cRPG

Melee: Battlegrounds => General => Topic started by: chadz on May 18, 2016, 02:42:37 am

Title: The Epic
Post by: chadz on May 18, 2016, 02:42:37 am
The Epic

Epic is the persistent World Part of OKAM. It will represent, in an abstracted way, feudal medieval societies, and allow players to find a niche to settle in and become successful.

The World
(click to show/hide)

Summary

This is just a brief introduction of the different mechanics that OKAM will offer, without going into the technical details too much. The big thing here is symbiosis. The symbiosis between players is what will be one of the main elements.

The rulers need explorers to advance, workers to create, and warriors to fight; workers need blueprints from explorers to create higher quality stuff and stay ahead of competition and warriors to protect them; explorers need workers to create better tools for exploration and possibly warriors to escort them; and warriors require cities to create armies and workers to create armors and weapons.

The more players involve themselves into the game, the more friends - and enemies - they will make. And the very interesting part is that those friends and enemies can be completely scattered over the land. An enemy can be your neighbour in the city because he runs a rivaling production, and you may want to draft an elaborate plan on how to get rid of him without anyone noticing. A friend can be a tradesman in a distant city that you deal with on a regular basis because he just pays more. Will war between your ruling cities destroy this relationship? Would your lord be pissed if he found out that you sold high quality armors to the enemy? Is it worth the risk?

Every political action will affect the world and it's inhabitants one way or another, with possibly unexpected results.

OKAM is a game about stories written by the players. It is very ambitious - the technical parts are solvable, but will the actual gameplay live up to the expectations? I can only promise that we will find out.
Title: Re: The Epic
Post by: Tristan_of_Erzoth on May 18, 2016, 02:49:16 am
Looks pretty cool, i like how people can specalize in different things. Maybe add some form of skill based mechanic yo the crsfting systems so that way there is actually a reward for expending time into it? O wait nvm you edited it the post before i could finished typing lol. Just think itd be cool as then there would be a point to hire different blacksmiths or whatever for the higher quality stuff.
Title: Re: The Epic
Post by: pogosan on May 18, 2016, 03:17:20 am
Title: Re: The Epic
Post by: Varadin on May 18, 2016, 03:22:18 am
it's all good and nice but im only curious how many players will be able to be on one server/map or /we you want to call it. Simply this idea without lot of ppl is usless to TBH
Title: Re: The Epic
Post by: chadz on May 18, 2016, 03:33:56 am
Maybe add some form of skill based mechanic yo the crsfting systems so that way there is actually a reward for expending time into it?
There's many details I skipped, eg a blacksmith's output will depend on his skills, his production building, his blueprints and his raw materials.

Will it be possible to build my utopia city ran by free market and no politicians whatsoever?
Can you give me a reallife example of an utopia city that is anarchistic? Gameplay wise the answer is partially (no taxes), but how would people get land without stealing it? How would rules be enforced? and who would control an army in case of an attack?

it's all good and nice but im only curious how many players will be able to be on one server/map or /we you want to call it. Simply this idea without lot of ppl is usless to TBH
An absolutely valid point, and something that has been subject of discussions and development from day 1. I will elaborate on that on another point, but yes, it's possible, with limitations (server borders, my biggest beef with the entire concept, but a necessary evil)
Title: Re: The Epic
Post by: Taser on May 18, 2016, 03:49:56 am
So it won't be a setup like rust or LiF where individual servers are set up with 30-64 people? Because that killed LiF for me, along with other issues I had with it. Mostly the player size for servers tbh.

I don't mind multiple servers for NA/EU/Sea but not super limited. What kind of server border were you thinking? Obviously without any understanding of the expansion a city needs, its kind of limited but giving us an idea would be nice.

 I know you explained before but is there any additional info you can give for workers/family based on new development? Or is that going to be unleashed later once epic is worked on more?
Title: Re: The Epic
Post by: Jambi on May 18, 2016, 04:01:46 am
(click to show/hide)

Kind of sounds like the skilltrees they have in LiF for all these tasks, but instead you seperate them and make them into specific classes. with a little of your own flavour.

Life is Feudal

Politician (Clanleader, District ruler)
Extend your land claim
Max amount of players in your clan
Taxes
To set laws

Warrior (Melee/Ranged/Mounted)
Train whatever armor type you want to use
Train whatever weapon you wish to use
Mix and match armor and weapons, to stay mobile when raiding ... or sturdy for defending etc.
Siege engineering combat skills, combined with Builder skills

Explorer Go out and sample tree's, dirt, rocks , mountains. So you can tell your builder/worker friends were to get the good quality.
Geology
Forestry
Nature's lore
Animal Lore

Builder Train whatever specific building, material extraction or farming you want to be good in.
Fletcher
Mining
Lumberjack
Poisoner (weapon coatings, foodstuff poisons)
Alchemy
Farming
Construction
Material preperation
Butchers
Cooks
etc etc

Clergy
Build your own church. (not implemented yet)
Forgive people that have sinned (Fixing Reputation. think old Ultima Online murder system. red - grey - blue)
Bless adventurers- Boost other players their luck (higher chance finding rare resources while mining, lumberjacking etc)

Teacher Not fully implemented yet.
Teach players at school.
Boost skill training.
Teach basic skills.

Breeder
Taming Animals
Breeding Animals
Milking Animals
Training Animals for specific roles.


I'm not promising that we are "LIF plus xyz", we have nearly no overlapping elements with LIF, because they don't interest me that much. If you want a survival game, there are other games out there that do it way more fleshed out than OKAM ever will or should.

Actually your description for explorer, is the exact same thing, a player would do in Life is Feudal when he goes that skill direction....
From your description it seems to be very much like LiF, not just "nearly" in my opinion.
So how exactly will OKAM be diffrent then LiF, will samplers do a handstand while sampling the soil or something?  :P
Or will OKAM be dumbed down so much, that it is extremely basic, wich makes it not look like Life is Feudal anymore?
What will happen, when players start demanding and asking for more content in creation, and farming etc?

There's many details I skipped, eg a blacksmith's output will depend on his skills, his production building, his blueprints and his raw materials.

Is exactly how it works in LiF too, including the quality of the Blacksmith shop.. wich they recently implemented.

I kind of fail to see what makes OKAM special, other then having to pick from 4 classes, instead of having a skilltree and having to pick wich branches you wish to invest in.
What OKAM has is blueprints that need to be found and supplied, thats the only thing in your whole description that Life is Feudal doesnt have. But rare blueprints, hidden for players to be found, does remind me of Rust.

I have a very exact vision of what the game will have and what not, which I haven't communicated clearly yet. I will work on communicating those until EA because I think they are extremely interesting and possibly revolutionary.

Cant wait to hear more, and i hope to be proven wrong.

Title: Re: The Epic
Post by: Soulreaver on May 18, 2016, 06:10:13 am
Sounds so good to be true  :cry:
Title: Re: The Epic
Post by: [ptx] on May 18, 2016, 09:03:52 am
Silver is the currency? Where does it come from? Do players build mints?
Title: Re: The Epic
Post by: Vovka on May 18, 2016, 09:12:30 am
slavery?
Title: Re: The Epic
Post by: chadz on May 18, 2016, 09:28:54 am
So it won't be a setup like rust or LiF where individual servers are set up with 30-64 people?
No, there will be a complete separation between EU and NA for example, but apart from that it's one big world (split into multiple servers)

...
I assume you intentionally ignored all the the differences (and the entire summary) for your argument? Yes, both feature medieval themes. By your logic you could say that EVE, or destiny, or settlers, or age of empires, is actually just like LIF. OKAM will have wars with hundreds of players, going on for extended periods of time, with political struggles inside and outside. That's the main gameplay.

Silver is the currency? Where does it come from? Do players build mints?
Cities (not players) produce silver coins. It is meant to balance inflation and deflation and as a way to control your cities production. By setting up buy orders with money inside your city, you can shift the focus of your economy towards whatever is needed. If there are eg multiple families producing iron in your city, it might be in your interest to constantly buy iron, despite you not needing it directly, to make sure that the market is flourishing and people don't leave somewhere else - subsidies, basically. The ratio of silver production vs goods production will likely be roughly the same in all cities, if Adam Smith is to be trusted. If you tilt too much one way or the other it will decrease your cities overall wealth.
Title: Re: The Epic
Post by: Vibe on May 18, 2016, 09:48:47 am
Will there be more on the higher levels of 'hierarchy', such as an Empire level and actual Kings (your name does kinda imply that)? So far you talked about city ruling, managing and dividing it into districts with their own lords. What about the grand scale of it?

Will there be religion?
Title: Re: The Epic
Post by: Jambi on May 18, 2016, 09:53:34 am
I assume you intentionally ignored all the the differences (and the entire summary) for your argument? Yes, both feature medieval themes. By your logic you could say that EVE, or destiny, or settlers, or age of empires, is actually just like LIF. OKAM will have wars with hundreds of players, going on for extended periods of time, with political struggles inside and outside. That's the main gameplay.

No, im saying your descriptions of the game and classes are very similair to that of LiF. down to the smaller details, where the quality of the blacksmith shop is a factor ie.
I did not ignore your summary, but your summary is exactly how one would play LiF on a populated server.

Small summarize of my last LiF experience on a clans-vs-clans invitational server only, with a bunch of randoms
I started as a miner, asked the explorers were good ore was... started mining away, and asked builders to build support beams so my mine wouldnt collapse. Exchanged my ore with a blacksmith, blacksmith made me better tools.. i mined better quality ore... blacksmith made weapons for all the warriors. And any rare gems, i gave to the bling-bling diplomats to think highly of me or exchanged them for food with the farmers.
Warriors went out hunting under command of clanleader..... while on the hunt, pillaging and burning, the warriors disagreed with an order given by the commander. They returned home, and there was a power struggle. old clan leader got overthrown by a more bloodlusty leader (Ultima Online ruined this person... and he only wanted to PK :D ). Old enemies pooped their pants, and decided to pay us tribute in exchange for safety and granted us monopoly on some equipment.
Loot was stored away or melted down for builders to build with or train their skills with. Armors and weapons were superb quality.
High quality buildings got erected, farmlands got their high quality soil cycled, village was proper and well stocked with buff food and alchemy. And the goats, chickens and horses were ff'ing like never before.
Rivals saw us getting stronger, and feared more raids, they allied a bunch of clans.. and we allied a bunch of clans. We didnt have clay pits close to us, so we had to trade with allies for good quality clay.
We continued raiding the server, until everyone GTXed, and we had to make planned battle's with our allies to get some sort of action. Eventually server died, end of story.
Ooh we also had some weird vietnamese or w/e girl in the clan, that kept running of and opened her mouth nicely to our enemies... or told them straight up lies about what we were planning.

All in all. we had struggle between kings, rivals, trading, building, spies, diplomats you name it.

I truely do not see any diffrence in my play through of LiF this round, then what your summary of your game is describing. aside from blueprints, and currency. In LiF there is no coin currency, but we used resources wich each having diffrent value's. Sure with OKAM you have familie (bots) doing most the work for you, but i cant imaging a Builder class wouldnt get into the same crafting elements as other games, your after all a builder class.


Eve, destiny, settlers, age of empires. do not fit your description, other then what you just said "Wars with hundreds if players going on for extended periods of time, with political struggles inside and outside".
Hence why i did not use them as an example.
Title: Re: The Epic
Post by: 22ndCandiru on May 18, 2016, 09:54:33 am
Why would I play this shit when Mount and Blade 2 is coming out and it will be a lot better? Hell naw.
Title: Re: The Epic
Post by: chadz on May 18, 2016, 09:58:17 am
Will there be more on the higher levels of 'hierarchy', such as an Empire level and actual Kings (your name does kinda imply that)? So far you talked about city ruling, managing and dividing it into districts with their own lords. What about the grand scale of it?

Will there be religion?

Kings: possibly, if it serves a purpose. I would like/prefer to see the society developing automatically into kingdoms, multiple people claiming to be king; if that doesn't happen we'll help kickstart it, but that's too far in the future to realistically plan at this point what is needed.

Religion: not for now, maybe in the future. No real plans at this point though.

Title: Re: The Epic
Post by: Gnjus on May 18, 2016, 10:05:40 am
Why would I play this shit when Mount and Blade 2 is coming out and it will be a lot better? Hell naw.

Good. The door is that way ------>

And please take your shitty 22nd friends with you.


Although if you had any brains (which you don't) maybe you'd consider waiting for both games to actually come out of the early "we barely know anything about them at all phase" before bashing/praising them......and who knows - maybe even play both, each for its own qualities  ? If it wouldn't be too much for your two and a half grey cells, ofc.
Title: Re: The Epic
Post by: MacX85 on May 18, 2016, 10:43:40 am
Very interesting, and if everything played out the way I imagine it it would be a dream come true.

Just some points:

Roles:
You mention certain roles. Are those actual classes you have to choose from or can you be a fighter and explorer at the same time?

Economy:
Won't monopolies be a problem? When one faction manages to build the biggest cities, attract the most important players and occupy the most ressources, what's stopping them from dominating the game quickly?
Or is this intended and once they do the map will be resetted?
 
Cities:
Quote
Cities are where they are protected, where nothing bad happens to them, where they can practice whatever playstyle they want without having to look over the shoulder every second, worrying about a bandit attack or a murderer hidden under their bed.

So, no strangers can enter the city, I take it? Cause once you do, what exactly is stopping you from murdering anyone? Sure, you can have guards or the like but they can't actually prevent you from attacking some one who's just doing his business if you really wanted to do harm.

Kings:
Eh, Vibe already asked my question about there being actual feudal kings.
So, just my comment towards that: I would like there to be a royal institution that people fight over just because it's the middle ages and that's what the big houses often enough fought about. Otherwise it could as well be set in some anarchic past of tribes settling in some area and occasionally fighting each other.
The position of a king wouldn't necessarily need to have actual power over all the subjects as it didn't irl. He could be someone who steps in and declare one of the warring factions an enemy of the realm so every other faction would act in accordance to the king's justice when they'd attack them.

Armies:
Quote
Armies work similarly to taxes - you draft from your population, taking away lifetime from your population. Your people will understand to some extent, but if you just abuse them as cannon fodder, possibly even without pay, they will at some point become unhappy.
About that point: will the armies consist of the actual players, meaning you the tradesman who happens to live there are supposed to take up a sword? Or is it your NPC relative who you'd otherwise assign for other tasks?

(click to show/hide)
Title: Re: The Epic
Post by: Maestro on May 18, 2016, 11:00:07 am
I like this gamemode. It will be very good if there will be good players but I have 2 Questions.
Aproximatelly how mutch players will be on one server?
and
Will be or how will be Graphics of game improoved?because actually it looks very grey and boring(I know that it is alpha)
Can you compare your planned graphics level to some game? for example similar to Kingdom Come or Bannerlord or Doom 1 etc
Title: Re: The Epic
Post by: naduril on May 18, 2016, 11:02:22 am

Kings:
Eh, Vibe already asked my question about there being actual feudal kings.
So, just my comment towards that: I would like there to be a royal institution that people fight over just because it's the middle ages and that's what the big houses often enough fought about. Otherwise it could as well be set in some anarchic past of tribes settling in some area and occasionally fighting each other.
The position of a king wouldn't necessarily need to have actual power over all the subjects as it didn't irl. He could be someone who steps in and declare one of the warring factions an enemy of the realm so every other faction would act in accordance to the king's justice when they'd attack them.

About Kings. As I understood from what chadz wrote is that  once a city was found and developed the ruling dynasty (aka clan) can claim a King and a Kingdom of nearby territory. From some settlement to a city without coat of arms to a normal medieval city-state.

The only problem here is people. As people asked about the numbers and the problem of monopoly, as MacX85 and Jambi described. The same situation as in cRPG Strategus actually. When you are too big quickly and well organized noone have any interest in competing you.

