@needlehawk makes sense to me! XD
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Posts made by TheRippyOne
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RE: Importance of attributes triggering repetition?
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RE: Importance of attributes triggering repetition?
@jetah 2 problems - one, what determines which stats go down? if you start as a base 10, how do you get a stat down to 6, if that's what you want?
2nd - not strictly an issue, but also not correct, as far as I can tell - there is no equipment that adds any statistic bonus, as far as anyone can determine. From what the devs have said in various places, any sort of bonus gear gives will focus on aspects (like your run speed or lift capacity), or skills (+15% damage to this particular skill, or +5% damage to a skill type)
There are 1 or 2 skill slots that improve a stat (2 or 1 points, respectively) in each of the 6 trees, and those can be added or removed via a fireside skill respec - are those what you were thinking of?
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RE: Importance of attributes triggering repetition?
@jetah said in Importance of attributes triggering repetition?:
Outside of automatic skill adjustment how about a way where you start your character it don’t add in the extra stats till later.
Not sure what you mean. There are no extra stats - or, at least, no more than 1 extra stat point - that's the point I made above, that a respec is easy because there aren't 72 variables to check, keep, and maintain relating to someone's stat array.
if you mean - get into the game with nothing but the starting stats, and building the character later, I'm not sure anyone would enjoy playing with a 6 in every stat, and being the focus of every Malus effect at it's worst?
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RE: I want this type of 'environment interaction'!
@gothix and how many people the devs want to exclude based on hardware power and internet access speed.
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RE: Custom Buildings?
@target This is what I remember, too - though, furniture, and possibly furniture placement, may be more free form.
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RE: Importance of attributes triggering repetition?
@needlehawk I can see a free stat respec in the case of a significant re-balance (Something like, on login, "THERE HAS BEEN A GREAT DISTURBANCE IN THE UNIVERSE!" takes you to the character build screen, "What titanic forces have been Unleashed?!" (it's a link to the Updates page so you can look) "And do you want to change things, in response to these events?!" and you can choose to change your stats or not)
In most games, a respec is hard, because people are doing all sorts of wacky things as they grow and level - did you take the quest that gave you +1 strength? or the one that gave you a choice of +1 Agility or Constitution? Did you fail Main Plot-point F, and thus lost a finger and a point in dexterity (but gained the Hardiness feat)? Have you been abusing the cash shop?!
But in this game, there is one thing to track, at most - have you picked a god and done thier holy quest? (not saying that becoming the messiah of a god will give you a stat up, but saying it's possible) All other stat-ups (like, via the skill tree), are impermanent and applied by the player, not baked into the character. Respec'ing is, from that perspective, a breeze.
I have no real problem with people picking a background, other than people wanting a background that isn't available. I can see some...basic problems with letting people pick their initial skills, though, as much as I love and appreciate getting my head in the code and really cranking things through so I can get what I want. For one - what keeps someone from going for an ultimate build from the start? This isn't exactly an "issue", but it does run counter to the "explore and try everything" theme the devs seem to be aiming for.
The other is people taking the "hard to get skills" in character creation (requirements to learn - stand in a thunderstorm for 50 out-game hours, non-continuous, after you learn Lightning and Lightning Wall. Or, requirements to learn - Die in a fire 30 times. you know, the really annoying stuff), regardless of whether it's a viable start (all your skills revolve around stats you aren't good in, and take more than half your mana bar to cast), which is one of the things the devs are trying to avoid.
You can avoid theoretically solve those issues by limiting the skills to be taken initially, by semi-arbitrarily designating some skills as "Starter" or "Advanced" and letting people only pick from the starter/non-advanced skills at creation...but you'll promptly get people whining that "their" skill isn't available, and you haven't prevented someone from picking terrible skills for their build, anyways. Big mess.
By making it really arbitrary, (ie, the game picks skills based strictly on a background selected, or on stats selected) you'll at least get everyone to whine about the unfairness equally, assuming the devs don't make a total hash out of one of the initial builds/skill selections.
