Hello players,
Dark forces have come to MilMo |
This summer, we'll begin taking the MilMo concept a lot further by rolling out a number of changes to boost fun factor and replay value.
Yarrn, the new pirate cat-NPC on level The Eternal Monument |
First up is our new ingame currency
Coins are big, beautiful and shiny. Every map contains 8 of them, and they respawn every 24 hours in new random locations. Use Coins to buy items in the Cash Shop. The voucher system is no more! and obviously those of you who own vouchers have been generously compensated in Coins.
You may recall that vouchers had to be traded in for one item at a time. With Coins, this limitation is history (they work just like June Coins). There is naturally a risk of confusing ingame Coins with June Coins. Our plan is to change the name and appearance of June Coins on the portals that use this currency (MilMogame.Com and the Brazilian versions of MilMo).
You may recall that vouchers had to be traded in for one item at a time. With Coins, this limitation is history (they work just like June Coins). There is naturally a risk of confusing ingame Coins with June Coins. Our plan is to change the name and appearance of June Coins on the portals that use this currency (MilMogame.Com and the Brazilian versions of MilMo).
There are 8 Coins on each level, and they re-spawn each 24h if you pick them up! |
What about Gems?
As you may suspect, Coins will eventually become the main in-game currency. Gems will remain unchanged for a couple of updates, but will eventually be replaced by Coins in all NPC shops and quest rewards. Critters will still drop Gems, but Gems will become a mana-like resource, used for magic, crafting and advanced technology. This also ties into the story and setting of the MilMo universe, in which Gems are the life-force, the essence out of which everything is made.
To sum this up, Coins will make MilMo more Free-2-Play since everyone can now get Cash Shop items with a little effort. It's obviously criminally fun to go coin-hunting. Einstein has said "Everything should be made as simple as possible, but no simpler". That's basically what we're trying to accomplish with the in-game economy, even though the path to get there has been winding and filled with surprises.
Helicopter Maps
This update also introduces a new feature: Helicopter maps. These remote islands contain special quests and NPCs, and have critters that drop a lot more Gems and lock boxes. There's also a bigger chance (risk?) of Imagination Devourers appearing! On the first such map, the "Eternal Monument", we're introducing a new MilMo NPC race - the pirate cats - along with an awesome new special ability: The Dirty Bomb!
Fly off to new, exciting places! |
The Start Experience
In an effort to make the game more entertaining to new users, we've put effort into improving the 1st session experience. A beautiful start level has been added, improving the initial gameplay experience and introducing the various gameplay elements in an easy and thorough manner. There's also a gorgeous intro animation slide with epic music and a story that introduces the MilMo universe and its main storyline. We're hoping to add more of these story sequences throughout the game in the coming months, delving deeper into the story world of the queen of MilMo and the imagination devourers.
The Brink, a new start level for the new players |
As you may have noticed, we have put a lot of effort into the economic (both in-game and real world) aspects of MilMo lately. This work is now nearing completion and we're putting our gameplay engines into full gear. We have scores of ultra-cool features lined up for the game and it's going to be a very interesting summer for MilMo!
Cheers,
Calle
Hello, I want to make a suggestion for the game, the yarrn could have many, many missions (like 60 or something) and complete all, we could win a VIP pass some time, it would be good for people who can not afford to vip be, (and they also have a taste of how to subscribe, thereby encouraging the subscriber to pay again.
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