Interesting: "non-instantaneous crafting". I like the idea, we'll see how it works!
Oh, and I notice the team was pictured but not individually identified!
Interesting: "non-instantaneous crafting". I like the idea, we'll see how it works!
Oh, and I notice the team was pictured but not individually identified!
Very cool! Looking forward especially to see how alchemy and enchanting work.
My favorite all-time alchemy system is from Might & Magic 6, simply because of the scientific-like exploration it offered. If you didn't look up recipes online (and I didn't), you had to use trial and error to figure them out, and track your results to find different combinations to try, which for whatever reason was extremely fun.
@gothix said in Importance of attributes triggering repetition?:
For once I would like some company not to care about players crying. To see devs just let people cry and then laugh at them for sucking at gaming.
This company would win my heart instantly.
I see this attitude a lot, and don't understand it. Customer service matters, and a good business exists to serve the customer, not the other way around.
At any rate, in this case, I get the impression a key developer design philosophy is to mitigate or eliminate the repetition commonly known as grinding (and I'm intrigued simply to see their implementation).
Inasmuch, however, as the stat mechanic promotes rerolling toons, it would appear to contradict that.
Certainly, the developers don't have to design the game to allow respeccing stats, but it's the apparent conflict with their own philosophy that triggered my question in the first place.
New World currently has two fundamental mechanics I'm looking forward to seeing develop:
I'm also interested in seeing how those two mechanics are balanced against each other. The Corruption could be strong enough, for instance, to unite everyone against it, making PvP more of a sideshow.
Which evidently means I get to name and claim a town. I don't really know what that means yet, but I'm leaning towards Syndesia as the location.
Perhaps with experience in Alpha/Beta I'll change my mind, but I do like PvP, just not the aggressive, griefing kind (I tend to the carebear, I suspect). I prefer bigger, realistic, kingdom-style, long-term PvP, and Syndesia seems like the best fit.
Anyway, thought I'd introduce myself here. If anyone's interested, let me know!
Even worse, some defensive abilities of Albion gatherer gear can lock you out of escape portals!
like the current pre-alpha crunch, he's generally too busy with the development of Fractured.
This IS a news : "current pre-alpha crunch"
"Pre-alpha crunch", the breakfast of champions.
@GamerSeuss said in New World by Amazon - Anyone interested?:
You play MMOs to have a huge open, ever changing world.
Agree! And solo content does not have to be isolated content: the kind of MMO I enjoy provides solo content with significant downstream effects on the entire world.
For anyone who's joined my town for the next Alpha test and is not in the TSE discord already, let me know and I'll send you an invite!
Looking forward to playing with you all.
I believe 46 of 47 limited pledge packages that include the starting governor perk have been sold.
My understanding is that each planet will have three continents, for a total of nine continents, and each continent will have many town locations. I don't have an actual count, but even if all the starting governors were in the same guild, and selected town spots on one continent, I'm not sure they would take all the available spots on that continent.
And that would leave seven or eight continents untouched.
@gothix said in Will Animation Cancelling become a combat mechanic one day?:
I'd prefer not to have it, and also to have forced global cool down on every spell.
In this way game becomes not only about who can mash his buttons faster in right order, but also puts more weight on general tactics and combat thinking.
Yes, I'm very much hoping this won't be about button mashing. (I like ergonomic builds!)
Since you've posted this here, I'll say you were kicked because your behavior was toxic, and though I wasn't asked in advance, I wholeheartedly approved of the action, based entirely on what I had seen of you for myself.
Right now, these are my big min-max questions based on Alpha:
The practical consideration is that there are nice bonuses for getting an attribute to natural 20, so depending on the answers to the above questions, it may be worthwhile to not push any attribute past natural 20, in favor of getting multiple attributes to 20.
@meninodeouro
I agree; rare trades should be player-driven, not NPC.
As it stands now, the game asks new players to decide their attributes before they can have any first-hand knowledge of the long-term ramifications of their choice.
