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General Discussion / Re: Trials of Ascension« on: April 26, 2013, 06:57:23 AM »Quote Plagues & Diseases 3
General Discussion / Re: Trials of Ascension« on: March 28, 2013, 08:33:22 AM »Quote Permission System 4
General Discussion / Re: Trials of Ascension« on: March 04, 2013, 03:37:37 PM »
Glad I found another believer! ^^
Quote Interrogation 5
General Discussion / Re: Trials of Ascension« on: February 20, 2013, 11:38:15 AM »
New update!
Quote Healing 6
General Discussion / Re: Last Post Contest« on: January 31, 2013, 01:23:02 PM »
That can't right.
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General Discussion / Re: Trials of Ascension« on: January 30, 2013, 12:00:19 PM »
Questions answered in the second podcast:
Q: Will books be available in game, and can they be written in? Brax- Yes and yes. Q: Exactly how would a mage cast a spell? Will there be a little bar so we can select a spell for prep, and then click to cast. Or will we have to open up our spell book and click on the desired spell. Brax- Once you have gained a spell, you'll be given a button to hotlink, an icon, that you can map to a key. Leostri- But you have to have the components that requires(empowers?) them. Varl- It takes all the prerequisites, to get there. Assuming you get the icon. You go through all the hard part to get the spell. Then once you get the spell, you get the icon. Leostri- Yes, but you still have to have the components upon your person if you are going to cast it. Just because you have the icon, doesn't mean it's going to be successful. Q: Will players be able to disguise themselves? Brax- Yes, we have disguise as a skill. The opposition to the disguise skill is other player's perception attribute. So, you can think that you are bluffing somebody, but you won't know. Well, unless it's a guard, and you are on the kill-on-sight list, then you'll certainly know your disguise didn't work. Leostri- But it's basically your disguise skill check versus his perception check. Q: How does ToA plan to address sleep? Will it provide an experience bonus, or will one's max stamina slowly deplete, to be regenerated by sleeping? Brax- We are not 100% percent sure yet, but as of today, there is no sleeping in ToA. You'll be able to sit and rest, and even lay down and rest. and you'll regain certain variable quicker than others. Q: At two parts during the last podcast, you bring up that merchants are limited to what their player-owner are selling and buying, and the currency they hold, which in turn, means that adventurers coming to town to sell their loot will be limited on that market. Will there be an option besides sell and store when it comes to unloading goods such as salvaging items for raw materials? Brax- First of all, i'd like to make it very clear that we're not going to have ANY ForgedChaos-owned merchants or venders. Every merchant that you come across will be owned by a player. what they have in their inventory to sell is based what the player has put on that merchant and priced to sell. What they can buy is also dictated by their player owner. Leostri- So, in other words, you'll only be able to have access to an NPC merchant if you own a shop. So, as part of your shop menu of options, you can hire an NPC merchant to sell things for you, so you don't have to stay at your shop. But it is your responsibility as a player to load your merchant with the items that you need to sell. That does not necessarily limit you to what you make, however. So if you decide your are going to sell all kinds of weapons, but you only specialize in only two or three, you can certainly add all those to your merchant, and assign a price to them. Also, you can assign the merchant to purchase certain items. So, if you only wanted to take in scrap metal, for example, you could instruct your merchant to only buy broken items, broken weapons, shields, armor, things you could smelt down to remake new weapons out of. There are not going to be WoW merchants, where they're going to have unlimited amounts of cash and they'll buy anything under the stars. It's not that way. Totally player controlled. Brax- You will be able to break many of the items back down into their raw resource, of course some amounts will be lost in the process. Q: What is the day/night ratio like? Will it change with the seasons? Brax- Right now we are looking at two-thirds of a day will be daylight, one-third will be night. There's been a lot of conversation about that. Should we make it half and half, or whatever. But night is going to night. As in dark. So, we want it to be dark, we want it to be challenging, but we want more daytime than nighttime. It's as simple as that. We are not going to have seasons, not initially. That may change post-launch, but making seasonal changes to areas are too resource intensive right now. Q: How will systems like carts and wagons work? Brax- Sorry to disappoint, but there's no wagons or carts scheduled for initial launch. I think there's a misunderstanding on the Forums right now that they are going to be there, but they're not. Again, it's a resource issue. We're minimizing our design so we can get it into your hands, so we can grow it. Trust me, we want carts and wagons and mounts as much as you guys will. But we got to be realistic. Leostri- I would look for those as one of the first innovation, probably. Varl- Yes, we want to put that in you guys' hands. So the people who get those innovations initially, will be very popular, wouldn't