i'm OK with the character being a slow learner.

Posts made by Jetah
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RE: Question about builds
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RE: What is your biggest want in this game?
I think having Seasons of hardcore players would be neat. but the seasons aren't guaranteed, give rewards for participation rewards as well as major cosmetic rewards for those that win (in whatever the rules are for that season).
IE Season 1 - Aug 1 - Aug 31. participation prize - weapon skin | major prize - 1 month VIP & full outfit cosmetic. (could be rewards for top 10 or 50 or whatever but I dont type all that out).
then Season 2 might not start till Dec.
All knowledge is migrated to your main account so you dont feel like you're wasting time playing the Season.
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RE: Question about builds
my thing is you dont need intelligence to know how to fight.
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RE: Alpha 2 - Test 3 Launch Day Revealed
@Xzait said in Alpha 2 - Test 3 Launch Day Revealed:
@Jetah said in Alpha 2 - Test 3 Launch Day Revealed:
@Xzait said in Alpha 2 - Test 3 Launch Day Revealed:
@Jetah said in Alpha 2 - Test 3 Launch Day Revealed:
The current conversion cost is 1,000 Knowledge Points : 1 Talent Point.
Each character can unlock up to 60 Talent Points, which can be assigned on a tree consisting of 90 different nodes, which each node providing a different bonus and accepting a different amount of points
wont this give the VIP a huge advantage with them being able to "increase knowledge gain"? i'm trying not to say p2w but the convenience is outweighing catch up time.
could some of the Talent nodes be talked about? I dont want to assume they'll give power but in past RPGs that's exactly what they did.
Maybe for a little bit, but it is still a very solid ceiling. Once you hit 60, you can't get any more. Sure, they will reach the cap faster, but every player will reach it eventually regardless, even if they aren't trying to. There isn't a pay wall in place like in most games.
and that'll happen every time they create a new character. it'll happen every time DS introduces new talents.
in the worst p2w structure you always add new items so that those that don't pay can't ever catch up.
giving people this advantage isn't horizontal at all. it's quite vertical for those that pay.
How can you even be worried about this? At best, something new would be added even few months, and it would take only a day or two to achieve. The devs have also mentioned plenty of times that bonuses from anything will be extremely minimal. Also, not even very long ago in this very thread, one of the devs themselves stated that VIP probably wont give the knowledge gain bonus...
because people will call the game p2w because there isn't enough time to catch up. there are plenty of asian games which do this already, most of them f2p but a f2p person will never catch up to those that pay. that is p2w in my book (although it might not have been in the past). example: there's enough knowledge that it takes a free player 1 year to obtain by playing 3 hours each day. it takes 4 months with VIP playing 4 hours a day. in 6 months another year is needed to obtain all knowledge via f2p. that would mean it would take 2 years of 3 hours to catch up to what a VIP would need 8 months. if that trends continues then a free player would never catch up after the game is out for 5 years. that means you have to pay to catch up. i've completly made up times but these systems already exist in other games.
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RE: Question about builds
@Ostaff said in Question about builds:
Don't know if that particular part is still true, though it probably is I would think. what I do know, is that you really really really do NOT want your INT to be below 10. Since the power level and number of skills you are able to use are based off of INT, it will be important even for a dumb brute build.
that's one creative decision i dont like. a group of abilities should have a primary attribute that needs to be x digit or higher. IE a rogue playstyle/archtype should need dex (example) to slot all of their skills. a barbaria archtype should need strength. and etc. maybe have a few that requires two attributes.
putting it all into INT only strengthens casters.
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RE: Alpha 2 - Test 3 Launch Day Revealed
@Xzait said in Alpha 2 - Test 3 Launch Day Revealed:
@Jetah said in Alpha 2 - Test 3 Launch Day Revealed:
The current conversion cost is 1,000 Knowledge Points : 1 Talent Point.
Each character can unlock up to 60 Talent Points, which can be assigned on a tree consisting of 90 different nodes, which each node providing a different bonus and accepting a different amount of points
wont this give the VIP a huge advantage with them being able to "increase knowledge gain"? i'm trying not to say p2w but the convenience is outweighing catch up time.
could some of the Talent nodes be talked about? I dont want to assume they'll give power but in past RPGs that's exactly what they did.
