Snekkers wrote: »
I have a question about Sound Design.
We already know that you don't want to make voice acting in questlines. That being said, I'm wondering what is your plan to bring life to nodes, so they won't feel empty and make sure that node sounds match the quality of environment sounds. Also how are you going to mark a node progression in this sound design?
BetaBouy wrote: »
New here just joined 😎 I have tested so many games like Everquest SWG Neocron Wow SWTOR LotR ESO where I currently reside. What attracted me here is the Unreal Engine 5 and was wondering where the minimum and recommended specs for this title?
JohnSnow98 wrote: »
Will we be able to be an offensive ice/water mage? Or will it be like in all other games that the mage only has fire damage?
To be more specific, I want to be a Mage or Ranger/Mage that uses Ice powers. I don't want to be an elementalist, it's pure ice or water skills.
Telperion wrote: »
Hello there.... oh wrong world. anyways, what would you guys think of legendary weapons with unique stats and abilitys spawning through Verra on special places like weapons of the old Gods or so, a fire Hammer spawning in the deepest vulcanic dungeons, or a growing staff of life in beautiful forest places. Every weapon could be unique and only held by 1 Person at a time, after like a week or a month or so the item would be returned to a random location for the next one to achieve it. (although everyone who once held those legendary items may use the skins of those on his other weapons, but cant use the stats and abilitys of course). Those items could be the best in the whole game but hard to achieve since you need to work your way through hard dungeons to get it and be lucky enough that no one helds them at the moment and they spawn at the right location (every weapon could have lik 3-5 places all over the world to spawn) sry for that long question in bad english but i think such special items add a lot of spice to the universe and a lot of players would raid tirelessly for a chance to wield them for a while, at least i would.
Emberflame wrote: »
Do you have a definitive line on how to prevent too much scope creep from affecting the design process? Every project could always use ONE more thing it feels like, so how do you combat that mindset with staying on a clear path to launch?
Thanks, and keep up the awesome work. We all appreciate it.
Shinaso wrote: »
Will the weapon skill tree be all passives or will it come with active skills?