And great about religion. Put this brainwashing to DLC :D
Title: Re: The Epic
Post by: Vibe on May 18, 2016, 11:11:09 am
And great about religion. Put this brainwashing to DLC :D

but muh religiously fanatical family roleplay..
Title: Re: The Epic
Post by: Tristan_of_Erzoth on May 18, 2016, 11:12:21 am
could always add pop caps to cities so that way if a faction wants to have a ton of people they have to spread out between a few cities and therefore its possible for them to lose a city if they arent completely prepared(even though they most likely could easily take it back). Plus it would require way better infrastructure to be able to manage that many cities between a few different people.
Title: Re: The Epic
Post by: MacX85 on May 18, 2016, 11:12:58 am
About Kings. As I understood from what chadz wrote is that  once a city was found and developed the ruling dynasty (aka clan) can claim a King and a Kingdom of nearby territory. From some settlement to a city without coat of arms to a normal medieval city-state.

Yes, but that not the same thing as medieval kingship as it existed in the portrayed period (13th century). European kingdoms like France, England, HRE etc. had been established centuries ago and whoever wore the crown wielded some respect among the high lords, and could assign territory to this house or that one and speak justice.

I think it's just a nice idea for the persistence of the game aside from local feuds among cities.
Title: Re: The Epic
Post by: Nebun on May 18, 2016, 11:13:15 am
so far, for me, this is the best idea for medieval game. And since u said that u will start releasing epic parts in bits after crpg part, i'm happy with that. :D
Thanks.

PS: will there be slavery? can u capture someones peasants when u take a city?
In large battles and sieges will there be flags again like in CRPG when u can capture them and win before tickets run out? I think flags lead to too many spawn rapes
Title: Re: The Epic
Post by: [ptx] on May 18, 2016, 11:19:34 am
Cities (not players) produce silver coins. It is meant to balance inflation and deflation and as a way to control your cities production. By setting up buy orders with money inside your city, you can shift the focus of your economy towards whatever is needed. If there are eg multiple families producing iron in your city, it might be in your interest to constantly buy iron, despite you not needing it directly, to make sure that the market is flourishing and people don't leave somewhere else - subsidies, basically. The ratio of silver production vs goods production will likely be roughly the same in all cities, if Adam Smith is to be trusted. If you tilt too much one way or the other it will decrease your cities overall wealth.
So you're saying that a collection of buildings at some arbitrary point counts as a city, that conjures up silver? Does that also mean that there will only be barter economy, until some initial cities are built to create silver?
Title: Re: The Epic
Post by: MacX85 on May 18, 2016, 11:28:50 am
I don't think that will be an issue, I fully intend to run around calling myself a king from day1 as a shitty explorer with no decent gear or followers.

Then we'll have I nice place for you
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Title: Re: The Epic
Post by: MURDERTRON on May 18, 2016, 11:36:07 am
Isn't an escort more of a working class than a warrior?  At least that's how my experience has been...
Title: Re: The Epic
Post by: Gnjus on May 18, 2016, 11:37:54 am
Will oKaM be flooded with 100s of Druzhina slavers from day 1?

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Title: Re: The Epic
Post by: chadz on May 18, 2016, 12:26:05 pm
Roles:
You mention certain roles. Are those actual classes you have to choose from or can you be a fighter and explorer at the same time?

Economy:
Won't monopolies be a problem?
 
Cities:
what exactly is stopping you from murdering anyone [in a city]?

Armies:About that point: will the armies consist of the actual players, meaning you the tradesman who happens to live there are supposed to take up a sword? Or is it your NPC relative who you'd otherwise assign for other tasks?


Roles: mix and match. Explorers will commonly and naturally be fighters at the same time.

Monopolies: The limiting factor here is the location and distance. By having your strength tied to a location, you become weaker and weaker the further you try to reach out. And the reveal of new yields might actually cripple the monopolists economy, giving someone else more power than yourself.

Cities: cities are open for everyone (or, rather, the rulers can decide what areas are open and what areas are closed). Initially, cities will be safe zones, we will explore the concept of murder and crime at a later point.

Armies: First of all, players and relatives are the same thing, you can switch between those characters freely, there is no main character. If armies take over the stats from those or are given default stats is a balancing question that we will decide during playtests.

Can you compare your planned graphics level to some game? for example similar to Kingdom Come or Bannerlord or Doom 1 etc
If you look at the teaser ( https://www.youtube.com/watch?v=0leHWWLU2-k ) - that's more or less where it will be. I don't think it's overly gray -maybe it's the fog. Maybe some color grading differences.

PS: will there be slavery? can u capture someones peasants when u take a city?
That's something we discussed, I believe it was Thomek who initally wanted to turn it into a full blown slavery simulator. Initially: no, but we're considering it. The idea of permanently capturing a character that has to be freed is very interesting. But for now we're trying to get the basics down.

So you're saying that a collection of buildings at some arbitrary point counts as a city, that conjures up silver? Does that also mean that there will only be barter economy, until some initial cities are built to create silver?
People will be given money from the very beginning, that will have to do for the inital buying and selling. It will not take overly long for people to print their own money, though. Barter economy is difficult for new players to get into, and making it easy for new players was one of the main ideas with the design.


Title: Re: The Epic
Post by: tizzango on May 18, 2016, 12:38:33 pm
What consequences will death have?

Are we going to see some form of perma-death as seen in Star Citizen?

Typically, how would one 'overthrow' or "stop a rival production in the neighbouring city"?

I'll give a scenario:

Neighbouring town (let's call it Town B) produces more ore and subsequently generates more import/export than Town A next to it- stopping other cities from trading with Town A. Can Town A assemble warriors to assassinate Town B's lead production management person thing? What would that do economically? Would that person simply respawn?

Or would Town A have to set up raiders to raid the caravan's of Town B? Or is the only way to stop this besieging Town B and taking control over it? And what's stopping Town B civilians respawning and setting up a new town next door, also accruing the same trade relationships which puts Town A out of commission again, rendering their efforts null- a perpetual cycle being created?


Title: Re: The Epic
Post by: Golem on May 18, 2016, 12:49:30 pm
Suggested feature no.1
Being able to switch between family characters, like in GTA V

Example
I want one of my family members, who is a worker to work on a field. I switch to him, walk to the field, start working and when I switch back to my warrior, the worker switches AI back on and continues working. I walk with my warrior into the forest and suddenly the icon of my worker lights up. Before I switch to him, I can either tell my warrior to walk somewhere or I can let be as is. I'm scared for my worker, so I let my warrior sit in the forest. I switched to worker. The icon lighted up, because a friend just launched the game, went to the field, saw my family member and wanted to say hello! and not because there are warriors aproaching the edge of the field. False alarm.
Meanwhile, my warrior's icon lights up. I let my worker work and switch to my warrior. He stands up and stops dozing off. There are people with a donkey wagon going along the road. A group of warrior are pursuing them.

Suggested minifeature no.1a
Filters for alarm

Example
I want get alerted, when my warrior sitting in the forest sees warriors, because I'd like to hunt down bandits, but not alerted, if only merchants pass-by. Or I want to get a red alarm, when warriors pass by and yellow when merchants do. Et cetera...

Suggested feature no.2
Being able to choose, what classes your family members are.

Example
I want to be a leader of a group of outlaws, who attack merchants, so I make all my family warriors. Or I want to be peaceful and wealthy, so I make all of them workers.


Suggested feature no.3
Being able to grant control of my family members to other players.

Example
I make all my family members warriors, so I can attack traveling merchants. My friend, who likes to make money peacefuly, made all his family members merchants, but wants to see some action from time to time. So, when I encounter a caravan, I can send him an invite to take control of one of my NPCs. The fight will be that much easier, because I don't have to give commands to as many NPCs and I have a human player with me, who is a skilled cRPG veteran, therefore I have a big advantage suddenly.



Why I think these features would make an impact
They extend playtime, without sacrificing real time. This is because you can basically be at multiple places at once. This also means that the number of 'players' just multiplied, aswell. You also won't get bored of the game easily, because in half an hour, you can attack a caravan, sell grain in the city and stop by the tavern and chop wood next to a peaceful pond -or get slaughtered there.

 OH OKAY YOU ALREADY HAVE THAT, OFC

PS Server borders? Is each server going to be an island? Is it technically possible to have the sea one server? You know, because its just water and lot of fog.

Title: Re: The Epic
Post by: Casul on May 18, 2016, 01:23:30 pm
Can you tell us the minimum requirements already?

Thats tbh my biggest fear  :lol:
Title: Re: The Epic
Post by: MacX85 on May 18, 2016, 01:39:18 pm
Typically, how would one 'overthrow' or "stop a rival production in the neighbouring city"?

You could attack their supply tracks for a start.
Title: Re: The Epic
Post by: Nordwolf on May 18, 2016, 01:58:12 pm
Will be or how will be Graphics of game improoved?because actually it looks very grey and boring(I know that it is alpha)
Can you compare your planned graphics level to some game? for example similar to Kingdom Come or Bannerlord or Doom 1 etc
Tbh I'm not really sure what you're talking about, I think the graphics look great right now (I played it). There are some features that could be added but they are more on an optional side.

A few thoughts about jobs/workers
If you have a family, you can have a work capacity and just take jobs from the noticeboard, so the npcs work towards something. And higher specialized jobs would have higher pay (still set by the Lords though). Like you can work for a Mint or as a blacksmith if you have certain skills, if not you might just settle for being a miner or some other job.

I'd opt for complete separation of combat and family/job skills. It should be possible to not care about jobs side of things at all, like being just a soldier and putting your family in auto mode (Have an option like "serve the lords" ^^). Or being a mercenary and only earning your fortune by going to war/guarding caravans/doing special missions.


Oh, another thought. More about the missions, Players should be able to make deals with other players to do certain things, like sabotaging, assaulting a certain character, stealing blueprints, etc. Other more peaceful ones as well - like trade missions, construction task maybe, possibilities are limitless.
I'm still not sure how you want to go about having permadeath, it's a very punishing mechanic and I remember you talking about it as something that can only be done to politicians or other important figures. Assasinting is a really cool things but it's quite a challenge to make it both beneficial to assaulters and not too punishing for the players killed. Kidnapping maybe eh? If no good solution comes out maybe have no permadeath whatsoever.


About Monopolies
To counter them it has to be much harder to control a larger city since it is being split into areas that are controlled by more lords, has harder to manage economy (although quite rich if successful), higher crime rate, the need of food (another limiting factor, can't just spam cities cause need farms too around, except for some other food sources like fish), possible lack of a resource supply (Do the non expiring resources still have their limits, but in the per timeframe basis?)


PS: It could be incredibly awesome to have all your family actually in the world somewhere, so you switch to some of you character and they would be somewhere in the world doing their thing, but in an MP game it is probably really difficult to do and not actually too beneficial to gameplay (but really really cool for immersion).
Title: Re: The Epic
Post by: MacX85 on May 18, 2016, 02:08:34 pm
Oh, another thought. More about the missions, Players should be able to make deals with other players to do certain things, like sabotaging, assaulting a certain character, stealing blueprints, etc. Other more peaceful ones as well - like trade missions, construction task maybe, possibilities are limitless.

Do you need that to be coded into the game? Sounds like something players can very well agree upon by themselves.
Title: Re: The Epic
Post by: Nordwolf on May 18, 2016, 02:10:35 pm
Do you need that to be coded into the game? Sounds like something players can very well agree upon by themselves.
It doesn't need to be coded as missions themselves, but would be nice to have some kind of a deal system - where you can have a "document" agreed by both players that can be viewed publically if needed. That way cities/countries can enforce rules, and in general it would be quite a nice RP element.
Title: Re: The Epic
Post by: Vibe on May 18, 2016, 02:21:14 pm
It doesn't need to be coded as missions themselves, but would be nice to have some kind of a deal system - where you can have a "document" agreed by both players that can be viewed publically if needed. That way cities/countries can enforce rules, and in general it would be quite a nice RP element.

A simple parchment system with player/family signatures would be awesome to have. You could write anything on it, but only your family could use your family signature, obviously. So you could have any kind of deal written plain on paper, get signatures from both (or multiple) parties and could consequently use it for justifying more violent actions.. great for RP as well, yeah.
Title: Re: The Epic
Post by: Panos_ on May 18, 2016, 02:26:24 pm
Will I be forced to play under 1 of these 4 categories?

What if I want to be a bandit or a mercenary?
Title: Re: The Epic
Post by: naduril on May 18, 2016, 02:56:29 pm
About the Family.
Being able to grant control of my family members to other players.
Pretty nice feature. But should be possible only for one dynasty. If you have some very close relationships, family bonds. And this brings the questions about marriages and heritage. Some strict rules about it by the local lord (thinking about CK2).
In this way one clan really can become a ruling dynasty, allowing you to have not only 4 family members, but for example 8 (the largest number of tasks for one person to be effectively controlled).
Title: Re: The Epic
Post by: chadz on May 18, 2016, 02:59:09 pm
Can you tell us the minimum requirements already?

Thats tbh my biggest fear  :lol:

No details yet, but if you have to ask, you probably should upgrade :wink: but seriously, we're trying to keep it compatible as far downwards as possible, but it will require somewhat modern specs.

Will I be forced to play under 1 of these 4 categories?
As for the roles, maybe to clarify: I'm not even sure you will see those names ever inside the game (except maybe in an intro/tutorial). It's more from a game developers point of view than from a gamers point of view (I figured I put it here to make it easier to understand, it may have been misunderstood). It's terms I came up with while thinking about how the world will play out and how players can roughly be categorised. Which of those roles you are is defined by your actions, not by a menu.
Title: Re: The Epic
Post by: Golem on May 18, 2016, 03:32:22 pm
No details yet, but if you have to ask, you probably should upgrade :wink: but seriously, we're trying to keep it compatible as far downwards as possible, but it will require somewhat modern specs.
As for the roles, maybe to clarify: I'm not even sure you will see those names ever inside the game (except maybe in an intro/tutorial). It's more from a game developers point of view than from a gamers point of view (I figured I put it here to make it easier to understand, it may have been misunderstood). It's terms I came up with while thinking about how the world will play out and how players can roughly be categorised. Which of those roles you are is defined by your actions, not by a menu.

Well, would be nice to have a variety of assets so you can accomodate a lot of quality settings. These could be selected to load in the launcher, so as to avoid ludicrous loading/launching times.

Will the roles be part of a skill tree of some sort? Will we be able to get perks?

Like maybe having your legs raised forward, while mounted so you don't get cut by footsoldiers as easily.(i.e. they have to aim higher to actually cut you and not the horse)
Having a perk that lets you launch an attack, while sprinting
A perk that lets you jump over shieldwalls, while sprinting.
A perk that modifies your kick, so it's actually a knee strike that stuns the enemy movement, rather than kicking them back.
Or a perk, that lets you throw yourself onto the ground and roll for a few seconds, instead of doing a nudge.
You said, there will be lounges or similiar quickstep mechanic in the game, how about a perk that gives you the ability to grab your opponent and pull him a few inches in either direction, if you have that perk unlocked and you hit the quickstep after a succesful nudge and are standing close enough to the guy.
A perk that makes all your attacks with a certain weapon further reaching, the downside being not being very effective when you are face to face to someone and being comitted to your attacks a bit longer.

Or perks that let you reforge weapons into different ones as a blacksmith, rather then having to melt the metal altogether to make a new ingot, which would take much longer, use up more fuel and say perhaps you would lose some of it in the process.
A perk so you can make very thin blades, that are much faster and sharper, but not as durable and time consuming to make.
I dunno, just little things like that, that would add some variety to the fighting and crafting etc.
Title: Re: The Epic
Post by: Bryggan on May 18, 2016, 04:26:20 pm
From what I hear, this game seems tailor made to my desires.  It seems a combination of the Greek city states and medieval Europe.  And it seems the growth will be very organic.

It will be very difficult for me to decide which role to play, as they all seem pretty exciting.  First thing I thought of when I saw the 'explorer' job was the rivalry between the Hudson's Bay Company and the Northwest Company, which irl had some small battles.  But then again the strategic challenges of leading large armies is pretty awesome too.  The politician could be good, since it is a feudal society and therefore you won't be micro-managing- the part I hate.

I have two concerns though.  First, I worry everyone will want to be a bandit (NA side at least).  For this I would like to remind everyone that feudal lords are gangsters- they take their place through strength, then basically run a large protection racket.

