July 3rd, 2021 - Mirandus Stress Test AMA
Michael McCarthy, Eric Schiermeyer, and Jason "BitBender" Brink
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McCarthy: Stress Test build has 100 player limit on the client-side. The next build is aiming to have 200 players, and eventually 500 players in the same zone.
[5:47] Unique Entities
[6:40] Hit Points, Vitality, and Energy
[7:05] Next build that comes out, we will likely be able to see the ability to lose HP.
[8:13] First Look
[10:07] Day/Night Cycle: Current test build has separate day/night cycles for each player- next build will have the same day/night cycle for everyone.
[12:34] McCarthy’s thoughts on how nights should actually be dark.
[13:12] Future test builds will have more “talking” between client and server for things like seeing other player torches.
[14:40] Camera location on avatar and next build plans for what will be in view on camera for each player.
[16:00] Hit Points, Vitality, and Energy descriptions.
“We’re trying to keep these as the three core stats of the game.”
Hit points: If it hits 0, you die.
Vitality: How well your character has eaten and slept. Energy recovers based on vitality.
Energy: Ability to perform actions in the world.
If you’re a blacksmith and you’re smithing, it will take energy. More powerful things will take more energy. Leveling up will give you more energy.
[17:19] Will there be a Dwarf with night vision?
There is a dwarf with a night vision perk.
There is also an orc that can detect hostiles no matter how dark it is.
[18:34] Darkness is going to be a real thing in Mirandus, not just a different color palette.
[29:21] How boats will be used in Mirandus - cargo, people, and choosing a destination.
[32:35] What happens when you die? (In Mirandus)
There won’t be a token burn, but there is a possibility of a smart contract arena where that would be possible.
Heroes have to be heroes. In other MMOs, everyone’s a hero. In Mirandus, a hero should be a huge deal- people should know their names in the realm.
[34:46] What constitutes a “zone” in Mirandus?
1x1 km felt small; zones maybe closer to 3x3 km.
[36:22] Traveling to a faraway place to gain some power or ability.
[36:42] McCarthy: “I think if we do Mirandus right, it will feel like you’re inside of a fantasy novel.”
[44:58] How is Play-to-Earn going to work?
Schiermeyer: I had this thought that we would distribute treasure throughout Mirandus for players to find.
McCarthy: “I’m wondering if there’s a way we can keep the world of Mirandus a mystery for players to solve.” (Other games give you a GPS-like map)
[47:58] We want to first get one avatar in the game working extremely well.
[49:01] The world of the test build is barren; the next big technical step is to have NPCs in the world. Anything that’s alive needs to be held on the server (wolves, NPCs, etc.). We are entering into this phase in July.
[51:50] Have you had any thoughts about what you’re going to call the Mirandus coin?
Everything said here is subject to change in every way. “I can’t get the idea out of my head that GALA is the currency that can be used on the Gala Chain like a quarter in an arcade. You can take it with you to any game and be spending that freely. I like the idea that GALA could be expressed as: 1 GALA is 1 Gold, or some direct relationship like that.”
(The above looks likely to be discussed/reviewed/possibly changed to something else.)
[54:05] Schiermeyer: The node owners are going to want a piece of that.
McCarthy: Any transaction that we do on-chain inside of Mirandus is going to be processed by the node owners, and the node owners are going to need to get a piece of the transaction for processing the on-chain work.
[57:18] The minting of game tokens.
[1:04:54] The balance of showing cool stuff off and putting our heads down to make silent progress. As the team scales, we’ll be able to do more of both.