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Emorab Project Development: Insights from Toma and Future Plans

Explore the latest developments in the Emorab project, including server updates, new game concepts, and player expectations as discussed by Toma in a recent podcast.

Video Summary

In a recent podcast, the development of the Emorab project was a focal point, featuring insights from the well-known administrator and programmer, Toma. He highlighted a notable increase in the total number of online players, although the X3 server has seen a decline as players migrate to X5, where peak hours boast over 2,000 players. Toma anticipates that a new update will be announced at the beginning of autumn, emphasizing the uniqueness of the service that offers progressive chronicles. Plans are underway to open new servers, including the potential merging with X3.

The discussion also touched on the concept of an 'eternal' C1 server, which is currently in development by dedicated fans. This server is expected to feature specific characteristics, such as an old client and minimal changes to the gameplay. Questions regarding rates and PvP servers were raised, but concrete plans remain elusive. Toma reassured listeners that the team is diligently working on enhancing content and addressing abuse issues, with the possibility of revisiting successful concepts like dual-window gameplay for players.

In the gaming community discussion, participants deliberated on the future of servers and chronicles following the Interlude. They noted that the content from the Interlude is projected to last for another 9 months to a year, during which players are expected to reach their maximum potential on current servers. The conversation primarily focused on transitioning to new chronicles, such as Kamael, and players' expectations for upcoming updates. There was a consensus that most players would welcome the new changes and content set to arrive on the X3 server.

Additionally, plans for utilizing more modern clients were discussed, although no specific solutions have been finalized yet. The podcast host mentioned a collaboration with the 'Luch' project, which could lead to the launch of a new server on a new client, potentially enhancing the gaming experience. In conclusion, the participants spoke about a new project based on the Interlude, emphasizing quality control and the absence of aggressive monetization strategies. This new server aims to attract both returning and new players, which is expected to positively impact the overall project.

The conversation also introduced a new game server concept called 'Inter', designed to provide a long-term gaming experience rather than a session-based one. This server will feature a remastered version of existing content, with significant adjustments to buffs and skills aimed at improving player comfort, particularly for mid-level characters (levels 40-60). Experience rates are set at X1 for general gameplay, with X2 for leveling, catering to casual players. The server will have a level cap of 75, focusing on maintaining balance and preventing rapid player advancement.

This project is a collaborative effort led by developer Magre, with the goal of creating a less competitive environment compared to existing servers. Key features include a revamped clan hall auction system, a modified Olympiad system, and a new approach to skill acquisition (SA) that introduces randomness to enhance gameplay variety. The server is designed to accommodate players with limited gaming time, offering a more relaxed and enjoyable experience without the pressure of intense competition.

Significant changes in the game were also presented, including new levels and a reworked content system. Players can now reach levels 12-13, increasing variability and item acquisition methods. New dyes, grouped by archetypes, have been introduced, with elite dyes priced around 500,000 antiques, providing bonuses. The set system has been overhauled, with new sets added and bonuses modified to extend gameplay. Racial shirts offering unique bonuses for each class have also been introduced, alongside new epic items and reworked old ones to boost player interest.

New mini-bosses have been added, and the buff system has been modified to include combo-buffs, allowing players to gain effects without needing a full party. A new version of the game is expected to launch in mid-June, following the completion of closed beta testing. The discussion concluded with gratitude expressed to players for their ongoing support.

Click on any timestamp in the keypoints section to jump directly to that moment in the video. Enhance your viewing experience with seamless navigation. Enjoy!

Keypoints

00:00:00

Podcast Introduction

The podcast begins with a warm welcome to the audience, introducing the guest, a well-known administrator of FSHR servers, a talented programmer, engineer, and the founder of the project Morlab Master Tom.

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00:00:22

Project Development Assessment

The guest discusses the development of the project Ir Lab, noting a general increase in total online players. Although the online count on the X3 server has slightly decreased due to players migrating to the X5 server, the peak online on X5 reached over 2,000 players, with evening prime times seeing numbers between 1,300 and 1,500. This indicates a healthy influx of new players, which the guest views positively.

