Drax
Arcane
Pledged.
MOAR MOAR!! MOAR RPG!!
MOAR MOAR!! MOAR RPG!!
and fear it will be a "more streamlined experience" for modern audiences akin to Skyrim (but underground).
Yep... like for instance having your map auto-filled in for you. If that shows up, you know its marketed to the console crowd.
You have never played Ultima Underworld have you?
No, they don't. They spell "de[-]þs+æhæcen" or (with minor leniency) "de[-]þs+ahaken", the [-] being something that vaguely looks like a Latin K but isn't even an actual Germanic letter, much less the correct one.And I just bothered actually having a look at the runes on the logo. I was perturbed enough that SotA simplified their use to being less authentic than in Ultima, but this looks like utter gibberish.
The runic letters below the logo says:
'depthsawaken'
Cheating is for cheaters, but "cheat items" that are part of the game means that gamists who enjoy taking advantage of everything in the game will find the challenge messed up. You can deliberately not use them, but then you're playing a game in your head instead of the one that really is.It's just such a monumentally bad design idea that you have to wonder what other stupid crap they will come up with.
How is it a bad design idea? I can see it being a poor marketing idea that gives the wrong impression, but handing out some items really is irrelevant due to the ability to cheat anytime you want in a single player game.
Huh, I had checked the SotA wiki entry on runes in case of any deviations before posting, but only now went back to Ultima, and it seems like it was less authentic visually than I remembered it being thanks to a couple of oddities. Oh well.lol, what alphabet do you think that is?
Cheating is for cheaters, but "cheat items" that are part of the game means that gamists who enjoy taking advantage of everything in the game will find the challenge messed up. You can deliberately not use them, but then you're playing a game in your head instead of the one that really is.It's just such a monumentally bad design idea that you have to wonder what other stupid crap they will come up with.
How is it a bad design idea? I can see it being a poor marketing idea that gives the wrong impression, but handing out some items really is irrelevant due to the ability to cheat anytime you want in a single player game.
Er, they're not actually cheat items. Rings that glow in the dark and a robe that increases your charisma? Pfft.
The adventurer's pack is the only one that seems like it could make the game easier in a way that has a tangible impact, and even that is only inventory management.
Because not using everything available in the game will also hurt my fun.Why on earth would you use something that would ruin your game?
Because not using everything available in the game will also hurt my fun.Why on earth would you use something that would ruin your game?
This + it's a waste of backer-financed time.It's just such a monumentally bad design idea that you have to wonder what other stupid crap they will come up with.Even if I still used KS I wouldn't want to back this . Cheats ("kickstarter exclusive items") and an unnecessary co-op mode stuff are repellents not incentives..
They're using Unity so it will probably have long-ass loading times and shitty framerate even with low-poly graphics.
I wish them good luck and I'll get it at release if it's any good.
Why would you care about cheat crap? This isn't an MMO and anyone who was interested could easily hack the game on release to provide themselves with any cheat they like. PTW is only an issue in persistent online multiplayer games due to the risk of it affecting how they develop content. If people want to pay extra money so they can get a bunch of digital items in a single player game... well... /derp /derp, more power to them, it will have zero effect on our game play.
This sounds pretty cool but if done right, it's a revolutionary design. That alone can be the foundation of the game, the core feature around which the game is built. In the pitch it mentioned very casually, like 'oh yeah, you can totally do it" like it's nothing. Of course it can be a cheap gimmick, but I'd rather not jump to conclusions and wait for a proper explanation.Alter the environment to your advantage. Flood an arid plain to help the damp-loving shamblers expand their territory, gaining their favor. Changes you make can ripple across the game's reactive, ever-changing ecology, producing startlingly unpredictable results.
This + it's a waste of backer-financed time.It's just such a monumentally bad design idea that you have to wonder what other stupid crap they will come up with.Even if I still used KS I wouldn't want to back this . Cheats ("kickstarter exclusive items") and an unnecessary co-op mode stuff are repellents not incentives..
