Glorious Alpha Two Testers!
Alpha Two Phase II testing is currently taking place 5+ days each week. More information about testing schedule can be found here
If you have Alpha Two, you can download the game launcher here, and we encourage you to join us on our Official Discord Server for the most up to date testing news.
Alpha Two Phase II testing is currently taking place 5+ days each week. More information about testing schedule can be found here
If you have Alpha Two, you can download the game launcher here, and we encourage you to join us on our Official Discord Server for the most up to date testing news.
Comments
This will help to give a bit of that mystery in the beginning, transition into some information being available for those that like to see some but not all info and then also provide the precise details for others that want it once they have fought this enemy before enough times (or maybe others ways can grant knowledge on an enemy like research or rewards or something). Then give the ability at any stage of earning knowledge to turn anything you have learned off or on. Once you have unlocked all knowledge you can then either have it all on or off or somewhere in between.
I think this is best for all worlds.
Of course allowing players to add or remove UI elements to their liking.
Oh and it would great to have an actual visual bestiary of what you have killed. Its basically like collecting mounts or pets or anything else. You want to complete this as much as possible and gives incentive to explore and kill stuff. Maybe you can also provide rewards for killing enough of an enemy or unlocking certain groups of enemy's in the bestiary. I know this is going a bit off topic now.. but damn this would so cool.
Can a Py'Rai see someone hiding in the bushes better than a Ren"Kai?
Can a Mage notice other Mages better than a Summoner can because they sense the magic?
Can a Hawkeye see farther than a Guardian?
The indicator system can even be put into skill trees to be able to upgrade or augment. Maybe the indicator changes based on class?
An Indicator is a buff if the enemy does not have one. Can a player be rewarded by not using them? Higher crit/damage? Longer CC? Less mana cost?
Maybe it can be a server setting.
Personally, I feel like the less the indicator the better. Unfortunately, this can turn difficulty way up in certain games, especially if you're capped by your PC's quality.
We haven't heard about racial skills, yet.
i know this answer is 2 month's delayed, but as this threat popped up again ill have my shot on it!
i really like the idea you got going here! it could even be linked with achivements or map completion as of " researched all monster in the area"
as for me i am torn between the no indications and have them all, and i think what you suggested gets the best out of both worlds while still having the exploration.
but against Bosses i would prefer Hard Core No Indicators (TTRPG) Style, because they are Bosses and probably out in the open Field or somewhere were other players can "steal" your bosskill and also loot just by lasthit or highes DSP- witch is really bad experience for lower/new Players
This would be my preference. I come from very hardcore PvP games where, you see no info about the enemy except that, they are an enemy. I'm a firm believer in "F*** around and find out." mechanics like you see in EvE Online and other such sandbox hardcore games.
Players who would like to have something like "Hard Core No Indicators (TTRPG) Style" it's great and let’s say this is our baseline, and let’s make a skill that make character remember things for players like the monster’s weak spot and maybe can even further invest in the skill to show indicators like incoming attack warning or effect range etc to not hardcore players.
2. It would be nice to see some system that would imitate intuition. A nice system that replaced the redundant UI indicators was in Ghost of Tsushima, where instead of directional arrow, we were directed to the target by gusts of wind.
Overall, I would most like a hardcore TTRPG with some sort of intuition system. Let's say the intuition system would only show up when we meet an enemy who directly threatens our lives and is far beyond our abilities.
Let's say something similar to the above image pops up for 0.5 sec like a jump scare from a horror movie with the added effect of screen vibration. Imagine you are walking through a cave with an inventory full of materials that you might lose, when suddenly "something" tells you that it would be wiser to turn around and take a different route.
However, it would have to be well optimized so as not to irritate players. it's important that it doesn't pop up too often.
Yes yes a thousand times yes.There needs to be some kind of class/race system for setting "nameplate" ranges on different types of mobs. Idk about making it skill tree based at all, but tied to races definitely and augmented... perhaps.