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00:01:27

Future Plans and Community Growth

The guest hints at future plans for the project, suggesting that if 50% of the new community transitions to X3, it would be considered a success. They mention a specific date for future developments but choose not to disclose it, instead advising to look towards the beginning of autumn for updates.

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00:01:44

Competition and Uniqueness

Addressing concerns about competition, the guest expresses confidence in the uniqueness of their service, emphasizing that it closely resembles the mechanics of PTSU and is based on progressive chronicles. They acknowledge other projects like Reborn but assert that their project was a pioneer in this area, attracting players who appreciate the evolving nature of the game.

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00:03:00

Server Merging Experiment

The guest discusses the ongoing experiment of merging servers, referring to it as 'Fes,' where players from one server contribute to the older server. They report positive outcomes from this experiment and express optimism about its continuation, indicating that there is still significant room for improvement and innovation in the project.

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00:04:13

Future Server Plans

In response to inquiries about the potential opening of a new C1 server, the guest remains coy, acknowledging the interest from the community but refraining from providing specific details. They recognize that players have a nostalgic desire to revisit earlier chronicles, hinting that there may be plans to cater to this demand in the future.

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00:04:52

Server Development

The speaker acknowledges that many people are already aware of the ongoing work by dedicated fans on a new server, which aims to be playable. Although the exact release date is uncertain, significant efforts have been made to ensure the server's viability, hinting at a long-term commitment to its development.

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00:05:29

Gameplay Experience

Players who have always dreamed of a specific gameplay experience are actively creating concepts and spreadsheets to analyze the server's mechanics. The speaker emphasizes that the server will be based on an older client, specifically C1, which may present challenges reminiscent of past experiences. Despite these challenges, the speaker expresses a personal fondness for the old client, indicating that it will cater to a niche audience of dedicated fans.

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00:06:24

Content and Rates

Currently, there are no plans to upgrade the server to C2 or alter the experience rates, which are set at X1. The focus is on expanding content and enhancing variability while avoiding artificial difficulty in character progression. The speaker mentions the intention to address specific gameplay abuses, such as overpowering strategies that disrupt balance, while maintaining the current experience rates.

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00:07:30

PvP Server Concept

The idea of launching a PvP server based on the project is discussed as an intriguing concept. The speaker notes that while they find the idea appealing, they currently lack the personnel to manage such a project effectively. However, they express a desire to open a PvP server in the future, contingent on finding a qualified individual who meets their quality standards.

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00:08:36

Future Server Plans

The speaker contemplates the possibility of replicating the C1 experience with dual-window gameplay if the current server concept proves successful. They acknowledge the demand for such an experience and suggest that it could be implemented in the future, although no specific timelines or deadlines have been established yet.

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00:09:22

Content Exploration Period

The speaker indicates that there will be a period during which players can explore the current content at their own pace. This gradual approach allows players to familiarize themselves with the game before any significant updates or changes are introduced.

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00:09:35

Future Updates

The discussion revolves around the future of the game after the Interlude update, with players expressing curiosity about which servers will continue to receive updates. The speaker notes that there is still content available for approximately 9 to 12 months on the Interlude, as players are still exploring lower levels and have not yet reached their caps. The majority of players are expected to progress and experience the content before any major changes occur.

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00:11:25

X3 Server Transition

The speaker anticipates that all servers will likely transition to the new Kamalel chronicles, despite some mixed feelings about certain features. Players are expected to appreciate the new content and the gradual introduction of changes, which will provide a fresh incentive for growth. The timeline for this transition remains uncertain, but the speaker believes that within a year, players will embrace the new updates, even those who initially viewed them skeptically.

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00:12:45

Client Compatibility

There are ongoing discussions about the potential for using more modern clients, especially considering past issues with the C5 client. The speaker mentions the possibility of offering players a choice between an older, stable client and a modern one with limited functionality. This approach aims to maintain the essence of the game while addressing player preferences for stability and aesthetics. However, the implementation of multi-protocol support remains a complex challenge, and there are currently no plans to pursue it.

