Join us Wednesday, August 27th at 3pm CDT for Hangout of the Avatar! Richard, Starr, and Chris will be chatting about Release 9, recounting their favorite moments, and reflecting on R9 Team PvP and the latest additions to the SotA combat experience, while also looking ahead to Release 10. Don’t forget, I’ll be taking your questions and feedback about R9 live in the chat-room and right here in the comments if you would like to post them in advance. We’ll see you then!
Are any tweaks going to make it into the R9 reopen this weekend prior to R10?
Now that we have reached the maximum amount of items that we can have in houses, and the maximum amt of lights.
Can we have something done about the problem with the cursor catching on to items and moving them, even from a different floor? PLEASE!!
Yes, Please fix this…
Will the mini maps have zoom.
Will mini maps be able to show party members location in same zone/instance.
Is there more information as to “gm like” contol over player owned towns; such as a toggle feature for open pvp or not and having music selections changing with the toggle? Maybe hourly or daily or something if so?
Owners will have in-game control over pvp toggles. Music is an interesting request: no clue.
Specifically sieges seasonal events etc for music link selections. Overall level of control.
R9 was a blast, the game is surprisingly stable and balanced already.
It seems fine to test with no reagents, but it doesn’t seem fun to play with no reagents required to cast spells. Can we please test without reagents but clearly take a stand that all spells will require reagents when the game launches?
i was having a problem placing items in my house. any suggestions?
Likely due to the servers being down… withdrawal can be solved with more play time this upcoming weekend.
What are the plans to make the existing towns more interesting besides quest lines in the future releases?
Example complicated NPC story lines, NPC hosted events, hidden treasure maps etc .
Thanks.
Top 5 things I learned in R9:
1. PvP in SotA is likely the most exciting RPG pvp system I’ve ever seen.
2. OneAndOnly is brothers with The Wolverine and has his regen abilities.
3. Lord British is using the Order/Evil sliders on his virtue scale, at least during pre alpha, and likes to spawn camp people with invulnerability turned on.
4. Interactive Glyph Combat, with the addition of combos, is “the wave” of future pvp that should appeal to the widest variety of RPG gamers.
5. I like to kill people.
There has been more Negative Feedback for R9 than any other R I have seen my self included.
Directly related to the Glyph Deck system… please respond
Deck system is awesome. R9 was awesome.
The use of slugs in the combat system has taken a beating this release. What is the resaon slugs were introduced into the combat system? Are you considering different ways of meeting the same design goals? What might they be?
This is a somewhat loaded question. During this last release there has been some discussion that there is a lack of a design vision for SotA’s development, or not as detailed a doucment as some other crowd funded games, or at least a detailed public design document that people can refer too. What can be done, or what are you planning to do, to counter this conception?
I believe it was stated that one of the advantages of the glyph system was that there wasn’t a cooldown between using skills and spell. But in R9 there was a cooldown after every skill are spell use. Why was the cooldown introduced? Is it likely to stay or will it be removed?
Are any lot wipes planned?
This!!!
After two releases with Glyph Combat, any thoughts on the User Interface and User Experience? (some talking points: hotkeys for Deck Swapping, recognition of glyphs, global cooldowns)
We’ve seen a lot of focus on combat (which has been great) the last few releases (R8, R9). Many of us are itching to see some of the mechanics you will be using in game to ‘tell the story’. For example, keys to open secret doors, NPCs responding to your actions (e.g. when you free someone! when you heal a sick guard ).
Without spoiling any plot, can you give us a run-down of some of the mechanics that you’re planning to put in place for the storyline aspects of SOTA?
ALSO: Given this is a multi-player game, will you be doing clever things to make it seem the world is responding to my actions – for example, that sick guard in Owl’s Head (who should be lying in bed sick) gets healed by me… so if I return in a while he should be at least walking around the room or something (unless nighttime) but obviously for other players who haven’t done that quest he should appear still sick in bed.
2nd Question, this time regarding combat in R9 and going forward:
What kind of combat effect is terrain and cover going to have?
1. If I’m on higher ground do I get attack bonuses? (e.g. archer shooting down, swordsman swinging down)
2. Is cover going to come into play soon? fireballs kept hitting me behind hills and trees!
3. Is attacking from behind giving attack bonuses – I was shooting lots of arrows into peoples backsides but didn’t seem to do more damage than shooting from in front?
are those auto attack mechanics a placeholder ? what changed players can expect on the melee combat system ? the card combat system just not work for melee combos (could we get a second hotbar only for melee attacks?)
When placing items in our lots we can use the Q and E keys to rotate the item. Would it be possible to have an option so the rotation speed starts slowly and gradually builds up to maximum? Instead of full speed straight away. This would then allow us to make fine adjustments to the alignment of the item.
We can make fine adjustments with Shift+Q/Shift+E ?
I would like if the default alignment of items was with lot and there was option to make 15° or so jumps. It is really complicated to align items with the lot that is not aligned with map.
Now that combat has been the focus of the last two releases, will R10 see the return of crafting chests for resources? If not, will the number of resources gathered from nodes increase or will there be more resources placed in the scenes? When is crafting going to get some loving?
Yup, time for crafting to get some love.. not a fan of the combat and skill tree system so crafting is my last hope..
Can we have tag-team style PvP? To make it fun and chaotic, perhaps we can only swap combatants when a special glyph is dealt.
Also: steel cages, kilts, face masks and breakable tables, chairs and 2×4’s please.
Can a player ban list be set for PvP Arenas? In the R9 Bear Tavern Brawl a player was ignoring the rules and jumping into the 2v2 combat, and also killing players in the gallery.
Do housing item limits include basements? IMO since they are instanced they would have a separate, larger limit.
Please can we have the ability to challenge others to a duel so we can fight one on one anywhere perhaps with ability to wager on the duel.