[Actu] Devchat le jeudi 28 mai à 23 heures

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"Si c'est le cas, tout le monde sera neutre !" Si tu as jouer à Anarchy-Online, comme on dirait avec ton image Fumblesoft, tu devrais savoir que les neutres ne sont jamais majoritaire, car ils n'auront pas de bonus, voir des malus et ils n'auront pas accès à la plupart des endroits des autres factions sans se faire dessouder !
Citation :
Publié par Synergys
Si c'est le cas, tout le monde sera neutre ! >> pas d'accord le fait d'être neutre si j'ai bien compris te rend ennemie avec les autres factions. Le fait d'être neutre rend le jeux plus difficile d'où la possibilité d'avoir accès à toutes les technologies pour contré la difficultée.

Heu ben non tu n'as effectivement pas bien compris, le principe de la neutralité est d'être ni ami ni ennemi, et donc ouvert à toute possibilité....

Je voudrais donc connaitre les différences, avantages et inconvénients d'être neutre ou d'être affilié à une faction.
Pour les questions de Dakriss :
(rappel: si vous le pouvez, faites vous-même les traductions de vos questions )

- As a neutral you get access to the use of all techniques, in that case, when you choose a specific faction, do you get a bonus to compensate the loss of other techniques?

- What happens if you change your mind and integrate an other faction? do you loose the specific skills aquired before?

- Can we create some music in game?

Je dois dire que la troisième question apparaît un peu comme un ovni ici
Tu as surement quelque chose derrière la tête qui justifie cette question et qui je pense, demanderait à être précisé...

Citation :
J'ai d'ailleurs préparé un document technique complet sur ce thème, si les devs sont intéressés
Je suis aussi curieux là-dessus
Hé hé En fait j'ai cogité un principe standard qui permettrait de créer de la musique de groupe online dans n'importe quel mmo. Il est composé de règles simples et facile à intégrer, qui consomment peu de bande passante et s'adaptent à n'importe quel univers.

Mais je ne développerais le truc ici que si les devs s'y mettent aussi
Le devchat :

Citation :
Zephenia> Welcome everyone to the Stratics House of Commons chat with the Developers of Earthrise! We will begin with introductions and then on to the chat!
[MS]Ostiak> Hi, Everyone, my name is Atanas Atanasov, CEO of Masthead Studios
[MS]RaynerTheAp> Hi all! My name is Apostol Apostolov, Lead Game Designer of Earthrise MMORPG.
Moll> Hi all, community manager Moll here. (use search, it loves you)

[NERF]Lynx> So I know that EarthRise will have a Healer stance but will a healer be able to ress people?

[MS]RaynerTheAp> Healers will have a wide arsenal of first aid skills, including abilities that let them bring people on the verge of death back to life. That is going to be a tricky thing to pull off and timing is crucial, but in party groups the presence of the Healer will be... how to put it, life-saving.

[ERHQ]Otterfresse> Is MH/Earthrise on the Games Con (Köln) or on the Games Convention-Online (Leipzig) this year?

[MS]Ostiak> We are planning to visit Games Con in Koln (sorry, don't have the German letter on my keyboard)

Joker[Ani]> We know Eathrise is going to have large battles which require large groups. My question is, what kind of commands/mechanics will leaders have at their disposal to organize their raid groups? How large can raid groups get up to or will they just be standard 6 man groups? Will there be the abilitly to assign waypoints with visual/color markers in the world(minimap?)?

[MS]RaynerTheAp> In Siege battles, guild members will be able to use additional tactical functionality which allows them to view the movement and actions of both allies and enemies, and coordinate their response. This will allow for strategic planning and tactical maneuvers that will decide the outcome of a battle.

[CI]Kayeffem> 1. Stock markets have been mentioned a few times, will it be a global or faction market and will prices immediately fluctuate based on mines or is it updated periodically?

[MS]RaynerTheAp> We're currently testing implementations of different methods that bear similarities to both models. We will strive to provide players with dynamically changing, "comfortably unpredictable" economy without set periods of time players will try to game.

[CI]Kayeffem> Will there be a seperate market interface to handle the stock markets or will stocks be an item bought and sold on the normal market?

[MS]Ostiak> There will be one market in the world and the interface will be designed based on this

[CI]Kayeffem> How will the stock exchanges work? Do players actually buy material and resell later or is it something more akin to vouchers?

[MS]RaynerTheAp> Stock market players exploit the fact that depending on the number of mines currently free of mutant infestation prices will change. Player activities at these locations (widespread from low-level zones to high-end ones, so everyone contributes) will cause prices to go up or down.
[MS]RaynerTheAp> That will allow other players (stock market agents) to buy when prices are low, and try to undercut the market by selling just little less than nominal when prices sky rocket. Profits can get up to staggering levels depending on scale of operation.