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00:14:28

Project Collaboration

The speaker reflects on a previous project that was in its early stages, indicating that they were hesitant to engage with any free shard due to uncertainty about completing the project, which was driven by enthusiasm. Currently, they are collaborating with Global to develop a client for Masterwork, and they do not rule out future partnerships with the project 'Luch'. Global has assured that they will not monopolize the client, planning to offer it for rent or other uses once their server is operational.

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00:15:30

Future Server Plans

The speaker expresses optimism about the potential for collaboration with 'Luch' in the future, wishing them well. They mention that if a new server opens with the new client, it would be an excellent opportunity to launch a C1 server with proper content. They also discuss the possibility of creating a prelude if 'Luch' completes their project, aiming to replicate the success of previous endeavors.

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00:16:37

Classic Server Development

The speaker confirms that work on a classic server is ongoing, albeit slowly and alongside other more pressing projects. They acknowledge the significant effort required to launch a quality classic server, emphasizing that while it is a valuable addition to their portfolio and meets demand, it will not be available in the immediate future, possibly not within the next two years.

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00:17:36

New Project Overview

Transitioning to the new project, the speaker discusses its positioning and the role of 'Ilmorlab' in its development. They mention the addition of a new team member who is trusted to maintain quality standards. The new server aims to fill a gap in their offerings, and the speaker is involved in the technical aspects, including server assembly and administrative tasks like managing forums and advertising.

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00:19:01

Quality Control and Monetization

The speaker emphasizes their commitment to quality control in the new project, stating that there will be no pay-to-win elements or excessive monetization strategies. They clarify that the donation model will not include significant advantages, ensuring that players can only gain minor benefits, such as reducing gameplay time by a couple of hours. They anticipate that some players from existing servers may join to explore the new remaster, while also aiming to attract new players who prefer this updated experience.

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00:19:31

New Server Concept

The new server will be based on the well-known 'Inter' concept, distinguishing it from existing remasters. It aims to refresh the gameplay experience for players who have been engaged with classic servers for 17 years. The server will incorporate familiar content, including 'Dino Island' and various landscapes, while also introducing significant adjustments to buffs and skills to enhance player comfort, particularly for mid-level characters around levels 40 to 60.

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00:20:45

Server Rates and Progression

The server is designed for long-term play, with experience rates set at X1, but a slight increase to X2 to facilitate faster leveling for players. The progression system will not feature traditional stages; instead, it will have a level cap of 75, allowing players to engage without advancing too quickly, particularly for those participating in constant group play.

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00:22:02

Competition and Player Attraction

Acknowledging the competitive landscape, the team is prepared for comparisons with established giants like 'Global' and 'Ha', which are known for their staged server experiences. They plan to attract players by emphasizing their unique content, lower monetization pressures, and a more casual gaming environment, avoiding the intense competition often seen in heavily funded servers.

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00:23:01

Existing Features and Innovations

The new server will incorporate successful features from previous servers, such as the 'Clan Hall 2.0' system, which allows clans to rent halls without the need for constant purchases. Clan halls will be auctioned every four weeks, with prices determined by market demand. Additionally, the server will adopt an improved version of the Olympic system, which has been refined over time to ensure balanced competition and player engagement.

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00:24:22

Game Mechanics

The discussion begins with the announcement that the 'monor' feature will be disabled due to its significant impact on server performance. Despite improvements made to the X3 and X5 versions, the team continues to work on reducing vulnerabilities associated with these features.

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00:25:01

Project Overview

The project, named 'medan', is clarified as a collaborative effort led by Magre, with the speaker assisting in its development. The project is based on an 'Inter client' and aims to enhance the gaming experience through remastered content, with a focus on the X2 and X1 versions.

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00:26:01

Server Philosophy

The server is designed for long-term play, featuring low rates to accommodate players with limited gaming time. The aim is to create a comfortable environment for casual players, allowing them to engage without the pressure of rapid progression. This includes the introduction of combo buffs to facilitate solo leveling up to level 60, before PvP becomes a factor.