My other concern is bro-coding.  My impression is that this game will be greed driven.  A person might want to leave a large city for a smaller one because of the better opportunities there and a better chance of advancement.  But in this game there seems to be large blocks of players that are content being peons for their buddies and they'll stick with their faction and crushing any start ups near them.  As more people start playing (non Strat players) this will be less of a problem, but you don't want them ruining the gestation period for new players/factions.  But this will probably be more of an EU problem, so I'm not too concerned.

But my question is will other players be able to manage your accounts?  Several people in C-Rpg have real lives, so if they go camping or end up in a hospital or go out on a six day bender, could their 2nd or 3rd or 4th in command take over for a bit?  I thought a good excuse for AFK is disease, the dreaded Ayufkay plague.  The leader (or guild master or general or expedition leader) gets ill, so his place is filled by a buddy.  Then, if the guy is gone too long, he dies, and a succession is figured out.  Perhaps there should be a 'will' in place too, in case this guy has a lot of assets but definitely isn't coming back.

Or, if a person knows they'll be gone for an extended period of time, they could go on a 'pilgrimage'.  Another person then takes over until he returns.

But, as I said earlier, this game sounds exactly like what I've always dreamed about in a game.  Can't wait to get addicted.
Title: Re: The Epic
Post by: Paul on May 18, 2016, 04:28:55 pm
Or a perk, that lets you throw yourself onto the ground and roll for a few seconds, instead of doing a nudge.

Extraordinary useful when being on fire.
Title: Re: The Epic
Post by: Bryggan on May 18, 2016, 04:32:32 pm
Ooh, will there be fire?  Handy for burning down the villages of upstart peasants.
Title: Re: The Epic
Post by: Panos_ on May 18, 2016, 04:52:25 pm

As for the roles, maybe to clarify: I'm not even sure you will see those names ever inside the game (except maybe in an intro/tutorial). It's more from a game developers point of view than from a gamers point of view (I figured I put it here to make it easier to understand, it may have been misunderstood). It's terms I came up with while thinking about how the world will play out and how players can roughly be categorised. Which of those roles you are is defined by your actions, not by a menu.

Shit man, once again youre forcing my hand into being a total cunt & douchebag.

Sorry guys, but you better not leave your family bot members alone in the fields, or ill probably fuck them, your cattle, burn your wheat and piss in your wine flusks.

THAT KIND OF A CUNT I SHALL BE!
Title: Re: The Epic
Post by: chadz on May 18, 2016, 04:55:20 pm
He's the kind of cunt the game deserves, but not the one it needs right now. So we'll hunt him. Because he can take it. Because he's not our hero.
Title: Re: The Epic
Post by: Panos_ on May 18, 2016, 04:59:15 pm
He's the kind of cunt the game deserves, but not the one it needs right now. So we'll hunt him. Because he can take it. Because he's not our hero.

Admit it, you fucking like The Panos, don't you?  :lol:
Title: Re: The Epic
Post by: Molly on May 18, 2016, 05:02:22 pm
Is owning/running a pub a possible occupation? I wanna totally run the dirtiest, filthiest and funniest pub in all the Kingdoms!

I might actually call it 'Burg Krems'.
With competitive beer mug fighting and betting.

Sounds like a plan to me...

...people from far and near shall come to my tavern, enjoying a spit-in ale, watered down wine and the occasional brawl!
Title: Re: The Epic
Post by: Switchtense on May 18, 2016, 05:02:36 pm
Admit it, you fucking like The Panos, don't you?  :lol:

Who fucking doesn't?
Title: Re: The Epic
Post by: Switchtense on May 18, 2016, 05:03:35 pm
Is owning/running a pub a possible occupation? I wanna totally run the dirtiest, filthiest and funniest pub in all the Kingdoms!

I might actually call it 'Burg Krems'.
With competitive beer mug fighting and betting.

Sounds like a plan to me...

...people from far and near shall come to my tavern, enjoying a spit-in ale, watered down wine and the occasional brawl!

Far away I shall stay then.

Sounds awesome and shit, but the name would drive me to find some glitch to leave the map to run away even further. And if it is the last thing I will do.
Title: Re: The Epic
Post by: Molly on May 18, 2016, 05:07:14 pm
Far away I shall stay then.

Sounds awesome and shit, but the name would drive me to find some glitch to leave the map to run away even further. And if it is the last thing I will do.
If you ever want any of the aforementioned drinks, you're still welcome tho.

Everyone is welcome in Burg Krems!

I need to think about a proper slogan for my tavern tho...

Edit: Actually, I shall find a more roleplaying name for my tavern. Being a fat Scottish wench and all!

Edit2: I'll keep the competitive beer mug fighting and betting tho.

Edit3: chadz, make alcohol a gameplay element and create wobbly-controls for intoxication!
Title: Re: The Epic
Post by: Leshma on May 18, 2016, 05:34:10 pm
Theorycrafting is nifty way to waste some time but don't go overboard with it. Can lead to major disappointment (case in point: my favorite spacegame crowdfunding project, their reddit is cringeworthy).

Dunno what got into chadz to become so chatty as of recently, but E3 is just behind the corner. You need to prepare for grand reveal :P
Title: Re: The Epic
Post by: Umbra on May 18, 2016, 05:45:57 pm
Well the concept sounds cool if the players actually follow it and there is a large enough number of them.

Btw whats stopping a town being raided and completely destroyed at like 3 AM when there are no players to defend it?
Title: Re: The Epic
Post by: Sultan Eren on May 18, 2016, 06:03:41 pm
Suggestion on monetary system:
There shouldn't be one common currency called silver, gold or whatsoever. Instead there should be coins of every city, each called coin of "clan/city/ruler name". As a ruler you decide which material to use while increasing money supply. So every coin has its own value. Some Jews will definitely like this idea.

Suggestion to OP:
Add being a bandit or nomad as a role. Not everyone has to follow the hierarchy.

Question -> Offline players and sieges, disconnects?
Title: Re: The Epic
Post by: Bryggan on May 18, 2016, 06:12:51 pm
The explorer lifestyle will be the one of the most dangerous ones, you can expect a lot of rivalry out in the open. Someone might get hurt, even. When you find someone out in the open, you can expect him to be there for the same reason you are - he is a treasure hunter. And he might have treasures on him. Or he might suspect you to have the same. I think you get where this is going.

Bandit or nomad will go under the term 'explorer'.  Could be you start off as a bandit, get wealthy or find a silver mine or something, then decide to go 'legit'.

And money should be by weight and value.  I hope we'll see copper and silver coins, and not be forced to carry 300,000 gold coins.

I'm still wondering what happens if we go AFK for a week or two.
Title: Re: The Epic
Post by: Sultan Eren on May 18, 2016, 06:20:41 pm
https://chroniclesofelyria.com/

I also follow this game which is pretty similar to what is being talked here and they found some good solutions to afks, dcs and offline players. They also have a contract/agreement system.

visitors can't see pics , please register or login
Title: Re: The Epic
Post by: Golem on May 18, 2016, 06:33:37 pm
https://chroniclesofelyria.com/

I also follow this game which is pretty similar to what is being talked here and they found some good solutions to afks, dcs and offline players. They also have a contract/agreement system.

visitors can't see pics , please register or login


Well, fuck, they have stances!
Title: Re: The Epic
Post by: MacX85 on May 18, 2016, 06:36:00 pm
https://chroniclesofelyria.com/

I also follow this game which is pretty similar to what is being talked here and they found some good solutions to afks, dcs and offline players. They also have a contract/agreement system.

visitors can't see pics , please register or login


hm, interesting.
Title: Re: The Epic
Post by: Golem on May 18, 2016, 07:06:11 pm
I expect it to be bug ridden, but it's still mighty competition for DonkSquad.

edit: yea okay nevermind, the combat is shit
Title: Re: The Epic
Post by: Gnjus on May 18, 2016, 07:20:39 pm
He's the kind of cunt the game deserves, but not the one it needs right now. So we'll hunt him. Because he can take it. Because he's not our hero.

visitors can't see pics , please register or login
Title: Re: The Epic
Post by: Gurgumul on May 18, 2016, 11:35:28 pm
A simple parchment system with player/family signatures would be awesome to have. You could write anything on it, but only your family could use your family signature, obviously. So you could have any kind of deal written plain on paper, get signatures from both (or multiple) parties and could consequently use it for justifying more violent actions.. great for RP as well, yeah.

To enemy leader

O great warlord
git fukd

Signed,
Longdick family
Title: Re: The Epic
Post by: Nebun on May 18, 2016, 11:38:41 pm
That's something we discussed, I believe it was Thomek who initally wanted to turn it into a full blown slavery simulator. Initially: no, but we're considering it. The idea of permanently capturing a character that has to be freed is very interesting. But for now we're trying to get the basics down.

I thought of slavery as of resource, don't need to capture players and make them do things for u. I was thinking of capturing their families, so they used as slaves and die with time, but owner can put them to work and make profit. They could be like NPCs that could do basic things. While those who lost their families, can make themselves new one.
Obviously :D don't need this if u don't have time, i would rather get game sooner with less features. Just curious if it was in already.
Title: Re: The Epic
Post by: Golem on May 19, 2016, 12:27:35 am
I thought of slavery as of resource, don't need to capture players and make them do things for u. I was thinking of capturing their families, so they used as slaves and die with time, but owner can put them to work and make profit. They could be like NPCs that could do basic things. While those who lost their families, can make themselves new one.
Obviously :D don't need this if u don't have time, i would rather get game sooner with less features. Just curious if it was in already.

Since you can switch between the characters, it's like enslaving a cRPG alt  :)
Title: Re: The Epic
Post by: chadz on May 19, 2016, 12:30:56 am
I thought of slavery as of resource, don't need to capture players and make them do things for u. I was thinking of capturing their families, so they used as slaves and die with time, but owner can put them to work and make profit. They could be like NPCs that could do basic things. While those who lost their families, can make themselves new one.

That's what I meant - players and their family are the same thing. But if you could enslave an enemy character, it has to come with the loss of that character for that player (and not replacable). Otherwise you could create huge fake-slave armies by enslaving your friends. An option for that could be that you can either free him for as long as he is captured, or kill him after a cooldown period. Anyway, that's future stuff, and won't be on the drafting table for some time. Once we have the core game down, we can think in what way we want to expand it.
Title: Re: The Epic
Post by: khelbyz on May 19, 2016, 01:29:13 am
Sounds awesome. I just have too many questions, hope you can answer some.
Can we set our family members to do actions while we are not playing them ? Will it be represented in the world (meaning if I set one of my guys to the mine, will a bot do the stuff ?), and can it be killed then ?

As stated before, if there are a lot of bots to kill in the game, a lot of bots will be killed and this might get frustrating to log in and see everybody is dead while you were out. But if the bot is not in the world, what stops you from massively gathering resources while offline (as a ghost) and then break the local economy ?
Do you plan on adding "policeman", will they be stupidly strong ?

I particularly loved the persistent world mod for m&b and it had some of the features you plan on adding, but everybody had to roleplay to make it really work. My fear is that non roleplayer could diminish my interest in the world by "world of warcrafting" like stupids. Do you have any plan to make people more involved in the world ? Public debates, executions ... ?
Title: Re: The Epic
Post by: F i n on May 19, 2016, 03:08:19 am
Edit3: chadz, make alcohol a gameplay element and create wobbly-controls for intoxication!

Actually... i will lobby for that.

Sneaking into enemy camps, secretly replacing their water supplies with some cheap gin, causing them to get shitfaced and then plow them the next day when u meet on the battlefield.

Sounds like good gameplay to me!
Title: Re: The Epic
Post by: Gaz.Spencer on May 19, 2016, 10:19:27 am


Actually... i will lobby for that.

Sneaking into enemy camps, secretly replacing their water supplies with some cheap gin, causing them to get shitfaced and then plow them the next day when u meet on the battlefield.

Sounds like good gameplay to me!


Indeed it does.
 

Just curious about the cost of EA and when the Publishers are gonna announce the game.
Title: Re: The Epic
Post by: Vovka on May 19, 2016, 10:24:57 am
That's what I meant - players and their family are the same thing. But if you could enslave an enemy character, it has to come with the loss of that character for that player (and not replacable). Otherwise you could create huge fake-slave armies by enslaving your friends. An option for that could be that you can either free him for as long as he is captured, or kill him after a cooldown period. Anyway, that's future stuff, and won't be on the drafting table for some time. Once we have the core game down, we can think in what way we want to expand it.
ransom or chance of escape increased with each passing day
Title: Re: The Epic
Post by: Switchtense on May 19, 2016, 10:25:08 am
I totally won't give a shit about trying to build a huge empire, and instead become some smelly drunk that molests people on the road nagging them for a gold coin for another beer.
Title: Re: The Epic
Post by: Switchtense on May 19, 2016, 10:26:38 am
ransom or chance of escape increased with each passing day

Should be able to set the ransom yourself if you captured someone.
Title: Re: The Epic
Post by: Butan on May 19, 2016, 02:42:50 pm
As long as you cant be yourself a prisoner/slave in real-time or at least not behind the screen...

In M&B, when you are being a prisoner, time skip happens for one simple reason: it sucks to be a prisoner.

Even in the Persistent World mod, with enthusiastic roleplayers, "capturing" real human players and putting them in jail is funny for a couple hours max.
Most will rebel or quit after a couple minutes.



But since I still dont grasp the exact scale and basic gameplay options Epic will have, it could work if its very innovatively done. Since I saw the term "revolutionary" being used a fair number of times, maybe anything goes!
Title: Re: The Epic
Post by: Bryggan on May 19, 2016, 04:09:50 pm
Should be able to set the ransom yourself if you captured someone.

Ransoms should have a set value based on assets otherwise trolls will put someone up for 10 million.  Actually, will there be a capture system?  You knock someone out and carry them away over your shoulder or tied to your saddle?

And speaking of trolls, it would be admirable if we helped out the Donkey Crew by not being trolls.  Instead of ganging up and killing anyone who tries to start building a city, perhaps we could at least help the game get started.  I would like to see several wealthy, secure city states where a noob can go free from harassment and start a life.  A few heavily armed guards patrolling might not be too boring a job for guys who like to hang out and chat with buds, plus bounty hunters clearing out the surrounding areas of criminals.  And a legal system of punishments.  When Panos gets captured for murder, say 3 days in a cell being tortured followed by a public hanging.

Perhaps a system where regular folk have to store their arms in the gatehouse for the duration of their stay would work.  No right to bear arms here!  Then we can see people wearing 'regular' clothes that can be made and purchased.  Drab woolens for the poor, brightly dyed silks and furs for the rich.  Players love showing off their wealth, and it would help the economy.

But we can only hope the trolls are outnumbered by dedicated players.  Judging by the amount of autistism in the forums, I worry.
Title: Re: The Epic
Post by: Molly on May 19, 2016, 04:15:27 pm
Actually... i will lobby for that.

Sneaking into enemy camps, secretly replacing their water supplies with some cheap gin, causing them to get shitfaced and then plow them the next day when u meet on the battlefield.

Sounds like good gameplay to me!
Not the purpose which I had in mind (I want it for beer mug competitive fighting) but if it gets it into the game: hell yes!
Title: Re: The Epic
Post by: Vovka on May 19, 2016, 06:08:44 pm
I really liked the system of punishment in UO (ultima online). There for rule violations character teleported to esolated area  where he was to extract a few thousand units of resources) best days in my life XD
Title: Re: The Epic
Post by: Switchtense on May 19, 2016, 06:39:30 pm
Ransoms should have a set value based on assets otherwise trolls will put someone up for 10 million.  Actually, will there be a capture system?  You knock someone out and carry them away over your shoulder or tied to your saddle?

Well, as Vovka said earlier, with every minute/hour/whatever that passes, your chances of escape increase.

So someone putting the ransom up to a stupid amount will never get that money, instead they will sit on their prisoner until at one point s/he escapes.

That way no ridiculous amounts of gold will be ransomed, cause everyone would rather have 500 gold 100% than 5000 gold 5%.
Title: Re: The Epic
Post by: Pestdoktor on May 19, 2016, 06:51:58 pm
Actually... i will lobby for that.

