Tecton
Tecton
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(Quote) Unlikely for launch, since we've just got the 5 tradeskills. I imagine once we have a wider array of options, post-launch, we'll offer something there.
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(Quote) In what way? You'll be able to target people/things inside your custom emotes already, and we'll have options to combine emotes with some actions in the future.
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(Quote) As mentioned in the video, that particular ship is one of the more agile and zippy ships around!
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Docking is handled automatically, alongside things like voidgates, by entering a command when you're adjacent to the thing you're interacting with. Space doesn't count for exploration or something you can traverse on foot. Zoom is fixed (only so muc…
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Additionally, we'll have a welcome back package if you're gone for a long time, that should have some basic supplies to get you back on your feet.
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We've changed a few things around with item decay and the like, but yes, items still decay with time. As @Qitorien commented above, keeping a viable economy is a…
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(Quote) 1/2) For launch, we're mainly focusing on the class-specific weapons, but we have plans to open this area up more in the future. In general, using general weapons won't be as effective as your class skills though (but various weapons …
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(Quote) Artificial gravity is the future, man.
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We're definitely trying our best to make the systems as accessible as possible to VI players, but as with anything that requires a lot of spatial/visual awareness, piloting a ship is definitely a tough nut to crack (without introducing a lot of othe…
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I should note that while your PVE won't be as complex as a PVP fight, it will still be a lot more abilities while fighting mobs - most of our classes have strategies around layering effects and outcomes, so while you can just spam a straight damage …
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(Quote) This is pretty much how it works, I left the descriptor as free-form, but limited to a single word.
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We're generally fine with posting cleaned up logs, a few minor find/replace options to strip out prompts/unnecessary items etc, maybe changing the words from "Riado says with a faint shin accent, "Blah." to something more past tense is always nice t…
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(Quote) We've got lots of tools to support these aspects of gameplay. You'll find that our "arts" system on-par with Achaea and our other Iron Realms games, including comprehensive emoting options, through to custom item creation tradeskills, and m…
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(Quote) I'll make sure that's one of the options for you!
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(Quote) Afflictions are pretty different to how they are in other IRE games. The mindsim stat generally improves the capabilities of the mindsim system, but it isn't just a resist or anything so mundane. This topic is one that we'll cover in …
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(Quote) Some afflictions have time-based components, so it won't cure those
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(Quote) brb, rewriting the messages.
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(Quote) There will be newbie guides, as for us playing, not generally!
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It is always-on, and will cure your curable afflictions, restore your health, and some other combat-related functions.
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Not currently, no
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(Quote) 1) We'll have some multi-level artefacts, yes, this generally allows people to start small and upgrade over time.
2) Not sure about day one at this point in time, at least in the arena of combat artefacts. We'll likely have some … -
(Quote) I'm thinking if we go down this route, we'd do something like this, yeah.
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(Quote) We're trying to lessen the administrative burden on the team as much as possible, so that their time can be spent making improvements and events for you guys.
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(Quote) Let's just say, it will take a lot of skill to play it to it's utmost. You can play it to about 60 - 75% pretty easily, that last 25% will make you work for it.
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Sure, release date just got pushed until 2020 :P
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Stances just control what abilities and transitions are available. So say if we were using "real life martial arts" terms, you could do something like...
Start in a standing/neutral stance, you do a roundhouse kick, which puts you in a sp… -
(Quote) Yep, we'll be working all day, every day on Starmourn pre- and post-launch!
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(Quote) The stances are roughly cyclical, since you can't maintain a stance indefinitely, but it won't be a preset order, as you'll want to use different stances to apply and maintain effects that impact your efficacy.
Each abilit… -
(Quote) We'll be continuing to work on the game post-launch, yep!
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Not something we're going to have (at least at launch), sorry!