[CI]Felix> We know players build structures on their territories to extract rare materials. Do buildings effect the rate of extraction and/or quality of extracted materials?

[MS]Ostiak> Yes, buildings will effect rate of extraction and quality of materials, but they will not effec the type of materials

[CI]Felix> It has been mentioned that designs wear off of technology, how does the technology customization system work?

[MS]RaynerTheAp> Players can put up to 4 Designs in special slots within a Technology. These Designs provide bonuses to the final item being manufactured. When players succeed or fail to manufacture, all Designs placed into the Technology will "age" a little.
[MS]RaynerTheAp> When a Design wears off completely, it is destroyed and vacants its lot. Crafters will always have to plan one step ahead and make sure they have Designs in reserve.

[CI]Felix> Can territories have mulitple materials available for extraction?

[MS]Ostiak> Each territory will have certain material available for extraction. Guilds who conquer all territories with one type of material will form a monopoly with it.

[NERF]Lynx> How is territory of a guild defined? Is it just one point of land or a larger area of territory?

[MS]RaynerTheAp> Territories that guilds can take control of is quite a sizable land area with a Territory Base with complex architecture and design and not just a single point of control. There will be various templates for different types of Territories so each Territory will bring its own challenges in Siege battles.

Joker[Ani]> Has there been an decision on single or multiple servers?

[MS]Ostiak> not yet

[CI]Kayeffem> How will common material mines be handled?

[MS]RaynerTheAp> Common Material Mines are ongoing world event - these mutants are radiating vibrations tha tthe local mutated fauna is responding to with hostility. Players will face waves of mutants that try to take over the mine and must keep it operating.
[MS]RaynerTheAp> While doing so, they will ensure prices on the stock market stay low for all players and this drives forward the economy; and will also earn rewards redeemable back in common resources.

[CI]Kayeffem> What consequences will players face if they decide to attack a mine rather than defend it?

[MS]RaynerTheAp> Attacking a Mine in order to prevent other players from defending it is quite tricky yet a viable tactic some guilds might want to use to raise prices on the market and be able to sell their resources to the server population.
[MS]RaynerTheAp> If anyone group of players decides to attack mines instead of protecting them, they will soon find themselves fighting on two fronts - those players that want prices low and goods cheap, and those pesky mutants who can't tell friend from foe.

[NERF]Burek> We know we're going to be able conquer territories. But how does one flag a territory that has yet to be conquered?

[MS]RaynerTheAp> Neutral Territories will be infested with monstrous "occupants" that players will have to drive away as they conquer in the name of humanity every patch of resource-rich land. Once mutants are driven away, the territory can be conquered by a guild. Expect these first colonizations to be quite challenging task.

[NERF]Lynx> Having a faction for example Noir will you still be able to trade with Continoma or go into their Capital without any effects like punishment?

[MS]RaynerTheAp> Trading will be possible among players of both Factions although such trades always will suffer from lack of trust - each of the parties has no limits against attacking the other party so such trades will be difficult to strike with a stranger.
[MS]RaynerTheAp> Players of one Faction won't be able to visit the capital of the other faction, so all such trades will happen in lower security zones, where PvP is fair game.

Joker[Ani]> Could you give us sorta of a walkthrough of how does resource becomes a building? Also explain exactly how do we select a templet and if once a decided template has been chosen can the template be changed later on.

[MS]Ostiak> The process of buidling structures in the siege territories requires both resources and money. Once the guild or group of players has the required materials/money they will be able to place a structure. Structures have different sizes and templates and yes, they can be demolished and new structures can be build on their place.

[NERF]Alucard> What are the mechanics behind "magic" users. It was sead in the videos that people will be able to vield some of the powers of fire and electricity. But what fuels these ability's? Power? Mana?....

[MS]RaynerTheAp> Power is a close guess. Characters will use an Energy reserve pool generated from their armor gear. It will be used to pay costs for abilities broken into several damage types, each with it's advantages and disadvantages.
[MS]RaynerTheAp> Because every piece of armor affects differently the maximum value of Energy that can be stored and the regeneration speed of the reserve pool, a lot of planning will go into choosing the right set of protection.

[NERF]Samo> Can you give us some information on potions? Specifically shield potions, if there are any that is.

[MS]RaynerTheAp> Consumables (a.k.a. potions in fantasy MMOs) are a class of craftable items that will provide players with wide range of recovering and buffing abilities for use in combat, with healing being only a small portion of them - consummables will also provide special effects, additional resistance agaisnt type of damage and more.