Sneaking into enemy camps, secretly replacing their water supplies with some cheap gin, causing them to get shitfaced and then plow them the next day when u meet on the battlefield.

Sounds like good gameplay to me!

Of course the quality of drinking water must've been a lot lower back then, but don't you think they'd still be able to taste the difference? :D

That's what I meant - players and their family are the same thing. But if you could enslave an enemy character, it has to come with the loss of that character for that player (and not replacable). Otherwise you could create huge fake-slave armies by enslaving your friends. An option for that could be that you can either free him for as long as he is captured, or kill him after a cooldown period. Anyway, that's future stuff, and won't be on the drafting table for some time. Once we have the core game down, we can think in what way we want to expand it.

That's what happens anyway when the "ticket" of that Family Member is used up in battle, no?
Title: Re: The Epic
Post by: Molly on May 20, 2016, 12:56:08 am
Another thing I gonna need for my tavern business which makes it a thing you need to implement:

We need the possibility to attach wooden signs to the building front and/or place one in front of the house!

How else are people (potential customers) supposed to know what kind of enterprise is housed inside?

Sign maker could be a profession in the game :wink:
Title: Re: The Epic
Post by: Gnjus on May 20, 2016, 11:30:41 am
Another thing I gonna need for my tavern business which makes it a thing you need to implement:

We need the possibility to attach wooden signs to the building front and/or place one in front of the house!

How else are people (potential customers) supposed to know what kind of enterprise is housed inside?

Sign maker could be a profession in the game :wink:

I'll only ever enter your tavern if you have these signs on it:

"No Poles & Russians allowed"
"We don't serve drinks to archers"
"First drink & hooker are on the house.....so are the last"
"No spitting on the floor unless a dedicated archer is lying on it"
Title: Re: The Epic
Post by: Nebun on May 20, 2016, 11:31:52 am
Another thing I gonna need for my tavern business which makes it a thing you need to implement:

We need the possibility to attach wooden signs to the building front and/or place one in front of the house!

How else are people (potential customers) supposed to know what kind of enterprise is housed inside?

Sign maker could be a profession in the game :wink:

those who live in the city will know where everything is, u think that random outsider got a chance to get close to ur city without being robed and raped? I'm sure that one of the citizens will find it a good idea to kill him for his stuff and even if he has nothing of value - then just for his dirty shirt. :D
And if its ur allies they will also know where everything is.   

I'll only ever enter your tavern if you have these signs on it:

"No Poles & Russians allowed"
"We don't serve drinks to archers"
"First drink & hooker are on the house.....so are the last"
"No spitting on the floor unless a dedicated archer is lying on it"

impossible, if Poles and Russian in town, nothing will stop them from making u wear wig and dress and server drinks in tavern! :D
Title: Re: The Epic
Post by: Bryggan on May 20, 2016, 03:40:06 pm
No Poles or Russians?  There goes 90% of your income.

those who live in the city will know where everything is, u think that random outsider got a chance to get close to ur city without being robed and raped? I'm sure that one of the citizens will find it a good idea to kill him for his stuff and even if he has nothing of value - then just for his dirty shirt. :D
I think you'll need to let strangers enter your cities, and protect the roads to the cities.  Trade will be very important for your economy... Oh wait, you are UIF.  Then yeah, you'll own all the cities and resources, so you can kill any new player who shows up..  Thank the gods I play NA.
Title: Re: The Epic
Post by: marco1391 on May 20, 2016, 03:55:24 pm
While not strictly related to "epic" can we get some information on horses/mounted combat development?

I read on the other topic that the combat early access alpha will not have them, which in my opinion is really a pity; I think mounted units in warband are a huge part of the gameplay and of the balance of the game itself(along with ranged and melee).

I feel like having only ranged and melee in battles not only would be pretty shallow gameplay wise, but wouldn't allow a proper balance between ranged and melee.
Title: Re: The Epic
Post by: Pestdoktor on May 20, 2016, 04:13:08 pm
That's what happens anyway when the "ticket" of that Family Member is used up in battle, no?

To expand on this: schouldn't there be a slavery-like system in place from early on, because a family member can't march in the city army and till the land at the same time?
Title: Re: The Epic
Post by: DKNhz on May 20, 2016, 05:27:10 pm
I'll only ever enter your tavern if you have these signs on it:

"No Poles & Russians allowed"
"We don't serve drinks to archers"
"First drink & hooker are on the house.....so are the last"
"No spitting on the floor unless a dedicated archer is lying on it"

Krems tavern have no rule. Inside it will be free for all, so you can kill an archer with your beer mug. Cheers !
Title: Re: The Epic
Post by: Gnjus on May 20, 2016, 06:00:07 pm
Krems tavern

One enters a tavern for fun (drinks, women, brawling, etc), not for having his IQ reduced.  8-)
Title: Re: The Epic
Post by: Leshma on May 20, 2016, 06:26:05 pm
Back in who knows when, chadz or cmp or some other developer told someone something or maybe he didn't but lets pretend he did. There was this interesting idea of burning down houses which is obviously impossibel in cRPG, so naturally question was will you make it possible Holy Saint of WSE2. I believe, whoever it was, it said yes it is possible.

Above gibberish aside, will I be able to put Krems tavern on fire in middle of the night, by tomorrow be recognized by all men and their kings as greatest mass murderer in the Land (server stitched) and be hunted by the likes of Oberyn till the end of time?

No combustible props means less fun, make it happen Asinus crowd!
Title: Re: The Epic
Post by: Molly on May 20, 2016, 06:32:07 pm
My tavern, my rules!

Or I'll slap you outside faster than you can say "fat Scottish Wench"!


Edit:

[...]
Above gibberish aside, will I be able to put Krems tavern on fire in middle of the night, by tomorrow be recognized by all men and their kings as greatest mass murderer in the Land (server stitched) and be hunted by the likes of Oberyn till the end of time?

No combustible props means less fun, make it happen Asinus crowd!
so rude
Title: Re: The Epic
Post by: Switchtense on May 20, 2016, 06:34:45 pm
Krems tavern have no rule. Inside it will be free for all, so you can kill an archer with your beer mug. Cheers !

Damn, now my decision to become a drunk hobo has become obsolete. Now I want to be an actual warrior with weapons and shit so I can travel to the tavern, chuck a pint or two, and then kill all those Krems bastards and go home to live happily ever after.
Title: Re: The Epic
Post by: Molly on May 20, 2016, 06:36:34 pm
My tavern will be my tavern and not a Krems tavern... :cry:

Everyone will be welcome!

FFA Beer Mug Pit Fights!
Title: Re: The Epic
Post by: Yeldur on May 20, 2016, 08:10:30 pm
can i become david cameron and destroy the city i control?


On a serious note, I absolutely love how this game has turned from a simple M&B lead on to a full fledged VERY ambitious game, this is sounding more and more interesting by the minute.
Title: Re: The Epic
Post by: Zeus_ on May 20, 2016, 08:41:17 pm
Is there any word on system requirements like min/max for the game?
Title: Re: The Epic
Post by: Nebun on May 20, 2016, 10:48:02 pm
No Poles or Russians?  There goes 90% of your income.
I think you'll need to let strangers enter your cities, and protect the roads to the cities.  Trade will be very important for your economy... Oh wait, you are UIF.  Then yeah, you'll own all the cities and resources, so you can kill any new player who shows up..  Thank the gods I play NA.

The only effective way to run economy is to produce everything or as much as possible urself and take from others whats missing by force. Taking by force - is the point of the game btw.
Too bad i won't be visiting ur happy city on NA, as regular traveler who would make new friends in ur city, drink with them, laugh with them and kill them all when they asleep. Not because i need something, but just because game allows to kill soft RP players.
Title: Re: The Epic
Post by: Bryggan on May 21, 2016, 12:57:55 am
In NA we are too stubborn to all work together.  No mega factions here.  We'll have to make what we can, take what we can, but probably trade for most of it.  Forced diplomacy no matter how much you hate your trade partners.

Makes the game more interesting actually.
Title: Re: The Epic
Post by: Taser on May 21, 2016, 02:56:33 am
In NA we are too stubborn to all work together. No mega factions here.  We'll have to make what we can, take what we can, but probably trade for most of it.  Forced diplomacy no matter how much you hate your trade partners.

Makes the game more interesting actually.

Pretty much. Some of us do though. Or did. I expect a lot of the same players to get along and help make cities/castles/etc especially as new blood comes in. The crpg crowd will probably be pretty small compared to the pop that this game will get if it works out.

That being said, I'm still going to make Tasa Clan even if its a small faction within a clan/guild/nation state/whatever. With the same color if I can. Dunno if I'll be able to have my own emblem or not but I shall doit. I also look forward to dick emblems and hello kitty flags and so forth. I expect nothing less.
Title: Re: The Epic
Post by: Bryggan on May 21, 2016, 03:28:51 am
I accept your vassalage.  All I require is 75% of your goods.
Title: Re: The Epic
Post by: Taser on May 21, 2016, 04:03:48 am
That's no way to talk to your Tasa Grandmaster King of Tasaland.

Ooh how are cities named? If cities are made by cooperative efforts, how is it named?
Title: Re: The Epic
Post by: Falka on May 21, 2016, 07:16:41 am
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Good jesus, our lord and saviour, who's this pedo rapist?

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Title: Re: The Epic
Post by: Gaz.Spencer on May 21, 2016, 08:02:29 am
So will we be getting any new vid dev blog vids soon?
Title: Re: The Epic
Post by: Byrdi on May 21, 2016, 08:34:51 am
So will we be getting any new vid dev blog vids soon?

We just got word of a playtest on Monday. What more do you want?
Give the devs some room to do their thing...
Title: Re: The Epic
Post by: MacX85 on May 21, 2016, 09:26:53 am
I also seem to remember a promised version with bots to play around with this week... Wonder if that's going to happen
Title: Re: The Epic
Post by: Micah on May 21, 2016, 01:00:05 pm
Whats the name of the Epic world?
Will there be a naming competition?
What would be the prize for the winner? A sexy donkey head ?  :lol:
Title: Re: The Epic
Post by: Golem on May 21, 2016, 01:36:01 pm
I wouldn't name anything, imo. Or if their going for a historical period, then name it accordingly.
Title: Re: The Epic
Post by: Jacko on May 21, 2016, 02:02:01 pm
Well, we are still basing the game on 13th century Europe, loosely. But obviously whatever we create will be at best alternative history if not outright fantasy.
Title: Re: The Epic
Post by: GOBBLINKINGREATLEADER on May 21, 2016, 05:29:06 pm
In NA we are too stubborn to all work together.

bullshit m8

Just months ago I could have kept a faction of 80 fucking players at my hands in this toxic, mercurial, near-dead (at the time, now is fully dead) game if I so desired--and I'm an incompetent insulting meme jackass.

I see no reason someone couldn't do the same or much better in this new game. It just takes some skill and a social-life-extinguishing commitment of time.
Title: Re: The Epic
Post by: Bryggan on May 21, 2016, 06:21:43 pm
bullshit m8

Just months ago I could have kept a faction of 80 fucking players at my hands in this toxic, mercurial, near-dead (at the time, now is fully dead) game if I so desired--and I'm an incompetent insulting meme jackass.

I see no reason someone couldn't do the same or much better in this new game. It just takes some skill and a social-life-extinguishing commitment of time.
You could have... and sort of did with Gobblins.  But then you got bored of that and split up.   Admit it, it's no fun if it's too easy.

And can you have more than one player in your 'family'?  That would help for when AFK, ie your family... or 'House' has 3 people playing it, and therefore get 3X the NPC types, but any of the three people can run all of the NPCs.  That way Taser and his 'friends' (probably just his mom) could form his mini-faction within the faction.

And I think town's should just be named by whatever people end up calling it.  Like 'Bridge Town', or 'The Silver Mines', or 'Taser's Mom's Place'.  Some of which would be shortened, ie 'Bridgeton', Silvermin', or 'Ho-bag Central."
Title: Re: The Epic
Post by: Taser on May 21, 2016, 10:43:06 pm
Just keep your dirty feet off my mom's furniture.

But I just mean official names unless it just goes by word of mouth and people call it whatever. I would think the starting groups of a city would want to name it something before some random guy walks by and calls it dicktown. "Yeah I live in dicktown. YEAH I KNOW but it has great rates."
Title: Re: The Epic
Post by: Golem on May 21, 2016, 11:25:23 pm
Just keep your dirty feet off my mom's furniture.

But I just mean official names unless it just goes by word of mouth and people call it whatever. I would think the starting groups of a city would want to name it something before some random guy walks by and calls it dicktown. "Yeah I live in dicktown. YEAH I KNOW but it has great rates."

That's what signs and flags banners are for I guess...
Title: Re: The Epic
Post by: Taser on May 21, 2016, 11:33:04 pm
That's what signs and flags banners are for I guess...

So..

I also look forward to dick emblems and hello kitty flags and so forth. I expect nothing less.

 :D

That's a good guess though.
Title: Re: The Epic
Post by: Rico on May 22, 2016, 03:50:51 pm
Sorry if me or someone else asked this before and I didn't read it, but is there going to be some type of medic class/skill?
Title: Re: The Epic
Post by: MacX85 on May 22, 2016, 03:53:58 pm
Sorry if me or someone else asked this before and I didn't read it, but is there going to be some type of medic class/skill?

I don't remember anyone addressing this. I'd like to know as well.
Title: Re: The Epic
Post by: Golem on May 22, 2016, 03:58:37 pm
I don't think that would be historicaly accurate. Maybe we could increase our bloodclot attribute, though?
Title: Re: The Epic
Post by: MacX85 on May 22, 2016, 04:38:56 pm
Who cares... it makes for good gameplay
Title: Re: The Epic
Post by: Golem on May 22, 2016, 04:52:13 pm
Who cares... it makes for good gameplay

No it doesn't. You make it a vital part of gameplay and then your team gets shit medics and you're screwd.
Title: Re: The Epic
Post by: Byrdi on May 22, 2016, 05:13:49 pm
No it doesn't. You make it a vital part of gameplay and then your team gets shit medics and you're screwd.

True.

I would be cool if there was medical skills that would benefit an army after a battle.
Such as limiting casualties by saving wounded/otherwise dead men.
Title: Re: The Epic
Post by: Taser on May 22, 2016, 05:14:32 pm
Long as it doesn't become a white mage thing during battles I'm good. Something that works outside of battles to patch people up isn't a bad idea imo. But I don't want a healer class in this game. Doesn't fit. A doctor setup would though.

Edit: Goddammit Byrdi.
Title: Re: The Epic
Post by: Molly on May 22, 2016, 05:17:57 pm
Yup, health regen or/and medic class would be/feel absolutely silly.

Some kind of pest doctor as a profession, some kind of field clinic to treat wounded is a different thing.
Title: Re: The Epic
Post by: Golem on May 22, 2016, 05:34:25 pm
Maybe, give bandages for treating bleed wounds, if that's a thing, but make it so everyone can have it.
Title: Re: The Epic
Post by: Casul on May 22, 2016, 06:16:54 pm
health regen class

(click to show/hide)
Title: Re: The Epic
Post by: MacX85 on May 22, 2016, 06:43:47 pm
I like being a doctor in persistent world mod. You feel so popular all of a sudden :D
Title: Re: The Epic
Post by: Gurgumul on May 22, 2016, 07:49:10 pm
I like being a doctor in persistent world mod. You feel so popular all of a sudden :D
I like being a girl in real world. You feel so popular all of a sudden :D

edit: I'm not a girl irl ok? Stop sending me dick pics and looms.
Title: Re: The Epic
Post by: Asheram on May 23, 2016, 01:24:30 am
Sorry if me or someone else asked this before and I didn't read it, but is there going to be some type of medic class/skill?
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Title: Re: The Epic
Post by: Bryggan on May 23, 2016, 03:46:43 am
They should have doctors, but true medieval ones.  So if you get wounded and there is no doctor, you have a 50% chance of survival.  But if a doctor treats you, you then have a 10% chance of survival.

True.

I would be cool if there was medical skills that would benefit an army after a battle.
Such as limiting casualties by saving wounded/otherwise dead men.