Maybe for a little bit, but it is still a very solid ceiling. Once you hit 60, you can't get any more. Sure, they will reach the cap faster, but every player will reach it eventually regardless, even if they aren't trying to. There isn't a pay wall in place like in most games.
and that'll happen every time they create a new character. it'll happen every time DS introduces new talents.
in the worst p2w structure you always add new items so that those that don't pay can't ever catch up.
giving people this advantage isn't horizontal at all. it's quite vertical for those that pay.
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RE: Alpha 2 - Test 3 Launch Day Revealed
The current conversion cost is 1,000 Knowledge Points : 1 Talent Point.
Each character can unlock up to 60 Talent Points, which can be assigned on a tree consisting of 90 different nodes, which each node providing a different bonus and accepting a different amount of points
wont this give the VIP a huge advantage with them being able to "increase knowledge gain"? i'm trying not to say p2w but the convenience is outweighing catch up time.
could some of the Talent nodes be talked about? I dont want to assume they'll give power but in past RPGs that's exactly what they did.
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RE: Is there planned any "CD reduction" in case of spell saved?
why instantly assume a CD reset is every hit. it could be a 1-10 minute timer on it before it activates. there are passive skills in games that can only trigger once every x duration.
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RE: Question about new templates for wiki
more like the warlock races and images on the wowwiki. you have a tab content for races, and another tab for the art work.
the flat works too.
i'd suggest putting more autofill content in there too. so that you can add a new page, add new tags and it'll auto populate those to other pages.
i'd suggest taking a look at the flatlist on the wowwiki page linked above and see how they use the japanese period between items.
ยท
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RE: Where is the Feature Spotlight dedicated to Technology?
i'd love to see the community have to unlock tech stuff. bring back the RTS stuff. think age of empires where you have 1 person stuck in the stone age while another is progressing to information age.
Played a mmo back when and the developers put out a mini-content to unlock a new race. it ended with needing to put some materials into a tree. 1 person in the community wrote up that i could be 1 of 9 possibilities and 1 server tried and it failed. that person said they're about 90% sure it was x pattern. our server tried that and it unlocked the new race!
it was a fantastic community building event!
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RE: Question about new templates for wiki
put them both into the tabed (frames?) and let the user decide which they want to look out. and it'll consume less space.
you can label them as Creatures then Abilities.
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RE: How will you be making your $$$?
@Tuoni
just because the game is a sandbox doesn't mean there aren't any rules. some rules can be coded but some have to be placed in a license, typically the EULA and/or TOS. There are sometimes a phrase aboutthe spirit of the game
which is open to interpretation but in that spirit, coop wouldn't be allowed. it could be allowed on a coop server, if one exist. -
RE: How will you be making your $$$?
@Tuoni said in How will you be making your $$?:
@Jetah If the game allows players to play on each planet, why it should be then restricted by TOS? Why on earth try to fix design issues with poor bandages when developers should change the game design itself? Developers have not promised anything else and you just backed the game without acknowledge that this kind of thing might come up. And I do not say you should been considered this because I am pretty sure that most of us did not think these kind of things at the time of investment.
it allows us to play on different planets with a limited duration or the grind to change Karma. it isn't a free portal to which every planet we want whenever we want. having alts just limits how much knowledge you can obtain via limited play time (at least on the same account). otherwise you'll be multiboxing and it would be difficult to operate 3 accounts on different planets.
@Ostaff said in How will you be making your $$?:
@Jetah The only real thing that the developers can do to try to handle multiple game styles is to have multiple servers. The more servers they have, the more variations that will exist within the game, as rarely will guilds cross servers. This does not mean that those other servers will not have their own big guilds and problems, but it does give the opportunity for more than one experience of game play to exist. The drawback of course, is that the more servers they have the more upkeep cost they will have to keep the game running.
None of us know how the game will evolve, and as @GamerSeuss stated, there are very many different reasons that people will want to play the game, and as @Tuoni stated, the big guilds are already out there with their description of what they plan. In the end, it will be how the majority of the players want the game to go that will determine how the server will play. There is literally nothing the devs can do to change that fact other than to offer up multiple instances of the servers to cater to more majorities. Even with real world applications, I have seen people use my programs for things I had never considered. Heck, I hadn't even coded it to handle some of the things people were using the program for!
