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Ask your Producer: October 2014

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  • JukilianJukilian Member Posts: 1,579 @ - Epic Achaean
    So are all weapons of each type going to have the exact same stats? Just wondering from the comments I've seen.

    If that is true, how is forging going to change? Will there be any differences among each type of weapon, or only runeblades? Will there be a system like Lusternia's where you can add a max of X points on top of the stats to finesse the items?

    Also, I hope decorative armour becomes available. I totally want customized pauldrons and gauntlets on my magi to go over my robes. Also opens up another avenue of player created items on top of tailoring/etc.
    Synbios
  • TectonTecton The Garden of the GodsAdministrator Posts: 2,507 Admin
    Jukilian said:
    So are all weapons of each type going to have the exact same stats? Just wondering from the comments I've seen.

    If that is true, how is forging going to change? Will there be any differences among each type of weapon, or only runeblades? Will there be a system like Lusternia's where you can add a max of X points on top of the stats to finesse the items?

    Also, I hope decorative armour becomes available. I totally want customized pauldrons and gauntlets on my magi to go over my robes. Also opens up another avenue of player created items on top of tailoring/etc.
    You'll have to wait and see! But there will be more customisation available, yes!
  • JukilianJukilian Member Posts: 1,579 @ - Epic Achaean
    Fingers crossed for my own unique pauldrons and gauntlets, then!
  • NaisarNaisar Member Posts: 255 ✭✭✭✭ - Eminent
    Tecton said:
    Nim said:

    It's been implied that there's no GMCP support for afflictions by intention. Is this true and if so why? T_T

    1) Correct - we feel it provides too much of an advantage having that information sent via GMCP.
    Do you mind elaborating on this a little?  If the GMCP updates are only sent alongside definitive regular lines, what advantage does it provide?  Especially now that server-side curing is implemented?
  • AktillumAktillum PhilippinesMember Posts: 1,368 @@ - Legendary Achaean
    edited October 2014
    @Tecton @Sarapis
    If you guys had like a $50 million budget to re-create Achaea in its entirety as a graphical MMO, what would definitely make it into the game, and what would be like "fuck this, there's no way to translate this mechanic to 3D"?

  • KayeilKayeil Washington StateMember Posts: 2,824 @@ - Legendary Achaean
    If you create more crafting types of tradeskills, will be allowed to have all of those, or will you limit us?

    Also, will the other tradeskills be limited? Like enchanting, venoms, etc.
    What doesn't kill you gives you exp.

  • TectonTecton The Garden of the GodsAdministrator Posts: 2,507 Admin
    Aktillum said:
    @Tecton @Sarapis
    If you guys had like a $50 million budget to re-create Achaea in its entirety as a graphical MMO, what would definitely make it into the game, and what would be like "fuck this, there's no way to translate this mechanic to 3D"?
    I imagine dragons would have to be reimagined, based purely on the difference of physical scale. You can dragon form, but you couldn't enter any doorways or buildings. I'd like to think that ships would make it in there too, as that's a system that's never really been tackled (well) in a 3D MMO. 

    What couldn't work... hrrm, many of the free-form RP scenarios that happen, especially Divine-initiated ones. It'd be impossible to have, say, Ashaxei's fall into the desert (which destroyed el'Jazira and drastically changed the landscape) be an immediate real-time event. We'd need to do a content patch, probably downtime, and the cat would certainly be out of the bag before the event!
  • TectonTecton The Garden of the GodsAdministrator Posts: 2,507 Admin
    Kayeil said:
    If you create more crafting types of tradeskills, will be allowed to have all of those, or will you limit us?

    Also, will the other tradeskills be limited? Like enchanting, venoms, etc.
    There will be limits, yes. We don't want to lose the interpersonal aspects of the game by making every person entirely self-reliant for everything.
    Austere
  • NaisarNaisar Member Posts: 255 ✭✭✭✭ - Eminent

    1) Can you describe how the direction of Achaea's combat design has changed over the years?

    2) What do you think are Achaea's greatest strengths as a MUD?

    3) Tell us about a design decision that turned out to be a mistake, or had unexpected consequences.

    4) Do you think Veils are a positive influence on the Achaean experience?
  • AmarillysAmarillys Member Posts: 797 @ - Epic Achaean
    Will all the trade skills have to be purchased like they are now, or will people get a free license? Of course, then everyone's a trader, so that may not be so fun... well now I am torn on which way I want it to go...



