Search Results
Post by SongRune on 2022-06-11 14:14:34
I'm a bit late in, but it seems noone's gotten there quite yet. In Alpha 1, we experienced sieges. I can't say whether castle or node sieges are different, but I can tell you what we have actually seen: The siege signup period began before the siege. During this time, party leaders could register their party as either an attacker or defender. When the siege properly started, you would each individually talk to a NPC to enter the instanced siege battlefield. After a few minutes, the siege began, and you were able to leave the spawn area. Each side ...
Post by SongRune on 2022-06-11 14:41:24
Rain. And the sound of my footsteps changing on different terrain, and in different weather. The bit of squish squish when I'm walking through a marsh in the rain is very meaningful to me. More than I would have expected before I had first experienced it. My friend has a set of plate armor that makes his boots clink slightly when he walks. He really appreciates this. Attention to the subtle details of how we interact with the world, particularly as the state of the world around us changes, is one of the biggest factors in good sound design. ...
Post by SongRune on 2022-06-12 21:04:42
If you aren't the type of person who likes exploring, odds are you won't have to explore there, and that's a good thing . As somewhat of an explorer myself, I understand the interest, and I understand not wanting that effort be wasted, but it's important to think of the other side as well. Some people aren't explorers. That said, as an explorer, you might find: - Different types of terrain, or enemies. - Different climates with different types of vistas. - Different types of creatures - Nodes of different types, hosting guilds with different philosophies, and different types ...
Post by SongRune on 2022-06-13 03:41:29
I found this concept super interesting. I hadn't heard of this particular Reinforcement Learning technique, so I went to go learn about it via your linked source. My problem with it, fundamentally, as I went through was that I kept looking for "Okay, but how do you feasibly apply long-term reward outcomes back to long-prior decisions that lead to them?". I did find my answer eventually, in footnote two, and though it wasn't what I had hoped, it was what I was expecting. Unfortunately, it has some strong implications for the use of this technique in an MMO Boss ...
Post by SongRune on 2022-06-14 12:09:02
Wait, you're serious. I thought maybe you hadn't returned to the conversation and had just overlooked "explaining what you're getting into", but... no? Just "240 have signed up so far"?
Post by SongRune on 2022-06-14 12:19:44
Ah, so they did. Thank you for pointing it out.
Post by SongRune on 2022-06-15 04:55:10
Yeah, and you don't really want to. But you might be able to convince people who've had terribly cooked fish eyes try a well cooked version. And when you do, the ones that hate them will still hate them, and that's fine. But all the ones that only hate bad fish eyes will appreciate the second chance. Even if they didn't realize that a bad cook was their problem. As someone who thought they hated a lot of different (literal) foods, I really appreciate having been served those better versions. Different people have different tastes, and that's fine. The ...
Post by SongRune on 2022-06-18 14:59:29
I find that this attitude is quite unfortunate, and yet common in certain ways. "I have chosen to skip the entire discovery phase of this content. Why is it so boring?" I'm not saying guides are wrong or bad. Only that... if you want to enjoy the puzzle, you can simply choose to not work against your own enjoyment by looking up the solution in advance. The existence of guides isn't an excuse for not enjoying PvE encounters.
Post by SongRune on 2022-06-18 15:46:24
I am willing to say that. If spending more time or having more skill (either works) provides some reward, then people who invest that time or skill have more of that reward than those who do not. The question is only this: Is the reward meaningful? If it's not, it's not really a reward is it? If it is, then people who earned it (through whatever method) have something meaningful that others do not, and this will always make some of those others unhappy. The only questions that truly matter therefore are: 1. Can you provide a reward that ...
Post by SongRune on 2022-06-19 14:19:05
@Craiken , While I don't particularly doubt the possibility that freehold location 'slots' will be predefined, in some way, it's not necessarily required to be inflexible. BDO has a system for the placement of player farms, where you can place them on basically any reasonably level terrain that doesn't have any major obstructions. You go to an area, and activate the farm 'item' in your inventory, and it brings up an aerial view of the area. Areas which are not suitable terrain-wise, or are obstructed are marked with a red grid, areas where your farm can be placed are ...
