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Messages - Sapistas

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1
News & Announcements / Combat Demo, Character Creation and Screenshots
« on: May 04, 2020, Monday, 12:05 am »
Thank you for your answer.
I am an optimistic person but I begin to have doubts about the project.
No information, image, video, planning for 3 months ...

Making 1 progress point per month is a minimum.

There is some information from the devs themselves via Dicord: they work on the backer beta and have expanded it to become a vertical slice of the game than just a combat demo as initially planned. They talk daily in Discord, though they don't always give any info about progress. Most discussions are mostly geeky unrelated stuff.

I am with everyone though. They could just post a small progress update every a couple of weeks and 5-6 new screenshots. Especially the latter, I don't believe it's that time consuming. Just upload some images. I'm not a backer, of course, and won't be playing the beta, but I'm gonna be a day 1 buyer and am very interested in this game. It's a type of game I miss and although it doesn't bring anything new to the table, I like to play a classic roleplay adventure now and then and this looks the perfect game to be just that :)

EDIT: one of the devs confirmed yesterday in Discord that the beat will be ready in a couple of weeks.

2
News & Announcements / Combat Demo, Character Creation and Screenshots
« on: March 05, 2020, Thursday, 12:43 pm »
It's a realistic estimation, then, that the game won't be out before 2021? I don't complain, though; I'm fine. I'm just trying to adjust my gaming budget plan.

3
News & Announcements / Combat Demo, Character Creation and Screenshots
« on: March 04, 2020, Wednesday, 11:31 pm »
Last "update" from Discord: "in a few weeks" (probably 3-6 but who knows, maybe they're joking).

4
News & Announcements / Finished Map, Coin Design & Combat Beta Status
« on: February 02, 2020, Sunday, 04:14 pm »
Experiencing an overwhelming urge for adventuring...  anticipation hits red!

5
News & Announcements / Exploring the World #3: Camp and Survival Part 2
« on: December 22, 2019, Sunday, 09:54 pm »
Resting is a very tricky mechanic in video games and very rarely did it implemented correctly. In procedurally generated games and rogue-likes, games with perma-death or expendable party members (games that are of the last decade mostly) works great, because it usually gives you some limited meaningful choices (think in Darkest Dungeon or Slay the Spire). In story-driven games, on the other hand, is always a tedious and pointless system. Never ever did I liked resting in any kind of these gaems. Pathfinder made it interesting for me, but only in local areas (not world map) because there was unique party banter. When you play a game with a fixed storyline, locations etc, you don't want to spend time bothering with were to eat or fish etc, even if hunger or thirst or exhaustion are implemented in the games core mechanics, because you want to progress the story and the characters and you will never ever lose a party member to mundane stuff such as hunger etc. You will just reload the game or travel back to a village and resupply or whatever and this makes the game a slog and feeling out of focus. I also don't like pre-rest spell mechanics in video games. They suck - but this is another topic :P

In any case, I really do hope the devs have a neat idea as how to implement resting and I really hope it works great and maybe as an example for future games - 'cause I like it as an "idea" a lot!
The camp system was implemented more than a year ago. What we want, or, in a selfish opinion, they want to remove from the game what they do not like, is too late to ask and reflect. It is already there. I want the rest or not, like in children. A camp system was proposed prior to fundraising. All etol suited! Why ask for what is not feasible. Or do you think that any person’s desire is law and respect? Yes. I agree. BUT then what will we do with the desires of other people? They also invested money, and they are satisfied with what has already been implemented! The delirium of egoists is not a topic. A choice was suggested in the difficulty mode at the beginning of the game. There is no other way. Understand, everyone here loves themselves. I am sure that the developers will take this into account.

Where do I say I demand it to be removed? :)

6
Gameplay Discussion / Player Dimension: Hero or Group?
« on: December 18, 2019, Wednesday, 09:06 pm »
I, for one, believe it's cool that the game gives you a full party creation. Not that I think it's better than the "main char who finds companions" style, just there are a lot of those out there and none of this.

7
News & Announcements / Combat Demo, Character Creation and Screenshots
« on: November 01, 2019, Friday, 10:55 pm »
The attention to detail in every single screenshot released is always admirable :)
This is one of the most good looking rpgs in general :)