Also of note, is that even if guilds were not allowed in a game, their would be guilds in the game. The reason is that guild mechanics are not done in game any more, they are done out of game on discord and other group programs like that. Also of note, because of that, there is no guarantee that the big guilds showing now will be the biggest guilds during the future of the game, cause it is feasible that another much larger guild organization catches wind of the game and brings their entire flock to the server.
multiple servers will split the limited population for this niche of a game. most full loot pvp games dont last because they dont get the population needed to sustain it. if you're wanting to split that then you're asking for fewer players per server. IF there's a coop server then i expect it to be the highest populated server but people will get bored when they have everything. which case they'll demand more content or will leave.
i'm aware of the unlimited communications outside of the game. but to have 3 guilds in a game with similar name and a forum post offering goods between the planets would tell me it's the same guild.
@Gothix said in How will you be making your $$?:
@Jetah said in How will you be making your $$?:
i wont play this game if it becomes a coop between planets. that isn't a game i backed.
The beauty of sandbox is that you are allowed, and able to break that "coop heaven" by froming your own alliance, and attacking the "coop alliance".
Sandbox = everything is up to players
Besides of course hacking and BOTing.
But organisation wise, yes, players should be allowed to play how they like, and other players are also free to interfere with that, by chosing their own playstyle.
a demon guild can't break an alliance between furies and humans. there's limited time on those planets. at best it'd take a coop demon-human-fury alliance to break it up but what would the furies benefit from it?
sandbox have a problem of mega alliances that are able to control 50% or more of a game. there has to be a way to limit permanent coop or it'll get boring real quick.
i've played Eve Online and having a mega alliance isn't a good thing. there are/were rumors that the developers get into those alliances to break them up.
for the health of the game, economy, etc. offering coop wont allow the game to last longer than it takes to get acquire the best gear after which people will get bored and leave.
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RE: Should there be limitations for class specialization?
i wouldn't mind, during alpha, seeing how a
reduced effectiveness
would work for abilities with lower main stat.IE if a high INT decided to use frenzy they would do so with a reduced effect like shorter duration or less damage or both as an example. same for high DEX/STR being able to use spells but with less duration, less status duration, less damage, etc.
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RE: No grind for real?
just remember that mob grinding can be adjusted. i'd always assume alpha will be faster, adjusted during beta, and finalized before release or open beta.
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RE: How will you be making your $$$?
@Gothix said in How will you be making your $$?:
@Jetah said in How will you be making your $$?:
they can add it to the TOS that cross guilds are a hindrance to the game.
To add such thing to a TOS of a sandbox game would be... erm.. lets say a very poor choice. Especially reputation wise. MMO websites and communities would "burry" them for it.
sandbox doesn't mean you allow exploits too. there's a distinct difference between the 3 planets and keeping guilds split is the best thing for the economy. you want political and fights happening during invasions. you dont want multiple guilds being coop between the planets so that everyone has access to every material without any conflict.
the game and lore still has limitations and the TOS is part of that.
Developers cannot intervene gaming community activites outside of the game. There is two ways to restrict cross-planet activity, limiting only one character / account or that all characters can only be the same race. However, this can be around with multiple accounts.
In conclusion, perhaps its not ideal situation that guilds can play on different planets, but limiting oppurtunity to play on other planets and test out different races will hurt the game too. Therefore, I guess the current plan is still the best option because setting too much limitations and rules will just turn players away from the game.
i dont want to play a game where there's total coop between the planets via a few guilds. i want chaos. i want competition between resources. i want political tension between guilds of different planets.
i wont play this game if it becomes a coop between planets. that isn't a game i backed.
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RE: How will you be making your $$$?
@Tuoni said in How will you be making your $$?:
@Jetah That is true, however, many guilds will done that and there is very little what developers can do about it.
they can add it to the TOS that cross guilds are a hindrance to the game.
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RE: No grind for real?
@Ostaff said in No grind for real?:
@Gothix @Jetah Oh I see how you both tried to dodge that huge elephant in the room! LOL
(motions for his long range sniper to relax, these mice like to run too much)
sometimes i have my innocent mind.
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RE: No grind for real?
@Gothix said in No grind for real?:
@Jetah now travel back to that thought again just for a second.
Would you be hunting a naked man, or running away from him?
Think hard!
of course i'd be hunting a naked person. you think i'm playing a furry? no! i'm playing a demon and i dont care how low (gear/skill) you are, i will attempt to kill you.