Post by SongRune on 2022-06-19 14:36:56
As a Bard, this is not at all true. I need to know what buffs to put up when the fight starts, or even as someone is approaching before I'm attacked. This varies entirely based on the type of enemy stats and playstyle that I'm about to encounter. If I can be deceived about your playstyle based on cosmetics, I am at a meaningful disadvantage. I don't get an extra time-out to change my buffs once I've realized you're not what your costume implies. I have to commit to something up front, and there's a meaningful cost to being ...
Post by SongRune on 2022-06-19 21:52:11
Intrepid decides, obviously, what's considered an obstacle for freehold placement. I'd figure they'd let you "cut down trees" or move all but the largest rocks, simply so you even can have a freehold in a forested area. Having pre-defined placement options isn't the worst thing in the world, but it can be a bit limiting. In BDO, there are several house options that I can't use just because I'd want them to face a different direction, or be positioned a little different, for a different sort of view.
Post by SongRune on 2022-06-20 02:54:09
I mean, it might be weird to have a tavern out there in the wilderness, but it could also be really cool to have your secret out of the way tavern where you have to know a guy or get lucky exploring. After all, players could put their tavern near a road themselves, with any meaningful freedom of choice. They weren't everywhere , but Alpha 1 had enough roads that this wouldn't be a problem. (Yes, that's what I meant about BDO Houses)
Post by SongRune on 2022-06-20 13:35:03
This doesn't work in the USA. The government does not provide any form of national ID card or number. (There's a lot of politics there.) The closest equivalent, Social Security Numbers, are not available to all residents. Even then, the government will only verify a person's SSN if you register them as an employee and report wages for them, so there's nothing to stop a botter from randomly entering MY SSN instead of their own. There are some background check agencies and the like, of course, but such verifications quickly become expensive. At the same time, there is no ...
Post by SongRune on 2022-06-20 13:52:35
To add to all this, there are some existing discussions of this topic that have more complete discussions about how anti-botting can or should work. They go into identity verification, automated detection, GM presence, user reports, and other related concepts. Here's one.
Post by SongRune on 2022-06-20 22:06:09
I was asked to respond to your most likely response, because I am Azherae's groups "defensive bolt-action sniper", and she felt it would make more sense for you to engage with me for one last chance at this not ending up useless. Snipers have a particular role in group combat, that changes the shape of the game and makes it more tactical in terms of how situations can viably occur. We used to play Paladins, in the past, and I played as Strix. As our team's sniper, my job was to take control of certain paths through the map ...
Post by SongRune on 2022-06-21 23:36:58
I have no screenshots for you, but I know that it barely worked early on on my older laptop with what I am pretty sure was 1GB VRAM, and didn't manage later on due to VRAM limitations on that same PC. Ancient GPU, but data's data.
Post by SongRune on 2022-06-22 13:31:09
Green can kill Red and stay green. They only go purple if they hit a Green or Purple. It's part of the penalty for being Red. ( ref )
Post by SongRune on 2022-06-25 15:44:37
But now defense gear is less effective proportionally, and players get their gear they've worked so long for weakened, even if the numbers on it stay the same. Want to scale that too? Now attack stats/gear are relatively weaker. And since we wanted to reduce TTK, maybe that was the goal. But as much as "only raising every OTHER stat in the game, and leaving one the same" doesn't have the psychological effect of "seeing numbers go down", the loss of relative effectiveness which was the point , will still be felt. The class, ability, gear piece, whatever it ...
Post by SongRune on 2022-06-25 20:11:30
I think the most viable solution to this problem is to make sure that you as a developer have a clear and specific vision of what you want your combat to be like, and then clearly explain that vision to your community, and get a lot of hands-on feedback from players on whether your early iterations live up to that vision. Whenever you make one thing stronger, other things get weaker by comparison. There's no way around that. It's why the process of tuning a game is called balancing. The question is how to get your balance as close ...
