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  • Re: Q+A Madness - January 2018

    Aurelius said:
    Traveler said:
    What about a limit of retirement credits that can be spent? Like, being able to spend... 50? 100? credits initially, and then be able to spend the rest after 1 year. Just throwing that out there. I have no retirement credits, but I can understand how people who do would feel.
    That's not a bad idea as a compromise actually. We'll consider it!
    Another possibility that you guys may or may not like would be to allow retirement credits to be put towards skills only, rather than artifacts or the like. It would enable people to quickly get the skills necessary to fight or hunt or w/e it is they want to do, while still ensuring that people are on a mostly even playing field by not allowing retirement whales from buying every artie in existence on day 1.
  • Re: What happens at level 100?

    Endgame is what makes or breaks most games. Some MUDs like Dragonrealms, very few (and only recently after 20+ years) people hit level cap. For every other game I've played hitting max level is generally within reach. In either case, endgame is SO important, and is one of the key factors that makes a great game.

    I personally would rather see a slow progression, and an emphasis on gradual improvements, and NO advantage just because you hit a certain level. However, that being said, there definitely needs to be a reason to stick around because of access to some stuff that you earned by reaching high level (doesn't even have to be at cap). Cosmetics are fine, areas/events, and certainly gear (but this does not need to be out of line with the general progression). 

    I would like to see mentorship become a part of reaching HLC that would give you some perks. This would help new folks a ton, thereby keeping the game going strong.
  • Re: Q+A Madness - January 2018

    At launch, no, nothing like guilds. We decided to see how players interact with the three main orgs (Scatterhome, Song Dominion, Celestine Ascendancy) and then decide how we want to proceed on that front.
  • Re: I just want to play the game.

    Personally, I think the reality is that artifacts are there to give people an edge or some other benefit. The greater the benefit the higher the cost.

    It's obviously true that a powerful artifact in the hands of a newbie or low-tier combatant isn't likely to save them from a mid to high tier combatant.
    But also, with everything else the same between two high tier combatants, the one with artifacts may be attacking faster, doing more damage, their effects may be stronger (a bleeding affliction may bleed for more), they may have stronger defence, curatives might heal more health.
    If we see similar artifacts, they could also have multiple escape buttons

    The impact is also variable, class capabilities come into the equation and as does how good the combatants are. In low-tier, the arti'd player could be more likely to win but some classes can be overwhelming in that tier that it doesn't make a difference.

    Also like... lessons for skills are probably a major thing which you may need to spend money on.

    EDIT: Just to clarify, there are non-combat artifacts around the place as well. This was focused more on combat.
  • Re: Q+A Madness - January 2018

    Aurelius said:
    Sagex said:
    Mr Aurelius, I know this was asked a long time ago but since we're getting closer I thought I would ask again. are we able to retire characters from other ire muds and transfer the credits into starmourn? thanks!


    We haven't decided for sure one way or another, but are leaning towards no.
    That's a bit on the depressing side, I have 800 retirement credits sitting there. I was holding them waiting for Starmourn, it's my leftover credits from MKO being closed. Oh well :(
  • Re: Q+A Madness - January 2018

    Traveler said:
    What about a limit of retirement credits that can be spent? Like, being able to spend... 50? 100? credits initially, and then be able to spend the rest after 1 year. Just throwing that out there. I have no retirement credits, but I can understand how people who do would feel.
    That's not a bad idea as a compromise actually. We'll consider it!
  • Re: I just want to play the game.

    > MUDs tend to be played by older, smarter and/or more mature people in general (at least in my experience). That doesn't mean  you can't get your ass kicked if someone takes issue with you, lol.

    All of our games have 'soft' rules around PvP, meaning that you can't just randomly kill people for no reason. Or rather, you can, as in the game code will let you, but you might end up getting sanctioned by the admin if someone complains and it's found you had no RP reason to kill the person. That said, there are exceptions. For instance, in Achaea, there are certain planes of existence where it's a free-for-all on PK, but you can simply not go there. We'll have a similar mix in Starmourn.

    As far as how much you need to spend, I'll let others answer as any answer I give is going to inevitably be viewed as self-serving.

    I will say, though, that we could give a newbie a leveled-up character with literally every advantage you can buy, and you'd still get your ass kicked by someone who has spent no money but has spent enough time to really understand combat.
  • Re: Q+A Madness - January 2018

    Satomi said:
    Latching onto @Maygon's question, will there be a distinction between bloodline and adoption? Or will it all be grouped together? Will you be able to blood-sibling someone? I think Imperian had that feature.
    We haven't decided yet. You can't just blend together bloodline and adoption though, especially if you ever want to do anything like genetic traits that pass down through families (which I think would be super cool as long as it was cosmetic only). The way we do family in Achaea isn't as satisfying as I think anyone would like, but I'm not really sure what the solution is. Part of the fundamental problem is we're dealing with a small population so it's kind of inevitable that everyone is going to be more or less related to like half of the game. There's probably not going to be a system for this in at launch, and we'll figure it out post-launch.
  • Re: Q+A Madness - January 2018

    He basically doesn't want 'snow planet' 'desert planet' 'jungle planet' as the planets. Single biome worlds (like star wars style) are boring as hell?
  • Re: Q+A Madness - January 2018

    @Aurelius I saw in a thread about how you say Fury was planned on being a more complex class to play?

    What would you say is the difficulty ordering of the classes, if Fury is at the most difficult (#1). Most difficult to least difficult!