That would be similar to the surgeon/healer skills/first aid skills in Warband single player.  But I just realized I have no idea how armies will work in this game.  Will you be followed by mindless bots that their owners will 'possess' right before the battle, or will you open a bag and the rank and file pour out.
Title: Re: The Epic
Post by: Gaz.Spencer on May 23, 2016, 07:10:11 am
They should have doctors, but true medieval ones.  So if you get wounded and there is no doctor, you have a 50% chance of survival.  But if a doctor treats you, you then have a 10% chance of survival.

That would be similar to the surgeon/healer skills/first aid skills in Warband single player.  But I just realized I have no idea how armies will work in this game.  Will you be followed by mindless bots that their owners will 'possess' right before the battle, or will you open a bag and the rank and file pour out.

Sounds about right. I think wounds should affect only the part of the body that is damaged. eg If you leg is wounded you can't walk, or can only hobble. If both arms are wounded...  :D RIP.
Title: Re: The Epic
Post by: Byrdi on May 23, 2016, 07:44:35 am
That would be similar to the surgeon/healer skills/first aid skills in Warband single player.  But I just realized I have no idea how armies will work in this game.  Will you be followed by mindless bots that their owners will 'possess' right before the battle, or will you open a bag and the rank and file pour out.

If it is anything like they have said before (as in over a year ago) armies are just like tickets in Strategus.
Though you can also hire in-game mercenaries that are essentially real player characters (thereby higher level, than a regular tickets) that can be permadeathed or captured.

It could be either like M&B where you have a passive medic skill or they could make it so you actually need to have a player go around and collect the wounded and treat them after the battle.
Title: Re: The Epic
Post by: DKNhz on May 23, 2016, 10:45:42 am
Damn, now my decision to become a drunk hobo has become obsolete. Now I want to be an actual warrior with weapons and shit so I can travel to the tavern, chuck a pint or two, and then kill all those Krems bastards and go home to live happily ever after.
Already attempted, few times i believe. Those who tried to kill us got rekt pretty hard and GTX'ed. It won't turn out well for ya, let us live our lives as pacifists :D

Anyway, we will chase you while spamming QQX QQV till we catch you and then punch you to death, ofc hugging your ded body and QQA will follow.

My tavern will be my tavern and not a Krems tavern... :cry:

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Title: Re: The Epic
Post by: Glyph on May 24, 2016, 01:22:18 pm
An absolutely valid point, and something that has been subject of discussions and development from day 1. I will elaborate on that on another point, but yes, it's possible, with limitations (server borders, my biggest beef with the entire concept, but a necessary evil)
So it would be like an MMORPG conept where the entire map and everyone in it is loaded as you move through the world? Though still being able to contact everyone who is on the server but not loaded in your area?
I'd love to hear your take on this.
Title: Re: The Epic
Post by: Umbra on May 24, 2016, 01:27:37 pm
What is preventing people from destroying your town at 3 am?
Title: Re: The Epic
Post by: Butan on May 24, 2016, 02:19:57 pm
What is preventing people from destroying your town at 3 am?

Maybe Australians/Chinese?  :P
Title: Re: The Epic
Post by: Gurgumul on May 24, 2016, 04:07:24 pm
Maybe Australians/Chinese?  :P
Chinese warriors with good connection might be a thing, like some sort of elite night guardians.
Title: Re: The Epic
Post by: Molly on May 24, 2016, 04:11:35 pm
I could imagine something like NPC guards for night times...

Title: Re: The Epic
Post by: khelbyz on May 24, 2016, 04:37:38 pm
moving an army takes time so u will see it coming and can get ready (drink coffee) before the attack happens. You can also recruit chinese guys for some costs.
Title: Re: The Epic
Post by: Gaz.Spencer on May 25, 2016, 09:59:29 am
No worries i'm NZ so i'll volunteer for night guard. XD
Title: Re: The Epic
Post by: Butan on May 25, 2016, 02:43:00 pm
You're Nazi?


Why, you arent?
Bring some rope guys, we spotted one.
Title: Re: The Epic
Post by: karasu on May 25, 2016, 06:03:33 pm
Meanwhile the devs are working hard (https://img.pr0gramm.com/2016/05/21/c3f457b7d2fe3a1f.webm) to stay in shape for the release.
Title: Re: The Epic
Post by: Gaz.Spencer on May 26, 2016, 08:05:24 am
You're Nazi?

Yes im a N.azi who lives in New Zealand... Heil H.itler

PS how do i get around the censorship?
Title: Re: The Epic
Post by: Paul on May 26, 2016, 08:43:19 am
quote a post of someone who wrote some hitler shit to get lerned.
Title: Re: The Epic
Post by: Falka on May 26, 2016, 08:55:42 am
quote a post of someone who wrote some hitler shit to get lerned.

But where can I find such post?
Title: Re: The Epic
Post by: Switchtense on May 26, 2016, 10:02:34 am
Yes im a N.azi who lives in New Zealand... Heil H.itler

PS how do i get around the censorship?

You have to be one, then it does not censor it.
Title: Re: The Epic
Post by: Molly on May 26, 2016, 10:17:46 am
You have to be one, then it does not censor it.
Nazi...


Damn it. :(
Title: Re: The Epic
Post by: Switchtense on May 26, 2016, 10:22:04 am
You have to be one, then it does not censor it.

Yes im a N.azi who lives in New Zealand... Heil H.itler

PS how do i get around the censorship?

Bring some rope guys, we spotted one.
Title: Re: The Epic
Post by: Golem on May 26, 2016, 11:23:25 am
Ez just write it like this HitIer
Title: Re: The Epic
Post by: MacX85 on May 26, 2016, 11:27:01 am
This thread is getting more and more presentable to the public :D
Title: Re: The Epic
Post by: Moncho on May 26, 2016, 12:19:44 pm
Good to see that everyone here, excluding Golem of course, knows how to get around the censor and write Hitler's name correctly.
Title: Re: The Epic
Post by: Golem on May 26, 2016, 12:26:24 pm
I do know, how to do it, I just wanted to be a special Hitler writer.
Title: Re: The Epic
Post by: khelbyz on May 26, 2016, 01:32:13 pm
Here is a perfect exemple of how a Topic can turn all godwin when devs do not answers any fcking question.
Title: Re: The Epic
Post by: Golem on May 26, 2016, 01:54:09 pm
Here is a perfect exemple of how a Topic can turn all godwin when devs do not answers any fcking question.

Devs our busy answering questions in my thread, in secret early-backer section. They'll be avaiable shortly after this commercial break.

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Title: Re: The Epic
Post by: khelbyz on May 26, 2016, 11:39:15 pm
SO their plan is to answer questions exclusivly  in a forum only visible for people who, they know, are already buying the game whatever happens ?
Not sure this is the perfect strategy, only my opinion...
Title: Re: The Epic
Post by: Golem on May 27, 2016, 12:06:45 am
SO their plan is to answer questions exclusivly  in a forum only visible for people who, they know, are already buying the game whatever happens ?
Not sure this is the perfect strategy, only my opinion...

Lol no, it's just that that thread is way more active and we are way more urgent in our demands. I'm also unsure, if the things talked about there aren't under NDA, that's why created it there.
Title: Re: The Epic
Post by: MacX85 on May 27, 2016, 12:07:35 am
SO their plan is to answer questions exclusivly  in a forum only visible for people who, they know, are already buying the game whatever happens ?
Not sure this is the perfect strategy, only my opinion...

They're answering questions about the combat system which only backers are able to experience for now.
Title: Re: The Epic
Post by: Golem on May 27, 2016, 12:22:02 am
Yeah mate, you're asking about Epic, but that's far in the future, the task the devs have at hand right now is polishing combat, everything else should come second. But I bet that, if you get an avatar someone will answer you sooner or later. It's all about making your question prominent, do some funky colours. Or put a spoiler in your post, that's bound to attract attention.
Title: Re: The Epic
Post by: khelbyz on May 27, 2016, 01:57:20 am
Quote
Yeah mate, you're asking about Epic, but that's far in the future, the task the devs have at hand right now is polishing combat, everything else should come second. But I bet that, if you get an avatar someone will answer you sooner or later. It's all about making your question prominent, do some funky colours. Or put a spoiler in your post, that's bound to attract attention.

Isn't the name of the topic : "Epic", and aren't we talking about it in a theoretical way ?

AM following your advice hombre, *finger crossed*
Title: Re: The Epic
Post by: Golem on May 27, 2016, 01:59:26 am
Isn't the name of the topic : "Epic", and aren't we talking about it in a theoretical way ?

What you have to understand is that they don't want to theorize too much publicly, because than people get mad, if it gets changed later on. Same goes for release dates, etc.
Title: Re: The Epic
Post by: khelbyz on May 27, 2016, 02:04:03 am
well then just don't talk about it all along, what's the point ?!
I am just trying to understand what they want to do. I remember the very first thread about the subject, when they decided to turn the game into a massive experience. It was way more documented and this in comparison is just a blank page. Merely trying to put back pieces of the puzzle here. They don't want to make promises ? well don't ! It's not like they are Blizzard !
Title: Re: The Epic
Post by: Golem on May 27, 2016, 02:19:19 am
well then just don't talk about it all along, what's the point ?!
I am just trying to understand what they want to do. I remember the very first thread about the subject, when they decided to turn the game into a massive experience. It was way more documented and this in comparison is just a blank page. Merely trying to put back pieces of the puzzle here. They don't want to make promises ? well don't ! It's not like they are Blizzard !

What is there to answer then if you have all the answers in the other thread?
Title: Re: The Epic
Post by: Torost on May 27, 2016, 02:28:34 am
Is there a small chance that the game will run ok on a Linuxbox thru wine/virtualbox? Steamos for linux?

Preparing mentaly to wipe and install win10 ....
Title: Re: The Epic
Post by: khelbyz on May 27, 2016, 10:30:36 am
Quote
What is there to answer then if you have all the answers in the other thread?
Things evolve during a full year ?
Title: Re: The Epic
Post by: Golem on May 27, 2016, 10:33:26 am
Things evolve during a full year ?

When they start developing them, yeah. Afaik they've been only developing combat, graphics, sounds and new gamemode recently.
Title: Re: The Epic
Post by: Micah on May 27, 2016, 07:27:05 pm
SO their plan is to answer questions exclusivly  in a forum only visible for people who, they know, are already buying the game whatever happens ?
Not sure this is the perfect strategy, only my opinion...
I dont know man, chadz seems quite talkative lately ...
I wouldnt be surprized if you even get an answer if you try asking something reasonable in a nice way ;)

(click to show/hide)
Title: Re: The Epic
Post by: Umbra on May 28, 2016, 01:34:29 am
I mean i see these half trollish replies about destroying your shit at 3 am but thats legit going to happen. Like 100%, just look at strat or any other game with a persistent base.

And please dont say NPCs because we all know they are dumb as bricks and will be roflstomped by actuall people
Title: Re: The Epic
Post by: Tristan_of_Erzoth on May 28, 2016, 01:37:43 am
I had a dream where i managed to guess trumps password for twitter and the only thing i tweeted was "Of Kings and Men looks like a great game. Keep making video games great again @chadz". That was literally my entire dream. What the fuck
Title: Re: The Epic
Post by: Golem on May 28, 2016, 01:47:01 am
I mean i see these half trollish replies about destroying your shit at 3 am but thats legit going to happen. Like 100%, just look at strat or any other game with a persistent base.

And please dont say NPCs because we all know they are dumb as bricks and will be roflstomped by actuall people

Dude have you played against the bots, on insane? It's crazy.
Title: Re: The Epic
Post by: Bryggan on May 28, 2016, 07:14:49 am
After a few attacks someone will figure an easy way to kill insane bots.  "You stand on the roof of the shed and throw rocks at them.  Not arrows or axes, they block those.  But with rocks you can kill them in 4 hours and you got a free win" or something like that.

You know people.
Title: Re: The Epic
Post by: chadz on May 28, 2016, 08:15:03 am
No, bots will not play a major role in the game (if at all, combatwise), exactly for the reasons stated by Bryggan, but also for design reasons - we want to have a game that relies heavily on players, bots should play only the role of helpers.
Title: Re: The Epic
Post by: Molly on May 28, 2016, 10:04:11 am
Village attacks could work like Strat Battles:

They are announced a certain amount of time beforehand with full features enabled.

Unannounced attacks are possible but are limited in the amount of damage done to infrastructure and killing blows to defenders are deactivated, people only get unconscious.
Attackers can't be killed either but end up in town prison.

Announced attack is higher risk for a higher possible reward.
Unannounced attack is way lower risk for a way lower reward.


A system like this still allows surprising raids on infrastructure for lulz, minimizes griefing, frustration and whine to a minimum.
Title: Re: The Epic
Post by: Nebun on May 28, 2016, 11:17:19 am
Village attacks could work like Strat Battles:

They are announced a certain amount of time beforehand with full features enabled.

Unannounced attacks are possible but are limited in the amount of damage done to infrastructure and killing blows to defenders are deactivated, people only get unconscious.
Attackers can't be killed either but end up in town prison.

Announced attack is higher risk for a higher possible reward.
Unannounced attack is way lower risk for a way lower reward.


A system like this still allows surprising raids on infrastructure for lulz, minimizes griefing, frustration and whine to a minimum.

Don't like that. If its like a start battle then yes u should be able to wipe out village or castle or take it for urself.
But if u just roam around the map and killing ppl u should be able to kill anyone u want but for that for example become a bandit and if someone kills u, then he doesn't become bandit himself. But if its not a proper battle u shouldn't have ability to use siege equipment for example so u can't destroy any buildings, but should be able to kill and loot bodies and whatever is in the open. 
This will force some people to build walls and some people to make proper sieges. But there should always be mortal danger outside the cities and it will create more drama. Because if u will wipe out someones lumber mill, for that maybe they will wipe out ur resource points.
Or if neither side can win a war, both of them can make raids on caravans or resource points to weaken the opponent.
This has to be lethal and brutal or it will lack a lot of strategic moments.
Title: Re: The Epic
Post by: khelbyz on May 28, 2016, 02:37:37 pm
No, bots will not play a major role in the game (if at all, combatwise), exactly for the reasons stated by Bryggan, but also for design reasons - we want to have a game that relies heavily on players, bots should play only the role of helpers.

Thanks for the reply chadz, one question stays open still. What are your family members doing when you are not controlling them ? just wonderin
Title: Re: The Epic
Post by: Golem on May 28, 2016, 03:30:01 pm
Nebun just wants to ruin the game for everybody. I say we should have a russian-only server.
Title: Re: The Epic
Post by: Nebun on May 28, 2016, 04:25:28 pm
Nebun just wants to ruin the game for everybody. I say we should have a russian-only server.

lol coward! If u want a soft game go play sims on ur sisters computer.
Title: Re: The Epic
Post by: Bryggan on May 28, 2016, 06:44:19 pm
Thanks for the reply chadz, one question stays open still. What are your family members doing when you are not controlling them ? just wonderin

I assume they will be sitting in the shops or barns- inside.  I suppose if your farm or city got attacked mercs could play them to either attempt to fight the raiders off or to run away.  To switch characters within your family, I think you should have to park the guy you are on in a safe place- your house, a garrison or an inn.  An explorer could have a tent, but would be vulnerable- all part of the dangers.  I suppose a small cabin could be built as a centre of operations.

I think it would be a good idea to be unable to attack buildings or use ladders except during primetime.  People with odd hours will miss out, but they could still attack people wandering about.  But that's their own fault for not living in their parents basement.

I suppose if you are a successful merchant with all your family working out of one city and it gets attacked, it might be in your best interests for your family to hide in a cellar til the fighting is over, then welcome the conquerors as your new overlords.  Having occupiers and occupied would add an interesting dynamic to the game.
Title: Re: The Epic
Post by: khelbyz on May 28, 2016, 07:16:33 pm
Quote
To switch characters within your family, I think you should have to park the guy you are on in a safe place- your house, a garrison or an inn.  An explorer could have a tent, but would be vulnerable- all part of the dangers.