  • AmarillysAmarillys Member Posts: 797 @ - Epic Achaean
    Side question, am I asking way to many/pointless questions?



  • TarkanianTarkanian Member Posts: 254 ✭✭✭ - Distinguished
    @Tecton: not really a question, but more a confirmation...

    With the advent of blunt weapons being a viable option for knights, will that remove a knight's reliance on venoms?
  • TectonTecton The Garden of the GodsAdministrator Posts: 2,507 Admin
    Naisar said:

    1) Can you describe how the direction of Achaea's combat design has changed over the years?

    2) What do you think are Achaea's greatest strengths as a MUD?

    3) Tell us about a design decision that turned out to be a mistake, or had unexpected consequences.

    4) Do you think Veils are a positive influence on the Achaean experience?
    1)  We pay a lot more attention to how things are balanced these days, and all of the new additions are a lot more unique in their mechanics and design. 

    2) Awesome player-base and volunteers, everyone from organisational leadership, to guides, all the way through to our team in the Garden. Combine that with a willingness to really have roleplay and player actions having a lasting effect on the world, and you've got an experience that's unrivalled. 

    3) This feels like a job interview question! We've had a couple of releases that probably weren't thought out as fully as they should have been, but we strive to get those resolved as quickly as possible (some recent artefacts if you're after a specific example). One of the downsides of being a small team is that you have limited brainstorming input. We've released something and then someone brings up a point and you say "Hrrm, yeah, I didn't think of it from that angle." So we'll tweak things or pull them until they're at the point where we feel that they should be at.

    4) I don't think they're a negative influence. 
    Ulrike
  • TectonTecton The Garden of the GodsAdministrator Posts: 2,507 Admin
    Amarillys said:
    Will all the trade skills have to be purchased like they are now, or will people get a free license? Of course, then everyone's a trader, so that may not be so fun... well now I am torn on which way I want it to go...
    Things that have player designs will require a license.
  • TectonTecton The Garden of the GodsAdministrator Posts: 2,507 Admin

    Amarillys said:
    Side question, am I asking way to many/pointless questions?
    Not at all!
  • TectonTecton The Garden of the GodsAdministrator Posts: 2,507 Admin

    Tarkanian said:
    @Tecton: not really a question, but more a confirmation...

    With the advent of blunt weapons being a viable option for knights, will that remove a knight's reliance on venoms?
    Blunt weapons can't be envenomed, so no need for venoms for them.
    Tarkanian
  • TarkanianTarkanian Member Posts: 254 ✭✭✭ - Distinguished
    Tecton said:

    Tarkanian said:
    @Tecton: not really a question, but more a confirmation...

    With the advent of blunt weapons being a viable option for knights, will that remove a knight's reliance on venoms?
    Blunt weapons can't be envenomed, so no need for venoms for them.
    Follow-up: would there be a skill or additive to blunt weapons that would provide the same advantages afforded by using venoms for cutting weapons?
    Ulrike
  • TectonTecton The Garden of the GodsAdministrator Posts: 2,507 Admin
    Tarkanian said:
    Tecton said:

    Tarkanian said:
    @Tecton: not really a question, but more a confirmation...

    With the advent of blunt weapons being a viable option for knights, will that remove a knight's reliance on venoms?
    Blunt weapons can't be envenomed, so no need for venoms for them.
    Follow-up: would there be a skill or additive to blunt weapons that would provide the same advantages afforded by using venoms for cutting weapons?
    They have other advantages, including greatly increased limb damage. The blunt specialisations are built around these strengths and the lack of venoms is overcome through other means.
    TarkanianUlrike
  • TarkanianTarkanian Member Posts: 254 ✭✭✭ - Distinguished
    edited October 2014
    ^it sucks that i can only either click like or awesome your response. thank you!

    Another question: @Tecton, have you finalized the kinds of blunt weapons that will be introduced into the game? Or is the dev team limiting them to what's already available?
  • AmarillysAmarillys Member Posts: 797 @ - Epic Achaean
    Is there any plans for making transmutation less time consuming? Or am I the only one complaining about that?



