@Znirf said in Human passives:
Another important human advantage is that they will be more resilient in other planets, so they will be able to stay longer with less debuffs.
oh that's new! (or I dont remember it)
@Znirf said in Human passives:
Another important human advantage is that they will be more resilient in other planets, so they will be able to stay longer with less debuffs.
oh that's new! (or I dont remember it)
@Pluto said in Rhykker Mention of "Pay for Convenience":
How I look at it is this, they are interested in horizontal progression meaning even if someone "progresses faster" via some 10% knowledge increase potion or some such nonsense, they are not really getting ahead. They are not stronger than the next person.
Furthermore, I have said it countless times... But all things should be purchase-able by "free" players. It might take a good amount of coin, but thay potion should be available
We do not even know if that is what they mean by convenience items.
but diversity is strength. being able to toss a fire down and redo your skills to counter someone is pretty OP.
we dont know what they mean but i've seen other games and it never works as intended.
i'm expecting different types of spells.
i thought i read/heard that resources would be specific to different planets but no power difference, maybe just aesthetics. i thought i remember reading that stone would be abundant on Tartaros but scarce on the beast planet.
and the game has trade offs too, mounts shouldn't be an exception. although i'd love spiders that could get us into unique spots. would be great for that exploration thing!
@Yitra said in Pet system can be based on UO or Daoc?:
@Jetah said in Pet system can be based on UO or Daoc?:
yet to me mounts should have a purpose.
Besides getting you faster from A-B and maybe some extra bag space, what purpose are you thinking off?
some would be faster, some for multiple people, some for pulling light loads, some for heavy loads, some to scale cliff sides, etc.
How is healing going to work in pvp vs pve? Will there be alot of different cleansing spells, buffs, etc...
There won't be any differences between PvP and PvE. We'd like to create a balanced system giving you cooldowns and mana costs that won't allow to spam healings. For example, there will be "consumable spells" that will use your HP as a cost
I loved my Savage in DAoC which used health for abilities!
@asspirin said in Info on Angel/abomination?:
@Jetah Well, i guess you can still "bribe" the god for karma increse, aligments are will be fluid and not permanent. Question was about debuffs aimed directly against beastmen on Tartaros and demons on Elysium (whether if I change aligment to evil, will these negative effects still affect beastfolk and vice versa - if I became angel, am I free to roam Elysium)?
it's based on karma, not the race!
@Farlander said in Pet system can be based on UO or Daoc?:
To me a mount should only get you where you need to go faster. I don't think the stats should total into the character as bonuses. Then you have balancing issues again. Remember a game isn't real life. A game needs balance because its intent is for all players to have fun all the time. I think most of us will agree real life has many moments when it is not fun and you can't just quit unless you permanently log out. In SWTOR your mount was just a skin. I like that aspect personally.
yet to me mounts should have a purpose.
metas will exist in a pvp game. even on the pve side the best dps build will be found and used.
@Nyquil44 said in Claiming Game Name:
@Jetah thanks so much for responding will keep eye out for that email have a great day
it could be next year or the year after.
I do suggest to stay active on these forums for the Foundation Rewards. there are some nice cosmetics to get by being active.
@WhiteLotus said in Pet system can be based on UO or Daoc?:
I second the OP motion for ultima online-like pet system. I was not a tamer when I played UO but I had many in my guild. They were strong damage dealers and a lot of people thought they were OP, however high caliber pvp mage groups could easily down several tamers. But yea the general way pets worked in UO was perfect. With the right pvp/pve balance that would be a great way to incorporate pets.
Pro tip!
DO NOT MAKE DIFFERENT MOVEMENT SPEEDS FOR MOUNTS.Albion did this and it was way to OP. Gank squads just all get the fastest mounts and you can never get away.
but lions or cheetas should be faster than horses. or whatever equivalent animal exist in the game.
@asspirin said in Info on Angel/abomination?:
Main thing: will abomination transformation remove debuffs on Tartaros for beastmen when they´re evil? Same for gooddemons.
you become the opposite karma. so full negative karma = Babilis follower!
@LilCassiopeia said in Porting Test Weekend & Alpha 2 Update:
does these numbers realy matter?
I think Znrif already gave us a quick summary about what problems occurred.
Also what we have now on data is not reflecting what will happen once the Beta starts with more players on the server.
So the data we have now may become invalid since the server capacity will be expanded with more players as well.
i like numbers. no other reason to ask for them.
not available yet. you'll get an email when it's ready.
@Jetah So cleric damage would heal your group? Interesting.
it was more of a spark that bounced to friendlies. Think holy damage that would spark off the main target then heal those around it.
and apparently i got it wrong (unless it was a spell mod I'm thinking of).
So there's a debuff you put on the target, then any friendly that attacks gets healed. but i could have sworn it was as i spoke of initially.I played Neverwinter Online and I loved the Cleric because they would do 'damage' but it would pbaoe heal around the target. Damage in quotes because it was horrible dps comparatively.
I want 1 pet class (i guess it could be an ability in Fractured) that can control the pet after the 'player' is dead. Blade and Soul had that and it was amazing!
is there any back end stats you can give us? total damage done, number of deaths, how many times a wolf killed someone. which areas were most popular, etc?
I'll argue that there will be dedicated parts of the trinity as those that play in groups wont need to be pure "generalist". It wont be mandatory but min-max for groups will push the dedicated roles so that damage can push out more without the need to rely on self healing or damage mitigation.
but it'll highly depend on how the healing spells are setup, their cooldown and resources.