It's about now game companies/developers want players to foot development cost now along with paying for the game + subs/cash shops if there are any.What's this thread about anyway and should I merge it with the Shroud of the Avatar thread in the Other Games forum?
Wait, isn't that exactly what this entire board is clamoring for? Someone to make a MMO true to their "vision", and let it be niche?Looks good... Same problem as all Garriot games though. Total dork-outs with very limited appeal.
I'm more referring to the overall tone of the game and how it relates to lore and the world. I don't think many people, even here, are into the whole, 'What ho traveler? How fare the roads this morn?!'. At the end of the day, even us hardcore MMO fans don't want a game that is bland.Wait, isn't that exactly what this entire board is clamoring for? Someone to make a MMO true to their "vision", and let it be niche?
but merge into the other thread. this isn't a mmo.if you merge them, keep this thread's title
If possible can you rename this thread or merge it with the other. The kickstarter part is long dead, and the game itself is actually interesting.Hello Everyone,
As we have described previously we want Shroud of the Avatar to be a classless system that allows players to define and play any role they choose. We also want a clear path for growth and specialization while also maintaining opportunities for competition and cooperation. This is our current thinking on how to accomplish those goals. Remember this is just current thinking and we will probably change many of these details. Note that we use the term "skill" to cover all player abilities including spells, combat moves, etc.
NOTE: This post is not going to delve into our combat system but we will be posting more information about that soon.
Stats:
There are 3 Base Stats: Strength, Dexterity, and Intelligence that work as you would expect. There are 3 Calculated Stats: Health, Defense, and Focus (aka Mana).
Advancement:
Players gain two kinds of experience (Crafting and Adventuring) based on the kind of activities they are doing. Players level up in either Crafting or Adventuring at certain experience point totals. When players level up they get skill points and increases to their stats. The players can use those skill points to learn skills from a trainer. There are no classes so players can spend skill points on any kind of skill as long as they meet the prerequisites (almost always a preceding skill in a tree).
Skills System:
There are Active Skills (yellow) and Innate Skills (white). Active skills are used by the player during combat to produce a desired effect (fireball, heal, parry, etc.). Innate Skills are on all the time and increase the effects (power, range, etc.) of all skills in the school. Adding skill points to an Innate Skill increases the effect of that innate skill. This has the knock off effect of eliminating the need to pump Active Skills. Adding skill points to Active Skills increases the number of copies of that skill the player has therefore increasing the frequency that skill will appear during combat. There are "hidden" Active Skills that can only be used by doing combos with skills during combat.
Damage Types:
There are 6 damage types (with corresponding resistances)
- Physical: Armor provides most protection against. Weapons, Poison, etc.
- Magical: Tends to ignore armor. Encompasses magical damage not covered by an elemental type
- Electrical: Stuns targets. Lightning, static charges, etc.
- Cold: Slows targets. Ice, Snow, etc.
- Heat: Does damage over time. Fire, Radiant energy (like the sun), etc.
- Chaotic: Impossible to resist
MAGIC SCHOOLS AND SKILLS
Here is the current lists of magic schools and skills. We want each school of magic to have a theme and some interactions with other magic schools (either cooperative or versus). All Active magic spells require reagents. All names are placeholder.
Early Access Schedule | Shroud of the Avatar ForumUgh, I don't miss UO's inventory. Why bring that back?
Not set in stone, apparently. I think nostalgia prevents me from hating bag inventories... then again, I always make a macro to make management less tedious. The whole housing thing has never been my cup of tea either, but for a lot of people it seems to be a major fantasy. The appeal of running and decorating your own shop is easier to understand. Dunno if that's connected to housing or not.SotA_sl said:RELEASE 1: December 12 - December 14, 2013
- Bag Inventory: This is a hot topic in the forums so we want to get it in your hands for feedback on preferences. Immersion vs. ease of use, let the battle begin!
RELEASE 2: January 24 - January 26 2014
- List Inventory: For those who prefer spreadsheets to immersion. The inventory battle royale continues!
I've been longing for MMO's to incorporate UO's player housing since its demise. It was great. I never had a house, because I got into the game pretty late, but my friends did and I loved being able to visit and experience housing vicariously through them. They really nailed house sizes, especially keeps. I also liked that there were only like 2 castles per server.The whole housing thing has never been my cup of tea either, but for a lot of people it seems to be a major fantasy. The appeal of running and decorating your own shop is easier to understand. Dunno if that's connected to housing or not.
Some of my most vivid memories are of walking around Tramel where one of my friends had a ghetto house and checking the merchants for gear I needed. One day I went by to visit my friend and see if he was home and he was...but when I walked into his tower (smaller keep right?), the entire floor was covered in bandages and he was standing in the middle of it, LOL, continuing to make bandages.Yeah, a lot of the auxiliary stuff associated with housing is cool. Having a base away from the main cities for you and your friends to keep supplies and such is something I always appreciated. Being able to stake out a territory and develop relationships and communities gave a sense of permanence, investment, and identity to the world, too. IDOCs were also awesome natural community events, allowing people who had left the game to contribute majorly even after they were gone. Of course, players losing all their shit was a great way to ensure many would never come back. Loot was more transient in that game though. Plus, like you say, they were really badass status symbols.