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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.
Thoughts on Realistic Mechanics?
I used to really love when hunters in WoW had to carry ammo for their bow or guns with them.
I personally would really love to see this types of realistic limitations in game, I feel it makes them more fun and more immersive.
What more realistic mechanics would you like to see?
I personally would really love to see this types of realistic limitations in game, I feel it makes them more fun and more immersive.
What more realistic mechanics would you like to see?
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Fireball animation would change to the burning stone instead of pure fire, but the stone wouldn't be consumed on cast, instead it would fly back at the end without fire.
In return the mage would have limited bag space because the stone consumes most of his weight limit.
So before going out, he can decide to take the stone for strong dmg, or leave the stone at home and have much bag space to carry stuff.
And similar stuff for other spells and various combat utensils.
The general idea of realistic mechanics sounds nice, but I wouldn't overdo it to add unecessary difficulty and inconvenience to players.
I'm hoping the realism is:
(a) The World - I'm hoping that Verra feels alive and the communities built will be vibrant and full of NPCs who discuss node development, politics of the time, your character's contribution, dastardly deeds you've done perhaps? It's so important that Intrepid maximise the engine's potential and avoid the static landscapes that have cursed some good MMOs.
(b) The Combat - this is perhaps the most contentious topic post Pax and I truly hope that Intrepid will develop the combat to be realistic in the sense that none of us will feel like we're spamming air when in combat. There's nothing worse than mashing your left mouse key and feel like you're hitting air or that you can just run through folks whilst in combat. They have to get the combat right, because if they don't, no matter how good the other facets of the game are, bad combat will undermine everything.
Ultimately, for me, this falls into the same category as having to feed and water my avatar. There's a level of micro management that I just don't want to have to deal with...
I think the compromise would be as suggested above, have consumables that give you a super effect. Bows can still fire and use 99/100 of their abilities without arrows in your inventory, but if you want to use that one ability, it's actually tied to a consumable and not necessarily a skill button.
As far as my opinion goes realistic is awesome, give me lower movement speed in snow, change the way monsters act from night to day, fall damage can kill you etc.
(Vanilla WoW actually required players to seek-out different types of Gear)
I.e Sapphiron required you to have a high-level of Frost-Resistance-
The High Priest Venoxis required a high-level of Nature-Resitance.
(Without the Fights were Impossible)
^This concept was lost on later iterations of WoW
The Remaster of Nax made Sapphiron a total FAIL!!!
Wow is Dead! I quite shortly after WOTLK when they added Achievements.
"Classic-Raider"
They Nerfed level 60 content for Level 80(s) in 10x better gear.
(That's when I quite and never looked-back- Blizzard is Terrible)
I agree.
Realistic ammo limitations are great for a low fantasy survival game.
Doesn't work well in a high fantasy rpg.
Or maybe requiring your character to stop every few hours of game play to urinate.
Oh, my favorite. Your character has to do his taxes every year in-game. They could have CPA as a profession!
Constellations \ fixed stars, I want to be able to make up tales about them...
Whilst I would love a realistic eco system, I know that's years off from being considered in an mmo. Although population having a real impact upon extinction would be nice. I started a detailed thread a long while ago about this...
Poisonous! As a forager you learn which foods to take and which to avoid due to 'death by asphyxiation', etc etc...to date most mmos give you slow damage through possums, rather than: what where you thinking? You're dead. you're Deceased, you're no more, your singing with the choir invizibuule
This is a little thing, but given that the Tulnar are subterranean, and the lack of plants underground, I'd love to see them using fungus as cloth textiles... (historically 'amadou' polypore hats do exist..... so mushroom textiles please!)
It's been mentioned before elsewhere, but no trash items...everything historically was useful to somebody...
Appropriate weather clothing.
It'd be great to have to log off at a sensible location, player run roadside inns
would be fantastic, buttbut this is a totally unrealistic thing to add to a game
pets thatthat intactinteract with the world
Wow, people here really do want Minecraft and Sims 3 in the game.
Disclaimer: I'm only quoting the comments in this thread solely because @Megs asked me to explain the resemblance of suggestion, no objections on the comments themselves.
" Like how mages needed portal stones to form portals. "
In MC, you can telerport to End dimension by special crystal items which used for teleporting
"Food and water, light sources, suffering due to the elements, no minimap or automatic compass, sun rising in the east to assist navigation..."
MC doesn't direclty give you a compass and minimap though it takes time to craft them, until those, you use Sun. Also needs is a mini version of Sims needs.
"Poisonous! As a forager you learn which foods to take and which to avoid due to 'death by asphyxiation', etc etc.."
In MC you can get poisoned by the food you eat, like Raw Meat or Zombie Flesh. Same goes with Sims, when you eat spoiled or poisonous item, it will give you a negative moodlet.
"Would be cool to carry a heavy stone with you to increase fireball dmg as mage.
Fireball animation would change to the burning stone instead of pure fire, but the stone wouldn't be consumed on cast, instead it would fly back at the end without fire."
This part reminded me Sims 2: AL, Sims 3: Supernatural and Sims 1: MM, that you need to gather some gems or plants to achieve something. And through item, the animation changes.
"I used to really love when hunters in WoW had to carry ammo for their bow or guns with them. "
In MC, arrows and all other throwable things are also limited and you have to stack them in your inventory.
"If you're going to do that, make melee classes carry a whetstone and have to sharpen their blade here and there."
In MC, weapons lose durability point, so you carry anvil and materials to repair it when it's about to be broken completely.
In general, survival, realism and needs reminded me MC and Sims.
Also food and water, maybe not 3-5(if your me) times a day for meal time specifically, however I think this sort of downtime for mana and health regen is very important.
I think it is a good way to keep things from being too easy. Cheap stuff that can be made or bought from vendors is the way to go here imo
Joking aside, I like bonuses derived from realistic things but I don't think they should hamper my gameplay. The good ol' food buffs, sharpening buffs, well-fit clothes, enjoyment and inspiration, bonuses for playing with people you've played with.
There are so many flavor of life bonuses you could add but they should be that, bonuses.
Sims was my Offline RPG where I can kill people, and enjoy doing it.
You play Sims and enjoy it, admit it. There is no shame.
Utility skills / spells should require materials and reagents. Preferably obtained from other players or ingame activities such as gathering or hunting. Take the Everquest levitate spell as an example. Each cast consumed 1 batwing so buffing your party to safely reach a prime hunting spot would require a handful of reagents. Wipe and have to run back too many times and you would need to go resupply, giving other groups a chance to claim the area.
Bows / guns should require ammo for some skills to compensate for lack of consuming mana / power. Just as there should be different ammo types for different situations. This adds depth, complexity and a need to prepare or adjust for various situations.
The use of reagents / materials should not be overly harsh but should require forethought for a given situation causing players to become invested in the activity they are participating in, rather than the willy nilly zero preparation approach we often see in other games.
I would fight to the ends of a world just to have the option of never having to use magic at all. I would grind for months just to unlock such an option. With an elf of course.
i assume that's your backstory at least.
It would affect only archers, who would be severely disadvantaged due to game not having fast travel (replenishing the ammo would take a loads of your time).
Just... no.
- Will magic casters be limited with consumable talismans which expire as they cast their spells?
- Will tanks warriors and rogues be limited by needing to carry sharpening stones to re-sharp their melee weapons all the time or their weapons become unusable?
- Will clerics be limited by needing to consume holy talismans to cast their heals, and when they are out they can't heal no more?
- Will bards be limited by needing to carry extra strings for their instrument, which would keep breaking after playing for a while?
- ...
Why would you only limit the archers?
Not to mention its very annoying to think about ammo all the time.