Ask your Producer: Mayaween Edition

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  • Time to go relive my youth... Whoever made the vicious lanterns and the ill-tempered rocking horse, hands down my favorite new (or previously unnoticed?) Mayaween props.  
  • OuraniaOurania The Garden of the Gods
    Jonners said:
    A butterfly? Where? Is it the elusive Regent butterfly?
    Also, by any chance would that be related to the Monarch and/or Viceroy butterflies?

    @Ourania- See, it's not just a title. *hope*

    No. 

    Pink stars fall in lines.

  • edited October 2013
    How does Chivalry work when it comes to accuracy? Is it based on lessons invested or on skill rank?

    What is Forging goes to be replaced with? Will it be a skill shared among all knight classes or will each get something unique?

    You've already mentioned your idea for weaponry changes.  Are you going to allow knights to wield polearms as a vial combat tool?

    Why aren't BM blades customizable? I've always been curious.

    Also, just wanted to say thanks to all of you who work on the game. I think I've been playing this off and on for ten years now. Can't say that about any other game.
  • edited October 2013

    1) DAMNIT @JULES! Quit with the ridiculously large spider pics!!! Wench...

     

    2) Please. Please please please. Is it feasible to allow captains/owners the ability to order swashbucklers? As much as I like chittering with them when they DO get stuck in my cabin(s), and bribing them with rum that they chuck on the floor in fits of ungrateful disgust, it would save MUCH time and aggravation to be able to tell them GTFO and have them comply.

     

    (thank you)

     

    edit: typo. Blargh.

     

     



    image
  • Would you be able to provide a list of what trade skills you intend to remove from classes? Such as Enchantment, Concoctions and Forging. 

    Additionally, do you intend on replacing these with new skills? I'm curious to hear what the ideas are to renovate Infernal, Runewarden and Paladin if Forging is removed from them.
  • TectonTecton The Garden of the Gods
    Kresslack said:
    Has there ever been any behind the scenes discussion regarding a potential ranged ability for Blademasters? Instead of archery, since Blademasters seem similar to Monks, some sort of directional burst abilities within Shindo that go Line of Sight? 

    I'll just leave this here....

    image
    I had pondered it in the early design stages, but I decided to have them be more potent at melee range rather than a reskinned monk.
  • TectonTecton The Garden of the Gods
    How does Chivalry work when it comes to accuracy? Is it based on lessons invested or on skill rank?

    What is Forging goes to be replaced with? Will it be a skill shared among all knight classes or will each get something unique?

    You've already mentioned your idea for weaponry changes.  Are you going to allow knights to wield polearms as a vial combat tool?

    Why aren't BM blades customizable? I've always been curious.

    Also, just wanted to say thanks to all of you who work on the game. I think I've been playing this off and on for ten years now. Can't say that about any other game.
    1) It is based off lessons invested, so you gain some benefit between skill ranks.
    2 & 3) Yes, knights will get the ability to wield more types of weapons effectively based on personal specialisation.
    4) It was more of a unique concept of the sword being made for the person, plus there are only so many pop culture sword names I could stand before the lightning would start raining from the sky!  ;)
    5) You're most welcome!
  • TectonTecton The Garden of the Gods
    Anaidiana said:

    1) DAMNIT @JULES! Quit with the ridiculously large spider pics!!! Wench...

     

    2) Please. Please please please. Is it feasible to allow captains/owners the ability to order swashbucklers? As much as I like chittering with them when they DO get stuck in my cabin(s), and bribing them with rum that they chuck on the floor in fits of ungrateful disgust, it would save MUCH time and aggravation to be able to tell them GTFO and have them comply.

     

    (thank you)

     

    edit: typo. Blargh.

     

     

    2) Something we've been considering, probably won't be the ability to order them to move, since then it'll end up like old city guards when it comes to people forceboarding your ship, but we may add the option to make rooms "off limits" to their wanderings.
  • TectonTecton The Garden of the Gods
    Jovolo said:
    Would you be able to provide a list of what trade skills you intend to remove from classes? Such as Enchantment, Concoctions and Forging. 

    Additionally, do you intend on replacing these with new skills? I'm curious to hear what the ideas are to renovate Infernal, Runewarden and Paladin if Forging is removed from them.
    1) Concoctions, Enchantment, Forging, Transmutation, Venoms are being planned to be split off, as well as some new options. 
    2) Yes, they'll be replaced with new skills that will backfill the void left by them being severed off - as for knights, check a couple of posts up.
  • What do you mean exactly by backfill the void, for these new skills?

    And if I have trans enchantment now, will I have trans enchantment when the tradeskills are split off, or will I get my lessons returned and I'll be able to choose to trans the replacement skill or enchantment, etc.

  • KelloniusKellonius Cape Girardeau, Missouri
    I apologize if this was already asked but:

    Do you foresee the tradeskills being something that we will have to purchase, like cooking, tailoring, etc, or something that we automatically have access to?
    image
  • @Tecton: I don't know if this is the case or not, but barring stance choice - does blademaster base attack damage and accuracy(drawslash, compassslash, arm/leg/centreslash, balanceslash, pommelstrike) scale with TwoArts skill level?

  • TectonTecton The Garden of the Gods
    Kellonius said:
    I apologize if this was already asked but:

    Do you foresee the tradeskills being something that we will have to purchase, like cooking, tailoring, etc, or something that we automatically have access to?
    For systems that use custom designs, there will be a licensing fee, for others, no (current thinking, we may do something different here though). I should also not that we're going to be introducing a cap on the number of trade/gathering skills that you can have, having everyone having access to every trade skill wouldn't really promote inter-player interaction.
  • TectonTecton The Garden of the Gods
    edited October 2013
    Synbios said:
    @Tecton: I don't know if this is the case or not, but barring stance choice - does blademaster base attack damage and accuracy(drawslash, compassslash, arm/leg/centreslash, balanceslash, pommelstrike) scale with TwoArts skill level?
    Yes, both damage and accuracy scale with your skill level in Two Arts.
  • Thanks for all of the hard work you do, both Gods to make the game what it is and players who make it horrible and awesome at the same time (you know who you are!)

