@holyavengerone said in Future spotlights.:
Any chance to see that coming before the KS? Any timeframe for a video??
We can't give a time frame, but some videos will surely come before KS :slight_smile:
@holyavengerone said in Future spotlights.:
Any chance to see that coming before the KS? Any timeframe for a video??
We can't give a time frame, but some videos will surely come before KS :slight_smile:
@tulukaruk yes, there will be invisibility and stealth-related abilities :slight_smile:
@Esher of course there are seas, lakes, rivers, streams, and so on! Water is an important environmental component to interact with with your spells
@holyavengerone said in How work a game developpement ?:
Plans on hiring soon?
That depends on our funding situation. Of course the team is meant to grow if Fractured takes off :slight_smile:
@chrightt we can't tell the players how to play - large groups are inevitable. What we can and will do is discouraging "zergs" - for instance, by:
@Vengu @Esher player cities and gods are spotlights we already have planned indeed! :slight_smile: The one on player cities will likely be split in two parts, given it's a huge one.
@Logain @Ghoster we'll reveal more info about Kickstarter once we announce the campaign - probably around one month before it actually begins. I'm afraid you'll have to wait a little more
@Fyrsey we'd rather discuss that while showing it on video!
@fyrsey said in A few questions about the primal form mechanic.:
Now this bit of info entails next question: if they're not fixed forever, are they discoverable as any other abilities or there's some other mechanics behind them?
By "not being fixed forever" I meant it's a design decision that could change in the future! :slight_smile: Right now we're keeping it simple by making them fixed and all given to you directly when you create your character.
@esher said in How work a game developpement ?:
Ho, hey @Prometheus Thanks for this answer ! How many are you in this studio ? When I read it, you seem to be a hundred
8 people as of today. We're still a very small studio!
@naratama11 navigation is not planned as of today - it'd take a huge amount of work to make it happen, and it wouldn't be really linked to the core of Fractured gameplay. Never say never, however, as it's likely going to be considered post-release :slight_smile:
@vengu said in A few questions about the primal form mechanic.:
1: When a beastman switches to their primal form, they gain access to unique abilities. Can these abilities be customized in any way or are they set in stone?
2: How do these primal form abilities work with attributes? Do they scale with certain attributes or does it not matter? Also, how do they work with resources like mana?
As of today, they're fixed - what's not set it stone is them being fixed forever Besides that, they're no different from "normal" abilities: some scale with attributes, some don't, some require stamina, some mana, some nothing at all
@lohen said in A few questions about the primal form mechanic.:
do they lose the other abilities as well or can they synthesize these primal form buffs with other abilities like mining or crafting?
Mining and crafting are not technically "abilities", they're professions - within them you have different abilities (say, crafting the item X or extracting the material Y). Most of those won't be available when in primal form: the Beastman turns into a real 4-legged beast, and that's something that is meant to be used in combat mostly.
@vengu said in In-game guild ranking.:
"towns controlled", does that mean a guild can run more than 1 city?
Yes, it means that
@chrightt said in In-game guild ranking.:
@prometheus "total members" really? Does that mean guild has a huge cap size (otherwise this would be pretty pointless right?).
When you create a guild, the cap is quite low, but it can be raised if the guild controls a town (or more than one) and certain buildings are present within the town. In theory, there is no limit to how high the cap can go - in reality, there is, since increasing it gets harder the higher it already is. This makes "total members" a good indicator of the guild's power, not only of how much of a zerg they are
@Vengu apologies for the super-slow reply. That's a very interesting question, and one we're still experimenting on.
One thing we're very set on is that floods of hostile creatures and senseless attack spamming are not our thing. In general, our orientation is to have a more "strategic" combat than the average ARPG - mixing the hectic fun of the genre with the tactical depth of the MOBA genre. This on course means fewer enemies and an overall slower pace - but still perfectly suitable for a PoE fan, since you've mentioned it :slight_smile:
@esher said in How work a game developpement ?:
I would know what are the different role in a game developement, what they do, the specific stage,...
The questions in this thread are fairly broad so let's start with this.
Roles depend on the type of game being made, but the most common roles are:
These are the main figures required in a team, but a game studio often employs several others (who might work cross-team or just for a single team):
@esher said in How work a game developpement ?:
I would work as a 3D graphist, but, what happen for me after the release ? Am I in standby as all characters and maps are done ?
If you're in a team and you're forced to a "standby", the one who's managing the team (or the responsible for the product, if it's a SCRUM team) is doing it VERY wrong
@esher said in How work a game developpement ?:
Or will I work immediately on something else ?
That depends on the type of game - but could be generalized to other products really. If the development of the game continues after release (as it happens for what we're doing - an MMO), you'll likely keep working on it. If not, you might be assigned to another team.
