OMG OMG OMG!!!
Downloaded the latest version and made a new character - kept hitting play just in case.
OMG OMG OMG!!!
Downloaded the latest version and made a new character - kept hitting play just in case.
"When prices go down, those who already bought want the lower price, but, if prices go up, those who already bought donβt want to write Tesla a check. So it goes." - Elon Musk
Brave.
I pledged after reading about the game to increase my Foundation standing. Probably about two days worth.
Convinced the wife as well, so we're in for a couple hundred bucks. I'm very impressed with the communication from the team, and the status of the game in Alpha. Sure, it's slipped, but I don't mind so long as it's communicated why it slipped.
I'd like them to update the timeline, but I'd prefer they keep working.
@Znirf Thanks so much for the reply!
@Recoil I like it. It could be an option for Governors to build in the player towns -huge resource cost, and then charge players to use it with a portion going to the town and the rest as a currency sink.
I don't know how many spots there will be for player towns, but if placed strategically it could lower travel times without unlimited fast travel. Kind of like the towers in Legends of Aria - one near each major city but still a distance away from everything else.
I placed my house about 10 minutes(?) away from the starter town, and once I started going out it seemed anywhere I headed was a 20 minute run. Which is alright when starting out, as you find different resources that increase your knowledge, but once you have that all done - it's a grind just getting anywhere.
@Rofus said in Higher Tier Funding Ideas:
I have to say I'm against the idea of additional new stretch goals. The feature creep is a problem that slows down development and I would rather have them finish the game with the current plans and then consider new features after the release.
This was my thought as well. I'd rather the team focus on the game than continue to add features.
It seems as though they don't expect the Labyrinth levels to add much to the workload having added one as a stretch goal every 20K. So, add Level 5 at 190K, and that's it for that aspect.
Maybe something minor at 200K - Dyes? From then on out, set the goals at an additional 50K. (250,300,350, etc.)
This leaves the carrot on the stick, without overburdening the donkey.
I'm going to largely second a lot of what you touched on in this fantastic post.
TALENT SYSTEM
"Would be cool if crafting also provided knowledge." 2nded
As far as setting stats via the system, I disagree. With the memorization system allowing reallocation of knowledge points, one character could do everything.
While we're talking about stats, I think we could use a dialog box on character creation stressing how stats can only be added to, not modified. First time players with first time characters need to understand the gravity of stat selection.
ROADS
CITIES
"I'm not entirely sure, however, I like how much crafting content is gated to cities (even though it will pressure players to join cities, which will help me out as a governor)." 2nded.
This is obvious this Alpha with leather. I'm thinking material refinement can be done on a house plot, but the actual crafting tables could be in cities.
"Are there going to be 5x5 or bigger house claims, so we can build the biggest houses?" 2nded.
I chose to build on a 6x6 near town rather than settle for a smaller plot in town.
"Would love a way for citizens to leave messages for me in the Town Hall." 2nded
Bulletin boards and/or mailboxes.
*Other pros I liked seeing the endurance bar become prominent. YUP
Gripes
"I don't enjoy the randomness inherent to the enchanting system. I tolerate it, but it feels like a good concept dragged down."
"Target selection is frustrating. The best spells for me are those that don't require a target, simply because I can reliably use them in a fight."
"I don't enjoy gear permanently wearing out. Would be nice if we could at least repair it."
Housing
I'm assuming each plot costs 1000g right now. That's way too easy to earn, especially with the implementation of banks in towns,.
If not already planned, there should be an increasing cost proportional to plot size. (Are they all squares?) Something akin to:
3x3x100 = 900
4x4x200 = 3200
5x5x300 = 7500
6x6x400 = 14400
Already mentioned, but I think plot owners should be able to place material refinement stations. CRAFTING should be in cities, including enchanting.
Is there a plan to add more resolution to placing items? I'd like to center my items under windows, for example - can't do it.
Fences need gates.
Things I noticed so far
Some mobs just freeze and let you plunk them with a bow.
Carts have 2 levels of being filled. I love that. But, when you hitch up to it, the graphic goes back to being empty.
I love this latest alpha. The foundation of the game is getting there, and I'm really looking forward to more content in the future. Great work!
Just here to post my daily message, which is more interesting than Legends of Aria.
Re: Religions
Will there be an option to have no god?
Perhaps instead of blessings and divine spells there could be an engineering element added? Or perhaps something with the eclipse cycle?
@Althalus said in First impression of Alpha1 -T1 with screen shots:
Usually the Alpha of an game never reflect the final release.
We will see for sure much changes till 2021/22Don't be worried about the state of the game, we got a quite good Alpha, many other games would not be able to show that much, some of them not even in Beta.
I saw the progression from first Pre-Alpha Patch back in November/December and i can tell you, their progress is very promising.
I didn't know of Fractured until after A1-T1, but from my checking out the game before deciding to be a backer, it looks to be - in EARLY EARLY Alpha - a far cry more polished and has way more vision that my current pre-release fiasco, Legends of Aria. (which has been courting Steam Early Release for almost six months)
I'm looking quite forward to the development of Fractured, and for A1-T2 in Juneish.
I looked at it based on this post - if I get a beta invite I'll check it out, but I'm not dropping cash on it right now - a fist bump emote isn't worth $40 to roll the dice.
Breeding would be something I'd like to see added after release - we'll have to do our best to make the game successful!
The dev team surely has enough on their plate though - I'm really glad they stopped adding stretch goals. You can only do so much to release a game. We're so used to the old method of game development, I think that we as a gaming community ask too much of the kickstarter model.
Maybe the studio (or a fan with talent?) could whip together an updated 90 second video overview to throw on YouTube that the community could then share to drum up interest for A1T2, maybe kick this thing over 200K.
Highlight the Foundation - "earn in game items NOW for FREE, contribute to the project for Alpha access - Summer 2019"?
I just got into the Alpha - it sure is pretty.
I'm enjoying the PVE and crafting aspects. PVP quests are nice, but it seems as if the siege aspects have little to no ramifications. Dying as a mode of transportation is odd.
I can't be bothered to find the sources of my understandings, but it seems to be that the crafting system will provide, not supplement, the progression of your character.
What I mean, is that while there will be a crafting progression to achieve to make "top end gear", this top end gear will be sourced by the crafting systems. There will be drops for items used in the crafting process, but the rarity of such items is low - everyone should have reasonable access to them.
I assume that durability will be the main issue with gear to drive the crafting "economy".
Again, this is just my understanding based off of reading things nine months ago. Gear is not the end-game.
I'd like to see a system that allows for more diversity in what a tamer brings to a fight. In UO you had a dragon of some sort (Ice Wyvern was the pet to have last time I played way back in 2003) and a Nightmare mount. You didn't see anyone running around with much else - there was a period with scorpions and poison, that if I remember right, got nerfed pretty quickly.
Maybe a 25 slot system? High end creatures take a lot of slots. Wyverns 15, Drakes 20, Dragons 25 and so on.
Rats take 1, giant rats 2, wolves 3...
This way you could have a tamer with 25 rats that would be vulnerable to an AOE - assuming the target could get it off with 25 things hitting it. Or a pack of wolves, or a couple of dire bears. Etc. Horse traders could come back to town with 10 horses at a time.
Just a thought.
Wow. I wish I'd seen this earlier - I messed around with it a little bit on my own, and never had any idea it was so deep. Thank you so much!