Its a decent game but point and click is definitely a no go for me. I read some older posts regarding not planning controller support and was wondering if anything changed?
Posts made by Rungar
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Controller support?
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RE: Information and Research on gamigo
nobody who plays mmos trusts Gamigo. Even if its the best game ever and Gamigo doesn't interfere, its going to hurt the game.
I guess its better than no game. Hopefully they are trying to turn their image around but its still gonna hurt. No one cares about details. They hear Gamigo and they are gone.
Unfortunate really because you have some really cool ideas. Lets hope your ideas can overcome Gamigos terrible reputation.
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RE: skill library
ahh I see. I have no issue with that kind of stuff being loaded into the vip sub. They have to get something for their money.
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skill library
i love the finding the skill from learning about monsters mode of gameplay and was wondering how that would work for alts? It doesn't seem like alts can use skills acquired by another character so I have a suggestion that might make this a bit more interesting for players whether they like playing alts or just want to reroll their character.
basically all your skills, regardless of who collects them, can end up in a skill "library" which is something tangible you can make in your house.
when you start a new character then they can consult the library and get a "leg up" and get a base amount of knowledge from everything in the library. This could result in learning some skills automatically and/or a good leap forward for other skills.
you would have to work to get this advantage though. You would have to make books to fill the library but once its in there any character can access it. In order to make the book you just need the skill and whatever required materials.
the skills system is really neat imo but it does have a weakness in the alt department since players might be reluctant to do "everything" all over again. This basically lets you use any character you wish for the collection which I think might be important.
Whether that results in just a leg up or complete allowance to use the skill I don't know what's best but there should be some way to make sure that all the skills you find, regardless of character, will eventually be useful to you.maybe something like this exists already but if not i think something would be necessary.
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RE: Item System
thanks for the explanation. How much of what you have there is equipment vs the talent trees?
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RE: Item System
well I'm only going on information I've seen but it doesn't appear to require much theorycrafting on the part of the players. There doesn't seem to be any form of item/set interaction type layers.
I'm all for a more horizontal development but you need those interaction layers imo to replace the lack of vertical progression.
I mean once I choose to be a mage type character and make some light armor and put some gems with the stats I want in it, is that it? Or is there more too it I cant see?
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RE: Item System
i saw that and it is neat but i'm a big fan of "pros and cons" more so than just how hard something is to collect. Item system seems to be lacking any major cons/strategy other than not being able to use certain abilities with certain equipment.
I think you need three kinds of items with unique parameters over an above the enchantments, with the minigame being how you choose between the three to maximize your power.
in other games say like elder scrolls you achieved this by selecting different sets based on their inherent bonuses but it also had enchanting (similar to gems here) and while not the same goal as here it had the depth to it since choices were strategic on multiple levels.
im not saying this game should have set bonuses but it should have something over and above the enchantments preferably with real disadvantages built in for the more powerful stuff. -
RE: Item System
I suppose they could add magic and cursed materials and achieve the same dynamic gearing system ( with the magic toxicity system) without requiring specific gear drops.
magic materials being more prevalent in Wildfolk territory and cursed being more prevalent in demon territory. Balanced in the human areas.
just to expand:
Regular crafted (current system): high durability, lowest power, low/no toxicity.
Magic crafted ( from magic drop materials) medium durability, medium power (+10-20%), medium toxicity. Resists looting if possible (other equipped items looted first)
Cursed crafted ( from cursed drop materials) lowest durability, highest power(+30-40%), highest toxicity. Cannot be looted but also have significant downsides.i would also let armor be repairable but each repair permanently degrades the durability. So after like 3 or so repairs its toast but you could also salvage the item and the more you repair it the less you get from it.
to balance it then you could put in enemies that have special attacks that target durability rather than just damage and also enemies with armor that you could use these special attacks to break their armor to get at their hitpoint pool just to add a little strategy to combat.
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RE: Item System
i see. I consider semi random to be like finding things where you would expect them. Like finding armor in a chest or on a fighter but not on a bear or wolf.
Its difficult to balance crafted with dropped items but i think with a toxic magic system you can achieve it since equipping all found items doesn't generally make your character stronger and adds a layer or two of depth to it trying to figure out the best combination to squeeze that last bit of power out of it.
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Item System
I think from a crafting perspective the item system is pretty good though i'm not a huge fan of only requiring gold for upgrading items. It should require materials instead.
its also a bad idea to have everything crafted. Consider a system such as the following.
crafting system as it is now + semi-random ( ie Grim dawn/diablo style, found in chests and places where it makes sense etc) drops and finally cursed drops ( found off of special named enemies and chests and can be either a craftable item(cursed material) or a drop but is cursed either way).use a system called magic toxicity where equipping too much magic can have negative effects on you like lowering your stats, regeneration etc. Crafted items would be the least toxic, most dependable, least powerful. Dropped items medium toxicity durability, power, and cursed items highest toxicity, lowest durability, highest power but also serious drawbacks. Cursed items can also be de-crafted to remove some of the negative effects and raw power.
this sets up a game where a player will try to balance the three different types of items to the greatest effect and opens the door for different kinds of play since you can play conservative, balanced or aggressive, and manage the toxicity accordingly.
most players would end up balanced with maybe one cursed item, a few drops and rounded out with crafted but you could do as you wish.