That design inherently diminishes the meaning of that choice to a new player. How can they be expected to make an informed decision? Sure, they can read about attributes, and follow, safe, popular cookie-cutter guides, but until a player experiences the game for themselves, how can they really know what they're going to like best?
As to limitations preventing a single character from doing everything, I think that's better implemented via racial design. Even as it stands now, if players could freely reroll attributes at a campfire, they still couldn't go beyond the limitations of their race.
@ekadzati said in Pinatas, catatonia, and Montgomery Scott (or what matters the most to me in MMOs):
A given collective of players should be able to encode their cultural rules upon the land(s) they manage, and be able to do so in such in a way that assures technology handle the heavy lifting.
Providing the options of different models is the only requisite. How they are used will be the emergent aspect.
Maybe players prefer to follow real world examples, maybe they don't... but it's a lot easier to do any of it if the game itself provides a means of formalizing such things.
I like Fractured's take on planetary cultures; I'm saying with the right systems in place, you wouldn't need separate planets.
So, you'd like to see, say (just for example), a guild alliance structure available to demons on Tartaros? Something that would penalize breaking the alliance or attacking allies (or maybe prevent attacks on allies entirely).
(From a lore perspective, could be a blood oath/magic thing that not even demons ignore lightly.)
@dragomok said in Pinatas, catatonia, and Montgomery Scott (or what matters the most to me in MMOs):
...but then again, even rudimentary modelling ecology leads to mob in-fighting, and OOOHH YES, mob in-fighting can be fun. Firefall beta didn't have a full-blown ecology, but it had mob factions. I liked to herd swarms of Hissers onto Brontodons, and my favourite memory is of a (brief) five-sided players-Raiders-Chosen-Brontodons-wildlife battle that I accidentally started.
That sounds cool. I'd love to see more ecological systems implemented!
@Meiki said in Arborian or Arborean?:
The beastfolk might even prefer to call themselves Nelenians (Children of Nelena) as she is their Mother and "creator".
Angels and Demons could go for the Babileans even (as Babilis herself probably also used to be an Angel so the common lore goal for Angels might be to redeem their Mother and their kin, so they would probably not part themselves of their kin in such a way that Abominations will.)
I like it! The name "Beastmen" sounds human-centric, something humans would call them, not something they would call themselves.
Specifically, it uses "Beast" to modify "Man" (implying a Beastman is a kind of human, or simply oriented to the human perspective), and I can't see the Beastmen seeing themselves that way.
(The name Beastmen also differentiates between normal beasts and sentient beings that look like beasts, again, a human-centric perspective.)
The Beastmen could just as easily call humans "hairless bipeds".
Good thread! Snowballing in PvP almost seems like monopolies eliminating competition: you need a trustbuster.
One theory I have is that it's too easy to project power in MMOs; logistics aren't nearly as important as they should be. Defending should be easy; projecting power should be hard.
I think that's partly because in MMOs, no one can be online all the time, and so an organized attack squad is much likelier to have a local advantage, wherever they decide to travel.
A couple possibilities to make projecting power harder:
Since Fractured has horizontal progression instead of traditional leveling, however, I suspect that snowballing may not be such an issue. We'll see.
Hmm. Could make sense to a point, but knowledge and experience are very different.
If you need to walk across fiery ground and survive to get a knowledge point (for instance), I'm not sure just telling someone about it really prepares them for doing it.
Maybe if each skill had a possible free "mentor" point that you could use to substitute for only one of the experiential knowledge requirements to advance a skill, that -might- work.
Honestly, though, I could see that being used by players to increase the skills of their own pool of toons (get X skill on one, Y skill on another, and then boost each other).
Wurm Online also uses merchant NPCs that you need to visit locally, and it seems to work well for selling gear.
One PvP exploit, however, is to put valuable items on a merchant at exorbitant prices, and use it as safe storage (since merchants can't be attacked).
At least on the PvP worlds here, I'd consider making merchant NPC inventories lootable.