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00:27:49

Gameplay Changes

Significant changes to the gameplay mechanics include the removal of the eight-hour respawn time for epic bosses and a complete overhaul of the SA (Special Abilities) system. The new SA system introduces random effects, requiring players to collect crystals to create random enhancements, thus increasing weapon variability and reducing the dominance of specific abilities.

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00:29:03

Game Mechanics

The discussion revolves around enhancing player engagement through new game mechanics, including the introduction of various colored crystals that can be combined at a blacksmith to create random effects for weapons. Players will receive one of ten random effects upon opening a loot box, similar to the mechanics in other games where players farm for unknown outcomes. To facilitate this, players will need to acquire more of these crystals, which can be purchased in Luxor for a high price, around 12,000 to 13,000 currency units, providing an alternative method for obtaining them.

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00:30:22

Color System Overhaul

A significant overhaul of the color system has been implemented, grouping colors by archetypes to emphasize the unique characteristics of each class. For instance, warriors are designed to be robust and powerful, while rogues are characterized by speed and damage output. Mages are expected to deal significant damage and provide utility, with a focus on quick generation of resources. This restructuring aims to enhance gameplay by aligning visual aesthetics with class functionalities.

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00:31:28

Elite Colors and Bonuses

Elite colors have been introduced, available for purchase at a steep price of approximately 500,000 currency units from NPCs. These elite colors provide a substantial bonus of +5, representing top-tier content for players who have already acquired all previous colors and are looking to enhance their characters further. This addition aims to keep players engaged even after reaching high levels of wealth and resources.

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00:32:01

Set System Revamp

The set system has undergone a comprehensive revamp, introducing new sets and modifying existing bonuses. This change is part of a broader strategy to extend gameplay longevity, allowing players to exchange old gear for special crystals or scrolls that can be used to upgrade existing items. This means that even after reaching the current cap, players can continue to progress by obtaining new S-tier weapons and armor, thus prolonging their engagement with the game.

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00:33:06

Racial Shirts Introduction

A new feature called racial shirts has been introduced, which can be likened to passive abilities for characters. Each race will have a unique shirt that provides minor bonuses, such as increased critical hit chance or defense. Unlike traditional class appearances, these racial shirts will allow for visual differentiation among subclasses, enabling players to customize their characters further while maintaining a consistent class identity.

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00:34:02

New Epic Items

The game has added two new epic items, Sli and Anama, to highlight their significance within the gameplay. These items are designed to enhance the overall experience and provide players with additional goals to strive for, reinforcing the game's commitment to continuous content expansion and player engagement.

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00:34:04

Game Balance Changes

The discussion highlights significant balance changes in the game, including a reduction in the critical chance for certain characters, specifically lowering the magical critical chance to 44. Additionally, adjustments were made to the drop rates for items, introducing a new concept of 'quantum jewelry' that offers similar effects to existing items but with lower bonuses and effects. This change aims to prolong the game's lifespan by making farming for epic items slightly more challenging.

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00:35:29

Monster Additions

The speaker mentions the reintroduction of mini-bosses from the C1 chronicles, which had been previously removed. These monsters are iconic to the game, known for their engaging behavior, such as chasing players. Their return is seen as a way to enhance gameplay and maintain the game's canon, as players had grown accustomed to their presence.

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00:36:00

Buff System Overhaul

A comprehensive overhaul of the buff system is discussed, where buffs have been redesigned to function as combo buffs. This means players can now receive multiple effects from a single buff, reducing the need for a full party to achieve optimal performance. The cancel mechanic has also been adjusted; it now only removes a maximum of two buffs instead of five, which mitigates the impact on players when facing cancel effects. Detailed statistics and changes to skills are available for those interested in the specifics.

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00:37:26

Upcoming Game Phases

The speaker provides an update on the game's timeline, indicating that the opening date is still uncertain but is expected around mid-June. Currently, a closed beta test (CBT) is underway, followed by further adjustments before transitioning to an open beta test (OBT), where players will have the opportunity to experience the game more fully. The speaker expresses gratitude to the audience and acknowledges the contributions of a colleague, emphasizing the community's importance despite occasional conflicts.

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