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RE: Where do you want to live?
I think I like the look of the Shield Mountains area. close enough to the beach for an occasional vacations, but I can get my mine and shrine on, too XD
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RE: Pets & Mounts
@esher Racing Snail Riders? oooo
but, in that case, I fear for anyone having big, strong, hands.
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RE: I want this type of 'environment interaction'!
@jetah sure, but that's still passing all that particle data to the client to render, on a finite connection, in real time. That's a LOT of data, even if it only passes the immediate area
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RE: Importance of attributes triggering repetition?
@jarek Short answer - the devs are building the game to assign certain initial skills to a character based on their stats, to avoid someone taking, for example, a bunch of basic Warfare, strength-based, skills when you left your Strength stat at 6 - if you want them, you can still learn them, but it prevents a character from being entirely outclassed and doomed in their initial hours of play, giving them the chance to learn the skills they want.
While it is, theoretically possible to make a character so disadvantaged work, it would be difficult and frustrating. This way, you can do that after hour 2 or 3, since basic skills are (probably) easy to acquire, but it means you have some more functional skills to fall back on if you get frustrated afterwords.
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RE: I want this type of 'environment interaction'!
the problem is that tracking that sort of interaction is cpu expensive, and would slow a connection to a crawl, especially when fluid dynamics aren't a thing in game atm - no swimming or sailing (yet, at least), so this is a dynamic system for a static object, from the player's perspective - cool, but not a good resource use. Much easier to do the water freezing and electricity on a static system that is manipulable, instead
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RE: Importance of attributes triggering repetition?
@needlehawk I sort of hope that there is an active interface on the point distribution - something that lists Malus effects if they are in play, maybe an example of three skills (which the player can look at and cycle through) showing the effects of what the current stat array does in those terms - accuracy based on Perception, for example, so if you slide your Perception bar down, you can see how that affects the accuracy - and either lock them, so you can make comparisons, or let them "ride," which adjusts them to match some of the skills that the game is actually going to give you to start, based on your stats at the moment - remember, the game is going to assign at least some skills so you can't bork yourself at the start into non-viablity.
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RE: Wow, a redesigned main page!
I also like the redesign - much cleaner, much more efficient use of space. Top job.
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RE: Future Spotlights Content - Vote Your Favorite Topics!
Yeah, we may be demanding, but that's because we're excited - so don't worry about it, and just work at your natural pace!
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RE: Future Spotlights Content - Vote Your Favorite Topics!
XD Doesn't matter who your producer is - big studio, crowd funded, 1 dude or more than 1,000 - they always want more updates, and they want them now XD
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RE: Importance of attributes triggering repetition?
@gothix said in Importance of attributes triggering repetition?:
I guess I'd be ok with devs letting people shift 1 attribute point per month, and make it cost a lots of resources.
I'm definitely not ok with people being able to respec a whole attribute set at any time new cookie cutter build comes around.
Problem with that is it produces more powerful characters, since different points have different costs. The average for point distribution for a human is 6 15's - 90 points, effectively. another build is 3 18s, 3 10s - 84 points, in total. assuming you are willing to spend the 9 months manipulating things, the 6 15's become 3 18s, 1 16, and 2 10s (or 3 18s, 3 12s) - significantly better then the nearest starting equivalent.
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RE: So there will be a skin cash shop (part 2)
according to the devs on the Discord channel, this week is the week. There will be a new News to go along with it.
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RE: Pets & Mounts
@kralith said in Pets & Mounts:
Corvus Corax.
given that there is a hawk, the devs already have the skeleton, rigging, and animations, so something that iconic ought to show up pretty quickly, if it isn't already in the works.
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RE: So there will be a skin cash shop (part 2)
@needlehawk What about skins that change your race (like Blood to a more classic vampire look, or Crocodile to Rabbit (or vice versa, depending on the devs cal) or effects (weapons, magic, and auras)?