    1. What is the bardic/artisanal theme for this quarter (if any). Forgot to say it when you announced the winners last time, and how can think about but post-pone writing for it until 5 hours before the deadline if I don't know what the theme is!

    2. Are there any plans of releasing any new areas, maybe opening up Aster Keep/ Thornwall on Meropis? New Islands? Another Free PK area like UW or Annwyn?

    3. There has been questions about major changes (multiclassing, tradeskills, new novice intro/city implemention) but are there any minor that you are excited/glad to see comming?

    4. Given that Icon battles have pretty much gone to City v City, is there anything in the works to promote more House v House combat/interactions?

    5. Any inactive Gods coming back any time soon? I wouldn't mind seeing Aegis/Vastar/Prospero/Lorielan, especially Lorielan since her little "NO" during Bal'met
    You know, that one thing at that one place, with that one person.

    Yea, that one!
  • TectonTecton The Garden of the Gods
    Dortheron said:
    Thanks for all of the hard work you do, both Gods to make the game what it is and players who make it horrible and awesome at the same time (you know who you are!)

    1. What is the bardic/artisanal theme for this quarter (if any). Forgot to say it when you announced the winners last time, and how can think about but post-pone writing for it until 5 hours before the deadline if I don't know what the theme is!

    2. Are there any plans of releasing any new areas, maybe opening up Aster Keep/ Thornwall on Meropis? New Islands? Another Free PK area like UW or Annwyn?

    3. There has been questions about major changes (multiclassing, tradeskills, new novice intro/city implemention) but are there any minor that you are excited/glad to see comming?

    4. Given that Icon battles have pretty much gone to City v City, is there anything in the works to promote more House v House combat/interactions?

    5. Any inactive Gods coming back any time soon? I wouldn't mind seeing Aegis/Vastar/Prospero/Lorielan, especially Lorielan since her little "NO" during Bal'met
    1) No theme!
    2) Yes, new areas are always on the cards.
    3) Hrrm, we've got some fun small things slated for release in the next week or two that promise to be fun.
    4) I'd like to make some changes to icons to make them a little more fun, but no solid plans on that yet.
    5) That's the plan!
  • KelloniusKellonius Cape Girardeau, Missouri
    Oh, I nearly forgot. How do we make Pericles stop slamming our doors?
    image
  • edited October 2013
    Eleven new skills? Why eleven?
  • TectonTecton The Garden of the Gods
    edited October 2013
    Siana said:
    Eleven new skills? Why eleven?
    With our basic plan with some of the skills is to separate some smaller thematic aspects of an existing skill into a full skill in their own right, which will require us to make additions to the skills we're taking abilities out of.
  • Siana said:
    Eleven new skills? Why eleven?
    Replacements for Concoctions, Concoctions, Concoctions, Enchantment, Forging, Forging, Forging, Transmutation, and Venoms, and I assume the other two are the "new options" that were mentioned.
  • ValdusValdus Australia
    Siana said:
    Eleven new skills? Why eleven?
    Hrm. /counts

    Infernal, Runewarden, Paladin, Sentinel, Sylvan, Magi, Druid, Alchemist, Serpent.

    /chin

    Viva la Bluef.
  • edited October 2013
    Concoctions: 

    1. Sylvan
    2. Druid
    3. Sentinel

    Forging: 

    4. Paladin
    5. Infernal
    6. Runewarden

    Enchantment: 

    7. Magi

    Venoms: 

    8. Serpent

    Transmutation (possibly)

    9. Alchemist. 

    I can't think of what the other two would be right now, but that's already plenty of coding and testing that needs to go into creating 9 unique new skills for those classes.

    EDIT: Damn you, @Valdus !!
  • edited October 2013
    I was a sentinel before joining a city and becoming a BM but I have a question.

    1. seeing how Sentinels/Druids have (2 for sents/3 for Druids) Mythical morphs, are we going to see more or replace old morphs with new ones?

  • Will you have it so that the trade skills can be used by anyone, or will they be limited by class (only Serpents can use venoms, only magic classes can use Enchantment, and so on)? I assume the latter, since multi-classing is coming eventually.


  • TectonTecton The Garden of the Gods
    Valas said:
    I was a sentinel before joining a city and becoming a BM but I have a question.

    1. seeing how Sentinels/Druids have (2 for sents/3 for Druids) Mythical morphs, are we going to see more or replace old morphs with new ones?

    No changes slated for metamorphosis as part of this!
  • TectonTecton The Garden of the Gods
    Will you have it so that the trade skills can be used by anyone, or will they be limited by class (only Serpents can use venoms, only magic classes can use Enchantment, and so on)? I assume the latter, since multi-classing is coming eventually.


    Yes, they will be open to everyone (there are some thematic changes to some skills, like venoms)
  • do the changes to venoms mean that serpents will lose the ability to bite? I love the idea of splitting off class skills, but that just seems like such a core part of the class to me.

  • TectonTecton The Garden of the Gods
    Nakari said:
    do the changes to venoms mean that serpents will lose the ability to bite? I love the idea of splitting off class skills, but that just seems like such a core part of the class to me.
    Maybe, maybe not, we're still working on the details of how that works. They'll definitely lose the ability to milk.
This discussion has been closed.