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Phase I of Alpha Two testing will occur on weekends. Each weekend is scheduled to start on Fridays at 10 AM PT and end on Sundays at 10 PM PT. Find out more here.
Check out Alpha Two Announcements here to see the latest Alpha Two news and update notes.
Our quickest Alpha Two updates are in Discord. Testers with Alpha Two access can chat in Alpha Two channels by connecting your Discord and Intrepid accounts here.
Underground Networks and sewers
ArchivedUser
Guest
<img src="http://3wa6swswssi2rh7s6nj1ju16.wpengine.netdna-cdn.com/wp-content/uploads/2017/01/Town.jpg" alt="town" />
This pic reminds me, the labyrinths and sewers in towns and cities, that rogues and thieves would use to operate and play their trades and avoid the law. I wonder how possible is this or has my imagination gone too far?
This pic reminds me, the labyrinths and sewers in towns and cities, that rogues and thieves would use to operate and play their trades and avoid the law. I wonder how possible is this or has my imagination gone too far?
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Comments
I think it does add some character to larger cities and gives incentive for players to come back from time to time :)
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Would be really nice, but damn realisticly that would be so hard to make :( Certain battles for certain people would be easy (more or less). But having different interactable objects for every class, would be so damn hard, especially when the game is ever changing.
I think the problem is mostly in instancing and balancing. Imagine having a rogue stand in a pathway only for rogues, how do you instance it so it seems realistic, but you can get in/out other people can't, but sometimes you might still wanna see people and they see you.
I would love to have this in a game, but I think it would be a nightmare making it ;)
Would be really nice, but damn realisticly that would be so hard to make <img alt="?" src="https://s.w.org/images/core/emoji/2/svg/1f641.svg" /> Certain battles for certain people would be easy (more or less). But having different interactable objects for every class, would be so damn hard, especially when the game is ever changing.
I think the problem is mostly in instancing and balancing. Imagine having a rogue stand in a pathway only for rogues, how do you instance it so it seems realistic, but you can get in/out other people can’t, but sometimes you might still wanna see people and they see you.
I would love to have this in a game, but I think it would be a nightmare making it <img alt="?" src="https://s.w.org/images/core/emoji/2/svg/1f609.svg" />
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I'd say that creating a dynamic and ever changing world based on player actions would be a lot more complicated xD I said in a post somewhere else though, that I'd rather them focus on perfecting the systems they have already promised us (which sound complicated to balance the gameplay and making it fun) before implementing anything else. I love some of the ideas this forum has though and would like to see some of it implemented.
P.S Oh jesus I have no idea what I did to those smiley faces.
P.S Oh jesus I have no idea what I did to those smiley faces.
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Haha I made a post about that actually, if you wanna fix the smileys go into the image tag and write: height="20" width="20" that should fix it :)
And you are absolutely right, make the game good first and then start adding the little quirks :)