8
News & Announcements / Exploring the World #3: Camp and Survival Part 2
« on: October 28, 2019, Monday, 10:23 am »
Resting is a very tricky mechanic in video games and very rarely did it implemented correctly. In procedurally generated games and rogue-likes, games with perma-death or expendable party members (games that are of the last decade mostly) works great, because it usually gives you some limited meaningful choices (think in Darkest Dungeon or Slay the Spire). In story-driven games, on the other hand, is always a tedious and pointless system. Never ever did I liked resting in any kind of these gaems. Pathfinder made it interesting for me, but only in local areas (not world map) because there was unique party banter. When you play a game with a fixed storyline, locations etc, you don't want to spend time bothering with were to eat or fish etc, even if hunger or thirst or exhaustion are implemented in the games core mechanics, because you want to progress the story and the characters and you will never ever lose a party member to mundane stuff such as hunger etc. You will just reload the game or travel back to a village and resupply or whatever and this makes the game a slog and feeling out of focus. I also don't like per-rest spell mechanics in video games. They suck - but this is another topic :P

In any case, I really do hope the devs have a neat idea as how to implement resting and I really hope it works great and maybe as an example for future games - 'cause I like it as an "idea" a lot!

9
Gameplay Discussion / Player Dimension: Hero or Group?
« on: October 14, 2019, Monday, 08:33 pm »
Can someone link me to a thread where the devs discuss why they decided on a 'no multi-class system'? I'm just curious to know why they decided to not to add that feature when it brings so much depth and creativity to rpgs of this sort.

Budget :P

10
Gameplay Discussion / This is vaporware ?
« on: October 14, 2019, Monday, 08:31 pm »
Thank you very much for the wonderful news. I didn't know there was a Discord channel. If it's not too much trouble can you pass me the link so I also connect to hear what is being said?

Many knew very few of the progress of the project since devs don;t do much other than development. Here's the Discord link, hope it's right
https://discordapp.com/channels/428297337652248577/512682973422682112

To the devs: I know you are few and hard at work with the beta, but I don't really believe a weekly or even monthly "hey, we're still here, working on stuff - here's a couple of screenshots" of a note is too much of a distratction from your work. People need to be reminded that this project still exists - we/they have paid money in advance after all :)
Also, talking regurarily, brings more new people in ;)

11
Gameplay Discussion / This is vaporware ?
« on: October 13, 2019, Sunday, 03:57 pm »
Devs are hard at work with their demo, which is supposed to launch this month. They talk regurarily in their discord channel, though most of the talk is casual chat. Unfortunately they don't update often, but the project is being worked (hopefully! - this is how it seems!).

Supposedly they'll be more active after the demo is out.

12
Character and Combat System (SRD 3.5e) / Player Races
« on: September 17, 2019, Tuesday, 04:03 pm »
We will not implement the favored class element for races because we don't like the inherent characterization of a whole race (dwarves are fighters, elves are wizards, etc.)




I don't know how I feel about Races having -2 on some characteristics. It was one of the biggest flaws of 3.5 for me, it makes character creation way more restrictive by limiting your options to only a few among many in order to have a half decent character. Interesting archetypes from a roleplay perspective such as Half Orc Paladin, Dwarf Priest or Elf Barbarian become very unappealing in term of gameplay.

We will keep the ability modifier for races, but regardless of those penalties, I think playing more exotic characters like Half-Orc paladins is still an interesting option.

Interesting (as a concept), yes. Will it be viable, though?  DnD is a dump-stat mechanism game after all...

13
News & Announcements / Combat System #4: AI for Turn-based Combat Systems
« on: August 24, 2019, Saturday, 09:23 pm »
Discord won't let you participate in any conversation until you "claim" the account though.

I don't get it, you' ve made a nice site over here dedicated to your game, now you send people somewhere else to talk about it. I made an account here to come and discuss stuff about Realms Beyond in a Realms Beyond dedicated environment not creating accounts somewhere I don't care.

Anyway, I hope forums will pick up momentum after beta release.

14
Gameplay Discussion / Party make up conjectures
« on: August 20, 2019, Tuesday, 06:43 pm »
It's a single player game. If I want to spend hours rerolling, how does that affect anyone else? If you want to limit your rolls, you're always free to do so.

Because it's a boring and uninteresting procedure. What does it have to do with it being single-player?

I get it - character creation will be meh, as was always used to be in pc DnD games. Pity.

15
News & Announcements / Combat System #4: AI for Turn-based Combat Systems
« on: August 17, 2019, Saturday, 01:06 pm »
Is it just me, or does it seem extremely quiet on these forums?  Of the other Kickstarters I've backed, they all have heavy communication back and forth between devs and backers.  Hopefully, this just means the team is busy, but July has passed and August will soon be coming to a close and we've yet to see the "combat early access"  and not a peep about it, by anyone actually, that I've seen.

Any thoughts?

It's very quiet indeed. After all there is not much new knowledge about gameplay since Kickstarter, so what can we talk about? But this might be because the team is small and heavy at work for the combat beta. Hope after they release it and people have played it, there'll be more talking here. Let's just be patient :)

Although... a few screenshot per week is not much to ask, is it? :P

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