They're using Unity so it will probably have long-ass loading times and shitty framerate even with low-poly graphics.
I wish them good luck and I'll get it at release if it's any good.
Why would you care about cheat crap? This isn't an MMO and anyone who was interested could easily hack the game on release to provide themselves with any cheat they like. PTW is only an issue in persistent online multiplayer games due to the risk of it affecting how they develop content. If people want to pay extra money so they can get a bunch of digital items in a single player game... well... /derp /derp, more power to them, it will have zero effect on our game play.
You're right though – it's not an MMORPG. It doesn't affect me if others use it.
But it does affect me if I'm gonna have some shitty Get Item! pop-ups in the beginning of the game (think New Vegas) or if I'm gonna have to remove the items the first thing I do every time I start a new game.
Yeah, not feeling it. A lot of vague promises, very few details. Other than "UU FUCK YEAH RIGHT?!!!" not much to be excited about. Hopefully the upcoming updates will shed some light.
For example:
This sounds pretty cool but if done right, it's a revolutionary design. That alone can be the foundation of the game, the core feature around which the game is built. In the pitch it mentioned very casually, like 'oh yeah, you can totally do it" like it's nothing. Of course it can be a cheap gimmick, but I'd rather not jump to conclusions and wait for a proper explanation.Alter the environment to your advantage. Flood an arid plain to help the damp-loving shamblers expand their territory, gaining their favor. Changes you make can ripple across the game's reactive, ever-changing ecology, producing startlingly unpredictable results.
It's transliteral, you nerd. Using Elder Futhark, it's correct.No, they don't. They spell "de[-]þs+æhæcen" or (with minor leniency) "de[-]þs+ahaken", the [-] being something that vaguely looks like a Latin K but isn't even an actual Germanic letter, much less the correct one.And I just bothered actually having a look at the runes on the logo. I was perturbed enough that SotA simplified their use to being less authentic than in Ultima, but this looks like utter gibberish.
The runic letters below the logo says:
'depthsawaken'
I did. It looks cool. I don't doubt their ability to create destructible environments or environments you can manipulate (flooding, etc). I'm talking about all that "ripple across, reactive ecology, expanding territories" stuff.
I would be surprised and impressed if it was even that systemic (systemicized?).Heh, I guess I'm used to seeing stuff like that as puffed up marketing-speak. They're obviously not going to simulate a three faction real-time strategy game in their RPG. Most likely what they've done is created an AI that wanders around autonomously, but can only walk in certain types of territory. The shamblers can walk on damp territory, so if you create damp territory, the shambler AIs start wandering in it and "expand their territory". They're just building scenarios in the clouds on top of that basic functionality.
I would be surprised and impressed if it was even that systemic (systemicized?).Heh, I guess I'm used to seeing stuff like that as puffed up marketing-speak. They're obviously not going to simulate a three faction real-time strategy game in their RPG. Most likely what they've done is created an AI that wanders around autonomously, but can only walk in certain types of territory. The shamblers can walk on damp territory, so if you create damp territory, the shambler AIs start wandering in it and "expand their territory". They're just building scenarios in the clouds on top of that basic functionality.
If I were to bet, I would guess it's more like a Bioware style X number of points in the game where you're given an option "expand damp, decrease damp, compromise" and then get a scripted reaction (now area x is open to shambers). We'll see though.
I mean when Bioware gives real consequences, not fake ones, but still scripted as hell.
It was at 47K when I looked at it a couple of hours ago. Took a short nap and now it's already at 100K - so it looks like they'll reach the 600K in a few days at most. To be honest, I'm a bit surprised it's doing this well - must be the Skyrim name-drop and endorsements by the likes of Levine and CliffyB.
It took them about 4.5 hours to reach 100k. It's now been an hour since then and they've only made an additional 10k. Nah, this is gonna be a long haul.