Loved reading all this new info!
So being a champion on the battlefield defending your kingdom means that you should be playing an unknown alt. The faceless soldier so to speak.
Maybe, but is that alt of yours a better champion than your main? I don't I suppose you want to won that war.
Very nice to have the details now.
I had actually hoped it would be a bit more punishing than it turns out to be but I guess it's fine. Well ok, honestly the main problem I have is with the 2,5 hour toll cap for PVE.
IMO the toll caps should be different for PVP and PVE. I think the 2,5 hour cap makes sense as an anti-grief measure but 2,5 hours sounds waay to high for PVE unless I misunderstand something.
To me it sounds like if you've set out to a dungeon or a dragons lair or whatever as long as you're fine with dying once you basically have another 2,5 hours to zerg the living hell out of the inhabitants which doesn't sound all that epic to me.
The way the game is set up it makes sense to protect people from dying within aggrorange of a deadly creature repeatedly but depending on the size of a dungeon/cave/whathaveyou couldn't this be accomplished by like a 15min or maybe 30min toll cap depending on how big things are and how respawns in dungeons are handled (if the way out remains clear or not), that should give you enough time to retreat or even have another 1-2 tries or something but not just bang your head against the wall for 2 hours because you want your money's worth out of the death that already happened :)
I personally wouldn't feel that way, my bother with it is simply that it cheapens killing something dangerous if you kill it without dying or dying once and some other guy also kills it but took 2 hours longer with no extra risk to his name.
Obviously these assumptions have been made with incomplete information all I know so far is all the Q&As and DJs so maybe the 2,5 hours do make sense in PVE. We will see, in any case I'm so amped about this game it becomes unbearable :P
TL;DR 2,5 hours toll cap for PVE sounds too long unless yet unknown factors come into play - rest sounds amazing :)
Cheers, Wes
Same loved reading through this I'm getting very excited for the release its definitly change to the average mmorpg and really on being smart surviving and making a name for yourself, getting a little scared this may be the next thing to steal my soul for the next year
So, concerning battlefield, you say that "the first death on a battle field will likely come with a 4x multiplier" so " people will try like hell not to die".
I do understand that and it is awesome.
But at the same time if I DO get killed, I can come back and just throw myself right in the mélée because I know that I won't suffer any additional spirit loss !
So wouldn't we see 2 type of players during battlefields, Some playing carefully because it's their first life, and the others just rushing in because they fear no consequences ?
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Well I've played a lot of Mortal Online, and if a castle siege is anything like it is in MO it will be on the scale of several months not days to overtake their forces. If being a well known champion has that great of a sway, then yes I'll be using my main. If not then it makes sense to me to have this faceless champion logged out in the castle walls ready to defend. Of course the character skills will be kept at a high standard. It just depends on how much if any impact being a well known champion has on character skill. I can easily see the most powerful kingdoms using this, as we do in MO.
I think the main misunderstand is that there is no clear line in this game between a PvE and PvP activity.
Firstly there is no re-spawning of NPCs, if you have killed something it is dead it does not re-spawn. It might be that over time a different creature/being comes and takes over the vacated space but that all depends on what is happening in the space in the meantime. Secondly the evil beings you need to defeat in order to protect your town might not be NPCs!
Take the example of "person walks into dungeon, faces evil bad guy, nearly dies, but recovers and defeats the evil being". You walk into that dungeon, it has been built and designed by players. You have to get through traps the players have set up. Fight through beasts the players have tamed and placed in your way. Work your way through a labyrinth of tunnels protected by both PC and OPC guards. Then you get to that evil being. They are a player too. Admittedly one with a great talent they have used for evil, and have been causing chaos in your town for a long time now. Now if you defeat them that story is great.
If you find you cannot defeat them do you really want to be stuck there with this player able to keep you from escaping and the PC guards able to group together to block your exit?
Very interesting! With this being said, I wonder if we'll have the option to pay a a certain amount per month to keep our lives going?
<3 Love it so much, that's about £21 for a spark. How about initial starting soul prices?
You get 3 souls and 1 spark.. (I believe) What will the estimated prices of that be?
BATTLECAT!
Yep. $30 each time your character dies. :-) We have no plan to offer a subscription model in the traditional sense - at least not for lives. The closest we might come is allowing a subscription where you automatically get a new Spark of Life every 3, 6, etc... months that you can apply when you die.
A small reminder for people: If you get Coup de Grace'd, the other play will most likely take everything from your backpack and your pockets. You can't just run into battle again, not having to think about the consequences. You're still limited by the amount of weapons your army has, etc. It's not just the Spirit loss you've got to deal with.
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