Post by SongRune on 2022-06-26 15:50:10
To me, fishing is an activity which is mostly relaxing, with occasional sudden bursts of focus. When I go fishing in a game, I'm not looking to be 'always on', and I don't want to be micro-managing my bait once I've cast. I want to get my bait and rod, find a good spot, either on shore or on a boat, cast my line then kick back and enjoy the sunrise while I wait for a fish to show up. I do like to have some kind of minigame when I land a catch. It makes the "burst of ...
Post by SongRune on 2022-07-02 14:00:30
Generally, the reason this is done is that you cannot visually tell how dangerous a creature is due to the way video games work. The same model and enemy type could appear in multiple locations at wildly different strength levels, so players can't learn how strong a 'standard-looking rock golem' should be. They also can't always know whether the 'standard looking rock golem' is at the higher or lower end of the threat range for a given area, even if they have fought other things nearby and are aware of what that general threat range is. While "I want ...
Post by SongRune on 2022-07-03 12:47:26
Look forward instead of backward. The team at Intrepid will continue to produce solid cosmetics for a long time to come. If you like the sort of thing they've done, you'll like the sort of thing they will do. Your chance will come around.
Post by SongRune on 2022-07-03 12:53:37
I strongly prefer the "slots" balance method to the "weight" one. The added realism isn't useful, and is more often frustrating. I like being able to see at a glance why my inventory is full. If there's ever a need to limit "weight" in some particular cases, it can be done with item stacking limits, where such things I can't be allowed to carry many of for whatever reason simply consume more slots.
Post by SongRune on 2022-07-03 16:21:04
My ideal is C, with maybe a slight tilt toward D. I want individual mobs to be interesting and challenging. I want to be able to handle a second or third if I'm playing well, but got unlucky with aggro, but don't want bulk slaying to be a main mode of operation. But I've pulled two extra enemies that are a disfavored enemy for my build, or I'm already relatively beat up, chances are I don't manage unless I'm an absolute badass, and relatively lucky. In my ideal world, you can vary the difficulty and survivability of this sort ...
Post by SongRune on 2022-07-03 19:27:49
This is generally a bad idea in any field. You want your lower level gameplay to accurately represent the general form and concept of higher level gameplay. If you don't, you'll get all the "mass carnage" people joining, loving it, and quitting as they get to endgame, and you'll have all the "challenging single-target enemy" people quitting out at low levels due to the appearance that this isn't their type of game. Some players in both groups will investigate higher level gameplay, but that just means you lose a few of the first group faster, and force the well-informed ...
Post by SongRune on 2022-07-03 20:43:38
We don't know almost anything about augments yet. Steven regularly uses the Fighter/Mage Teleport-Dash example, but beyond that, Intrepid has been keeping very quiet about the overall types of effects augmentation will have beyond things like elemental damage. Unfortunately, the answer is "No, we don't know", I think. I'd personally figure they'll come up with something useful, but we haven't seen it yet.
Post by SongRune on 2022-07-04 00:15:04
@NiKr , My complaint isn't with the concept of having some degree of level variance in what's available. I've even implicitly 'required' it in my own post. The ability to go up or down a couple levels by fighting in an easier or harder area is important to being able to support multiple player skill levels and party sizes. I agree with you that this should be available even at the lowest and highest levels, where you might otherwise 'run out' in the natural "fighting higher of lower level areas" progression. There should absolutely be areas on the top ...
Post by SongRune on 2022-07-05 04:20:17
Oh! I'm on board. I would totally wear "downtime outfit" sundress at least some of the time. This please, Intrepid!
Post by SongRune on 2022-07-05 13:39:15
That part's easy. It's not economically feasible. Unless the devs make these legendary items common enough that they are more profitable than just gathering hundreds of normal items to sell, bots will never have a reason to care.