Steven and his mini QA on Discord Voice com

Thread starter Staff #1

Tex

Just some guy
Staff member
Administrator
Joined
15 January 2018
Messages
363
AoC Class
Ranger
Discord Tag
Tex#1327

squeetee

Swordsman
Staff member
Moderator
Joined
6 April 2018
Messages
60
AoC Class
Tank
Discord Tag
squeetee#6525
His Mini QA sometimes are more fruitful than the livestreams.

The guild cap/skill point system is going to be really interesting. I foresee mega guilds from other games having to break down into smaller collectives. Maybe a crafting guild, pvp guild, raiding guild, all with a unified chat and bank. But then again with an alliance guild cap, mega guilds wont be able to form alliances with others.

One can see that the guild elements of the game are being made by players, not devs who only understand guilds being as a chat channel and tag.
 

Kirby

Recruit
Staff member
Editor
Joined
23 July 2018
Messages
11
AoC Class
Bard
Discord Tag
Kirby#2770
Most big guilds will most likely have two guilds, one main guild with 100 of their top players and the best guild skills such as buffs etc. They'd then accommodate the rest of their guild or community in a larger 300 cap guild without the special skills for PvP etc. This way they get to reap the benefits of both methods.
 
Thread starter Staff #4

Tex

Just some guy
Staff member
Administrator
Joined
15 January 2018
Messages
363
AoC Class
Ranger
Discord Tag
Tex#1327
And looks like he did another smaller Q&A on Discord recently:
  1. Steven appeared this evening, and again was willing to answer some more Q&A, and other revelations.
  2. First he told us that there would be scopes on Crossbows.
  3. Potion launchers will be able to shoot over walls/barriers. Potions will explode on impact if you hit the target if not in bounces.
  4. Combat weapon swapping in alpha 1 active combat system.
  5. Weapons hold skills: weapons will have skills associated to them.
  6. Armor: breastplate, leggings, have skills associated with them utility "camouflage, etc"
  7. party leader will control the any major summons. (cannot change party leader at that point and the summon will despawn if the summon)
  8. Class kits will come into play with castle siege mode (no healing till castle siege, this is when the class structure will be implemented class specific skills ones you can determine and weapons will augment the skills).
  9. Ship to ship potion launchers may be a thing.
  10. every archetype will have action skills, and tab targetable skills.
  11. 480sqkt estimated size of the map (does not include the lapped spaces, under-realm 100+sqkt)
  12. underground nodes monsters that can burrow through the ground (looking into this).
  13. for head start nodes will not progress (no visual progress on head-start)
  14. Party Sizes: Battlegrounds parties up to 5, when guild mode raids up to 20, castle sieges 5 within a raid 5 raids per 2 teams, party sizes in horde mode 5 10 groups 50 players total.
  15. There will not be "dailies", event driven quests/world interactions.
  16. Notifications of sieges, triggered events, unique dungeon opportunity will send out notifications of an impending event.
  17. Reporting feature, and character limit for names (but this will be a M for Mature game) However, the reporting feature should not just run on an automated service (Active GM servicing the community).
  18. Corrupted state individuals and bounty hunters (rewards).
  19. Caravans have tiered progress for defending and raiding (not for the initial launch but later down the road).
Written by Bell.
 
Top