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About ciliano

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  1. During the Hunger Dome, "general skills" and "archetype skills" could be separated. This might indicate that you can reincarnate in a different campaign (or maybe the same) as a different archetype but keep your "general" skills like crafting or whatever when you reset your archetype and its accompanying skills. The comic basically suggests the crow soul remains the same while the superficial archetype trappings can change.
  2. When the penguin archetype uses the dash power it slides on its stomach out of harm's way
  3. This was pretty good Rajah. Got me thinking that if a centaur's four legs are good, then a centipede archetype would be fantastic! Maybe a snake archetype that can't use melee weapons or wear armor but is great at stealth? I think instead of a female minotaur, a really great addition for a female counterpart to the mino archetype would be a hippopotamus. They naturally have much more feminine curves than a minotaur.
  4. Make a personal EK an opt-in thing. A personal EK for every single player just seems excessive, wasteful and a potential diversion from the actual gameplay.
  5. Campaign Concept: Hunger's Edge You could leverage both your hunger and voxel technology features within a campaign world to make the world more dynamic for players and stave off stagnancy. Instead of the hunger affecting the entire campaign world simultaneously, certain geographical areas contain seeds or landfalls for the hunger. If not dealt with then these seeds spread geographically and intensify (i.e. the closer you get to the epicenter of this hunger spread the later in the seasonal cycle the area is). This would create a microcosm of the hunger heirarchy universe within a single campaign world. Hunger Conflict The players within this world have to fortify against or conduct a voxel-based scorched earth campaign against the hunger to keep it from expanding. If you restrict settlement and fortification to outside of the spread of hunger and make the hunger-infected areas produce more rare resources then this would create player conflict over the areas that are closest to the spread of hunger. These fortifications allow a convenient base from which to venture into the hunger to gather resources. Player Conflict This would create a dynamic and much softer type of reset. Allow the spread of hunger to be slowed but never completely stopped. If it reaches a strong fortification then maybe it continues its expansion on the opposite end where there is less resistance. The most important bases eventually need to be abandoned due to hunger taking over and more distant bases suddenly become more important. Players have to protect their valuable fortifications on hunger's edge from other players that want to wrest control of the base as well as deal with the spreading hunger. It is also beneficial in some ways to let some hunger spread so that you can get the valuable winter rare resources from the center of the hunger. Making inroads from your existing base and partially defeating hunger turns the existing base into a rearguard while resurrecting a new, deeper base that had previously been overtaken by hunger and is now on the edge. Function of Hunger Prevention I am not really sure of technical ways to prevent the spread of hunger. I have some ideas though. -Tunneling or blasting holes into the ground and replacing the removed earth with some kind of substances or resources that are resistant to spreading hunger (this is like the idea in Terraria of preventing the spread of Corruption with certain blocks that Corruption does not infect). -Some kind of sacrifice on the edge of hunger areas to prevent the spread. -I don't know, I am hungover. Resource Nodes Mines and quarries and what-not should be placed sporadically throughout the campaign world. Outside of the hunger they produce common materials. They also possibly produce the resource that is necessary to build fortification against hunger spread. Once the hunger spreads to a resource node and captures it, that node produces increasingly valuable resources based on the season it is in. Since players can not fortify within the hunger zone, the fortifications on the edge of the hunger are valuable due to their access to resources. The fortifications near non-hunger resource nodes become valuable for a different reason. When you have the items that prevent hunger spread, you can direct the spread of hunger away from yourself and possibly toward a valuable fortification that an enemy holds. This results in your enemy needing to abandon their fortification eventually. It is an idea in its infancy but I feel like there is something there. At the very least it provides a changing world with softer resets sporadically happening within the campaign rather than relying on a catastrophic, sudden and total reset when the campaign world ends. I formatted this so people would be more likely to read.
  6. Hermit in-game and hermit in real life. This dude is so committed to this playstyle that he lives on a sparsely populated island just outside a city that can not afford to maintain a police force, basically the Bay Area Dregs. The soil where them rappers be getting they lingo from.
  7. Regarding Hunger: I speculate that this is a mechanic that hinders a race or possibly a guild faction from spending too much time in hostile territory. This is likely going to go along well with the multiple server worlds that one can travel between. The centaur Gaius mentions "Hunger" as the sole reason for not conquering human lands. This suggests that leaving centaur lands to conquer other lands brings on some negative effect. In terms of gameplay, this would be a significant and softer departure from "safe zones" or "faction areas" that are completely safe to players that don't want to pvp. The Trammel thread by Gordon mentioning the larger portion of the playerbase desiring safety plus the experience Coleman had to have had in Shadowbane with a large portion of the population feeling alienated by purely open pvp both strongly point to motivation to account for players who don't enjoy open pvp. On the other hand, Gordon and Coleman don't seem to support the kind of mechanic that provides an "on/off" switch for pvp. Enter "Hunger," a mechanic that will allow you to enter enemy faction zones and openly PvP but will prevent total griefing by making sustained campaigns in enemy factions much more difficult. Additionally, it allows the use of strategy to develop supply trains by doing things like capturing or establishing outposts along your path of destruction toward the center of an enemy faction world. Proximity to these types of outposts or forts may diminish the negative hunger effect by providing some sort of boon from your faction's specific godhead. The outpost could provide access to your faction's deity to empower it's warriors further into an enemy zone. This makes central faction areas safer while not creating an arbitrary mechanic like "safe zones" that just makes people totally immune to Player Killing. So the mechanic would satisfy PvPers while also increasing engagement compared to other PvP MMO's for that large portion of people who just want to spend all their time crafting or role-playing. Seems like a solid theory though not based on a ton of information.
