Glorious Alpha Two Testers!
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.
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.
Game Design Developer Diaries - Submit Your Question Here!
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"Will you differentiate between physical and magical damage, and if you do will we have a 'magical' defense stat together with our armour? Will we have magical spells that deal physical damage (Example: the magician summons a shard of ice that deals physical instead of magical damage to his enemy)?"
And another one:
"Can you tell us a bit more about the Tulnar? We know a fair bit about them but we have no real idea how they could look like, except that old silhouette drawing."
a. Is there some type of time "quota" that you have regarding VFX of any particular class ability designs, in regards to no one class having a "better/cooler" looking animation style due to more time being taken regarding development of said VFX.
b. What balancing philosophies do you have regarding the development of new VFX for abilities that are accessible in-game vs VFX that are sold cash shop. Is there a ratio or quota for each said VFX?
a. What are you philosophies in regards to "balancing" the crafting/artisan class? So that one role doesn't basically become the end all be all, or "defacto" crafting/artisan path for most players. Ex. weapon smithing just being too useful all around(because it can repair gear, or help w/ weapon durability, or ect..) compared to alchemy.
b. What are your thoughts on balancing weapon type? Since you've stated previously that all weapons should be equipable to any char (whether it is considered meta or not), then how will you go about making weapons have pros/cons that are balanced. An example is spear does higher base damage than sword, but has a longer CD time.
c. What are your internal mechanisms or architectural systems in place to balance node type disbursement? Will the node types be statically placed on the map (ex. world cord x:265, y:134 on each server is a economic node regardless of node development or player interactions). Or will nodes be randomly generated on world map which then begs the question of how to balance node type placements (we wouldn't want 15 clumped up military nodes with no way of a ZOI of getting commerce/divine/economic nodes.) If the latter how will you counter such issues?
d. How will you balance eventual powercreep ( so new weapons/gear/ect.. being "better") as the game progress to traditional BiS/Top gear that are created early on in the games lifespan?
e. Back to crafting/artisan class balancing. How do you plan on balancing player static power (gear/level/skill/ect..) with temporary power (potions/elixirs/buffs/ect...). In the same vain what are you thoughts on balancing hp/mp recovery items (like hp potions).
Ex: "Pope" or "Apostle"
That would be myself
I enjoy playing a single character and investing all my time into his growth & crafting progression. How do you plan to handle player experience for player that want to have 1 toon/craft vs those with multiple alts for every craft there is? Ex. no limit on crafting skills/bonuses, so the more you progress your character's craft the better items/bonuses you produce compared to others that invest time over multiple areas.
*Increased bonuses might decrease at higher levels, but would add up over time if a player was dedicated to his/her craft.
SiQ: Can you share anything on how crafting will feel unique?
Thank you for you time,
Chancellor Diamond of Stormborn (friends call me DerRoc)
SiQ = Sneak in Question
Pfff, we will see who the winner is in the end.
For example, if a siege is declared on a metropolis, will anyone on the server be able to participate, or will citizens of the node that gathered the items/completed the quest to declare the siege be the only ones who can attack?
If things like this aren't carefully managed, you'll likely end up far exceeding the 200 player soft limit in the most important battles, and things will go from laggy to unplayable very quickly due to the exponential increase in data being handled with each additional player in a small area, not to mention the visual clutter.
Obviously non-tab-targetting will be great for skilled PvPer's, ie headshots with bows etc, but how will that translate to PvE? I can't imagine it will be hard for one class to headshot a raid boss yet easy to "headshot-heal" a buddy running around avoiding mechanics.
I'll be rounding these up for some of our upcoming Dev Diaries videos, so be sure to keep an eye (and ear) out for your question to be answered!