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Everything posted by panpear

  1. Well I can see why, game-wise, this change does make sense. It's still quite different than we were told before; I'm not sure if I would have backed quite as much (or maybe I would have backed more separate accounts?) had I known this was the direction it was going in, but it's still an interesting concept. I think it'll still take me longer to wrap my head around it. This probably plays out a bit better for me, an altoholic, because then I can play lots of different classes without having to actually roll new alts with new skills. RP-wise, it's less characters to balance. I'm still a little sad it makes it harder to change out what general skills you focus in, but I think that would be a case where you'd want a second account then, which isn't too bad, especially with the credits for extra character slots. However, I also hope this system allows for easy cosmetic changes to vessels with ease. I can spend hours in character creation. I don't want to do that if I'm hastily grabbing a vessel I want to use in a match. I'd really like a system where you can save favorite appearances and slap them on a vessel at a crafting station or whatever without needing much skill to do so. Like, maybe you could gate some appearance things behind skill level (like super fancy hairstyles?) But I would be much happier with this system if appearance (including gender) could easily be changed when you first get a vessel. (I haven't read this thread, so sorry if this already came up. I think changing appearance of vessels easily would be my number one concern of this system).
  2. I definitely like the new Archetype page. But my poor centaurs are under 'Other'? D: Maybe Animalistic would be more descriptive of that group. (Unless there are actual "other" others showing up). >_> I watched the full video unlike usual; very interesting and heartfelt, Pann.
  3. I started to scroll down the page while reading the description and then quick scrolled back up when I saw the picture. Too creepy to have Yaga looking at me while I was reading! (But it's the present so she couldn't see me? But now that moment is past and she can! ) Very cold design, very icy! Why, it looks sorta like... The Hunger?? I mean, it could just be ice too, but illustration-wise it definitely seems to follow the theme of the Hunger in general, what with the three goddesses in three different phases. Very cool, either way.
  4. These minis are great! I play a lot of pathfinder and I'm sure I can use most of these! So happy! This is an awesome collector's edition.
  5. Awesome! This sorta makes me want to Alpha test sooner - it neat seeing things as they progress rather than beta testing something closer to what the final game will be. That way you won't get spoiled by playing the same stuff? Didn't watch all of it (silly work) but did skip from here to there; nice detail on what's currently available and seeing matches is great. I'll look forward to seeing all the footage/comments from the alpha testers!
  6. Centaurs! Barrels! Obviously needs to barrel race! Looks good! Centaur felt a little slow in the videos? Maybe because of plate? Maybe because we don't see the little peons running around trying to stop them? It's probably that. I tend to get that same 'feels like I'm walking slow' feeling on my Tauren because of size. Here we don't have direct movement comparisons. I think the blue swoosh should be glowier. Loved the ripples from the knockback stuff. Charging through barrels is A+, would charge again.
  7. I... I don't think that would ever get old for me. I think it would make me smile a little every time. XD But I can understand where you're coming from, as far as what kind of move you'd be expecting.
  8. In addition to the thoughts on WoW above, I think the most recent 'isolating' change was to give everyone a private, semi-customizable zone called a Garrison. Not too bad by itself, but much of the expansion's content is somehow tied to this private zone. It added a mini-game thing with followers that you collect and then send out on missions for rewards (so you get stuff for very little effort on playing the game on your part, including gear), tied professions and their materials very closely to the Garrison (to be harvested, and learned from Garrison buildings), and much of the content is related to your Garrison (quests originate from it, leveling quests refer to it). They gave you a hearthstone to get there too. With all the Garrison 'chores', many players would never leave the private area, meaning you wouldn't see other players on your connected servers. Even the 'hub' city didn't seem that bustling; and you never see anyone of the opposite faction. So a lot of people lost community connection because of the private world they were given little incentive to leave. As a WoW player myself, I kind of liked the follower system but I agree having your minions go get you stuff and that's all that you do isn't very exciting for normal gameplay stuff. I -do- like the conveniences of Looking for Raid (queuing up for a dungeon group with others), and even flex raiding with people on other servers that I know across the account, rather than just people on my server. I do miss the feeling of 'I know the people on my server' but I think MMOs today have moved beyond locking people from their friends because you're on different servers. With a smaller population, you'll definitely see more of the same faces as opposed to WoW.
  9. :D Oh man I can't wait to try out a Legionnaire! Doing support stuff is stuff I like to do, so this is definitely something I could see myself playing, which is good, because I'm definitely making a Centaur. Of course, I will be that person who always stands in the wrong spot and gets hit, or charges the wrong people but you know, that's just how Centaur roll (right?) XD
  10. Better - they build a system that forces you to play with your forum nemesis. >_> This all looks fun! Makes me -almost- want to be in the earlier alpha; almost. I'm not the best person for testing out games, unfortunately! I always seem to run out of time. But this system seems to work out well for getting people to log on and get to help test the combat. I did realize how much infrastructure work would be needed to get alpha testers from all over to participate in testing! (Though I suppose I should have guessed at that.)