That's some nice input bryggan, Parking your guy seems like a good way to go but then he doesnt "work" for you...
I think that one great opportunity with the game was to be able to gain ingame street cred while offline if you did things smartly (like placing your family members in the right places) and this would also add to the global population without a cost. The main flaw of the actual sandbox games is the limit of population... this would have been a way to avoid it a bit.
But hé, it's better without any bot in the game, I agree 4 sure.

I am really starving for more informations ;D. That's a good point I guess.
Title: Re: The Epic
Post by: Golem on May 30, 2016, 03:51:15 pm
kittens
Title: Re: The Epic
Post by: Golem on May 30, 2016, 03:53:26 pm
I take it that you guys, haven't decided on a timeframe for a round of the Epic, yet?
I would personally like 2 kinds of servers.

One server that plays a round in one week, with specific time-frames, when you can join and play on it. More war-like. Permadeath would be common and only way you could survive a battle, where you have fallen is if the enemies take you prisoner or someone gets your unconcious body back to a town, where a doctor will treat you. The map would be smaller and player counts high, because of the limited time-frame, when you can play on the server - say 2 blocks of a 4 hour period. It would be more focused on conquering the map, rather than being economically superior. Towns and people could be attacked freely. Since the map is smaller and there is a definitive primetime, I don't see the need for NPCs or atleast not as many of them.

The other kind of server I would like to see, contrasting the previus one, is a slow-paced persistent world. Going on for months, maybe a year. More focused on capturing resources and economy, rather than conquering the map by force. You could join and leave the server as you liked. Permadeath wouldn't be such a big issue. Firstly, because the round takes so long, you can easily make new characters and have enough time to climb to your former glory. Secondly, because of some kind of organic mechanic, like law-enforcement or because you would rarely fight with the head of your family in battles. Logging off is not an issue, since attacking a settlement, where you would hopefuly make your home, would be limited. Attackers would have different options, when they attack a town.
1.They can attack immedietly. But only destroy the periphery and the battlements and other barriers, that are not within the center of the city itself.
Next, they can schelude, with the local lord(or owner of the town or whatever) a time, when the siege will take place(or they can do this right off the bat, before destroying the walls etc.)
First, they decide on the time of the siege. This is pretty straigth forward. Both have 6 tries to settle on the time, within an 18 hour period(or any other number, really). If, they don't agree on a specific time a compromise is made, based on the times that were given during the negotiation. After that, based on the number of players in the city, the attackers that made it to the outskirts of the city, before the start of the siege and the different times given during the negotiation - a time limit for the siege is set. If, the attackers capture the city within that time limit, they win. If, the defenders successfuly defend the town for the time given, the attackers have to withdraw and schelude another attack. Anyone in the city, after the timer expired (i.e. defenders if attackers win/attackers if defenders win) takes a place in a mini-game, where they either have to escape the city or be captured by the opposing army. Think of it as a grand chase of sorts. If, the gate is intact and there are no holes in the walls and no ladders or any other means of escape, the pursuers can capture all the people inside, just by closing it.
2. The attackers can demand something. A time when these conditions need to be met is scheluded between the commanders. If, the conditions are not met the siege proccess outlined above takes place. If, they are met, but the attackers still decide to attack the town, the siege proccess above still takes place, but they get a penalty in the time-scheluding part.

During the time between the negotiations and the actual attack, given that the attackers destroyed the periphery and are camped infront of all exits, everyone who wants to exit or access the city, has to pass through the camp, where they may get mugged, taken prisoner or even murdered. Obviously, the defenders or their allies can plan a pass through the camp in disguise and assassinate the commander, assuming he's logged in.

End of suggestion.
Title: Re: The Epic
Post by: Golem on May 30, 2016, 03:54:01 pm
oh shit, I pressed quote instead of edit, my bad
Title: Re: The Epic
Post by: Salvius on May 30, 2016, 06:35:58 pm
Don't like that. If its like a start battle then yes u should be able to wipe out village or castle or take it for urself.
But if u just roam around the map and killing ppl u should be able to kill anyone u want but for that for example become a bandit and if someone kills u, then he doesn't become bandit himself. But if its not a proper battle u shouldn't have ability to use siege equipment for example so u can't destroy any buildings, but should be able to kill and loot bodies and whatever is in the open. 
This will force some people to build walls and some people to make proper sieges. But there should always be mortal danger outside the cities and it will create more drama. Because if u will wipe out someones lumber mill, for that maybe they will wipe out ur resource points.
Or if neither side can win a war, both of them can make raids on caravans or resource points to weaken the opponent.
This has to be lethal and brutal or it will lack a lot of strategic moments.

I would like to agree on that... Even though I never played it, to my mind EVE is the MMOish game with the most complex and most interesting player-driven story I know. And this is because almost everything you do there can have tremendous consequences for you or other players.
Therefore I would like to see a system implemented where every player can choose to display or hide his/her name tag while running around in the persistent world. Because knowing who murdered/robbed you and then hunting this guy with your clan mates is a thing I don't want to experience in OKAM...

Furthermore, as I have understood it so far, "creating" a character that has decent fighting skills within your "family" should not be much of a problem. Thus, I don't see an issue with permadeath being experienced quite often within the gameplay mechanics.
Title: Re: The Epic
Post by: Golem on May 30, 2016, 08:37:20 pm
Therefore I would like to see a system implemented where every player can choose to display or hide his/her name tag while running around in the persistent world. Because knowing who murdered/robbed you and then hunting this guy with your clan mates is a thing I don't want to experience in OKAM...

Maybe like a social menu with a button tagged 'Introduce yourself' or 'Give name' so it's more immersive?
Title: Re: The Epic
Post by: MURDERTRON on May 31, 2016, 01:09:42 am
HALT

SHOW PURSE
Title: Re: The Epic
Post by: Westwood on May 31, 2016, 04:51:44 am
HALT

SHOW PURSE
That's a nice head you have on your shoooooooulders
Title: Re: The Epic
Post by: Molly on May 31, 2016, 05:02:43 pm
I would like to agree on that... Even though I never played it, to my mind EVE is the MMOish game with the most complex and most interesting player-driven story I know. And this is because almost everything you do there can have tremendous consequences for you or other players.
Therefore I would like to see a system implemented where every player can choose to display or hide his/her name tag while running around in the persistent world. Because knowing who murdered/robbed you and then hunting this guy with your clan mates is a thing I don't want to experience in OKAM...

Furthermore, as I have understood it so far, "creating" a character that has decent fighting skills within your "family" should not be much of a problem. Thus, I don't see an issue with permadeath being experienced quite often within the gameplay mechanics.
And how exactly are authorities supposed to find and punish criminals then?
Title: Re: The Epic
Post by: Golem on May 31, 2016, 05:25:03 pm
And how exactly are authorities supposed to find and punish criminals then?
Therefore I would like to see a system implemented where every player can choose to display or hide his/her name tag while running around in the persistent world. Because knowing who murdered/robbed you and then hunting this guy with your clan mates is a thing I don't want to experience in OKAM...

Quote
Maybe like a social menu with a button tagged 'Introduce yourself' or 'Give name' so it's more immersive?

Then you can request peoples names, when they want to enter your settlement, make a trade or just when you meet them on the road. If, a person gives it, you'll remeber his name forever(i.e. see it above his head), otherwise you have to go by the face. Obviously, if someone wants to enter a town, withouth telling a guard(that has orders to take names) his/her name he has to bribe him or otherwise persuade him.
Title: Re: The Epic
Post by: Golem on May 31, 2016, 05:29:33 pm
Furthermore, as I have understood it so far, "creating" a character that has decent fighting skills within your "family" should not be much of a problem. Thus, I don't see an issue with permadeath being experienced quite often within the gameplay mechanics.

My idea was that on the first type of server, perma-death SHOULD and WOULD be an issue do to the limited number of family members and the short duration of one 'round'.
So that kind of server would be more survival/action oriented, with more risks.
Title: Re: The Epic
Post by: Westwood on May 31, 2016, 07:05:26 pm
And how exactly are authorities supposed to find and punish criminals then?
Typical German.
Title: Re: The Epic
Post by: MacX85 on May 31, 2016, 07:16:56 pm
And how exactly are authorities supposed to find and punish criminals then?

Go by descriptions, like irl
Title: Re: The Epic
Post by: Bryggan on May 31, 2016, 08:29:01 pm
And how exactly are authorities supposed to find and punish criminals then?
"I don't understand, sir.  I never killed anyone. I think you've got the wrong man."

"Then drop your sword.  If you are innocent, you have nothing to fear. We'll go now and talk to your neighbours, and if they verify your story, I'll go on my way."
Title: Re: The Epic
Post by: Molly on May 31, 2016, 08:30:29 pm
Do you people actually believe that it would work? :lol:
Title: Re: The Epic
Post by: Golem on May 31, 2016, 08:33:05 pm
Do you people actually believe that it would work? :lol:

My suggestion certainly would, but then again, nobody reads those...
Title: Re: The Epic
Post by: Salvius on May 31, 2016, 09:08:35 pm
And how exactly are authorities supposed to find and punish criminals then?
Go by descriptions, like irl

Exactly. Or see them carrying out a bad deed while patrolling the streets.

Do you people actually believe that it would work? :lol:

To a certain extent, yes. And beyond that, criminals should enjoy the same sort of "safety" they had during the real early middle ages... No need for a police state imho. Never liked the fact how outlaws were treated on most PW servers... Being forced to stop a victim and talk to him/her because "kill on sight" was not allowed was so ridiculous.  :lol:

Groups of outlaws should be a considerable threat while you are wandering in the wilderness / out of town. This would also lead to cities with a reliable guard force and uncommonly safe outskirts being a preferable spot for people to live in or around.
To my mind, restricting criminals and making them easy to find / catch for the medieval police force can only shallow the whole experience of OKAM.  :)

Feel free to disagree, though. Maybe I haven't given this enough thought and miss something important.  :wink:
Title: Re: The Epic
Post by: MacX85 on May 31, 2016, 09:19:27 pm
No need for a police state imho. Never liked the fact how outlaws were treated on most PW servers... Being forced to stop a victim and talk to him/her because "kill on sight" was not allowed was so ridiculous.  :lol:

Amen. I advocated again and again to ditch KOS rules for outlaws. What's the point of being an outlaw if you have to play by rules? Forced RP sucks.

And why would you need the correct name of a criminal to deliver justice? You're responsible for your citizens' safety so you need to escort them and watch over them anyway, just like they did back then... It's more fun that way anyway.
Title: Re: The Epic
Post by: Bryggan on May 31, 2016, 09:33:48 pm
I like the idea of either giving or withholding your name.  Out in the wilderness you could get killed or just robbed, but if you enter a city you will know who your killer is.  Then the bounty hunters can go chase them.

But if I had a city or settlement, I just wouldn't allow armed strangers near it.  They are either thieves or they are foreign explorers who could be taking my resources.  I would have a 'kill on sight' rule for that.  Of course traders need arms, but they should have some sort of sign.. and goods on them.

Speaking of traders, tolls on roads and bridges were pretty common.

But there should be no 'forced' safe areas.  You could have people patrolling (not too boring if you're with a bud and chatting) outside the settlement, plus a 'disarm' spot at the gatehouse with a few armed guards about.  Let people carry a staff or cudgel for personal defense, but no edged weapons or armour.

Oh, I think armour wearing should be discouraged.  Have 'repairs' for regular wear and tear.  People would instead wear cheaper woolen suits, or brighter coloured more expensive silk and furs.  Then, as with armour, the clothes would deteriorate, hopefully visibly so.  So some poor beggar will be wearing tattered wool, while a more successful farmer will have fine wool, and perhaps a wealthy merchant who's fallen on hard times wears tattered silks.

Oh, and have clothing required.  Say you lose half health from being naked due to the chill air, then your health % goes up the better condition your clothes are in.  This will create another industry for players.  Farmers bring wool and leather to tailors, traders bring in silk and hunters bring furs.
Title: Re: The Epic
Post by: Taser on May 31, 2016, 09:39:31 pm
Yeah but who wants to play the gate guard, taking people's weapons?

There are some sure but not enough to do it everytime. On the off chance you do get at least one person willing to guard the gate and check people's weapons at the door, you still need someone to do it when that person can't do it because sleep/work/school/fam/etc.

Might work better to have some NPC interaction at the gate to check in weapons but not require it and if someone has a weapon that wasn't checked in while in a town that requires it, could have either NPC guards or regular players be able to attack them or detain them.
Title: Re: The Epic
Post by: Golem on May 31, 2016, 10:11:38 pm
You guys are framing this like all the cities won't be player-run. Everyone can set their own rules. Some towns you can enter freely, other people might want restrict their cities. But's not like there will be a defined thing called 'a city', which comes with guards. You'll have to set up your family member NPCs, their routes, give them orders etc. Obviously a human guard will be better.

What we should be pondering and asking the devs is: To what extent will we as players be able to 'program' our family member NPCs?

Title: Re: The Epic
Post by: Taser on May 31, 2016, 10:17:09 pm
Aye thats true. How far can we program them?

I'm not saying there'll be a set city but just that if people want to control their city, such as restricting use of weapons, how is that done? I definitely don't want a "shift" as a gate guard taking weapons from traders.

I suppose we'll find out how as they develop epic more but its always fun to speculate. The easiest way I can think of is to have people set some, or all if they wish I guess, of their family npcs as guards that can take and store weapons. You can make it so players can too if they want but I don't foresee many people lining up for that. We can set npcs to farm and craft afaik so I don't see this being an issue.
Title: Re: The Epic
Post by: MacX85 on May 31, 2016, 10:21:03 pm
Yeah but who wants to play the gate guard, taking people's weapons?

That's actually quite common in PW. Organized clans would have players on guard duty. I've been doing that myself on several occasions... surely not all the time, but when there's a war going on you would want your castle and people to be safe.
Title: Re: The Epic
Post by: Taser on May 31, 2016, 10:37:44 pm
That's actually quite common in PW. Organized clans would have players on guard duty. I've been doing that myself on several occasions... surely not all the time, but when there's a war going on you would want your castle and people to be safe.

Yeah but PW is a .... special case.

Some scouting and patrolling/guarding when you are definitely at war I can understand. People standing guard at all times.. nah. Plus PW is a much smaller map. So a guard might see action more often. OKAM is going to be much bigger and action will be a lot more infrequent until war occurs. In that sort of situation a guard patrol, on gates or outside the walls, makes sense and is a much shorter time frame than all the time.
Title: Re: The Epic
Post by: MacX85 on May 31, 2016, 10:57:45 pm
I see no alternative to actual players guarding the city in case of incoming armies for example. They wouldn't have to sit on the battlements and stare into the open all the time but when you're there, you would scan the horizon every now and then, I would assume. It's not like the enemy will be at your gates at lightning speed.
Title: Re: The Epic
Post by: Salvius on May 31, 2016, 11:09:21 pm
I suppose we'll find out how as they develop epic more but its always fun to speculate. The easiest way I can think of is to have people set some, or all if they wish I guess, of their family npcs as guards that can take and store weapons. You can make it so players can too if they want but I don't foresee many people lining up for that. We can set npcs to farm and craft afaik so I don't see this being an issue.

My impression so far is that you will be able to set some sort of rules applying to the land you "own" and build your city on (this area should expand with every building you construct in close proximity to another building already existing, imo).
With "rules" I mean things like...
... you can only "enter" the city unarmed, leading to your weapons being automatically taken from you by the server when you walk through the gates.
... the "tax" rate they mentioned concerning the amount of labor force every crafting citizen has to give to the local ruler (which is also automatically subtracted from the amount you produce or the trades you do).
... who can construct buildings in separate sections of your city.
... how many of your family members (assuming your whole family lives in this place) can be used as soldiers during times of war.
... which kind of goods you are allowed to produce within the city borders.
... and so on

No one is needed to enforce these rules within a city because they are set by the ruler and restrict or allow certain gameplay mechanics while you are in the town or city. On top of that, if your local ruler is only a small lord belonging to a bigger kingdom, the king or marshal might also set some rules applying to his whole kingdom / area of influence (at least to all cities or villages belonging to his dominion).

This is the kind of "metagame" associated with being an empowered person in OKAM... That's how I understood it so far.

