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About PsionCCC

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  1. Well how would you be able to interpret him as a strange fellow in the course of your conversation, if you didn't know he was a human because he's in another kind of body and doesn't think of himself as human. Or that humans commonly have issues with centaurs? It wouldn't make sense for humans to have issues with centaurs in the context of this game because anyone can be anything at any moment with no penalty or restrictions. You are a human, a centaur, a fae, a stalker e.t.c and so is he. Your example is one of the kinds of conversations and interesting characters that you can't have as a result of the vessel system being IC canon for everyone. Having permanent identities doesn't mean you shouldn't have to listen to stories (that's what it's all about after all) and it doesn't lessen the potential for conversation. It can highlight peoples' differences in contrast with the things they have in common immediately, creating conversation points and depth before you've even said hello. I'm not debating that you can't RP with the vessel system, I'm just saying it's an obstacle for stable and flowing RP.
  2. Quantum Leap works because not everyone is quantum leaping, there are already ambient storylines and history before Sam turns up and in an MMO RP setting you are not playing the "main" character. Nobody has to consider your history, and similarly you don't have to consider someone else's. Because anyone could say anything and there's nothing consistent to keep it in check, problems will occur needlessly. RP will be difficult to make meaningful with people you don't already know and have a setup with. So that will create small RP circles which always have problems becoming clique'ish and difficult to break into because everyone has already bonded long before you arrive. There's no defining identity traits making bonds, rivalries or any number of interactions meaningful. This is usually created by races, factions and political history among other things. We don't have permanent worlds, we don't have permanent identities. It would be an interesting dividing force, like you say, if there were stigmas for characters who switch bodies or stick to a particular race or otherwise. This would be another one of the workarounds I mentioned before but again something that requires mass mutual agreement, unfortunately. A bio sheet that other players can view would go a long way and it's always welcome, but games that have them are rare and usually not pvp-centric games like this one. Of course there's always hope that either it could be added into the game or that there will be add-on support in future and someone could make one for that purpose. (Like there is in WoW for example)
  3. The big difference is that you don't get to pick. As it is right now, everyone will be a nothing (that maybe had a previous life) that inhabits the body of a dead thing that used to have an identity. Sure, we could all play as though their identity affects the things you do but there's nothing to solidly say that's how it is and at any rate not everyone wants to play a character with a mental defect all of the time. I don't know where you're getting the "few rules" from, because from what I can tell the rules are far too restricting. Identity, racial background and multiple clashing cultures I don't consider to be "rules." They're driving forces in an overall narrative and believe me when I say that RP scenes need those kinds of things. For an example of one where everyone just makes up their own, check out Champions Online. (Don't really, it's awful) Like I've said before, there are work-arounds but it is going to be something that needs to be worked around. It's going to be jarring when two or more peoples' made up lore clash across other peoples' RP and unfortunately it's probably going to push RP into the realms of guild-centered RP unless the community (if it's big enough to be called a community at the moment) rallies together to create a better experience. Not that guild-centered RP isn't good and all, but it's very fragmenting for what I think will probably already be a small RP community. It's also a problem when you're only allowed to join one guild with your account. Ultimately, the vessel system manifesting in lore and RP is just a huge hindrance that I think everyone can agree would be totally removed if characters were played individually with racial cultures and histories to colour their storylines. The immortal champion of one of the gods that may or may not have memories of themselves or the bodies they're in isn't really enough imo. I guess it could be partially solved if there was an expansion of lore on what each god specifically wants their heroes to fight for. Maybe where they get the crows from, some of the potential worlds and THEIR characteristics that a crow could have come from. But again that would all have been coloured greatly by having a greater identity and history too.
  4. Agree with some of the points made before. I'm not sure how the concept of balance between a yin and yang element holds up if there's only a drawback to using the healing side. Self-immolation might be interesting, particularly if it boosts the damage of spells in nuke mode or increases the duration or strength of roots (which I'm confident there will be) or other CC. Maybe nuking could have a similar drawback and effect. The more damage you cause the weaker your attacks become, but you get a stacking self-heal over time in prep for switching into heal mode and as a means of lessening the self-immolation effect for stopping healing. Edit: I hope those healing orbs take some inspiration from the league of legends champion Bard. i.e they slowly get stronger after being placed (up to a maximum). Maybe they could offer a speed buff too if they're taken early with a weaker heal.
