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Open Beta

Posted by 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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    • Trophy not showing up on my account either~
      I only heard of this yesterday and signed up, loving it so far but looking forward to having a little more to do!
      Really hoping villagers won't get wiped if things need to be reset Also hoping more villagers will be a thing, I'd love to have a literal village.
      I read the suggestion below, and I have to add that having monster attacks and explore numbers determined on a monhly basis would feel very stagnant, it's nice having the regularly updating fight, it feels more lively and great fun!


    • Joined today, and just wanted to mention that the trophy isn't showing up, saying I don't have any


    • Just wanted to let you know that there is a herbalist glitch I've been experiencing recently. Sometimes when I harvest a plant, it disappears and doesn't tell me if the harvest was successful or not. Heads up!


    • OK, I actually have two more suggestions. First off, the easy one: Please, please let us be able to buy multiple things at once from the stalls and stores. Would make things a lot easier.

      Second... I have an idea for the warrior career. Will everyone struggling to keep everyone safe, this idea came to mind. What if, instead of having to battle every day, and honestly not knowing how far to go till the place is safe...What if, once a month every place holds a "tournament" at the beginning, or end of the month. Here is how i think it'd go: everyone would duke it out against the monsters to protect their village, which would, in the end determine how much of a pinch your place is in. Everyone can switch their villagers to warrior(the limit depends on you guys), and fight against the monsters until the end of the event. I don't think there would necessarily be a "winner" between each of the five places, but it would determine if the place's exploration turns are halved for the rest of the month, or illnesses are more populated, or something...or nothing at all if they worked really well in keeping the amount of monsters in check. You COULD technically have place winners in each place to make it more competitive, but you also don't have to? Even the Animal Husbandry villagers could help out since they go out and hunt monsters to tame them. Again, this is just an idea, but I am honestly completely lost on how much I need to fight in order to keep the area safe..or to help to. So if you decided to do this idea, a certain goal set should be put in place, or a bar that tells how many are left to get rid of.


    • I joined up today, and so far these things have caught my attention:

      First, I think the site interface is somewhat hard to read. I have to say I very much dislike the town hall page - I feel like it is a little cluttered, and the site leaves a LOT of un-used space on the sides, which make the whole thing seem kind of cramped. I think maybe putting the small buttons for the shops etc. on the side would make much more sense than having tiny, textless buttons under a huge image. At first I didn't even notice the buttons were kind of important, because none of them tell you what they are about. I just think that the site should be organized a little better, and that different things should be "prioritized".

      Another appearance thing that bothers me is that when you get a notification it's honestly very hard to notice you've gotten one, because the white on the blue background doesn't really pop out. I think the notification number should change color or something to make it easier to notice.

      Third thing is that some of the jobs are EXTREMELY tedious to do because of the page reload time. I made my second villager a herbalist, and planting those seeds in so annoyingly slow that I honestly don't have the patience to do it. I have to wait until it loads the box where I can pick the seed I want to use, then I have to wait for it to accept my choice, and then I have to wait until the page reloads extremely slowly. And then I have to do the whole process again if I want to plant more seeds. It's very very boring and annoying and takes far too much time.


    • I'd like to suggest something. I do not know if it is a good idea or not, but it might help with the economy. I have noticed that people will sell stuff in their stall for less than what the actual item is worth(for example, a common item worth 10 fc being sold for 3 fc). I on the other hand sell for the price it is worth plus 50%, because it brings in profit, and that is what the item would be worth to a player who is not in the same place as I am. But back to my suggestion...I think it would be a good idea to, instead of putting our own price down, everything has a set amount that it is to be sold for in the stall.....for example, when we try to sell coral slab in the stall it will automatically be put up for 20 FC, or 30 FC, or even just 10 FC. So everyone would be selling at the same price, everyone would have a chance to get their stuff bought, and it is all fair. You would decide the items worth and price, and it would be the same for everyone. Like I said, I do not know if this is a smart idea, but I think I would personally prefer this than trying t figure out the worth of things and then not having it sell because everyone is selling under the worth of the item.


    • Bug Report: One of my villagers are a warrior and when I first saw her she had full hp. I left, bought things for her and came back and she suddenly had half of her original hp and I hadn't done any battles!
      I waited a while and bought more items for her for battle. This took like ten minutes at LEAST and she didn't gain any hp. I then went into battle and left with 4 hp left. I then got off of my computer, making sure to leave with her out of battle(I went into the store page). I came back 20-40 minutes later and she only gained 2hp!