This is necessary due to the fact that Taser is right, there will definitely not be enough people willing to do the boring RP tasks needed to carry all this out with players only.
Title: Re: The Epic
Post by: Golem on May 31, 2016, 11:26:30 pm
My impression so far is that you will be able to set some sort of rules applying to the land you "own" and build your city on (this area should expand with every building you construct in close proximity to another building already existing, imo).
With "rules" I mean things like...
... you can only "enter" the city unarmed, leading to your weapons being automatically taken from you by the server when you walk through the gates.
... the "tax" rate they mentioned concerning the amount of labor force every crafting citizen has to give to the local ruler (which is also automatically subtracted from the amount you produce or the trades you do).
... who can construct buildings in separate sections of your city.
... how many of your family members (assuming your whole family lives in this place) can be used as soldiers during times of war.
... which kind of goods you are allowed to produce within the city borders.
... and so on

No one is needed to enforce these rules within a city because they are set by the ruler and restrict or allow certain gameplay mechanics while you are in the town or city. On top of that, if your local ruler is only a small lord belonging to a bigger kingdom, the king or marshal might also set some rules applying to his whole kingdom / area of influence (at least to all cities or villages belonging to his dominion).

This is the kind of "metagame" associated with being an empowered person in OKAM... That's how I understood it so far.

This is necessary due to the fact that Taser is right, there will definitely not be enough people willing to do the boring RP tasks needed to carry all this out with players only.

So, who's the ruler? An admin? chadz?  :lol:
Title: Re: The Epic
Post by: Bryggan on June 01, 2016, 05:50:37 am
My impression so far is that you will be able to set some sort of rules applying to the land you "own" and build your city on (this area should expand with every building you construct in close proximity to another building already existing, imo).
With "rules" I mean things like...
... you can only "enter" the city unarmed, leading to your weapons being automatically taken from you by the server when you walk through the gates.
... the "tax" rate they mentioned concerning the amount of labor force every crafting citizen has to give to the local ruler (which is also automatically subtracted from the amount you produce or the trades you do).
... who can construct buildings in separate sections of your city.
... how many of your family members (assuming your whole family lives in this place) can be used as soldiers during times of war.
... which kind of goods you are allowed to produce within the city borders.
... and so on

No one is needed to enforce these rules within a city because they are set by the ruler and restrict or allow certain gameplay mechanics while you are in the town or city. On top of that, if your local ruler is only a small lord belonging to a bigger kingdom, the king or marshal might also set some rules applying to his whole kingdom / area of influence (at least to all cities or villages belonging to his dominion).

This is the kind of "metagame" associated with being an empowered person in OKAM... That's how I understood it so far.

This is necessary due to the fact that Taser is right, there will definitely not be enough people willing to do the boring RP tasks needed to carry all this out with players only.

So, who's the ruler? An admin? chadz?  :lol:

I like what Salvius says.  Things such as taxes should be automatic as collecting in a video game would be tough.  And an 'automatic gate' would make life easier.

As for who 'rules', ya, that's more complicated.  I suppose it could be by agreement.  Just a dialogue box where you hit 'accept' when someone asks for 30% of your income.  You could always say 'no' provided you accept the circumstances.

This would allow for a more feudal society.  As the player base grows, the layers of society will grow too.  If you own a large tract of land you could get 3 other players farming on it as well, and you collect 30% off each.  With that money you could build a keep for storage and a place of safety for your farmers, and you'd do what you can to ensure they succeed as you get a cut.

And perhaps you'd also have to pay a percentage to a nearby town ruler for 'protection'.  In the town there would be rents on shops and houses to be collected, and a sales tax on goods exchanged there.  The rents, and the gatehouse rules, would be controlled by whoever built the walls (or claimed ownership).  Since there might be a bit of back and forth, perhaps the money and the controls would be in the gatehouse which could be accessed only by the owner, or by force... perhaps possession of it for a day or two til you have full control over it.

Sales tax would go to whoever keeps trade safe between the cities.  I would think this would be the king... or President or Grand High Dragon Wizard or whatever you want to call it.  Market places are established in towns by said ruler with the 'accept' dialogue  between him and the town ruler.  The idea is he'll ensure authorized caravans can travel safely.

I think there should be a lot of tax as only organized groups should be able to afford the really good armour and siege equipment etc.  We don't want a guy to sell his first harvest and buy full plate then go killing noobs (a guy who wants to be a bandit should be armed like a bandit in WB single player).  But we do want guys fighting big battles in good gear which would be returned... unless the guy decides to desert... so don't equip new players with your best gear.

For all you anachronists out there that want a democracy or theocracy or whatever can still vote who your leaders are, but you'll just have to trust him once he's in that he won't enact martial rule.
Title: Re: The Epic
Post by: Golem on June 01, 2016, 02:05:21 pm
I like what Salvius says.  Things such as taxes should be automatic as collecting in a video game would be tough.  And an 'automatic gate' would make life easier.

As for who 'rules', ya, that's more complicated.  I suppose it could be by agreement.  Just a dialogue box where you hit 'accept' when someone asks for 30% of your income.  You could always say 'no' provided you accept the circumstances.

This would allow for a more feudal society.  As the player base grows, the layers of society will grow too.  If you own a large tract of land you could get 3 other players farming on it as well, and you collect 30% off each.  With that money you could build a keep for storage and a place of safety for your farmers, and you'd do what you can to ensure they succeed as you get a cut.

And perhaps you'd also have to pay a percentage to a nearby town ruler for 'protection'.  In the town there would be rents on shops and houses to be collected, and a sales tax on goods exchanged there.  The rents, and the gatehouse rules, would be controlled by whoever built the walls (or claimed ownership).  Since there might be a bit of back and forth, perhaps the money and the controls would be in the gatehouse which could be accessed only by the owner, or by force... perhaps possession of it for a day or two til you have full control over it.

Sales tax would go to whoever keeps trade safe between the cities.  I would think this would be the king... or President or Grand High Dragon Wizard or whatever you want to call it.  Market places are established in towns by said ruler with the 'accept' dialogue  between him and the town ruler.  The idea is he'll ensure authorized caravans can travel safely.

I think there should be a lot of tax as only organized groups should be able to afford the really good armour and siege equipment etc.  We don't want a guy to sell his first harvest and buy full plate then go killing noobs (a guy who wants to be a bandit should be armed like a bandit in WB single player).  But we do want guys fighting big battles in good gear which would be returned... unless the guy decides to desert... so don't equip new players with your best gear.

For all you anachronists out there that want a democracy or theocracy or whatever can still vote who your leaders are, but you'll just have to trust him once he's in that he won't enact martial rule.

That doesn't feel very natural. It'be better, if the ruler was an actual admin. But he would be a ruler for the whole faction, not a city. Maybe the map would start with a small capital, where the ruler would reside + a small houses in the forests beside the capitals for every player and his NPCs. Then as people start building settlements around resources, there would be a Mayor appointed for that settlement. This would be decided, by the players themselves.
At some point the admin ruler would die and there would be a fight/vote for a new one, again players decide.
This new player ruler gets a few extra NPCs - servants. He uses them to collect taxes etc.
This ensures, that a faction can be ruled only by a person, who is a great conqueror and captures enemy NPCs for enslavement, so he can manage his growing city OR a group of organized people that don't need as many NPCs to run a faction, because they are willing to keep everything running.
Also, players can ignore the ruler and just do their own thing. The ruler can issue a bounty on such a person. Or he can be a mad ruler and issue a bounty on the chill woodcutter that lives next to his castle, just because he looked at him funny. The fundamental thing to this, is that everything is carried by a word of mouth and posters, either carried by a player or an appointed NPC - no automatic stuff.
Title: Re: The Epic
Post by: MacX85 on June 01, 2016, 02:14:18 pm
That doesn't feel very natural. It'be better, if the ruler was an actual admin.

So when you act against the rules instead of being banished from the city you'll be banned from the server?  :?


Quote
The fundamental thing to this, is that everything is carried by a word of mouth and posters, either carried by a player or an appointed NPC - no automatic stuff.

I like that. It should be players only though, no NPCs.
Title: Re: The Epic
Post by: Golem on June 01, 2016, 02:22:40 pm
So when you act against the rules instead of being banished from the city you'll be banned from the server?  :?

Also, players can ignore the ruler and just do their own thing. The ruler can issue a bounty on such a person. Or he can be a mad ruler and issue a bounty on the chill woodcutter that lives next to his castle, just because he looked at him funny. The fundamental thing to this, is that everything is carried by a word of mouth and posters, either carried by a player or an appointed NPC - no automatic stuff.


I like that. It should be players only though, no NPCs.

What's the point of NPCs then?
I imagine it like this. You can record a few lines for the NPC, like "Give me taxes, give me taxes.", then send it on its way. This would be both immersive and funny.
You could also set how long the NPC will sit infront of everyones house, waiting for the owner, before it goes to the next one.
Title: Re: The Epic
Post by: Micah on June 01, 2016, 04:29:36 pm
Playing a corrupt city guard sounds like a fun and profitable role tbh  :twisted:
Title: Re: The Epic
Post by: Golem on June 01, 2016, 04:32:00 pm
I see no alternative to actual players guarding the city in case of incoming armies for example. They wouldn't have to sit on the battlements and stare into the open all the time but when you're there, you would scan the horizon every now and then, I would assume. It's not like the enemy will be at your gates at lightning speed.

I take it that you guys, haven't decided on a timeframe for a round of the Epic, yet?
I would personally like 2 kinds of servers.

One server that plays a round in one week, with specific time-frames, when you can join and play on it. More war-like. Permadeath would be common and only way you could survive a battle, where you have fallen is if the enemies take you prisoner or someone gets your unconcious body back to a town, where a doctor will treat you. The map would be smaller and player counts high, because of the limited time-frame, when you can play on the server - say 2 blocks of a 4 hour period. It would be more focused on conquering the map, rather than being economically superior. Towns and people could be attacked freely. Since the map is smaller and there is a definitive primetime, I don't see the need for NPCs or atleast not as many of them.

The other kind of server I would like to see, contrasting the previus one, is a slow-paced persistent world. Going on for months, maybe a year. More focused on capturing resources and economy, rather than conquering the map by force. You could join and leave the server as you liked. Permadeath wouldn't be such a big issue. Firstly, because the round takes so long, you can easily make new characters and have enough time to climb to your former glory. Secondly, because of some kind of organic mechanic, like law-enforcement or because you would rarely fight with the head of your family in battles. Logging off is not an issue, since attacking a settlement, where you would hopefuly make your home, would be limited. Attackers would have different options, when they attack a town.
1.They can attack immedietly. But only destroy the periphery and the battlements and other barriers, that are not within the center of the city itself.
Next, they can schelude, with the local lord(or owner of the town or whatever) a time, when the siege will take place(or they can do this right off the bat, before destroying the walls etc.)
First, they decide on the time of the siege. This is pretty straigth forward. Both have 6 tries to settle on the time, within an 18 hour period(or any other number, really). If, they don't agree on a specific time a compromise is made, based on the times that were given during the negotiation. After that, based on the number of players in the city, the attackers that made it to the outskirts of the city, before the start of the siege and the different times given during the negotiation - a time limit for the siege is set. If, the attackers capture the city within that time limit, they win. If, the defenders successfuly defend the town for the time given, the attackers have to withdraw and schelude another attack. Anyone in the city, after the timer expired (i.e. defenders if attackers win/attackers if defenders win) takes a place in a mini-game, where they either have to escape the city or be captured by the opposing army. Think of it as a grand chase of sorts. If, the gate is intact and there are no holes in the walls and no ladders or any other means of escape, the pursuers can capture all the people inside, just by closing it.
2. The attackers can demand something. A time when these conditions need to be met is scheluded between the commanders. If, the conditions are not met the siege proccess outlined above takes place. If, they are met, but the attackers still decide to attack the town, the siege proccess above still takes place, but they get a penalty in the time-scheluding part.

During the time between the negotiations and the actual attack, given that the attackers destroyed the periphery and are camped infront of all exits, everyone who wants to exit or access the city, has to pass through the camp, where they may get mugged, taken prisoner or even murdered. Obviously, the defenders or their allies can plan a pass through the camp in disguise and assassinate the commander, assuming he's logged in.

End of suggestion.
Title: Re: The Epic
Post by: MacX85 on June 01, 2016, 05:16:11 pm
Golem, don't expect me to read your wall of text. Not gonna happen...

What's the point of NPCs then?

They're there for hard and time consuming labor.
Title: Re: The Epic
Post by: khelbyz on June 01, 2016, 05:20:20 pm
Quote
What's the point of NPCs then?
That's the main question. Who's gonna make lemonade ?
Title: Re: The Epic
Post by: Golem on June 01, 2016, 05:26:25 pm
Golem, don't expect me to read your wall of text. Not gonna happen...

They're there for hard and time consuming labor.

So guarding is not time-consuming?
Title: Re: The Epic
Post by: MacX85 on June 01, 2016, 05:35:11 pm
I was referring to being a messenger.
Title: Re: The Epic
Post by: Golem on June 01, 2016, 05:41:50 pm
I was referring to being a messenger.

Can you please read the wall of text so you don't sound like a moron, when replying to my post?
Title: Re: The Epic
Post by: MacX85 on June 01, 2016, 06:22:39 pm
Can you please read the wall of text so you don't sound like a moron, when replying to my post?

Can you quote me correctly when you're trying to refute me?
Title: Re: The Epic
Post by: Golem on June 01, 2016, 06:27:07 pm
Can you quote me correctly when you're trying to refute me?

Irrelevant, but showing. You can't even remeber your own posts. Why did I think, that you could grasp mine?
Title: Re: The Epic
Post by: MacX85 on June 01, 2016, 06:33:11 pm
What I said about guarding was that you wouldn't have to actively do it... you just need to watch the horizon from time to time. What's the hard and time consuming labor about that?

And how do you expect NPCs to do a better job at it?
Title: Re: The Epic
Post by: Gurgumul on June 01, 2016, 06:43:14 pm

What's the point of NPCs then?
I imagine it like this. You can record a few lines for the NPC, like "Give me taxes, give me taxes.", then send it on its way. This would be both immersive and funny.
You could also set how long the NPC will sit infront of everyones house, waiting for the owner, before it goes to the next one.
I want to be a voodoo shaman who programs NPCs into collecting taxes. Medieval mechatronics ftw.
Title: Re: The Epic
Post by: njames89 on June 01, 2016, 07:09:53 pm
I want to be a voodoo shaman who programs NPCs into collecting taxes. Medieval mechatronics ftw.

You feel a strange desire to raise funds for Gurgumul
Title: Re: The Epic
Post by: Golem on June 01, 2016, 09:38:09 pm
What I said about guarding was that you wouldn't have to actively do it... you just need to watch the horizon from time to time. What's the hard and time consuming labor about that?

And how do you expect NPCs to do a better job at it?

What, if you want noone to pass into the city, without giving you their name(or weapons), is the player supposed to stand at the gate 24/7?
Title: Re: The Epic
Post by: MacX85 on June 01, 2016, 09:59:23 pm
I don't know. Might work with NPCs if they know exactly what to do. But I would prefer having interactions with humans only.
Title: Re: The Epic
Post by: Golem on June 01, 2016, 11:41:20 pm
I don't know. Might work with NPCs if they know exactly what to do. But I would prefer having interactions with humans only.

You would prefer to have interactions with humans only, why? Because of immersion? Because you're scared of AI or you don't recognize their authority, even though it'b given by a human? Either way, automatic taxes, weapon disposal and name toggle-ing, might work for a browser game like Strategus, but would be an abominable solution for OKAM.

btw, afaik it's harder to make AI so that it can make mistakes and be disoriented and not know what to do
Title: Re: The Epic
Post by: Gravoth_iii on June 01, 2016, 11:54:07 pm
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Title: Re: The Epic
Post by: khelbyz on June 02, 2016, 12:18:38 am
* yawning *
Title: Re: The Epic
Post by: Bryggan on June 02, 2016, 04:52:02 am
Keeping an eye out for armies should be humans.  But entering a 'walled enclosure' should be NPCs.  Just go to the gate, press 'E' and get a dialogue box.  "You will be required to leave your weapons and armour here.  Do you still wish to enter? <Yes> or <No>.