    Azelay
  • TectonTecton The Garden of the GodsAdministrator Posts: 2,507 Admin
    Amarillys said:
    Is there any plans for making transmutation less time consuming? Or am I the only one complaining about that?
    No plans, no. The additional time it takes to prepare alchemical cures is balanced against the availability of the primes.
    Ernam
  • TectonTecton The Garden of the GodsAdministrator Posts: 2,507 Admin

    Tarkanian said:
    ^it sucks that i can only either click like or awesome your response. thank you!

    Another question: @Tecton, have you finalized the kinds of blunt weapons that will be introduced into the game? Or is the dev team limiting them to what's already available?
    The knight overhaul will take advantage the vast variety of underused weapon types already in the game.
    TarkanianUlrike
  • KinilanKinilan Member, Seafaring Liason Posts: 1,255 @@ - Legendary Achaean
    edited October 2014
    What about halberds, clubs, forged maces, bardiches, spears and javelins? Anything in the works to repurpose them?

    Oh and tridents, I forgot about tridents...

  • TarkanianTarkanian Member Posts: 254 ✭✭✭ - Distinguished
    Another question: is Sword&Board limited to wielding swords only? Or is it just a placeholder to describe the skillset (using a one-handed weapon, either cutting or blunt, and a shield) itself?
  • SuladanSuladan Member Posts: 193 ✭✭✭ - Distinguished
    1) When concoctions is split off as a tradeskill, will Sentinels, Druids and Sylvans all get the same replacement skill or will it be different for each one?

    2) Currently concoctions gives a sip bonus when trans'd. Will that stay and anybody gets the sip bonus? Does Transmutation also give a sip bonus?
    The Truths hurt. Always.
    Ulrike
  • SuladanSuladan Member Posts: 193 ✭✭✭ - Distinguished
    Tecton said:

    Suladan said:
    Any new news on when Mhaldor renaissance will happen?
    I'm hoping this week, just waiting on the final RP pieces to be wrapped up!

    Hmm.. Do we need to jump in the puddles some more? Or .. ?
    The Truths hurt. Always.
    Ulrike
  • MelodieMelodie Port Saint Lucie, FloridaMember Posts: 4,946 @@ - Legendary Achaean
    Treat the puddles like stalagmites. What could go wrong? 
    "You have had an extraordinary adventure, my dear. Extraordinary! One that few people could ever imagine. Treasure it. Keep it safe and secure, tucked away in some special place in your heart. 

    But... don't spend the rest of your days chasing a ghost."
    ShirszaeSuladanUlrikeSherazad
  • CynlaelCynlael Member Posts: 3,257 @@ - Legendary Achaean
    Suladan said:
    1) When concoctions is split off as a tradeskill, will Sentinels, Druids and Sylvans all get the same replacement skill or will it be different for each one?

    2) Currently concoctions gives a sip bonus when trans'd. Will that stay and anybody gets the sip bonus? Does Transmutation also give a sip bonus?
    Transmutation gets a bonus to potash consumption, if I remember correctly. Been a while since I've been Alchemist. I think HELP TRANSMUTATION should say.

  • CynlaelCynlael Member Posts: 3,257 @@ - Legendary Achaean
    edited October 2014
    @Tecton since you've said no to the GMCP afflictions, would it be possible to at least get a CONFIG option like all the other IRE games have, for a generic affliction line?
    Something akin to: 'You have been afflicted with paralysis.' / 'You have been afflicted with left_leg_broken' etc. Which tacks on after attack lines?
    example:
    Lightning-quick, Tecton jabs an ornate steel rapier into your left leg.
    <affliction line here>
    You have been afflicted with <affliction>.
    Tecton viciously jabs an ornate steel rapier into your left leg.
    <2nd affliction line here>
    You have been afflicted with <affliction>.
    <----prompt line---->
    Edit; obviously things like Loki would show say 'afflicted with hidden' or something of that nature, not what you got hit with.

    KlendathuVaileAchimrst
  • DaeirDaeir AustraliaMember Posts: 6,276 @@ - Legendary Achaean
    Might as well just have GMCP affliction in that case, especially since serverside wouldn't be fooled by illusions of that type and it'd just punish people who used clientside again.

    On that note, why -is- GMCP affliction data so adamantly refused on your end anyway? I don't really understand the nuance about occluding it, honestly.
    Nim
This discussion has been closed.