    • Bug report i suppose? I cant upload my painties even follow the rules provided :( i waork hard on it sadly i cant even use it , i do have the furdollar


    • This is more of a suggestion thing since the forums are down(could you maybe put a suggestion box up for those or at least until the forums are back up) and I really dont know where else to put this. But do you think its possible to add like an auction house for players to like sell items and buy items and stuff I know we have explores and there point is too find and gather stuff but I find when it comes to finding certain things its really hard too find them. I mean its just a suggestion so if its unneeded than that's fine as well.

      But also could maybe Achievements be implemented? as just an extra thing to do like i dunno maybe people can get a trophy for achieving a certain amount of them or something or like maybe fur coins or something else I dunno
      Also do you think the whole forum things could they maybe not be on the side of the page like how they where yesterday If theirs an option to turn that off then I'm sorry for being dumb and not finding it. Its just I found they where kinda lagging my game quite a bit.

      Also thees are all just suggestions so if you dont want to put them into the game Than that is perfectly fine. I don't know much about beta and stuff so if its impossible to actually put new things into the game now than I am really really sorry for wasting your time with this.


    • This is my opinion on what I found the most annoying from yesterday and how I feel it can be fixed.

      1) The store:
      This is a cool feature that I feel has a very high potential, but there needs to be something done about the sales prices. The whole day, I couldn't get anyone to buy anything from my stall unless it was marked down to well below the merchant's buyback value. I do not feel selfish for making the decision to just remove those items from the economy by selling them back for their base gold amount, and it takes far less time to do that than to transfer them into the stall, set prices and check back to see if anything at all sold.

      There's way too much undercutting and absolutely no reason for anyone to return to a specific seller. Comes across as though everyone took their Iceberries, put a tag on them and chucked 'em into a barrel. I was hoping this would feel more personable, rather than competing for space in a grocery store. As for fixing it, I think it shouldn't be possible to price items for less than their buy back merchant price. If an Icepick is 20fc on buyback, then you can't put it on the market for anything less than 21fc. This would ensure that no matter what, there will be some sort of incentive to keep the items in the economy instead of dumping them.

      Until something is addressed in regards to that, I won't feel the slightest bit guilty instantly selling all the explorer junk I find, giving my seeds to my herbalist and then selling the plants I harvest in the same manner. If no one can be bothered to pay fair price for the stuff I'm gathering, then you won't be seeing any of it.

      2) Constant Page Reloads
      I'm not tech savvy, so if it can't be done, then it can't and I'll accept it. Even so, the speed at which we're moving now is eons better than yesterday and since the number of users is the same, if not a bit more, than I have to guess that the slowdown was due to the insane forum postings. Knowing the community I participate in, it is not at all surprising to me that the forums blew up the way they did.

      As for the reloads while performing your job, I really like how the explorer can go through all of his rounds without ever reloading the page, and everything updating after you close the box. My second villager is an herbalist and having to go through a page reload after each planted or harvested seed is a huge pain in the rump, especially when the site is crawling. I think, you could set it up that the crafting jobs work in the same manner, where a specific list of plots shows up and you can place all the seeds you want or harvest all the plants you want before it updates what has happened to the main page.

      I would venture to guess that this will also help declutter the servers as they won't be dealing with so many requests to reload the site. Naturally, this would help streamline the experience as well, so that when people have five villagers, it isn't an hour long process to get everything completed.

      3) Diseases
      When no healing clinic in the market has been established and the curing chances on the potions you do manage to find are so low, diseases can become extremely frustrating. I woke up to both my weasel explorer and caracal herbalist dealing with illnesses that halved my exploration rate and yield amount respectively. Neither potion was in any stalls, so I had to pick one to heal while the other just deals with being sick for the rest of the day, the hope being that the cured one doesn't get ill again today.

      Until the cure market is set, I think the clinic should allow the one free visit per day, while also offering additional ones for a furcoin fee. This keeps the stalls preferable, as you could make the doctor visits a bit expensive beyond the first, which many of us would fork over as it pays off in the long run. This would have to be coupled with having a time period after being healed in which you are immune to catching another disease, maybe twelve hours or so. Nothing is going to ruin this game for me faster than spending 500-1000fc on curing my little guy and watching them get sick again two hours later, long before I can recoup those losses.

      I love the idea of what this market can become, but while it's in its infancy stage, there has to be some way available to the rest of us to keep our villagers functioning at optimal performance, rather than having to pick between one of two or three fluff balls to heal while the rest suffer for another day.

      Overall, I still like this game and I'm glad the forums were shut down so soon. There are pros and cons to having more people show up than you were expecting, but I'd say you handled it well. I do look forward to seeing what changes you make down the road as this game evolves.