Yes, I've noticed it's really quieted down. Maybe everyone else is playing pre-alpha.
Posts made by Roccandil
RE: Founders Packs Mount Skins and Human Vehicles
I almost feel like prometheus is discouraging friends or guildmates to invest in the limited founder packs by saying guilds can't support multiple towns at launch.
That's the first I've heard of that! My guild has several governor packs+; we'll see how it works I guess.
RE: Environmental Combat
But I was just curious what other types of environmental combat will we see that do not involve water or ice?
Hopefully they take some inspiration from effects and interactions from Divinity Original Sin 2: webs, lava, smoke, oil, poison puddles and clouds that explode when exposed to fire, blood as a substitute for water (with players leaving blood puddles from damage), and holy/unholy elements that can be applied to any type of environmental element to alter their effects.
Ya, combat in Divinity Original Sin 2 was a blast (literally).
Summoning oil to slow down enemies, then lighting the oil with a fire spell, or using electricity on pools to stun enemies were mechanics I frequently exploited.
RE: Ruined mines
@jairone They was really corrupted angels ? I've read the Silmarillon, but I don't remember their origins
That surprised me too, but according to Wikipedia it is so (thus it must be true! ) :
"According to The Silmarillion, the evil Vala Melkor corrupted lesser Maiar (angelic beings) to his service in the days of his splendor before the making of Arda. These became known as "Demons of Might": Valaraukar in Quenya, and Belryg in Sindarin; Balrogs is an Anglicised plural of singular Balrog."
RE: The Tides of PVP
In my head the best option will always be limit of guild members, I do not see a better option than this to make things more balanced, because even if a strong guild appears and dominate several territories the limited members will be scattered to be able to protect everything and they will be at a disadvantage if they are invaded.
What prevents "soft alliances" of guilds? I saw that sort of thing all the time in World of Tanks (feeder clans, etc.).
RE: Preventing Bots in Arboreus
If I ever design a game, I've decided I'll do everything I can to balance it around the mechanic that player's toons are -always- skilling up, regardless of whether or not the players are actually on, and thus organically bypass the bot issue.
So you mean something like EVE-Online uses. Where you train skills even when you are not online?
Something like that would be nice.
I peeked at EVE Online once, and decided it would take -way- too much dedication to play it. If they use that kind of system, though, that makes me happy, since EVE seems to be one of the most successful sandbox MMOs.