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Andelorn

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About Andelorn

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    Hatchling

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  1. Andelorn

    Cloaks

    I have always wanted cloaks for concealment and protection from weather. It just adds such a mysterious element to the game and a feeling that your character is actually living in the game world. Cloaks!
  2. I'd like to see the portals between worlds be more than a loading screen. Something like from the Thor movies, a sort of cosmic highway with stars streaking by on either side. Perhaps not feasible, but I think it would add a lot to the divine heroes feel.
  3. Well, there's a reason one of the factions is Balance. That faction believes that both Order and Chaos need to exist for the cosmos to exist.
  4. Well, they do seem to be going for a Game of Thrones feel. Nobody would balk if this showed up in that universe.
  5. Can we assume men refers to humans as a race? Or is it clearly gender?
  6. Assuming worlds are randomly generated, the alignments of certain races might be as well.
  7. The Fae Assassin update mentions the Riverlands. Which world is the Riverlands on? With so many worlds, both the DW and EK, will they feature the same regions in altenate layouts, like parallel universes? Or will there be "one true world" somewhere?
  8. Totally agree, and that`s what I mean by ambience. Just more environmental sounds than constant music. And when music does happen, that it isn`t distracting.
  9. I've come to notice that the best games I've played, the ones I remember the most, all have something in common when I revisit them: a great soundtrack. Maybe that's just because I'm a professional musician, but I think music is just as important as graphics and gameplay when designing a distinct experience for the player. I think in order to make an MMO immersive, there needs to be an element of ambience to the music. Ambience creates a sense of space in the game world that makes it seem like a bigger place than it is. A sense of space allows you to get inside of the game world with more than just your eyes. Space is about rests in the music, varying the texture or number of instruments playing at one time, and a fluidity of rhythm. It`s also about using sounds of the environment, like rustling leaves and falling rain. With the campaign phases divided into seasons, that actually provides a clear path to creating distinct soundscapes. Skittering leaves in the fall, crunching snow and howling wind in the winter, and on. Each location needs to feel like it has its own soundscape that creates a mood, not just an endlessly driving rhythm with some forte strings. For battles, sure, something rhythmic, but it's used so much in games and movies that other kinds of music during a battle stand out to me more now. A good example is this scene from the recent Godzilla movie: . Just listen to the piano. Not every score has to be relentless and loud to be effective. It's all about creating a mood. To me, that's the most important thing about a memorable score, and a memorable game world. Composers/music styles I'd love to see used in the game: Austin Wintory! Jesper Kyd! I just hope they don't get Jeremy Soule to do it. I actually think his music is great, but it all has a very same-y feel and he's done so many games recently that I'm ready for something new.
  10. Austin Wintory! https://www.youtube.com/watch?v=scKMZgXhpH0&list=PLBDBA870DF26340C0&index=2 Jesper Kyd! https://www.youtube.com/watch?v=qfFvOt5GPr8 I think in order to make an MMO immersive, there needs to be an element of ambience to the music. Each location needs to feel like it has its own soundscape that creates a mood, not just an endlessly driving rhythm with some forte strings. For battles, sure, something rhythmic, but it's used so much in games and movies that other kinds of music during a battle stand out to me more now. A good example is this scene from the recent Godzilla movie: https://www.youtube.com/watch?v=NmCPEWzjl-8. Just listen to the piano. Not every score has to be relentless and loud to be effective. I just hope they don't get Jeremy Soule to do it. I actually think his music is great, but it all has a very same-y feel and he's done so many games recently that I'm ready for something new.
  11. Since we'll be playing Divine Champions, and it'll be possible to travel between worlds, I'd be surprised if they didn't allow teleportation of some kind. I'm in agreement that it should require a difficult/costly ritual with limited use. One thing that makes me not want teleportation is the "resource caravan runs" feature. It would suck if big groups of players could just teleport to your caravan as you're trying to safely get it home. Sort of removes opportunities for players who like to do reconnaissance, the scouts and rangers among us. Perhaps only allowing individual teleportation, and only giving the ability to certain archetypes, would solve this problem.
  12. If Dregs are FFA as in every individual player for themselves, what are the victory conditions? Surely it can't be about controlling resources. Kill-count, then? I wonder if we'll see NPC settlements to make up for the lack of player-organized ones. I'm imagining it rather as small adventuring parties building a single building, like a hunting hall, as a base, and skirmishing with other small parties for the chance to loot them.
  13. I'm starting to imagine the FFA worlds with adventuring parties roaming the land in search of other players to loot. Maybe parties build an individual building, like a hunting hall or something, to serve as a base. And with potentially smaller groups of players running about, having a small, hidden base might be more useful than a huge stronghold anyway. Not to mention that small groups wouldn't have access to the resources to build a stronghold. I'm thinking outlaw bands, here. Like the Brotherhood Without Banners, or the Merry Men.
  14. Nice, Andius. Seems to make sense.
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