you say? Q: What's the current plan for recycling of innovations? A person with an innovation, who doesn't give it to anyone, can die or simply not log on again. How will these innovations ever see the light of day? Brax- We will monitor every single innovation that is in the game. If we deem an innovation that needs to be in the game, we will reactivate it. We'll essentially put it back in the pool of innovations to be found. Some we will let go dormant. If need be, It's really on a case by case basis for what we think is best for the world. Leostri- Now, when they are put back in the pool, they are randomly assigned, are they not? Based on the skills? All skill will have their own innovation pool. There is not one giant pool. So you are not going to get a combat innovation if you are crafting leather goods. Brax- Or there is one giant pool, but each innovation has filters or requirements on what your character has to be doing and have. And when I say have, I mean, in the way of skills already. Some innovations will be available to lower skilled characters, and other will be available to higher skilled characters. Q: Pets have been mentioned as possible, and i'm assuming horses will be a standard way of travel. Does this current vision support an animal trainer or salesman, maybe someone that gets a plot of land and breeds horses and dogs to sell to other players. Brax- Well that's a mixed question: a yes and no answer. We're not going to have mounts, so horses are pretty much out, but we are giving you the minimum amount of creatures that you can farm: cows, chickens, that sort of thing. So you can have pets technically, and you could sell them, but not mounts. We have dog and cat slated as in the creature list right now. There is animal taming. Q: When a mage locates his arcane creature to combat, will he and the critter be fenced off from the rest of reality, or will others be able to watch the fight? If the latter, will people simply be unable to attack the mage or the creature until the fight is over with? Brax- This comes down to what everything is going to look like in the world once it is populated. We, as you mostly, probably know, TerVarus is a low magic world. So, we don't want arcane creatures popping in to fight mages in the middle of town. That would look bad. Whether the arcane creature could hurt other people or not. Right now, we lean more towards, we throw the mage into an instance, although their body is left where they were, completely defenseless. That's the way we lean right now. Leostri- So to your companions, you just look like you are in a trance. You would be mentally battling this arcane creature. Varl- So bring friends to protect your self… Brax- …well to protect your body. It's your fight between you and the arcane creature. it is strictly between you two. Nobody can buff you, nobody can heal you, nobody can help you. Same for the creature. And the creature won't bother anybody else. So it's strictly mano-e-creatureo(?) Q: When we log off, will our bodies persist in the game world? Brax- Only if you have logged off in the middle of combat, or if you have been flagged in a certain way where we're not going to allow you to escape like that. Beyond that, yes your character will log out. I'm assuming that you're talking about in the old design where you could elect to have your body persist to have your body moved around by transport: wagon or ship. Right now, since we don't even have those, it's not really an issue. But we'll certainly be bringing that topic back up when we do have mass transit in place. Q: How in the world will most of the money be mined if the settlements cannot make coin? Are you saying that gold nuggets will be currency? Brax- First, miners will not mine coins. They will mine flakes and nuggets. There's going to be so many flakes to a nugget. It's really as simple as that. Q: What will the economy look like on the first day of the games release. For example, you find a bear hide, and you don't know the value of it. Will the game let you know the suggested value of that hide, or do the players determine the price from the get-go? Brax- The players determine the price right from the start. We're going to have as little impact on your economy as possible. Q: Will settlements have some sort of visual representation? And if so, will they be allowed to put an emblem upon banners, flags, and crests? Brax- So, like a crest, the settlement crest? Yes. You will pick and design your settlement crest upon settlement creation. Q: Of these 22 settlement locations, are they similar to how Horizons did their cities: 'X' number of large plots; 'Y' number of small, pre-formed, roads; etc? Or will the settlement be able to determine their own layout? Brax- When you conquer or claim a settleable area, it's borders are hard coded. It is defined for you. How you put your buildings within is completely up to you. So long as you meet certain restrictions like terrain slope. You obviously can't put a building in water, that sort of thing. But beyond that, you can put your plots wherever you want, and therefore you building within those plots. And the are no roads in TerVarus. That is on purpose. Leostri- Not even game trails, so keep that in mind when you are hunting. Q: When a settlement is conquered, will it's citizens still maintain their property rights to their buildings? Brax- Absolutely. This is one of the anti-Lord-griefing countermeasures that we are putting in palce. Just because you lose your settlement, doesn't