#ask_the_staff Questions and Answers

Announcements, updates and news concerning the Requiem project.
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Sic
Aeolian Staff
Posts: 165
Character: Isidor Abendroth

#ask_the_staff Questions and Answers

Post by Sic » August 26th, 2020, 11:09 pm

#ask_the_staff Q & A, 8/20 to 8/27

It's that time of the week to answer all of your lovely #ask_the_staff questions. Remember that you can always submit your answer anonymously to the staff in the community Discord room; check out the #ask_the_staff channel for details!

And without further ado...


What is the standing rules for "re-entering" a PVP after you get knocked out by another player? 5 mins after you recover from death illness? How many times is acceptable or until you get PDed? Must I accept that I am "captured" if I only get knocked out once?

This is a question that seems to vary from shard to shard and is almost always met with some sort of controversy or issue. PVP in Requiem is obviously a little bit more high stakes than other shards, and thus, giving your downed enemy an opportunity to get back up and potentially KO and PD you is a dangerous precedent to live by.
For these reasons, we will be ensuring that before launch, PVP KOs are properly registering adding an increased stat debuff time to keep people out of the fight for at least five minutes. Additionally, we will be ensuring that tools to properly “capture” players are in game and readily available as to provide a mechanical method to facilitate RP, in so that no one is arguing over “well you were beat up how’d you run”.


Would you consider opening the server earlier, for a month or so, just so ppl could get to remember old things and test new, plan their builds, new players could see what's this about etc? Could be just some small area in the map, characters would be discardable but game still IC.

The only reason we may consider opening early for players is for dedicated testing of specific systems that require more bodies or stress testing. We will not open the shard up until all the pieces are put in place. The staff does not have the luxury of pouring inordinate amounts of time into development on top of running the server, and when we have attempted to do that, the in-game plots and general “gamemastering” suffered for it greatly.

Will magic system remain similar to Act 5? Or will it be remade into runicbook-something?

The magic system is planned to remain similar to Act 5, as to keep in line with our lore and world-building. The system will be going through playtesting before launch as to see if we can make some changes to it to make it more accessible to players whom may of never tinkered with it before.

Will staff add in information of known factions groups, that are active in First Province? Who’s leading them, rumored strength and motives. This will give players a better idea of power struggle happening within , rather then the old way of swinging it as we go along. It will give players a better feel about the region and how they will like to work to be affiliated with these known groups....or strike it out on their own. Wouldn’t be considered OOC info since there are people living in First Province/activities happening which such rumors can spread...(All information can turn out to be false anyway but generic idea should be accurate enough for players to work upon)

We are currently fleshing out the “main” factions and their lore on the website now. Following that, we will be adding shorter “sub-faction” pages for each of the sub-factions that you’ll be seeing in game in Act VI. These include individual Chapters of Templars, specific guilds of the Foundry, and so on. Rest assured, nearly all of the factions that you will meet in Act VI will have a website companion page where you can figure out a little bit more about them and what they’re all about.

Mechanics seem to favor group tactics. Will followers be available outside of magical summons?

Followers have been a mechanic that we have long tried to balance accordingly in Requiem. As of now, the only “followers” that exist are those of the magical summoning nature – and of which would normally be cause for murder if caught using. We have purposefully avoided adding any sort of Taming skills to the game as the entire administration and staff simply do not feel they can add more than they detract. With that said, we have considered a few scenarios that limited followers may find their place in the shard, specifically for non-group/solo players, perhaps in the form of wolf companions or otherwise. This is not a commitment, but more so a “maybe we’ll think about it in the future”.

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Sic
Aeolian Staff
Posts: 165
Character: Isidor Abendroth

Re: #ask_the_staff Questions and Answers

Post by Sic » September 4th, 2020, 12:53 am

#ask_the_staff Q & A, 8/27 to 9/3

It's that time of the week to answer all of your lovely #ask_the_staff questions. Remember that you can always submit your answer anonymously to the staff in the community Discord room; check out the #ask_the_staff channel for details!

And without further ado...


