by
Dailato
» 15 Nov 2013, 23:33
Try to keep it concise guys, this stuff might be added to the FAQ later for convenience sake. Try to avoid stuff allready mentioned directly on the FAQ/website.
In general: several non-critical features are on the backburner due to the failing indiegogo campaign. Most of these have been mentioned at some point in the FAQ but if anyone can remember the ones mentioned specifically feel free to post them.
Archery is currently broken but will certainly be in the game. Mounts and mounted combat haven't been implemented yet, and may take a while due to see above.
"Special" injuries, like bleeding wounds and fractures WILL heal automatically over time, with some lasting longer than others. Healers can significantly speed up the process, applying a buff called "bedrest" but any damage taken removes this buff. These injuries will carry significant debuffs to your speed and damage (and possibly other stats as well) that will give anyone fighting a previously injured opponent an advantage.
Piety can only be used to bless OTHER people, you will not be able to bless yourself for a reduction in skill loss on death. Piety is currently the ONLY way to the increase your alignment, by using a prayer with a daily cooldown. It will take time and dedication to have a high positive alignment, and should be a true sign that you have not attacked anyone in a long time (except in self-defense).
Ability scores are raised in the same way as the skill system, being able to lock, up, and down the stats you want to keep, improve, or decrease. Which stats actually get improved depends on the skills you are using, which each have a primary and secondary ability score that they increase.
Alchemy is similar to Skyrim alchemy, in that each ingredient has 3 specific effects, and you make potions by combining 3 ingredients. If at least two of the ingredients have share an effect, that effect will be added to the potion. There are also catalysts but their effect wasn't shown or explained (most likely it will increase the power of the potion)
Most uniquely about alchemy however was that it was revealed that the specific effects of each ingredient *differ* for each player. While the effects of potions, once brewed, remain the same regardless of who drinks them, each alchemist will have to discover recipes by himself. As an added bonus, most alchemical ingredients (with the same rarity/quality) will have similar value, as their usefullness depends on the player buying them, rather than a predetermined system.
Finally housing was revealed to take an extraordinary amount of time and effort, requiring to cut down a reasonable patch of forest (as well as mining alot of stone etc.) to craft 200 wooden boards for even a small house with just a few bindpoints. The largest structure in the game called "Large Keep" or "Palace", besides being impressively large and beautiful, requires 10 times more wood and the small house just for the wooden planks, an equal amount of marble (which is apparently a quite rare resource) quadruple that amount in cut stones, a good 500 mortar, and one more ingredient (possibly a large amount of metal ingots). It is extremely defensible, and can house many bindpoints, and is an indication of the kind of long-term "mini-goals" that players can set their eyes on as a guild, or alliance of guilds.
On a related note, digging, chopping wood, and gathering resources in general was shown to be a rather time consuming process. Digging for example, fills your bags with what you dig through, and you have a weight limit on how much you can carry in your bags. To keep on digging you must first empty your bags onto the floor, but this must be done outside your tunnel, as it will increase the level of the floor where you dump it, and could thus block off your tunnel if you dump it inside.
With the current numbers and weight limits shown in the video, it can take quite a while just to get through a single "block" of dirt by yourself. Especially taking into consideration that digging also uses stamina, and spam-digging will require you to catch your breath once in a while.
Something similar is true for logging, where you must carry a felled tree over to somewhere it can be processed (moving slowly cause it's really heavy) and sawing the tree into usable parts, which, by the looks of it, doesn't give too many parts per tree, perhaps a few usable planks per felled tree.
Searching for herbs will reveal (spawn) herbs in a small area around you, where you need to find and gather them one by one yourself. This did not seem as time consuming as the other activities, but it was done fully in GM mode so it was hard to tell.
Moving back to structures, it was shown you must constantly feed a fire some kind of fuel (in the demo, twigs) to keep it burning. A campfire burns through it's fuel fairly quickly, but the fire used in a kitchen (another buildable structure) burns through its fuel much slower, giving you time to cook many more ingredients before needing to add to the fire.
A similar building was shown for the blacksmith, a "Smith's workshop" which wasn't said much about.
A detail about cooking and hunger was that it was revealed that not only will eating good food increase your stamina regeneration, eating bad food will decrease it (despite still sating your hunger), meaning knowing (or being) a good cook is far more important than most any other MMO.
Staying on structures a moment longer the "Hermit Shack" was shown as the smallest housing available, little more than a shoddy hut with one bindpoint. It had very small floorplan though, and was cheap to build, so for solo-players looking to hide away in desolate areas, it could be quite popular, as it can be placed in areas normal housing cannot without alot more work to the surrounding area. (and possibly with mountains not being flattenable, some areas only this kind of house can be built).
Finally it was shown (quite hilariously) that almost anything can be used as a weapon in an emergency. From the spade you're using to shovel dirt, to the kettle you're cooking with. In relation to this it was said that claimed land will only protect your property (you can't loot people's chests on claimed land) but not your body. Meaning if you don't build a wall around your settlement people can still come in and kill you while you're crafting, loot whatever valuables you have on you, and make a run for it, but they can't also check out what's in the chest next to the furnace.
That's it for me, see if I misremembered anything or forgot some stuff (definitely forgot some stuff).
Yours truly -The Pope.