mean you lose your land. You are suddenly a citizen under a different kingdom now. And a different ruler now. But you get to keep your plot. Q: As players in civilizations, what will we have to do to earn a spot in the game's history and lore? Brax- In a word, yes. We want you to be part of as much of the lore and history as you have a right to be. Q: Will you make up unique names for in game seasons and months, or just use real life names? If you will, can you post them soon so we can start using them in game lore? Brax- We are going to come up with our own names for the months. We're not doing seasons right now, as I said earlier. But as I said, we're coming up with our own names for months, and we'll send them out to you as they're finalized. Q: Will the venders in the four starting cities be seeded with equipment at the game launch? Leostri- That would be determined by the players and their merchants. Brax- And we're not going to tell you how to be one of those lucky players just yet. Q: How do you see dungeons playing out? We can assume players will compare them to other MMO dungeons, and you'd probably disagree with that. What makes ToA dungeons different? Brax- Everything about our dungeons make them different. They're not persistent. They may be for a day, a week, a month. They might feel like they are always there, but eventually they will go away and new ones will pop up from place to place. From within, you're not going to do your typical dungeon runs, where you try to slaughter everything on your way to the boss. The boss might not even be the main achievement of the dungeon. There might not even BE an achievement in the dungeon. Imagine that! Some dungeons will be, once you enter, you cannot exit out the same whole, the same way. So you got to find your own exit. And our dungeons will be, I hope as you suspect, very, very, dark. Unless there is an actual light source, I hope you bring a lot of light-source (torches). Varl- Think black. Lots of black. Leostri- So if you plan on doing dungeon-crawls, then you better come prepared with lots of torches. Varl- And our creatures, some of them I imagine, will be able to see in the dark when you can't. So, have fun out there! Q: How will throwing weapons work? Will you just throw your main weapon, or will there be dedicated throwing weapons for us to use? Brax- There are going to be dedicated throwing weapons. Q: Can you comment on mounts and if we'll get them as stretch goals? and if there will be flying, sea-faring, and underwater mounts? If there are quadrupedal races implemented at some point, will the characters be able to be player mounts? Brax- The first part of the question, mounts could very well make it in as a stretch goal. We just want to get to our goal first. Then we'll reveal all our stretch goals. Types of mounts, probably the basic at first: your horse. We'll start from there and work up to the more exotics. As far as Quadrupedal races, player races, absolutely. When they do come into the game, they will be able to act as player's mounts. They have total control over if they want to be somebody's mount or not. You can't just come up to your Centaur and say… Varl- "Cummon Jonny! Lets go!" "What the hell? Get the hell off of me! Do I look like a horse to you?" "Well, you're a Centaur." "Oh, ok!" Brax- And if you are on a mount that is another player, they have total control of the movement, not you. Q: Will there be a possibility of killing a player in one hit in any circumstances? Especially for would-be assassins. Brax- In short, yeah. Absolutely! It would have to be a massive amount of damage, but it's possible. I'm sure some of our creatures are going to be able to pull it off. Varl- How tough do you think that's going to be with our normal weaponry? Brax- Maybe a head-shot. But you will have to be very lucky. Q: Will there be rare, special artifacts that are unique and somehow lore connected? Brax- We're going to have some magic items in the game. We've hinted at that in our lore. Very, very rare. Very unique. Every magic item will have a history to it. Whether you can dig that up or not is up to you. Maybe you have to do that in order to activate the item. Who knows. Q: Will tamed creatures scale with the character's level, or will they be their own independent entity leveling up. Brax- This is not WoW. No levels. No hunter class. You're pet can gain in skills, certain skills mind you. But they will do it at their own speed. Q: When will you guys show us the map of TerVarus? Doesn't have to be a very detailed one. Even a rough sketch of the land would be good enough. Brax- Back when we were ShadowPool, we were adamant against showing you the map prior to launch. That will probably change. Because of what we have shown in the Navigation article that we posted, the map is only going to give you a high-level view of the world. It's going with the assumption you have grown up in TerVarus. You kinda get an idea which directions certain things are. Certain landmarks or regions of the world. So, there's really not going to be any harm in showing you the map prior to launch. When we have something put together we may throw it out there. Q: In what ways can I decorate my house? Flower pots? Paintings? How about Pikes on Heads! I mean Heads on Pikes? Brax- The goal is to allow you as much customization as possible. I was just thinking about this the other day. I would like nothing better than you to build the exterior of the building. Then the interior is essentially a