The factions relationship system will be overhauled it seems. Will players be able to have their own unique relationships with each faction? Or will it only be limited to guilds? How exactly would those relationships be built/changed? The mechanic was severely underused in the past. Also, will faction NPC's act according to the relationships? For example if you are in a druid guild and you are allied to a forest spirit faction, will the forest monsters stop attacking your guild members? (or you alone if you can have your own personal relationships) Please explain how this all will work and what can we expect from friendly/enemy guilds to affect our game experience.

Due to the nature of real life obligations and staff availability and time, there is no way we can commit to any semblance of being able to provide meaningful, unique experiences and relationships on an individualized basis to each and every player out there, nor would I ever expect or ask the staff here at Requiem to do that. At one time, long, long ago, we may have had the time and willpower to do this, but for anyone to expect highly personalized attention on the micro level has to understand that for us to be able to properly and adequately utilize our time in-game, everyone has to get on board with the idea that we will be focusing our efforts on groups of like-minded individuals. In lieu of trying to cater to everyone on a micro level, we will instead be formulating a new meta-plan that will put GMs in charge of “administering” one or more guilds, serving as a staff liaison for them and helping them achieve their shared, group goals and objectives while also providing to them quests in the form of Verses and other endeavors. This is not to say that will be completely be ignoring individualized RP, but we want to be able to spend our time more efficiency in-game.

Mechanically speaking, faction NPCs can and will interact with this system, so there is absolutely the potential of a group being hostile to one NPC faction and “friendly” to another.




Do you already have a location where the server will be hosted at?

Yes; the hosting takes place in the US as to cater to the majority of our players.





Did you clarify anywhere yet or decide if its a full reset? IE. Everyone starting from 0 or if there is some sort of uhh.. I dunno. Animus recovery etc?


There will be a full-wipe for the opening of Act VI. We are formulating and planning for non-animus rewards for veteran community members that will honor their commitment to the community but avoid placing them on an unfair advantage to the rest of the population. When we have the details for this, it will be announced in full and in earnest.



Will musicianship be a skill as the talent skill section indicates?

I actually had to look this up, and you're absolutely right we advertise it as such. While we have no immediate plans for this, it is right up our alley of focusing on RP and immersion systems for this new Act vs. balancing and developing numerous new major mechanics.




Will any of the skills be condensed?

As of this time, we are not considering any major skill changes apart from POSSIBLE changes to magic meta and potentially adding in a new combat skill.



Will your testing of systems be open for everyone to test or is it in house staff testing you described in another ask the staff question?

We will be picking and choosing testing candidates for Act VI, with a focus on using new people we haven't before.



How mechanically will Torment spread? If I fight a tormented soul in Chainmail/heavy armor, can I use a fire source to "disinfect" weaponry/armor ,so that I dont unwittingly bring it back to town? Can "silver water" use to disinfect cloth materials?

The Torment is a virulent enemy that can and will spread through air, consumption and direct contact. Rest assured that there will be ways to protect yourself from Torment Saturation, but we will leave these unsaid for now as to not ruin any potential surprises. Very good question and even potential ideas for us to work in though, thank you!



Does the Reeve still have the most authority in the Foundry and what currencies are currently used by the foundry?

As turbulent as the First Province is, the Foundry has shored up its' stakes in Prae', so you may see some new faces around. As for currency, we are not deviating from the standard copper/silver/gold solution.



Will Sanity be impt part of survival in this Act? Is Int is the only stats to counter it? How about strength which equal constitution? Can potions be made/food/hunger be used to lessen/slow the effect? (Good for Crafters)


Sanity will definitely be a new feature to worry about in this Act. There will be various methods to combat its' loss, and restore yourself from levels of insanity, to include consumables, Allopathy treatments, and simply visiting Sanctuary areas. Insanity can and will lead to new mental conditions that may impact your character and their RP in ways that hopefully won't hinder your game experience, but add some flair to it that you may of never knew you wanted.



Will there be an animus wipe? As a long-time vet, I'd love to see one.


Yes, as answered before, we will be wiping characters and animus for Act VI. Prior characters, at this time, will be availble to re-app and play, however will begin as new players mechanically speaking.