You would also have the option of smashing the gate down (only during primetime hours).

The marketplace should be Native single player.  Each player could set their base price which would be adjusted by supply and demand.  So with a base of 100 goods the price would be 100 Donkrönigs.  Once it goes below 100, the price gradually goes up on some curved scale so the last item will be extremely expensive.  And of course vice versa; if there is too many of one good, the price goes down dramatically.  This would make trade viable, plus cause economic ruin if you decide to siege a town, or just wreck all the farms around it.  We will need food, right?  Not as in prepare it and eat it, but at least have a few days equipped, with extra storage in your house to feed you and your family in case you AFK for awhile.  Maybe have hit points or agility affected by starvation, or rationed food.

Speaking of which, I think sieges should be a lot more difficult.  We don't want everyone camping, so only a few people should be able to hold a walled settlement.  You could force a battle by starving them out (perhaps build something in front of the gatehouse so they can't come and go when everyone is asleep) or by destroying local farms.  Then, when they are sufficiently weak and haven't tried sally out or get a relieving army to save them, you can then attack.
Title: Re: The Epic
Post by: MacX85 on June 02, 2016, 08:08:11 am
You would prefer to have interactions with humans only, why? Because of immersion? Because you're scared of AI or you don't recognize their authority, even though it'b given by a human?

Yeah, because of immersion. I'm easily bored by interacting with AI... I think we're playing a multiplayer game for a reason.
But idk, could work either way. I prefered automatic banking in PW to having to seek out an admin and give him your money which was just a pain in the ass.

I'll wait and see what the donkeys come up with.
Title: Re: The Epic
Post by: Golem on June 02, 2016, 01:37:11 pm
Keeping an eye out for armies should be humans.  But entering a 'walled enclosure' should be NPCs.  Just go to the gate, press 'E' and get a dialogue box.  "You will be required to leave your weapons and armour here.  Do you still wish to enter? <Yes> or <No>.

You would also have the option of smashing the gate down (only during primetime hours).

The marketplace should be Native single player.  Each player could set their base price which would be adjusted by supply and demand.  So with a base of 100 goods the price would be 100 Donkrönigs.  Once it goes below 100, the price gradually goes up on some curved scale so the last item will be extremely expensive.  And of course vice versa; if there is too many of one good, the price goes down dramatically.  This would make trade viable, plus cause economic ruin if you decide to siege a town, or just wreck all the farms around it.  We will need food, right?  Not as in prepare it and eat it, but at least have a few days equipped, with extra storage in your house to feed you and your family in case you AFK for awhile.  Maybe have hit points or agility affected by starvation, or rationed food.

Speaking of which, I think sieges should be a lot more difficult.  We don't want everyone camping, so only a few people should be able to hold a walled settlement.  You could force a battle by starving them out (perhaps build something in front of the gatehouse so they can't come and go when everyone is asleep) or by destroying local farms.  Then, when they are sufficiently weak and haven't tried sally out or get a relieving army to save them, you can then attack.

I'm pretty sure the economy will be player-driven, so automatic prices and booths are nonsense. Obviously you can set up a booth, but can you not trade on the road? Can you not haggle? This would be really limiting. This would, infact, be more limiting than cRPG marketplace. No thanks.
Title: Re: The Epic
Post by: Vovka on June 02, 2016, 03:40:02 pm
 I have not read the preceding text sheets so I apologize in advance if I repeat someone's thoughts
The best system of NPC was in:
 - Ultima online were u can hire him for gold/day and indicate the place of protection, type of behavior, access to its inventory, or use him as companion.
 - Line Age II were u as a castle owner can spend some icome from castle  to buy NPC guards who played the role of strengthening the key points in the defense of the castle, and had a specific point location and Agro area
 - Guild II - guards patrol path

so I would like: 
- An opportunity of construction of a special  structure that allows you to keep a certain number of NPC guards with a certain cost per day  (if the guard a player character and not npc money payed to the family but the character is not available for the duration of the contract) (camp fire [1npc] - sentry tower [3npc] - barracks [5npc] etc)
- Simple menu to customize the behavior
- Flags of the path and the ability to use existing buildings as a flag (start - move to flag 1 - move to gate - wait 160 sec - move to flag 2 - move to camp fire - wait 600 sec etc)
- Chat command "Guards" on which nearest guards will come running to the player in case such necessity

Title: Re: The Epic
Post by: Bryggan on June 02, 2016, 05:22:47 pm
I'm pretty sure the economy will be player-driven, so automatic prices and booths are nonsense. Obviously you can set up a booth, but can you not trade on the road? Can you not haggle? This would be really limiting. This would, infact, be more limiting than cRPG marketplace. No thanks.

Yes, you can trade directly, but you may want to sell your goods when you're not there.  You'd choose what you put in the marketplace and what you decide to sell on your own.  The automated part of the market place would just prevent you from being ripped off.  Suppose you had a little iron smelter and you go to town and put 500 ingots into the marketplace at 75 Donkrönigs.  Then, for some reason or other, you can't play for a day or three.  In that time two neighbouring cities go to war and suddenly need a lot of iron.  Then your king gets worried and decides he needs more armour in case the war spills into his territory.  So you got 3 cities buying up all the iron.  You come back to find that all your ingots have been bought at 75 Donkrönigs, but due to demand everyone is selling theirs for 200 Donkrönigs.

Same with if the market is flooded.  You come back and the ingots are still there because everyone else dropped their prices to 25 Donkrönigs.  So you find yourself coming back with no income at all, and now your family is starving.

Of course if you were there you could take out the low priced ingots and perhaps trade them for bales of wool or something.  The idea is that you don't have to sit watching the market prices and finding buyers.  You can leave a 'family member' in charge with his simple instructions while you mount up and patrol the Southern Forest where you heard a bunch of noobs were harassing the local woodcutters.

So as much as we'd like to be dealing with real people for every detail, not many people would want to play 'shopkeeper simulator', and you won't always be on at the same time as the people you want to deal with.

I have not read the preceding text sheets so I apologize in advance if I repeat someone's thoughts
The best system of NPC was in:
 - Ultima online were u can hire him for gold/day and indicate the place of protection, type of behavior, access to its inventory, or use him as companion.
 - Line Age II were u as a castle owner can spend some icome from castle  to buy NPC guards who played the role of strengthening the key points in the defense of the castle, and had a specific point location and Agro area
 - Guild II - guards patrol path

so I would like: 
- An opportunity of construction of a special  structure that allows you to keep a certain number of NPC guards with a certain cost per day  (if the guard a player character and not npc money payed to the family but the character is not available for the duration of the contract) (camp fire [1npc] - sentry tower [3npc] - barracks [5npc] etc)
- Simple menu to customize the behavior
- Flags of the path and the ability to use existing buildings as a flag (start - move to flag 1 - move to gate - wait 160 sec - move to flag 2 - move to camp fire - wait 600 sec etc)
- Chat command "Guards" on which nearest guards will come running to the player in case such necessity



There won't be any bot guards.
No, bots will not play a major role in the game (if at all, combatwise), exactly for the reasons stated by Bryggan, but also for design reasons - we want to have a game that relies heavily on players, bots should play only the role of helpers.
NPCs will stay in buildings- ie guards in a garrison, workers in shops, sex slaves in the brothels.  You will be able to switch between your 'family' members as needed, probably by parking the character you are playing in a house, inn or a tent.
Title: Re: The Epic
Post by: Vovka on June 02, 2016, 05:27:14 pm
There won't be any bot guards.
sad. then nothing will save you from the tribe of naked Russian (
Title: Re: The Epic
Post by: chadz on June 02, 2016, 05:41:56 pm
Wrong.

As every aspiring gamedesigner should know, first you design a game, and then you design mechanics that stop russians from breaking the game.
Title: Re: The Epic
Post by: Golem on June 02, 2016, 05:47:47 pm
Yes, you can trade directly, but you may want to sell your goods when you're not there.  You'd choose what you put in the marketplace and what you decide to sell on your own.  The automated part of the market place would just prevent you from being ripped off.  Suppose you had a little iron smelter and you go to town and put 500 ingots into the marketplace at 75 Donkrönigs.  Then, for some reason or other, you can't play for a day or three.  In that time two neighbouring cities go to war and suddenly need a lot of iron.  Then your king gets worried and decides he needs more armour in case the war spills into his territory.  So you got 3 cities buying up all the iron.  You come back to find that all your ingots have been bought at 75 Donkrönigs, but due to demand everyone is selling theirs for 200 Donkrönigs.

Same with if the market is flooded.  You come back and the ingots are still there because everyone else dropped their prices to 25 Donkrönigs.  So you find yourself coming back with no income at all, and now your family is starving.

Of course if you were there you could take out the low priced ingots and perhaps trade them for bales of wool or something.  The idea is that you don't have to sit watching the market prices and finding buyers.  You can leave a 'family member' in charge with his simple instructions while you mount up and patrol the Southern Forest where you heard a bunch of noobs were harassing the local woodcutters.

So as much as we'd like to be dealing with real people for every detail, not many people would want to play 'shopkeeper simulator', and you won't always be on at the same time as the people you want to deal with.

Yeah, that's what I meant. Sorry, I misunderstood your original post.
Title: Re: The Epic
Post by: njames89 on June 02, 2016, 06:07:11 pm
then you design mechanics that stop russians from breaking the game.

The Donkey Overlord prepares to protect OKAM from haxors

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Title: Re: The Epic
Post by: Vovka on June 02, 2016, 06:38:01 pm
Wrong.
As every aspiring gamedesigner should know, first you design a game, and then you design mechanics that stop russians from breaking the game.
Strategus. years.
Title: Re: The Epic
Post by: Bryggan on June 02, 2016, 06:46:35 pm
As every aspiring gamedesigner should know, first you design a game, and then you design mechanics that stop russians from breaking the game.

A Russia only server, able to hold however many members that are in the UIF plus one.  Then the Russians can sit happily knowing they own the server, but still have the occasional noob to chase away.
Title: Re: The Epic
Post by: Westwood on June 02, 2016, 07:38:53 pm
Hope Donkey Crew listens to none of this.

(click to show/hide)
Title: Re: The Epic
Post by: Bryggan on June 02, 2016, 08:21:29 pm
Yeah, cuz publishers know how to make money: copying the same formula that worked for previous games.

Original ideas like Minecraft are shunned.
Title: Re: The Epic
Post by: Salvius on June 02, 2016, 08:24:05 pm
So as much as we'd like to be dealing with real people for every detail, not many people would want to play 'shopkeeper simulator', and you won't always be on at the same time as the people you want to deal with.

That's exactly the point.

This is why they decided (at least that's what my impression is so far) to focus on combat and automate everything that has nothing to do with fighting so that you don't have to bother with it. Then they will gradually make crafting and laboring available to the player for those who like to do it anyway, but it is not the focus of the game they try to create. Imo, gameplay for most people is supposed to revolve around fighting, exploring and some sort of politics.

And I think that this is the right approach because it sets the game apart from LiF, Chronicles of Elyria and other competitors that focus way more on representing the whole range of a (fantasy) medieval society.
Title: Re: The Epic
Post by: chadz on June 02, 2016, 08:37:52 pm
That is pretty much spot on - which is also why one of the first gameplay features after Early Access will be from the top down, not bottom up - aka meaningful battles. We'll let you know more about that part soon.
Title: Re: The Epic
Post by: Vovka on June 02, 2016, 08:42:52 pm
i hate dat "Soon"  :mrgreen:
Title: Re: The Epic
Post by: Kelugarn on June 02, 2016, 08:58:00 pm
At some point will it be possible to create religions? I have a grand dream of ruling a BIRD based theocracy. Plus it would be hilarious to refer to all my NPC serfs as pheasants instead of peasants.
Title: Re: The Epic
Post by: Switchtense on June 02, 2016, 09:12:12 pm
At some point will it be possible to create religions? I have a grand dream of ruling a BIRD based theocracy. Plus it would be hilarious to refer to all my NPC serfs as pheasants instead of peasants.

Birds of a feather conquer the world together.
Title: Re: The Epic
Post by: Tristan_of_Erzoth on June 02, 2016, 09:27:32 pm
I want to be a blacksmith....   :oops: :oops:
Title: Re: The Epic
Post by: khelbyz on June 02, 2016, 10:35:58 pm
Quote
Of course if you were there you could take out the low priced ingots and perhaps trade them for bales of wool or something.  The idea is that you don't have to sit watching the market prices and finding buyers.  You can leave a 'family member' in charge with his simple instructions while you mount up and patrol the Southern Forest where you heard a bunch of noobs were harassing the local woodcutters.

So as much as we'd like to be dealing with real people for every detail, not many people would want to play 'shopkeeper simulator', and you won't always be on at the same time as the people you want to deal with.

Summarize so much my feelings.

Quote
That is pretty much spot on - which is also why one of the first gameplay features after Early Access will be from the top down, not bottom up - aka meaningful battles. We'll let you know more about that part soon.
That's the best way to go for sure but... so many questions, you know what, I ll wait !
Title: Re: The Epic
Post by: Asheram on June 02, 2016, 10:42:37 pm
At some point will it be possible to create religions? I have a grand dream of ruling a BIRD based theocracy. Plus it would be hilarious to refer to all my NPC serfs as pheasants instead of peasants.
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Title: Re: The Epic
Post by: Golem on June 02, 2016, 10:53:28 pm
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Title: Re: The Epic
Post by: Bryggan on June 02, 2016, 11:12:05 pm
At some point will it be possible to create religions? I have a grand dream of ruling a BIRD based theocracy. Plus it would be hilarious to refer to all my NPC serfs as pheasants instead of peasants.
Of course you can.  But don't expect anything in game to help with that.

I want to be a blacksmith....   :oops: :oops:
Eventually, but unfortunately chadz just said they are focusing from top down.  But maybe some day you can sit in your smithy and hit a piece of steel all day- 500 overheads with hammer to make one sword.

And we all know how much you want to do that- didn't you play Strat just for the crafting?
Title: Re: The Epic
Post by: HappyPhantom on June 03, 2016, 08:11:14 am
But maybe some day you can sit in your smithy and hit a piece of steel all day- 500 overheads with hammer to make one sword.

Sounds like Life is Feudal.
Title: Re: The Epic
Post by: khelbyz on June 03, 2016, 05:15:59 pm
Quote
Sounds like Life is Feudal.

Sound like my gf
Title: Re: The Epic
Post by: Halk on June 07, 2016, 03:03:08 pm
Wrong.

As every aspiring gamedesigner should know, first you design a game, and then you design mechanics that stop russians from breaking the game.

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Title: Re: The Epic
Post by: Thaloc on February 03, 2018, 02:52:50 pm
Good. The door is that way ------>

And please take your shitty 22nd friends with you.


Although if you had any brains (which you don't) maybe you'd consider waiting for both games to actually come out of the early "we barely know anything about them at all phase" before bashing/praising them......and who knows - maybe even play both, each for its own qualities  ? If it wouldn't be too much for your two and a half grey cells, ofc.

Sorry what was that? You said something about brains...

Not my fault if you're not smart enough to know a failure when you see one ;)

Fucking rekt
Title: Re: The Epic
Post by: Bittersteel on February 03, 2018, 04:05:21 pm
Can't wait for this
Title: Re: The Epic
Post by: Gnjus on February 04, 2018, 06:29:08 pm
Sorry what was that? You said something about brains...

Not my fault if you're not smart enough to know a failure when you see one ;)

Fucking rekt

&via PM:
http://forum.melee.org/general/the-epic/240/?topicseen

ahahaha, it's pretty clear which one of us has brains now :)

ur dumb, like really dumb, for real

WoW, such rekt. Epic rekt.
Title: Re: The Epic
Post by: Ikarus on February 04, 2018, 06:31:07 pm
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Title: Re: The Epic
Post by: Vibe on February 04, 2018, 11:12:54 pm
is it out yet
Title: Re: The Epic
Post by: Asheram on February 04, 2018, 11:58:59 pm
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Title: Re: The Epic
Post by: djavo on February 05, 2018, 08:49:33 pm
is it out yet

DA

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