by second-crafting. This is the process of taking seemingly finished outcome item (e.g. wolf steak) and seasoning it using a varied selection if ingredients. Properly seasoned dishes are sought after by the nobility, while poorly seasoned dishes are only good for the bin.
Blacksmithing - Gear Optimisation: Blacksmiths have the ability to reforge their weapons. This means taking a base weapon - e.g. a short sword - and changing its combat performance. You may opt to make lightweight variants that attack quicker, or heavier variants that pack a stronger punch....
Blacksmithing - Gear Optimisation: Blacksmiths have the ability to reforge their weapons. This means taking a base weapon - e.g. a short sword - and changing its combat performance. You may opt to make lightweight variants that attack quicker, or heavier variants that pack a stronger punch....
Jan
24
Minecraft Frontiers is a custom-built, innovative historical experience. The server is unlike any other, placing focus on community building, role-play and meaningful decisions. The project has seen over 60 staff members chip in to create a world that's both authentic and exciting at the same time. The best news? It is opening soon!If you have been following us over the years, this may come as a surprise. I'd like to devote this post to answering some of your questions and most importantly, revealing what's in store for Minecraft Frontiers. Make sure to read all the way to the end, there is a lot to announce!
The Concept of Minecraft Frontiers
We all find ourselves dreaming of distant worlds. What if there was an inspiring universe you could not only explore, but also shape and claim as your own? In 2013, I've been toying with this idea. Most games succeed in terms of creating a breathtaking world. Often times though, you feel like an unimportant visitor. I had the vision of a space that players could shape - a Lego set that comes alive. In this world, you would feel a cautious visitor - not due to a lack of significance, but because you understood your actions deeply shape the environment.
The project has been going for 6 years, with 60 staff members flowing through. This is a conservative estimate not including our part-time builders. Counting our prototype testers, we had over 200 people helping make the vision a reality. If you are one of our older members reading this, know that I am genuinely grateful for your time with Minecraft Frontiers. In the end, it is the community that has overgrown the initial ideas and made us into what we are today.
The concept of Minecraft Frontiers stands on three key pillars:
The project has been going for 6 years, with 60 staff members flowing through. This is a conservative estimate not including our part-time builders. Counting our prototype testers, we had over 200 people helping make the vision a reality. If you are one of our older members reading this, know that I am genuinely grateful for your time with Minecraft Frontiers. In the end, it is the community that has overgrown the initial ideas and made us into what we are today.
The concept of Minecraft Frontiers stands on three key pillars:
- Authentic World - making a story that is worth living.
- Player Power - letting players make choices that matter.
- Community - building the whole project with the community in mind.
Sleeping Beauty
In the Summer of 2016, right after our second prototype stage, we announced a closure of the project. There were a few reasons for this. If you'd like to read the detailed thoughts from back then, feel free to indulge in the lengthy closing announcement. All of the reasons can be summarised easily - burnout. We had been working on Minecraft for 5 years, 3 of which were on Minecraft Frontiers. It was difficult for me to keep motivating not just the team, but myself.
We stored the code and all of our plans, shelving them for some point in the future. Most of the team went our separate ways, with a small group keeping in touch on our Discord server. We developed other non-Minecraft projects, played online and offline games, and generally explored life. Most of us made the transition from high school to university. Some of us from university into the big pond.
Even though the project was shelved, we still looked after the assets. The website server was never cancelled - I never had the heart to pull the plug on it, so I kept paying every month. A few of our builders asked for the server map files, but nothing ever came of those projects as far as I know. The project was a sleeping beauty, one that never lost its breath of life.
The Phoenix Rises
Let's stop beating around the bush. Minecraft is still very popular in 2019. Minecraft Frontiers is an exciting idea. And now we have the motivation and skills to make a real difference. That is the mood of our core team in 2019. We are dedicated to bringing you a Minecraft experience unlike any other and we are more passionate about it than ever.
This project has always been a work of love for all of us. Recently, the core team naturally gravitated back to the idea. The nice thing about taking a break is that we are returning with 3 years of fresh experience. The dev team is already hard at work on new features, both internal and external. The level of polish is impressive and the ideas we aim to tackle are virtually limitless now.
In a way, this week feels like a homecoming. All of the key team members are discussing the direction of the project. It's familiar and a completely new frontier (no pun intended) at the same time. The MF team has always consisted of people who are the very best at what they do. They take ideas people say are impossible and not only deliver them, but expand them tenfold. It's exciting to work alongside the staff that we have. Reuniting with many of them recently has been a humbling experience, as they've become even more talented with their time off.
With all of this in mind, we have a couple announcements to make.
...We stored the code and all of our plans, shelving them for some point in the future. Most of the team went our separate ways, with a small group keeping in touch on our Discord server. We developed other non-Minecraft projects, played online and offline games, and generally explored life. Most of us made the transition from high school to university. Some of us from university into the big pond.
Even though the project was shelved, we still looked after the assets. The website server was never cancelled - I never had the heart to pull the plug on it, so I kept paying every month. A few of our builders asked for the server map files, but nothing ever came of those projects as far as I know. The project was a sleeping beauty, one that never lost its breath of life.
The Phoenix Rises
Let's stop beating around the bush. Minecraft is still very popular in 2019. Minecraft Frontiers is an exciting idea. And now we have the motivation and skills to make a real difference. That is the mood of our core team in 2019. We are dedicated to bringing you a Minecraft experience unlike any other and we are more passionate about it than ever.
This project has always been a work of love for all of us. Recently, the core team naturally gravitated back to the idea. The nice thing about taking a break is that we are returning with 3 years of fresh experience. The dev team is already hard at work on new features, both internal and external. The level of polish is impressive and the ideas we aim to tackle are virtually limitless now.
In a way, this week feels like a homecoming. All of the key team members are discussing the direction of the project. It's familiar and a completely new frontier (no pun intended) at the same time. The MF team has always consisted of people who are the very best at what they do. They take ideas people say are impossible and not only deliver them, but expand them tenfold. It's exciting to work alongside the staff that we have. Reuniting with many of them recently has been a humbling experience, as they've become even more talented with their time off.
With all of this in mind, we have a couple announcements to make.
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© Jason Axelrod from 8WAYRUN.COM