  8. I love the ramping up of details in general, even moreso in regards to Crowfall!
  9. This is an example of what a fealty tree could look like and not what all will look like. For example, a small one could just possibly have two tiers and like four people while a more developed one could have seven tiers and like ~30 characters. I don't think the structure of the chart is static, it seems more like something that could be dynamic as people join or leave. I feel like you have a different idea bout that.
  10. Seems like a decent meta-speculation that info releases are more-or-less following a schedule of Tuesdays and Thursdays
  11. ascetic - characterized by or suggesting the practice of severe self-discipline and abstention from all forms of indulgence, typically for religious reasons. aesthetic - concerned with beauty or the appreciation of beauty.
  12. Man my responses are so exceptional compared to the rest of this thread.
  13. I think you could make an argument for the center crests being a basis for the day and night aspects of themselves on the left and right branches just below themselves. It also goes along with the knowledge of good and evil branching from the tree theme as well. For example: The base of the tree might represent "base" natures, namely desire. Desire and wealth go together, so rodent races could be representative of those seeking wealth. Little badger dudes are like the neutral bankers of the world. I feel like underground rodent dudes are themed as being rich with vaults underground in fiction. I can't cite anything though... The D'Orion elkhorns could represent animalistic nature. The serpent and the crow on other side are natural enemies. Not a lot on this one I can come up with. The two sides to the Gaea tree are similar. Both are branched. The Maeve squid has many branched tentacles. "Maeve" in irish is "one who intoxicates" so the water imagery as well as the flipping of the image relate to that. The Yaga crest is also a tree, but without daylight it is barren and dying. Barrenness also goes along with the "gaea" mother theme. Baba Yaga is a matriarchal witch-like figure in Eastern European folkore too, so it could represent witchcraft though Baba Yaga was ambiguously good or evil at times. I think that ambiguousness is represented well throughout the tree image here. The Kronos in the middle crest has aspects of quickness with the unicorn and patience with the spider. It is easy to see how these opposing traits could play out in chraracters. Finally the valkyn dragon-looking creature manifests in a winged lion on day and a dark cat on the night side. Could be power on the left and stealth on the right, not a ton to go on there. Again though, this all suggests to me that hard factions are not a part of the game since the crests are so dependent upon each other and interrelated.
  14. Combining the crest tree and the background art on the entire site suggests that a major theme of this game will be a struggle between the forces of day and night. Crows come in as a carrion feeder neutral to the struggle, suggesting large battles that leave a lot of dead on the battleground like the title of "A Feast for Crows." The names on the crests are strongly reminiscent of Norse mythology as well. In Norse mythology, day and night were actually personified as gods. It seems to me these crests are representative of a sort of pantheon in the game world. Rather than being factional, certain classes or races may favor and take power from certain crests and their respective godheads. Fire mages and templars favor daylight while assassins and cold mages favor night. An additional argument against solid factions is the middle column of crests that suggest a balance between night and day. Near the roots, there are the rodent dudes that could individually favor the powers of either night or day. Going up the center there are: D'Orion - Hunters love taking horns as a prize. "Orion" is a constellation named after the huntsman god Orion. This suggests to me a ranger-type deity that is accustomed to hunting by starlight or has some association with celestial powers. Gaea - "Gaia" is the earth-mother and the tree with roots represents grounding and druidic powers. Mother also suggests nurturing and thus healing powers, often associated with druidism as well. Kronos - This pretty obviously has something to do with time. Chronos is also represented as the man turning the Zodiac Wheel, so the center column of crests suggests having some power over the two sides. Valkyn - The Valkyrs worshiped Odin, who was the Allfather of the gods in Norse mythology, so it makes sense that this should be on top, the largest and the most powerful. The opposed sides may just be different ways of doing things instead of factions. Daylight suggests doing things out in the open and honorably like a knight might, night suggests stealth and cunning. The cybelle unicorn instills it's worshipers with speed while the spider is a rallying symbol for those skilled in assassination. All I know is J. Todd Coleman seems to like trees in his lore quite a bit considering the Tree of Life in Shadowbane and this tree taking center-stage in a lot of the art across the site.
  15. I will go ahead and officially confirm that it dose [sic] mean that, yes.
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