  5. Voted for the third one, BUT not for launch. I like the idea of Eternal Kingdom raids set up by players. If the rewards were resources that the players themselves had to go out into campaigns and win before they could offer it as a reward for raiding their EK then sure, then it won't threaten the PvP aspect of the game because it would need to be fed by it. It could be a great way for guilds to show off their bountiful resources. I don't think it's a launch feature though, perhaps years down the line if the game is successful and they're looking to expand Eternal Kingdoms.
  6. I'm just thankful he doesn't look like a Satyr or some other bestial alternative.
  7. So, I've been out of the loop for a while. I haven't posted in months but I'm wondering where the concept for the Male Druid is? There's been a female Legionnaire concept and it looks like the next stretch goal is a Male Assassin. Has there been any word, yet?
  8. 1: After it's been looted. 2: It should be returned to the character on respawn. Why? Because large battles and wars means anyone who dies has a mad scrabble to try and find their body and get any loot back that's left (if any) and may as well be counted out for that fight for dying once. (Fun in theory, bad in practice. Unless gear really has minimal impact to the point where it's pointless to have gear anyway) 3: I think they should, if my number 2 isn't a thing. 4: Everyone who contributed to the kill should be able to see the inventory, though the largest share of the damage contributing to the kill should get first dibs. 5: I think so, we wouldn't want looters being punished for a miss click. What I definitely don't want to see is items being dropped onto the ground because it makes for needless clutter that just causes performance issues. (That doesn't include temporary weapon loss if they manage to include a disarm mechanic)
  9. I personally would love to have an inventory to play tetris with again. I think like many things about this game already that make it so compelling, it would involve decision making. You can't take all of the loot off the corpse of your victim, so pick the best items that you can fit space for and get out of there before someone else comes along to get the pick of both your inventories. I don't foresee any issues with people messing up their inventories just to screw looters if stackable objects are able to just be right clicked and added to your existing stack up to it's maximum. Every other object you should HAVE to look through and decide on anyway, because not only does it stop inventory clutter for the looter it also gives the freshly made corpse a chance not to have absolutely everything stolen from them depending on what the victor needs or wants. As an aside I guess weight limitations would be okay, but I'm not sure if I'd like it to interact with the games physics in making someone heavier themselves or not. On one hand it could be interesting, on the other.. people running around with big chunks of metal ore so they can't be thrown over a cliff or anything would be silly.
  10. If day/night cycle is going to be a thing, I hope it's a proper cycle that takes maybe 6 hours to swap around. That way if it has some significance, then people can plan to do things under the cover of night or in broad daylight for various advantages and know when the day or night cycle is coming. Also, vampires are cool and all but I'd be way more interested in an archetype or discipline that takes advantage of the daylight. It would be awesome if there was a holy one or some sort of sun channeller to balance variety.
  11. I hate to be one of these kinds of non contributive posters but I'm gonna ask anyway. Why is this thread still a thing? 11 pages at the time of my posting of people arguing about how to categorise the game. The category doesn't make the game, the game gets it's nice shiny label after we actually see what it's like. This thread is stupid.
  12. I think everyone, as with any new piece of information is over analysing it just a little. The worry could be stemming from the fact that the EK system has been put out in a lot of info while we still don't know very much about combat or what we'll actually be doing from day to day inside of campaigns. If this is any indication of the thought and depth put into the game, then panicking about the EK becoming essential is just silly. That being said, I think the EK will become essential for those who want it to be. It will have little affect on campaigns aside from those that allow for imports. If you're worried about not being able to compete in the import campaigns, then trade some of the resources you earned from your last campaign to bring your stuff up to date and off you go!
  13. Well, I don't think guilds will have a monopoly on EKs mostly because there's the ability to set the EK as public and allow people to come and go (hopefully stay for the things that your's offers). A big guild doesn't mean they're going to be good at economy, or that they're going to do very well in campaigns either.
  14. Yeah, this is absolutely fantastic. The RP potential as well as the integration into the economy and the like.. it's pretty much revolutionising player housing into a much bigger thing. That's if it works at least. The only concern I have is with number 28 on the FAQ and people being able to just up and leave your kingdom whenever they like without cost. If you're trying to work an economy, that could be a little irksome. I'd suggest that the monarch's account should be inactive for a number of days before it's free to move away, and any other time it should incur a small cost to take your land back. That's just me, though. I'm sure it would work either way, just make it hard on the people that aren't good at keeping friends! (Which is a significantly higher number in a PvP game)
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