  11. I think most of my excitement has been done already - visited my sister in Seattle and I'm going to an anime con later this month.
  12. I agree with you on the balancing part of the chart here. I was reading it as 'the armor is _____ against this type of damage', so their chart is close, but if I look at it from a weapon perspective I would want to do either crushing or piercing but never slashing, because none of the armors were weak against slashing. I'd mostly change up Leather, like so: Type Plate Chain Leather Cloth Slashing strong neutral weak neutral Crushing weak strong neutral neutral Piercing neutral weak strong neutral Though it's still a little weird to me to have leather be strong against piercing. Maybe not though! Either way, each damage type is then strong and weak against one type of armor. Also, I assume armors at some point would have resistances to other types of damages built in. But I would think that is not a base characteristic of the armor, which makes sense because they're good against the physical types of damage. This certain does put more thought into the types of gear you'd want to pick out!
  13. I see that there are words on this announcement page, but I only paid attention to that WONDERFUL lady centaur art. O. M. G. Beautiful! I'll have to watch the video later when I'm not at work! <3
  14. I know the feeling on the alts. I already want sooo many! Guinea Pig guy is a close second on my list, but I definitely plan on making a Centaur my main. Here's to hoping I don't completely suck at their playstyle! I must do well for the Empire!
  15. Love it! This really helps solidify some personality traits I was considering for my own Centaur lady. Centaur are better than you! In that last armor, I really hope he finds someone to undo it before he has to use the bathroom. Otherwise it could get... messy. (Unless the strap thing in the back goes around each leg instead of all around the back). I am probably over-thinking this. Styling looks great though! I can definitely imagine lots of centaurs talking about how cool their empires were and how they have to hang out with this uncivilized lot.
  16. I think this would depend on the loot rules of the campaign you're in. Since they're an inventory item. So if you want to loot all the coins, pick that ruleset.
  17. I plan on doing EK things at this point, and I feel like this is a good middle-ground for the economic parts of it. I'm already used to coin systems from other games, so that's fine by me. A more 'pure' barter system would have been fun, but their stated goals of also collecting taxes from players and allowing land to be bought from them does not really work with a completely barter system. I feel like there are still plenty of decisions to make with metals. As you say yourself, deciding whether to keep coin as coin or use it to make gear is still a pretty big decision. I do agree it does put even more value on mining that other crafts, but I assume that's why Alchemists (or other classes) could convert other materials into metal. That will keep them also somewhat in demand, though the reverse process would be harder. At least it would keep those materials from having prices sinking too low.
  18. I meant 'easy' for a coding/ACE perspective, more so than a player perspective. Sure, it's easier for players, but designing a system that can tax players and offer players land for a set price that doesn't have currency? That's complicated to design; waaaay more effort than they should spend on that aspect of the economy. Coin abstracts those values enough, but I feel the system is still complex (due to the reasons others have stated, with the coins still not being safe and weighing the value of the coins versus the value of the armor).
  19. I can see why it's hard to implement the barter system, though. Players would eventually settle on something(s) that would represent that base currency (otherwise you don't know what you should bring to the market to trade, and it's a hassle to find another player that wants That Thing in trade for This Thing when they have listed This Thing for Those Things in the vendor they set up.) This is just taking that step and adding some ease to it. Now we know that the thing you will likely trade is converted ore. Considering that ore is also used to craft things, this also gives everyone a nice base value to work from for most armor types. This also allows easy selling of land and other EK goodies for coins (giving you in-game means of acquiring those items) without the system having to 'guess' at what the market value is; and also easily solves the taxes issue. With coins as taxes, it isn't 'weird'. Otherwise you might've had to hunt down specific items to be tax items (depending on what the system set) and if those were static, they would sorta be the defacto currency anyway. Solves a lot of design issues. With players populating the items for sale in vendors, there is still a lot of interesting things to do for spending gold and having the economy be player driven. The only static coin sinks would be for EK items that players cannot make, perhaps? Everything else would be made or sold by players. An interesting thought is that some crafters can take the very money they earn from selling items and turn that into materials to make more things! And since ore can be armor/weapons, and those are destroyed in battle, it really acts as a money sink. I'm sure there are quite a few balancing factors needed (depending on how lossy various conversions are) but definitely something that can be tweaked, even when the game is live.
  20. Time for me to apply! Application incoming shortly.
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