skeleton where you can place wall panels, I dunno, four feet wide by floor to ceiling. So you can essentially block-out your own rooms. Even have some of those panels be secret panels or secret doors. I'll give you a tool to place things on walls. To, put things onto the floor, and move them around. That's the goal. I'm not going to promise anything at this point, but I put a lot of importance on house customization 'cause it is a pretty big deal to me. So if it is not in at launch, then it will be soon after. Q: Will there be, and how will the mail system work? Sending items and messages to far settlements. Brax- I think you guys will get a kick out of this one. We're not going to have a mail system. Well, that's not true. You will be our mail system. We're going to have a contract system in place where you can contract with other players to take your items and deliver them to another place by a certain time. You pay a deposit, that sort of thing. If you want to be a courier, we've just opened up an entire industry. Q: Will you be able to look at the statistics of your current character? As in: Bunnies killed; Miles walked; Buildings built; Trees chopped; People killed; Money earned; Playtime; Etcetera! Brax- This is something I've been pondering, I don't know if I've even covered it with Varl and Leostri, but, I think a great thing is, once you are perms-dead, to reveal all these stats to you. Kinda like, "here's your final score!" And I use the word "score" very, very loosely. or "Here is your final Lore!" Hopefully in a very organic way. Not just a bunch of statistics. But definitely, I think that could be a very good thing to look back on your character and say, "Wow! I can't believe I killed two hundred bunnies!" Leostri- So if they have a significant contribution to the world at this point, is there a chance that we could determine whether or not they were significant enough to get their name into the Monolith? Brax- Absolutely! Worst case, we'll review from time to time all the "death records," if you will, and those that we see that stand out, we will put their names into the monolith. Also, if these stats get implemented, they will be available to the public. That's my goal is so you can look at other players who have since Permadied. Varl- A hall of records, of a sort. Q: Can traps be added to a homestead or the world in general? Brax- Yes, there will be trap-setting for containers and doors and what-not. Q: Will tamed pets die when you die and will you have to get a new pet when they do [die]? Brax- No, pets won't die just because you die. They don't have that much empathy for you. They will live until they themselves are killed. Q: Can players attack and do damage with bare hands? And is there an associated skill with that? Brax- Sure, you can attack other people with bare hands. You can duke it out with other people. Unarmed combat. Skill and innovations with that? uh…We'll have to see. Q: Will you be able to die your clothing, armor, and or weapons? Brax- Probably not armor and weapons, but definitely clothing. Q: Will the game be seemingly single-shard, or multi-shard like other MMO's? Brax- It'll be multi-shard. I don't know if the technology is there with our engine to support a single server. And I would rather error on the side of caution and split it into multiple shards. Q: Will mages have access to spell that can do siege damage? Brax- There are certain spells that can damage certain structures. I'm going to leave it at that. Q: Will NPC enemies, like bandits, loot a player's corpse after killing him, or will the corpse be left on the ground for another player to come and loot. Brax- If the NPC bandit likes what he sees what you got on your corpse, then he'll take it. Otherwise he'll leave it. Varl- So they will search you? Brax- Sure. They killed you, they want the loot. Q: Do new characters start with money? and how do we get food on day one? Brax- The characters start with zero money. But we are going to provide you with, I'd assume, a pretty ample amount of food and water to start you off. So you should be good to go for quite a while. Varl- Yeah, you won't starve to death on day one. We're not that mean. Brax- Well, unless you get all your food taken away from you, stolen or something. 8
General Discussion / Re: Wait... who told them?« on: January 30, 2013, 11:59:53 AM »
You killed more heroes using possessions than total heroes killed.
OVERKILL! 9
General Discussion / Trials of Ascension« on: January 26, 2013, 03:17:14 PM »
Hello old friends
Didn't see any topic about Trials of Ascension and since I know many of you are hardcore roleplayers it might be an interesting game to read up on. Will quote some simple features: Quote Overview A bit info written on their forum: Quote We need people to know about ToA. Lots of people. And we need your help. 10
General Discussion / Re: Last Post Contest« on: January 26, 2013, 03:10:56 PM »
Don't know this Poog.
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General Discussion / Re: ... And A Happy New Year« on: January 01, 2012, 03:45:50 AM »
Happy New Year!
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General Discussion / Last Post Contest« on: October 15, 2009, 04:53:27 PM »
I won this thing ages ago.
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General Discussion / Around off and on..« on: May 19, 2009, 03:19:49 PM »
Wow, good thing it got sorted out in time!
On another note, can you sue your previous doctor for almost killing you? Or at least the hospital? |