@esher said in How work a game developpement ?:
When you start to create your game, do you already think to the continuation of the game (updates, new story,...) Or you will think it after the release ?
On average, those are topics to start thinking about once the release approaches or after :slight_smile:
@Werkrug it isn't useful, but it doesn't hurt either, and I'm sure most people don't mind gaining some points :slight_smile: We're considering making some changes to the Daily Posts quest though (among other changes to The Foundation in general), so we'll see!
@Vengu as @chrightt pointed out, the Knowledge System already covers the role of an achievement system in a way. We might implement a few proper Steam Achievements if we end up distributing through Steam as well - but it's definitely not a priority right now.
@holyavengerone said in Feature Spotlight #3 - The Knowledge System:
Have you / will you guys be considering to have the respecs require significant in-game work to accomplish as opposed as to just costing in terms of (insert whatever currency here)?
Yes, we did - but as I've said, it's too early to ask now - we'll make it public when we've reached a conclusion :slight_smile:
@Vengu @lehuan5062 of course! There will be a ranking by total members, towns controlled, sieges and staged battles won, asteroids conquered - and more! I'm quite fond of metrics
@HolyAvengerOne @Holya @Mata @Lomacil @GamingIce @StarDust @Logain @Lohen @chrightt @Vengu @ryota1382 @warhard @Firefiite @tulukaruk @Rofus @Mazikar @JesseJane @00 I'm tagging you all since you seem interested in how to rank well in The Foundation.
First of all: there is no way to "game The Foundation" - all the existing quests are in front of your eyes, and they're really simple! :slight_smile: The only way to "cheat" is to create fake accounts to complete all the referral-related ones. However, fake accounts are very easy to identify, and we end up flagging a few as such almost on a weekly basis. Once flagged, they no longer accrue points to the referrer.
In the next iteration of The Foundation, we're going to make it so that accounts flagged as fake are kicked out of The Foundation entirely and the abuser is notified that happened when he opens the website.
That being said, if someone is gaining a lot of points (which are not explained by social and news-related quests) there can be one reason only: this person has referred a hundreds of accounts (not hard for some people, especially streamers/youtubers/journalists), or has referred dozens and those ended up very engaged and got a lot of levels. I said "has referred", not "is referring", because it takes months before an account reaches level 10 by passive points alone... so it takes months before you reap the rewards of your contribution in growing the Fractured community :slight_smile:
Speaking of passive points, they are a nice perk to give as reward, but they have the major drawback of allowing never-active accounts to slowly gain levels. By never-active I mean accounts of players who have confirmed their email address and never cared about Fractured again - never opened a newsletter, never read an update, never opened the forums - nothing at all. If those accounts didn't exist at all, it wouldn't make a difference for us (and for you). I'll discuss the matter with our designers and some changes might come in the next iteration of The Foundation there too.
@vengu said in Feature Spotlight #3 - The Knowledge System:
Making such respecs cost knowledge points seems like the most logical solution to me, which leads me to another question: How many knowledge points can be obtained? Unlimited? Or does it stop once you have unlocked the whole map, the entire bestiary, all relics, etc.
Attribute respecs definitely won't cost KP eheh.
KP from exploration and bestiary discoveries are limited (with obvious jumps when we add new areas / creatures), but those from item identification and relics aren't! So in the end they are unlimited, but the bulk comes from exploration and discoveries. :slight_smile:
@holyavengerone said in Feature Spotlight #3 - The Knowledge System:
Why not choose to allow a character to migrate slowly their stats or attributes or skills towards what they're using? In your example of the occasional wizard with low intelligence, if he sets his attributes to migrate and keeps using his spells (intelligence based abilities), he could overtime increase in intelligence and decrease in, say, something else he had chosen to favor at first.
That approach comes straight from Ultima Online and, although we like it, from our experience we know it's very easily misunderstood by players. We'll likely go for something more straightforward - although, as I've mentioned elsewhere, the whole "change your attributes past character creation" topic is not set in stone in our current design iteration :slight_smile: (by that I mean: we'll let it happen but it will be severely restricted - totally different from talents and abilities - and haven't come to a decision on what this way will be yet).
Tanky melee with healing - the "monk" or "paladin" archetypes in other games sometimes fit the role.
@lomacil said in What's your playstyle?:
I would like to play a mage if its not like in every other game just throwing fireballs and lightning. I like complex gameplay and so I prefer underestimated classes like if there is something like an alchemist sometimes.
But I usualy end up playing the roll noone wants, so I'll fill
Your "mage" character in Fractured is how you make it! You'll have several alchemist/herbalist abilities I'm sure you'll like - just learn them and create a few mage-like builds around them :slight_smile: