poisonzMember, Braver of Worlds, Kickstarter, Alpha One
edited February 17
Cooking Gameplay: Considering that consumables often provide flat stats buffs for the food they represent, are there any plans to incorporate a mini-game that measures a player's cooking skills to determine whether the boost is reduced or enhanced depending on how well or lightly it is cooked?
How do freeholds work with corrupted players? Since FreeHolds are none PVP zones are they still able to enter a FreeHolds boundary’s? and then access its content?
If so, what’s stopping them from griefing players then hiding in a Friendly or There own or Guild members Freeholds boundary’s where they can't be attacked back and can log out in safety?
Do you have plans to allow custom UI integration from the community? If so will we be allowed to create plugins for things to keep track of personal progress?
Do you have plans to allow custom UI integration from the community? If so will we be allowed to create plugins for things to keep track of personal progress?
How much activities can we expect outside of combat in relation to class thematics?
EG: Opening Locks as a Rogue, Tracking enemies as a Ranger, removing corruption from the ground as a Cleric.
Besides a pair of sandals, will there be multiple elaborate easter eggs varying in difficulty to discover? Whether its rewards in form of quests, cosmetics, or commemoration the pure thought of ‘somethings out there’ is ecstatic to think about.
When it comes to balancing classes based on testing phases- How will you distinguish between causal factors and correlational factors (such as player preferences) that contribute to more "perceived" class imbalances, rather than actual class balance?
Will open world raid events be hard enough to be more than just a first in force zerg contest without PVP being involved? Is the PVE content solidly difficult as a standalone, or are we relying on PVP to make it hard?
How are skill points/stats/attributes integrated into the game?
Will different weapons require different stats to use to their full potential? Or will they scale with the different stats/attributes? ie will greatsword damage scale with character strength, spells scale with mana, etc?
And will skill points exist, and if so, what will they be used for? Acquiring new skills? Enhancing skills? Passive skills? Unlocking new branches in a skill tree?
And also, how will skills be acquired? Will they be locked behind proficiency, such as needing to have your bow skill at level 20 to use a certain skill, or will their also be skills acquired from quests or certain world requirements/achievements? Such as killing 10 frost dragons rewards you a passive resistance to frost, etc?
I'm dying to know how our world experiences will mold our characters, making everyone unique
How do freeholds work with corrupted players? Since FreeHolds are none PVP zones are they still able to enter a FreeHolds boundary’s? and then access its content?
If so, what’s stopping them from griefing players then hiding in a Friendly/Guild members Freehold boundary’s where they can't be attacked back and can log out in safety?
Player to player trading, interacting with vendors or NPCs, and the ability to store items in public warehouses is disabled for corrupt players.[6][30] Corrupt players will be able to utilize private storage in their Freeholds.[30]
Unsure about other players freeholds but if they have their own, they will be safe within it unless under siege.
Will guild ranks be customizable by the Leader? I.e changing the name/title of the other ranks to better suit my clan name not just have them set at Leader-General-Capatain-recruit.
can we hope to have a card/item/constellation collection system giving permanent bonus to customize our character(horizontal progression)? (a good way to add lore and Art).
i.e: Lost Ark, Ragnarok Online etc.
sorry for my bad english, my native langage is french.
Will intrepid create something online to track things such as gear score, achievements, etc that others can look up online, in regards to that guild or players success- such as wow using the wow armory?
6
KorvisMember, Braver of Worlds, Kickstarter, Alpha One
In the scenario where I am out gathering and come under attack by a group of players, would I be able to summon my mount to attempt an escape? Additionally, in the event that I summon my mount, what is the expected survival time for mounts in such combat situations?
hi steven
If I pick Cleric as my secondary archetype, and I affiliate myself with a dark religion, would this choice impact the effects of the cleric augments? For example turning them into life drains instead of heals, akin to some kind of vampire ability.
These are the types of build possibilities that I have been asking for a hot minute... ability modifiers.... how will they work...
Do you have plans to allow custom UI integration from the community? If so will we be allowed to create plugins for things to keep track of personal progress?
They have stated in the past that they plan on having a very in depth UI sytem which will be very costomizable but NO.... If I remember correctly no add ons will be allowed to run on the client... Security reasons... all things will run in game client only...
Following on this January livestream, how will the summoner interact with threat management ? Does each summon have their own threat level ?
They haven't even released a single summoner ability to my knowledge. Likely they will run the base classes for alpha 2 in order to get data on threat for balancing purposes... I doubt we see anything summoner, bard, rogue, or mage until beta...
Comments
If so, what’s stopping them from griefing players then hiding in a Friendly or There own or Guild members Freeholds boundary’s where they can't be attacked back and can log out in safety?
They wont allow them for obvious reasons.
EG: Opening Locks as a Rogue, Tracking enemies as a Ranger, removing corruption from the ground as a Cleric.
i.e: Cyclops boss can spawn with level 3, and is lv20. Then with each node level it gains 10 levels.
(Low level raid bosses usually become obsolete and wasted in basically every MMO)
Will different weapons require different stats to use to their full potential? Or will they scale with the different stats/attributes? ie will greatsword damage scale with character strength, spells scale with mana, etc?
And will skill points exist, and if so, what will they be used for? Acquiring new skills? Enhancing skills? Passive skills? Unlocking new branches in a skill tree?
And also, how will skills be acquired? Will they be locked behind proficiency, such as needing to have your bow skill at level 20 to use a certain skill, or will their also be skills acquired from quests or certain world requirements/achievements? Such as killing 10 frost dragons rewards you a passive resistance to frost, etc?
I'm dying to know how our world experiences will mold our characters, making everyone unique
hopefully not, so that defending yourself isn't discouraged.
Player to player trading, interacting with vendors or NPCs, and the ability to store items in public warehouses is disabled for corrupt players.[6][30]
Corrupt players will be able to utilize private storage in their Freeholds.[30]
Unsure about other players freeholds but if they have their own, they will be safe within it unless under siege.
i.e: Lost Ark, Ragnarok Online etc.
These are the types of build possibilities that I have been asking for a hot minute... ability modifiers.... how will they work...
They have stated in the past that they plan on having a very in depth UI sytem which will be very costomizable but NO.... If I remember correctly no add ons will be allowed to run on the client... Security reasons... all things will run in game client only...
They haven't even released a single summoner ability to my knowledge. Likely they will run the base classes for alpha 2 in order to get data on threat for balancing purposes... I doubt we see anything summoner, bard, rogue, or mage until beta...