It looks like you're new here. If you want to get involved, click one of these buttons!
Saga of Lucimia is a great example of gamers helping themselves by making the kind of game they want when no one else will. We caught up with Project Lead Tim Anderson to chat about the passion project, its goals, progress, and when we can expect to see the fruits of the team’s hard work.
Comments
In chapter 2 (two years after launch, roughly), magic will be rediscovered and you'll be able to start looking for spells. But that'll also be a slow start, since you have to seek training and then seek out lost spells to learn.
Edit: Was typing when you made your last post, a Early Access is this year. They mentioned it'll be possible to make something like a Paladin, but it's an open skill system and it'll be difficult to fit everything into your build- plus there's only arcane magic in the setting, so you may be able to find similar spells but a different theme? And I don't know much about their corpse recovery.
Try to be excellent to everyone you meet. You never know what someone else has seen or endured.
My Review Manifesto
Follow me on Twitter if you dare.
Now I find out there's no undead, religions, or divine magic? Screw that noise, I'm out. Good luck.
AN' DERE AIN'T NO SUCH FING AS ENUFF DAKKA, YA GROT! Enuff'z more than ya got an' less than too much an' there ain't no such fing as too much dakka. Say dere is, and me Squiggoff'z eatin' tonight!
We are born of the blood. Made men by the blood. Undone by the blood. Our eyes are yet to open. FEAR THE OLD BLOOD.
#IStandWithVic
As long as you are a team player, sociable, and get along with others, you won't have downtime. Instead, you'll be out there grouping, roleplaying, interacting, and growing within the world. It's not just about adventuring and getting phat lewtz; there is also crafting, buying, selling, roleplay, lore, storyline, and most importantly, community.
Jason and the Argonauts. Captain Malcom and the Serenity crew. Frodo and the Fellowship. Zeus and the Olympians against the Titans. You are part of an overall story within a group-based telling, not a single hero in a single-player storyline.
As far as no gods, undead, or divine magic: this is our take on a high fantasy setting. If you want cookie-cutter, there are plenty of other games out there. We're doing something different, something unique, and if you follow the storyline in the Story So Far you'll understand the "why" we are doing it this way
It's about the journey, not the destination. And players within our world are on a very unique journey, one that will take them through a changing world and an evolving storyline that will keep evolving as time goes on.
EDIT: found them: HERE Just a suggestion, can we get a PDF for offline reading?
The code of the pessimistic loner: "We unpopular loners are realists, who follow the three non- popular principles: Not having any (Hope), Not making any (Gaps in your heart); And not giving into (Sweet talk)".
We are, actually, putting a limitation on caravans that keeps you from getting too far away. This was mentioned in the article that Bill wrote. We don't want players abusing the system to "skip" across zones and sections of the world. It's not set in stone yet, but you'll be limited to within a couple/few zones, and you don't have city recalls. The closest you'll be going will be the nearest outpost/city that you discovered on your journeys.
You won't be able to run off and do your own things solo. The mobs of the game are designed so that overland mobs need at least 3-4 players to take down, with some 4-6 person content, wandering raid mobs, and overland camps for 6-8 players. The only way you'll solo anything is if you go to a zone that is far, far beneath you in skill level, but even then you won't be 100% safe from getting killed, due to the fact that we don't have hitpoint bloat.
Instead, we have D&D style hitpoints. A "max level" character in full raid gear might have 300 hitpoints, but just because you are in raid gear doesn't mean you are invincible. Even if you went back to the starter areas, or areas below your "skill level", they'll still be able to hit you, and for serious damage.
Coupled with that is the fact that some mobs in zones actively seek out players, zone-wide. Which means you are never, ever "safe", even when you think you are out of aggro range of a mob. Something could be coming over the hill, following your scent, and ready to bash you over the head.
You will almost always need a group when heading out to do anything on the adventuring side of the game, and we're working on group crafting as well. You'll be able to do some things within cities on your own, but when it comes to heading out into the wilds, you'll always want to go with 2-3 other players, at the very minimum.
In short, you wouldn't be able to use the caravan as just a dump hub. We'll be putting mechanics in place to block that sort of stuff. They are meant to be there to help coordinate your static group of friends/guildies, and then you can bounce back to the nearest outpost in between your core sessions (if you play more than they do) and hang out with other people and do small overland content on the off nights.
All time classic MY NEW FAVORITE POST! (Keep laying those bricks)
"I should point out that no other company has shipped out a beta on a disc before this." - Official Mortal Online Lead Community Moderator
Proudly wearing the Harbinger badge since Dec 23, 2017.
Coined the phrase "Role-Playing a Development Team" January 2018
"Oddly Slap is the main reason I stay in these forums." - Mystichaze April 9th 2018
The code of the pessimistic loner: "We unpopular loners are realists, who follow the three non- popular principles: Not having any (Hope), Not making any (Gaps in your heart); And not giving into (Sweet talk)".