Earthrise> Once you conquer a territory, can you only conquer adjacent territories, or are you free to conquer any other territory on the map?

[MS]Ostiak> You you will able to conquer only adjacent territories

evolyze> What are the consequences of your character dying? And also rewards / consequences for killing another player?

[MS]RaynerTheAp> If a character dies, he will lose all items that he has not insured.

Joker[Ani]> Once all territories have became occupied how does a new guild take control of an already controled territory?

[MS]Ostiak> It can conquer the controlled territory from another guild. This is actually when the real territory coneuest and GvG battles in Earthrise start

[NERF]Lynx> Having in mind how crafting works, how long will it take to complete a weapon is it a simple click and its finished? Is it more skill or ressources balanced?

[MS]RaynerTheAp> It will be a mix of both, with skills playing an important role for the final result and resource management with thremendous array of options of choosing one resource over another as an ingredient for an item, each with different effects on item's Quality or Durability. Also, we are testing mechanics that will spice up crafting and add more flair to the crafting process.

[NERF]Samo> That's all very well, but what will the Consumables system be like? As in, will they have instant use, or will they heal over time? Will they have cooldown or can they be spammed?

[MS]RaynerTheAp> We will cover all the popular types of resource recovery effects, from instant uses through heal over times to conditioned heals. All consumables will have cooldowns to balance their use in combat so having a lot of consumables won't break the balance in combat.

[CI]Felix> How are markets accessed? Is it through terminals or will players be able to access it anywhere?

[MS]RaynerTheAp> Markets are accessed through terminals located in civilized areas. Also, controlling guilds in Siege Territories can build such terminal themselves for easy and quick access without having to walk across the island to the nearby village.

[NERF]Lynx> Will regular monsters drop finished weapons/gear or will they drop resources which will be used for crafting?

[MS]Ostiak> It depends on the type of the monster. Robots and mutated animals for example will dtrop resources, but if you are fighting humans you can get a weapon or armor. When you kill a monster the loot will be what you'd expect from this type of monster, no rifles dropping from rats in Earthrise

[CI]Felix> Is everything listed by who's warehouse its coming out of or will it be anonymous?

[MS]RaynerTheAp> We're still developing the auction market interface and database structure so it is a bit early to say how much information will be presented to the players in the market, but we will give ways of crafters to promote themselves and make their name into a personal brand.

Draconis> Approximately how many territories total, and is there a distribution by conquest window tied to their geographical location?

[MS]Ostiak> Almost half of the island is reserved for territory conquest. Specific number of territories is not set yet. Players will be able to conquer a territory during a specific time window, but there will be an open territory 24 hours a day. This will allow guilds and players to focus on such territories which are open in their peak playing time.

[CI]Felix> What is a rough number of how many different skill trees for crafting?

[MS]RaynerTheAp> Count is still changing but as the skill tree shapes up, over 50 is a safe bet. There will be tons of options for crafters, and learning them all will be while possible, a true epic feat. We foresee an economy fo specialization, with crafters aiming to cover niches instead whole regions of a market, and will seek out and provide services and contractor offers.

[NERF]Lynx> How exactly will you be able to earn money (if there is such thing as a currency) besides selling items, doing quests and having an offline job

[MS]RaynerTheAp> Killing other player alone can earn you quite a lot! Because when you kill someone, you earn a portion of the money spent for his final insurance (those insurance companies in the future are quite shady ones, trust me!) you will be able to earn money by just wrecking havoc in the world with a criminal career. This will lead to large amount of money transactions through killing and also encourage PvP on a new level.

[CI]Felix> But we can still craft stuff from rats right?

[MS]RaynerTheAp> Yes! Rat stew is said to be spicy but nourishing, recovering +40 Shield/second for 12 seconds straight.
Moll> Is it tasty?
[MS]RaynerTheAp> Only if you can hold it in for 12 seconds straight!
Moll> Fair enough!

Zephenia> That's it for today's chat! Thanks for coming folks. Logs will be posted shortly. PLEASE /join #earthrise to chat with other fans of the game Earthrise!
[MS]Ostiak> Thanks for coming, and enjoy the rest of the day/evening
Moll> We're so glad you could make it, please feel free to post your thoughts on our thread already in progress on the forums!
Moll> http://forums.play-earthrise.com/index.php?topic=4526.0
Où l'on peut voir que les questions retenues concernent le jeu dans ses détails, notamment la conquête de territoires, les moyens pour se faire de l'argent ingame, le craft, etc...

On peut aussi remarquer une forte proportion de participants "guildés" (logique).

Pour ma part, j'ai loupé la première partie et suis arrivé au milieu de la discussion...
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