User avatar
Sic
Aeolian Staff
Posts: 165
Character: Isidor Abendroth

Re: #ask_the_staff Questions and Answers

Post by Sic » September 18th, 2020, 4:23 pm

#ask_the_staff Q & A, 9/4 to 9/18

It's that time of the week to answer all of your lovely #ask_the_staff questions. Remember that you can always submit your answer anonymously to the staff in the community Discord room; check out the #ask_the_staff channel for details!

Apologies for the little lag time on this one, we have been in heavy development since last week.

And without further ado...

Can a brief story be written about what happened to the story from previous Act/Beta? So that returning players can app in a way consistent with the lore. I kinda forgotten what happened. I know we had made ways to move eastwards with a player fort and even trying to destroy some stone barriers blocking the way to East.

Yes, an updated story primer along with “The Story So Far” summary will be provided before launch.

Will the misfire rate on guns be adjusted or flat out removed, or the amount of damage a misfire significantly decreased? Players who have attempted to use them previously were being knocked out constantly by misfires, regardless of the misfire risk precentage, and found the damage to risk ratio just wasn't worth it. It becomes even less attractive when you factor in mortality and the chance of randomly dying any time you are fighting anything.

Among many other systems being revised for greater accessibility, guns will be re-engineered into a viable combat skill with the ability to achieve a use scenario where you don’t just randomly blow up.

Will different ore types have special mechanical effects? For example, silver dealing more damage to undeads.... Shadow/wrought iron having more physical/slashing damage etc... ( Even if no mechanical benefits, even some "sparkle" for silver weapon on undead will give us enough to Role-play..... Please?

As of now, there are no mechanical effects that come in to play with creature types. This may change prior to launch depending on us completing our roadmap.

Will tracking be back? Especially the one where we can follow the footprints of intended target....Its a good counter to stealth and its not OP as following the tracks takes longer time and sometimes we can lose the scent...

There are no pre-launch plans to re-enable this version of tracking as it was not optimized code-wise.

Can crafters use "aminus" to increase chances of EO/MW ?

There is not a feature in the current build that does this, so no.

Are classes (prelacy, citizen, etc.) meant to have mechanical/RP advantages, or are they just for RP flavor?

There will be advantages in the form of character backgrounds that may involve social classes of the Republic come launch. You will have to check and see what new features have been added to character creation for the full details.

Will it be possible to be part of the republican factions?

There will be opportunities to be involved in a limited way with the Factions through the new guild system and through Sub-Factions, which we will announce at a later time.

When will the server open?

We are looking at an early to mid-November window due to Shadowlands being released on October 27th. We had originally quoted the weekend of Halloween for our projected launch, but it was recently pointed out to us that WoW's latest X-Pac, Shadowlands, is in fact releasing on October 27th which will significantly impact our numbers and in some cases staff availability.

Will there be a fishing skill/Or a capability to fish added to an existing skill?

There are no immediate plans to add Fishing to the game just yet.

User avatar
Sic
Aeolian Staff
Posts: 165
Character: Isidor Abendroth

Re: #ask_the_staff Questions and Answers

Post by Sic » September 26th, 2020, 12:16 am

#ask_the_staff Q & A, 9/18 to 9/25

It's that time of the week to answer all of your lovely #ask_the_staff questions. Remember that you can always submit your answer anonymously to the staff in the community Discord room; check out the #ask_the_staff channel for details!

And without further ado...

Are there non-immediate plans to add Fishing to the game?

Yes. We have post-launch plans to add in some flavor skills that include fishing, treasure hunting, and other mini-game like things. We're of the mindset that quality of life things like this that let people do more fun neat stuff out there in the game world adds to the flavor of the shard and gets people more engaged.

wadddddup



in Requiem lore.. is worshiping the "old gods" something that people still do? I know that was the Consortium's biz, but I'm wondering if that's prevalent at all in the world otherwise. clearly the story of Decus involves higher beings than Decus, so it seems logical that people might take up on worshiping them. but I imagine it would be seen as a bit heretical or witchy

In a world as vast as Eden and even Vitaveus, paganistic worship of ancients and entities other than the One True God are undoubtedly a thing. And, as you may imagine, such heresy is treated with extreme prejudice by the Ecclesial Authority.

How much time has past since the end of Act V to the Start of Act VI in game time?

This will be around a year and a half; enough time to keep your old characters or write them off as dead.

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