It looks like you're new here. If you want to get involved, click one of these buttons!
The Saga of Lucimia team has sent out a new trailer to provide a "peek behind the curtain" for Update 11 coming this weekend. "Tonight John and I hopped in with some of our Dev Tavern folks and other developers to showcase a little bit of how the flow of the game feels these days compared to previous builds."
Comments
Godfred's Tomb Trailer: https://youtu.be/-nsXGddj_4w
Original Skyrim: https://www.nexusmods.com/skyrim/mods/109547
Serph toze kindly has started a walk-through. https://youtu.be/UIelCK-lldo
Well a stag might attack you if you went to near his herd, but that's about it.
It's like snakes who kick in EQ. Just roll with it.
EQ1, EQ2, SWG, SWTOR, GW, GW2 CoH, CoV, FFXI, WoW, CO, War,TSW and a slew of free trials and beta tests
post-coffee edit: wolves are in PACKS, not herds
Nope; no estimate. I could make something up, but honestly we're at least a year out from needing to think about that type of testing.
At the earliest, sometime in 2020. We still have a boatload of work to get done before we worry about needing players in the game testing 24/7. Right now only the devs have 24/7 access, and our Dev Tavern backers (Patron level or above) get to log in on a far more frequent basis than the rest of the backers.
For example, the majority of players haven't been in since August; our Dev Tavern backers have been in twice in the last seven days, but even that is only because we're ramping up for Release 11 and we needed more eyes on things so we've ran several special sessions with them (including last night for the above video).
You can see my sci-fi/WW2 book recommendations.
At some point next year we plan on moving into alpha, at which point the pre-order store shuts down and whoever is in is "it" as far as our alpha testing goes, and we'll finally be requiring NDAs (which we haven't to-date as we haven't been testing any content but rather only features and mechanics). And that period will last at least a year.
We probably won't worry about 24/7 servers until we are towards the end of alpha.
We've got some new investors who have already signed on for a January infusion of cash, and several more coming on board in early 2019 (we'll have an announcement next year) and we'll be expanding our team accordingly and moving into a more full-time development schedule rather than part-time, which is where we've been at the past few years building this up on our own.
Once we have investments squared away along with the new team members, we'll likely be moving to a more frequent testing schedule, but behind closed doors.
MMO migrant.
Usually what would happen is a delay,a second or two to size up what just happened,why was the mob startled which also leads me into old school crappy aggro systems like every mob in game on the EXACT same proximity range.
Time to give mobs in games their own individual identity and Ai and have them work together like you might expect them to in real life.Example Bears might band together ,rabbits would definitely FLEE for themselves ,screw that guy he is out of luck mentality.
Sentient beings might try and heal each other if in close proximity.Another thing that always bothered me stuns,it seems every developer is so lazy they just automatic create a whole zone or a certain level where every mob uses a stun.
Yeah lots of little knit picking but i need good solid game design not half assed ideas of old or new.
Never forget 3 mile Island and never trust a government official or company spokesman.
There's a LONG way until we can get to what I would consider professional. Meanwhile, we've got plenty more features and mechanics to add to the game, and all of those trump polish!
Two of the planned new hires are a VFX artist and Digital Animator. When those people come on board, however, is up in the air. They are further down the pipeline than a Graphics Programmer + Senior Programmer to help Bobby and Rich out, and further down even than a Senior/Lead modeler to replace Liz (who went on to work with Naughty Dog on Last of Us 2 earlier this year /sadface-but-also-high-five).
The other 85% (the advanced abilities) will be found out in the wild: on specialty trainers in remote locations (such as the depths of dungeons or dangerous zones, places where you dare not go alone); at the end of lengthy quest chains that require you to perform multiple tasks, some that can be done alone, but most of which require a group; or dropped as scrolls/tomes from boss mobs in dungeons and raids.
Some abilities will require you to have mastered several other abilities in unique combinations in order to qualify. Others will require you to speak a certain language in order to talk to the trainer or read the tome/scrolls. Still others will require you to have reached a certain level of faction in order to prove your worth to the trainer (or trainers).
These are just a few examples. The bottom line is that we're planning on having the vast majority of abilities in the game be earned rather than given. Players will have to actively play the game, explore, work hard, put in time + effort, and play well with others if they want to achieve the best results for their character.
Abilities are progressed through continual and successful use. Swing and a miss = no progression. Swing and a hit = progression. If you want to level up your lockpicking you'll need to find a lock with a relevant difficulty for your current skills; if it's too high, you won't get any skillups from the encounter. Similarly, if it's too low, you also won't get any skillups from the encounter. Same thing in combat.
@elfdragon21 P.S. a far quicker way to get your questions answered is over on our Discord, where we hang out on a daily basis. I sometimes can go 3-4 weeks or more between checking in at places like MMORPG.com; this morning I only happened to be here by chance with coffee and saw the notification that someone had pinged me in a comment.
Cheers!
It sounds exactly what I am looking for in an MMO. Thank you for the quick reply by chance!