Editing Frequently Asked Questions

Jump to navigation Jump to search

Warning: You are not logged in. Your IP address will be publicly visible if you make any edits. If you log in or create an account, your edits will be attributed to your username, along with other benefits.

The edit can be undone. Please check the comparison below to verify that this is what you want to do, and then save the changes below to finish undoing the edit.

Latest revision Your text
Line 362: Line 362:
  
 
A: Very much, and he teaches us things every day. This is Paul’s vision.<ref name="update45"/>
 
A: Very much, and he teaches us things every day. This is Paul’s vision.<ref name="update45"/>
 
Q: Why abandon PnP-inspired RPG systems in favor of perks?
 
 
A: Great question and one we’ve been thinking a lot about as we start to delve into the character progression system.
 
 
Clearly there are benefits to both methodologies; a more traditional RPG system in which players have more finite control over skill points and stat advancement allows players to create and fine tune their characters exactly to their liking.
 
 
For Underworld Ascendant we want the focus of the game to be on the world and your interactions with it.  Anything that might get in the way of this, anything that might put itself between the player and the experience of living in the Underworld, is something we have to seriously consider before including in the game.
 
 
So, how does this relates to perks and character progression? Our preference is not to have players spend a lot of time in a system or UI where they are studying stats and points or worrying about whether to increase strength over dexterity.  We’d prefer, instead, to have character progression consist of a smaller number of meaningful decisions, such as choosing a new attack or movement ability, rather than numerous numerical tweaks, as allocating skill points every level.
 
 
This also will likely mean that many parts of character progression will happen more organically.  So, a player who is casting a lot of spells will tend to gain advancement and abilities in spell casting versus a character who becomes more skilled in melee weapons because that is his preferred method of combat.  A player who wants their character to use a bow, for instance, is probably going to be using a bow quite often.  Our thought is, why make the player actually go through the work of putting “skill points” into bowmanship if it can just happen automagically without interrupting the game experience?<ref name="stygiansentinel4">[[Stygian Sentinel 4|Stygian Sentinel #4]], [https://underworldascendant.com/news/622_update.php Answers From the Abyss #2]</ref>
 
 
Q: We know creatures in the ecosystem are going to function within it (i.e food needs, survival, and whatnot). Will this affect NPC's in the factions as well? Can I go hunting with Lizardmen?
 
 
A: Yes, NPCs and factions will be positioned in the ecosystem alongside the flora and fauna.  This means that NPCs and members of factions will have needs and desires that hinge on accessibility and conditions of the environment: access to food, protection from predators, warmth, and so forth.
 
 
Day-to-day routines of NPCs and factions will also be in the game as much as possible, including those that draw from and/or impact the ecosystem.  So, yes, lizardmen will be seen hunting and, depending upon your standing with them, they might even allow you to tag along.<ref name="stygiansentinel4"/>
 
 
Q: Are NPC's/creatures going to have other needs besides food in the ecosystem?
 
 
A: Absolutely.  While food may be the strongest need for many creatures, other things will also factor into their behaviors and motivations.  For instance, creatures will have a predilection for the kind of environment they want to live in – lava bat want to live in hot areas, preferably with some lava flows.  If that environment changes then the creatures will have a desire to migrate to a new location that more suits their needs.
 
 
We expect light and darkness to play a real role in creature behaviors as well.  To feel safe some creatures or NPCs may be more comfortable in well-lit parts of the Underworld, while others may prefer the darkness in which to hide.  Light levels is an atmospheric state which can be readily changed by the player, or even by happenstance, and which will have a big impact on the lives of creatures and NPCs.<ref name="stygiansentinel4"/>
 
                                                               
 
Q: If I trap a group inside their base, and cut them off from all outside food... Will they eventually starve to death? And if they do, can I have their stuff?
 
 
A: We want to have members of the factions have motivations that align with basic needs, such as the need for food, shelter, warmth, etc.  So, the AI for NPCs will have a desire to obtain or keep these things.
 
 
What the effect is if they do NOT gain these things is a tricky thing and something still very much in the air.  Clearly we want there to be some effect or else the desire will feel hollow and without impact.
 
 
Do we want an entire faction dying off because the player killed off their food source?  Probably not, that would likely put the player into a hole he wouldn’t be able to get out of and be very frustrating.  Our environmental systems, including ecology, will almost certainly have rubber-banding or hard edge case restraints in order to keep the game enjoyable.  What those restraints are we just don’t know yet.
 
 
So, in your example, will the group you’ve trapped die off from starvation?  Probably not.  More likely their behavior will radically change to reflect their desperate state.  Where once they would not have ventured out at night for fear of predators, now they will hoping to find food.  Where before they would not have risked attacking a powerful foe like yourself, now they charge out in a last ditch effort to escape their doom.
 
 
And, if you beat them, you can have all their stuff.<ref name="stygiansentinel4"/>
 
 
Q: Will there be totally customizable controls?
 
 
A: At this point we see no reason why our controls wouldn’t be completely customizable.  A lot of us here at OtherSide are heavy FPS and MMO players, so we like customizability as much as anyone.<ref name="stygiansentinel4"/>
 
 
Q: Are you aiming at a particular minimum hardware spec?
 
 
A: Still a little early to make a call on our minimum specs.  We are going for a fairly high fidelity experience, but at the same time we will support a range of detail settings to allow play on at least decent PC’s.  Not Chromebooks, but a reasonably capable laptop or desktop that has some 3D graphics chops.<ref name="stygiansentinel4"/>
 
  
 
==Sources==
 
==Sources==
 
<references/>
 
<references/>
 
[[Category:Underworld Ascendant]]
 
[[Category:Underworld Ascendant]]

Please note that all contributions to UnderWiki may be edited, altered, or removed by other contributors. If you do not want your writing to be edited mercilessly, then do not submit it here.
You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource (see UnderWiki:Copyrights for details). Do not submit copyrighted work without permission!

To edit this page, please answer the question that appears below (more info):

Cancel Editing help (opens in new window)

Template used on this page: