Glorious Alpha Two Testers!
Alpha Two Realms are now unlocked for Phase II testing!
For our initial launch, testing will begin on Friday, December 20, 2024, at 10 AM Pacific and continue uninterrupted until Monday, January 6, 2025, at 10 AM Pacific. After January 6th, we’ll transition to a schedule of five-day-per-week access for the remainder of Phase II.
You can download the game launcher here and we encourage you to join us on our for the most up to date testing news.
Alpha Two Realms are now unlocked for Phase II testing!
For our initial launch, testing will begin on Friday, December 20, 2024, at 10 AM Pacific and continue uninterrupted until Monday, January 6, 2025, at 10 AM Pacific. After January 6th, we’ll transition to a schedule of five-day-per-week access for the remainder of Phase II.
You can download the game launcher here and we encourage you to join us on our for the most up to date testing news.
Clothing - Comfort System
ArchivedUser
Guest
@AndyW85 writes:
I would love to see a system implemented that makes different types of clothing/armour useful for different things. For example, you wouldn't cook your meals, go fishing, or go to the tavern for a drink in full plate armour. On the flip side, you wouldn't go into battle in an evening dress. I would like to see a powerful incentive for wearing clothing and armour suitable for the setting/task at hand. This would cause towns and cities to be far more immersive, and prevent situations you get in other games where a tuxedo wearing player can have higher armour rating than a player in full plate.
I would love to see a system implemented that makes different types of clothing/armour useful for different things. For example, you wouldn't cook your meals, go fishing, or go to the tavern for a drink in full plate armour. On the flip side, you wouldn't go into battle in an evening dress. I would like to see a powerful incentive for wearing clothing and armour suitable for the setting/task at hand. This would cause towns and cities to be far more immersive, and prevent situations you get in other games where a tuxedo wearing player can have higher armour rating than a player in full plate.
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But if they give us a tab to quickly change from "adventuring gear" to "lounge wear," I will be happy.
If I was playing a female character, of course I'd want her to walk around nake... uhh... "free spirited" when not actively fighting.
You can do it the old-fashioned way and simply unequip all your clothing when you feel like it. Say, you have a guest coming to visit your Freehold, and you crack open a cask of fine wine...
That video is crap.
Shadiversity has no understanding of RPGs - especially not in a high fantasy setting. Nor does he have an understanding of the Hero's Journey.
A different type of game -like Second Life, maybe- doesn't need levels.
He seems to conflate levels with grinding...there is no grinding in tabletop RPGs - nor in single-player RPGs.
MMORPGs have an outrageous number of character levels - and high level characters have an outrageous number of hit points.
The better argument is that it's feasible to have shallow vertical progression and wide horizontal progression. Which is a concept Ashes is borrowing from EQNext - among many other concepts.
But, Shadiversity really wants to be playing some form of Medieval Life simulator rather than an RPG.
But, we will have to see how players choose to dye their outfits for one thing.
We will especially have to see how garish the KS dyes are.
There may be a way to tie gear into the Religion and Social progression such that the gear that helps us with diplomacy and gaining ranks in Religion and Social progression is different both in appearance and in stats than Adventuring gear. Same for Artisan gear.
Many of the artists are from Daybreak - so, I'm not sure that the art aesthetics will be dramatically different from Landmark or H1Z1. But, I like what I've seen so far.