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Open Beta

Posted by Admin-Mat on 24 Jun 2016, 6:48 am

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Furvilla will be in open beta registration from July 1st - July 8th. During this period, any player who is interested in engaging in the open beta is welcome to register an account. Accounts will be given a beta trophy upon registration that will remain with their account when launch is scheduled. After the registration period, the game will commence through beta until it is prepared for launch, in which registration will open again.

A note about beta testing: the goals of beta testing are finding and eliminating bugs in the game as well as attempting to balance to economy. Ideally, the amount of money and items flowing into the economy from the game's features should equal the amount of money and items flowing out of the economy into the features. We may reset currency/items, accounts, or features as we work to balance the game so it's fun without being too hard or too easy. We anticipate that players will be able to keep their accounts, but they may not be able to keep all the contents of the account.

A note on premium currency: the premium currency (FurDollar) functions are working right now. While we don't anticipate having to reset premium currencies or items, please know that if we do (such as a bug is discovered that generates premium currency) we will promptly return the currency and items to their purchasers immediately after.

Happy testing!

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    • When my warrior was a helpless, Dragon Tooth Dagger using critter, Uncommon and up rarity monsters were more common than Commons,,,? Then after getting the Narwhal Spear and Dragon Tooth Shield, Common is finally...uh... Common?


    • SirMintBunny Have you tried bringing this issue to attention by reporting it? It will most likely not be seen when posted here ^-^


    • I noticed the typo in Dragonsmaw still has not been fixed, so I am bringing it to your attention once more. The shopkeeper for Supernatural Supplies says "Supernational" instead of "Supernatural".

      This is the text:
      (The creak and groan of old boards sounded across the shop. Piles of fabrics and other material lay in semi-neat clusters against the counter and back walls of the shop. A small squeak erupted from behind the counter as more shoppers filed in. "H-Hello, Welcome to Supernational Supplies, I'm B-Banshee. If you don't see something you like d-don't fret for I have plenty of fabric and plenty of time, so come in for a c-custom if you so desire, anytime!")


    • Could I suggest a method of obtaining items native to other towns besides the user stalls? The way things are now, most items are exclusive to one of the towns, and this creates a monopoly. Meaning all of the other towns are powerless when everyone in one town raises their prices. The only thing keeping prices vaguely reasonable is competition among fellow townsfolk. Would it be possible to have a shop which sells many things for high but not-too-high prices? Which will force players to sell items cheaper than the shop's prices if they don't want to sell back to the site for very low prices. This would keep prices between a certain margin. (Another point, a bit off topic- it would be more fair to shuffle stalls selling the same item for the same price. Most people will buy the first person shown on the list, regardless that the person below is selling for the same price. Therefore, the earliest person selling for that price would be the last one to receive business, if ever.) Players could also sell items to this shop, rather than selling them "back," which doesn't make much sense in the whole of things. This would also ensure that players could have access to non-native items even if there's none for sale in the stalls. And if that's too easy, the shop could sell just raw materials and seeds, and potions and recipes would remain unique to a village. The shop could also rotate out items. Supposing this shop were a sort of traveling pawn shop, it could appear only occasionally.
      Along those lines, another idea I had was a "traveler" occupation, where you could send out a villager to explore a different village a certain number of times per day. This would would be more time-consuming than exploring your own village, as well as run a higher risk of disease, plus they could only explore one village at once.
      One last idea I had, since it was the need to buy rare seeds from another village which got me thinking, perhaps there could be some way to harvest seeds from plants? Rather than harvesting crops, there could be a third option for herbalists to attempt to harvest seeds. This could begin with a low probability of success and/or raise more gradually. It could even stay at around a 30-40% probability of success, to discourage harvesting seeds, while it remains an option. Otherwise, I expect crops would be sent to the crafter to have seeds harvested.
      I hope I'm not out of line in saying this all. I think this is a wonderful game, so far. But something must be done soon to regulate prices, or people may start to become fed up. I understand that you're all working hard to make the game fully functional and that it's not always easy. That being said, good luck, and I hope you'll take my suggestions into consideration.


    • I figured that was the case, I just didn't remember seeing a warning. No worries! Thanks to both of you. And yes, I'm sure plenty of players would love a pay-to-move option!


    • Vixxen Under the "Move Village" section it actually says; "Note that you can only move villages once! This option will no longer be available once you have moved villages." So it sounds to me like you didn't pay enough attention. I'm sorry that you didn't understand this, but unfortunately it is not the site's fault this time since a warning actually is there.


    • Vixxen its one time thing, it was announced in their twitter tht people were told to look for small updates, and mods have talked about it in comments, there is no reason to make a journal for every small update.
      but yeah it should ahve said its one time thing in your options to change village.
      i hope they put future village changes to charge fd


    • I'm curious about our towns; day 2 of my account, I went into my settings and saw I could switch my town hall, so I did, figuring this option would continue to be available. I was never (that I remember) alerted that this was a one-time option, but now I can't find it in my settings. Was town-switching completely taken away, is it a one-time thing (and if it is, it really should be stressed), or am I just blind and am just not finding the option?


    • Burgil They will try to let people keep as much as possible and I don't think there's anything specific right now that we suspect we might lose. There's the chance you might lose villagers or items though, although we don't know. It all depends. But as I said, they will try their best to let everyone keep as much as possible.


    • I was hoping I could get some more clarification on that last sentence in the 'A note about beta testing' section.
      are there any ideas as to what might be lost?...villagers? items?
      I'm curious if this was stated as a procaution or if something specific is being anticipated. I hope its nothing because wow ive been working hard on my little babies (((;꒪ꈊ꒪;)))