Best Of
Re: Skillbook system
I agree with certain skills being locked behind some quest, some raid, or simply the need to loot the "manuscript" in order to learn a "secret skill" like L2 did with spellbooks for certain classes.
It deepens character progress.
It deepens character progress.
Re: What is the advantage of choosing the same archetype as class?
check back near phase 3 of alpha2 cause we have no clue how archtypes work and phase 3 is when a couple classes seems to get them
Pretty much the end of the thread right here lol
Re: What is the advantage of choosing the same archetype as class?
The same kind of advantage that you would get by going Ranger/Mage instead of Ranger/Fighter. As far as we know, each secondary has 4 augment schools and it's access to specific augments that modify base Ranger skills.
Of course, we know very little about the augment schools that a class will provide, and even less about what each augment school will do. The teasers for mage secondaries were: fire, lightning, frost and teleport augments IIRC
Of course, we know very little about the augment schools that a class will provide, and even less about what each augment school will do. The teasers for mage secondaries were: fire, lightning, frost and teleport augments IIRC
Spif
2
Re: What is the advantage of choosing the same archetype as class?
WumpusAmungus wrote: »What do I gain by going Ranger/Ranger as opposed to going Ranger/Fighter or Ranger/Mage?
You become a ranger squared. Aka... a powered ranger
Go! Go! Powerrangers!
Blip
2
Re: What is the advantage of choosing the same archetype as class?
WumpusAmungus wrote: »What do I gain by going Ranger/Ranger as opposed to going Ranger/Fighter or Ranger/Mage?
You become a ranger squared. Aka... a powered ranger
Hinotori
9
Re: Stat Calculations
Showing the actual game stats in a tooltip (not just plain text in a tooltip that matches, but a link in the tooltip that pulls the actual calculated damage or effect) is very smart for a game designer. Because hidden shifts in stats are tougher to internal playtest and/or PTR validate.
So when a balance pass gets released the sweaty guys test everything. Then they find out that ability X that was supposed to get a 5% damage increase got a 50% damage increase because someone messed up, and the playtesters missed it. Sweaty test guys now have an advantage until others catch on. Then game balance is screwed until game devs catch on and issue a hotfix or patch.
Stats are also nice for theorycrafting a build. If you don't actually know your crit chance % or how high your crit chance can get, it's really hard to make a build that relies on specific proc-on-crit effects. This means you also need to know if softcaps are a thing for crit chance, where they start, and how much the softcap takes away.
So when a balance pass gets released the sweaty guys test everything. Then they find out that ability X that was supposed to get a 5% damage increase got a 50% damage increase because someone messed up, and the playtesters missed it. Sweaty test guys now have an advantage until others catch on. Then game balance is screwed until game devs catch on and issue a hotfix or patch.
Stats are also nice for theorycrafting a build. If you don't actually know your crit chance % or how high your crit chance can get, it's really hard to make a build that relies on specific proc-on-crit effects. This means you also need to know if softcaps are a thing for crit chance, where they start, and how much the softcap takes away.
Spif
3
Re: What is the advantage of choosing the same archetype as class?
check back near phase 3 of alpha2 cause we have no clue how archtypes work and phase 3 is when a couple classes seems to get them
Veeshan
5
Re: Economic Node Player Temperament Speculation
Economic Node Player Temperament Speculation
Religiosity: significantly below average
Higher rates of materialism
Higher rates of economic literacy
So in short : complete Heathens. Damn, i love them already. 🥲 .
Economic node player policy and ethics:
less government
less authority
higher rates of egoism
This can backfire badly. Imagine a Mayor who won't enforce a truly "fair" Market with a certain kind of Authority. I mean, as funny as Nepotism can be as being observed from a Node far, far away ... ... ( ) ... ... as annoying can it be if one is a Node-Citizen directly suffering under it.
above average competitiveness
People/Node-Citizens must have the impression that their spend time and effort are being treated with respect by all other Node-Citizens and the Market of their Node for this, though.
more individualism
economic individualism
lower in group preference
less nationalism
low taxes
Imagine You can decide the "Taxes" for every single Product offered and produced by the Node-Citizens, though.
You could motivate People to gather and bring in for example a single type of Ressource, Ingredient, whatever, by greatly reducing the Taxes on a particular kind of Ore, Wood, Fur, Flesh, etc.,
so that You motivate your People to bring in mostly that, over and above every other kind of Stuff they could find.
Any more ideas for how economic node players tend to be fellow forum hu-men ?
Only what i already mentioned. Since the Game still takes a few Years i think, this should be no Problem to implement.
Raising or lowering Taxes should be expanded as being so flexible as a System, that You can set the Taxes for single Products in general. THEN we are talking big game about Economic Nodes - won't you think ?
Aszkalon
1
Re: Economic Node Player Temperament Speculation
Was clear for me.George_Black wrote: »They'll be nice people doing illegal things which you will never know as a stranger.George_Black wrote: »Cant wait for the religious node
I eddited my post to clarify
I was answering that thread in advance
Otr
1
Re: Is no one else disappointed that "Persistent Alpha" AKA 24/7 Alpha 2 access isn't until May 2025?
UE4 and UE5 comes with lots of tools and assets that help make it seem quick and easy to build an MMORPG.Man I thought at the rate they were going it would be out by 2025. So im pretty confused as to how this happened. I mean, they were knocking out systems once a month for such a long time so Im confused on how there are still many systems left that just arent gonna be available until next year.
Disappointed? Yes. Do I think they can still make the game? Yes. Its just taking longer, and I feel like one reason is they keep hiring more people. maybe thats just a hot take, but that speed up after the lag I remember Steven talking about when hiring people doesnt seem to have happened and might even be the cause for this all.
Especially to a first time game dev.
I understand that and I have tried messing around in UE5 myself a bit. I just dont feel like the teams are melding into the studio as cleanly as steven hopes. That makes more sense than them slacking off and why they misjudged the time needed for alpha to be ready. At least in my mind.
What proof do you have for this?
Oh you caught me. I was just making up my feelings and thoughts on how it might be that way. Sorry sir I wont post my thoughts and feelings without proof again. whatever that means.
ok let me reword, what is making you FEEL "teams are not melding into the studio as cleanly as steven hopes"
What is your reasoning.
My reasoning as someone who got into my own little game project a few years ago, is that when new people join a project they bring ideas, differences in strengths, personalities, etc. These are all wrenches that get tossed into the machine, and I can only assume this happens on a larger scale the more people you introduce. I'm not saying this is a bad thing, but there is definitely a loading on period for new hires to get into the grove and perform at a point where they are not slowing down the process for the whole.
So it feels like they are making progress, but its being bogged down lately and clearly not the speed they had in mind when they announced Q3 Alpha. This is what I feel is the heart of the problem, not necessarily a money or skill issue. The only skill issue here is their communication with us. ( I say that in a very light manner, because frankly its better than most games do anyway.)
Ya for any job there is a training period that is how it works. More so on new people getting use to the pipeline, their work flows and getting their bench mark. All things I'm aware of since I work in the entertainment industry as a artist..
Personally i don't feel they need to communicate every single detail, if they have a plan for alpha 2 they will show it when they are ready and have fully made it (which they did)
This idea people have they need to communicate every single detail of their development makes no sense and sounds like a huge way to waste a lot of time. This confusion some people people have saying transparency is them telling you all details about their development, is just used for they can post rage bait.
Mag7spy
1