Fall Alpha Dev Update #3
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@Bhan said in Fall Alpha Dev Update #3:
e's a patch of land thats green and covered with grass vs a spot with none, will it hold a higher f
Prometheus made a statement about that... he said farming spots in the mountains would have less while farming spots on grasslands would have more.
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@Ostaff oh okay. I appreciate the clarification.
I was so excited about the new update video I was frantically posting between my town guild and social media and must have missed that note lol
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The last 2 videos have been GREAT!! Keep up the good work.
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And so the game grows
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@PeachMcD said in Fall Alpha Dev Update #3:
@TrueCrimsonFTW The farming system is amazing. VERY realistic in comparison with most games I've played. I love planning crop rotations at home so this will be fun to help my guild do.
I couldn't be jazzed-er.
When I started gaming 40 years ago, this was a statement I never would have expected to hear........ excellent !!!
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Interesting. I'm typically more of a crafter, trainer, grower type in MMOs, so this has me pretty excited to try out the farming. Plus, the fact that it has a tangible outcome on the health of a city makes it actually important.
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@grofire said in Fall Alpha Dev Update #3:
@Ostaff what if i just want to explore and i have no end point ?
You would explore one the many cities on your way and change there, restock, pick up some rumors,...
It's still exploring without an endpoint, you just have to set different way-points now, which does help to raise the importance of cities/villages though, so I'd see that as a positive.
I fully expect a lot of negativity though, people usually cling to things when they were easy and get only ever so slightly moire difficult later on
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Not being able to change at camp fires could very well make Inns that more important.
If we will be able to switch skillsets at the inns then people could be incentivized to make inns around the world, and take some fee from visitors, which in turn can make game world a lot more dynamic and populated, and not centralize everything at cities.
I would quite like that.
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I quite like that idea.
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@Logain i think there is no need to "raise the importance of cities/villages", i think there is way to much importance to cities/villages.
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@Gothix said in Fall Alpha Dev Update #3:
Better to steal food from nearby cities
Yes, make me richer
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@grofire said in Fall Alpha Dev Update #3:
(...) i think there is way to much importance to cities/villages.
Oh? Maybe I am missing something, but what exactly makes them important to every day gameplay? I couldn't tell you a single occasion where (unless for testing) I would have visited a village before. (It's an honest question and not meant to be offensive)
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Very nice mechanics, I like that it will be that reallistic
I guess I will be watering the fields every day then
For all German-speaking fellows, I prepared a new video about the Dev News #3
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@Stacy555 This because u dun know the previous game Jacopo did, in that game agricolture was really impressive. Everyone had possibility to have a farm into his garden, planting even vineyard and producing beer, wine, super alcoholics... i can assure everyone that This company have best experience to craft system, they developed the best way to craft and production ever, no other game have mechanics even similar and i'm a really old veteran from the first Ultima Online till now.
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@Logain well I'm talking about fractured not all MMO.
in fractured at least for now, you can't build the advanced tools, only the primitive one in the wild.
so without a city you will not be able (its not just take a long time, you just WON'T be able) to make your self the advanced items.
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Well I certainly hope that is true, cause so far other than the farming (which I think is an excellent start) they are doing alright but still lacking a lot in the crafting department. The best crafting mmo in my opinion to date has been Ryzom. It has a very in-depth, complex crafting system that is still very easy to understand and use but with exponentially amounts of results that literally reduce the ability of cookie cutter items to zil and give the good crafters a very good fan base of employment.
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I do agree that this game is being developed directly against a true soloist, as no player will be able to truly be able to solo this game. So if a person is a true soloist, then just take note that this is NOT the game for you (Note: that was not directed at you @grofire, just a notice to anyone reading this that is a true soloist).
With that said, I completely agree with DS's direction of the game. Allowing a player to be a pure soloist to me, destroys a MMO. This does not mean, however, that I am against Solo play in an MMO which I think is very much needed as not always will we have the ability to team up with others at all times. However, a player must need to rely on and interact with others and not just themselves for an MMO to truly be an MMO. To that end, I think that DS is doing a great job.
Also, I see this game being heavily city/town oriented... instead of "guild" oriented (even though it is guild oriented in the means of guild ran cities).... and I love seeing more uses being applied for towns that will make them more and more valuable.
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I can't wait!!!
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Excellent video
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@Ostaff well i just think your wrong, with no solo play there is no MMO, like albion dead game, that could have been better... hurting you solo player = hurting the game.