Kingdoms of Amalur: Reckoning. An rpg worth keeping your eye on.
#76
Posté 24 septembre 2011 - 10:14
#77
Posté 24 septembre 2011 - 10:23
naughty99 wrote...
I understand that players want to advance using their playing style and having these guild tropes is a kind of easy way to add a lot of stealth, combat or magic related quests.
But why not two opposing factions of wizards, for example, or why not have different ways to complete all kinds of quests. There are a lot of interesting things going on with factions in various RPGs that fantasy games seem to be lacking due perhaps in part to the shortcut of always using the three archetypal guilds.
For example, if you want to play a warrior character, there might be ways to use direct violence to complete quests to help a particular faction, while if you are playing a stealth character, maybe you can use stealthy ways to complete those same quests (same goes for magic users). There is really no need to have a "fighter's" faction that acts a generic employment office for everyone's rat problems in their basement, etc.
I'm bored to tears with the concept of having fighter's guild, mages' guild and thieves' guild in every game. When I played pen and paper games, I added all kinds of organizations and factions to games and there were many ways for players to advance without the stereotypical guilds.
The only time I've ever seen that was in Oblivion (I don't play many d&d games). Anyways, Planescape: Torment has that and more. I like that approach, but I don't really care one way or another what those factions are called just as long as their questlines are interesting.
#78
Posté 24 septembre 2011 - 10:28
#79
Posté 25 septembre 2011 - 02:05
http://www.ea.com/re...ng/1/characters
I'm not really into this color palette and art style. I think these are not character models but concept art, no?
#80
Posté 25 septembre 2011 - 09:20
#81
Posté 25 septembre 2011 - 09:54
"A mercenary sells his sword without honor. A Warsworn sells honor armed for battle."
The depth of characterization this gives is really something. I already truly feel this faction is full of noble, honorable tradition...that to be a part of it is truly something. Including this:
"I have trained; I have dreamed. I will join the Order."
The next line hints at corruption from another faction, mostly from tone of voice. It gives characterization of intelligence and reason to magic and the guild:
"It is our responsibility to know what these forces are. So we can better....control it."
Wonderful, I say. Wonderful!
Modifié par gammameggon, 25 septembre 2011 - 09:55 .
#82
Posté 25 septembre 2011 - 09:59
Which would be even betterm imo.
Modifié par Ringo12, 25 septembre 2011 - 10:00 .
#83
Posté 25 septembre 2011 - 01:24
naughty99 wrote...
New update showing a few important NPCs:
http://www.ea.com/re...ng/1/characters
I'm not really into this color palette and art style. I think these are not character models but concept art, no?
It's concept art.
#84
Posté 25 septembre 2011 - 05:21
#85
Posté 25 septembre 2011 - 05:50
#86
Posté 27 septembre 2011 - 09:26
I'm also really excited about Dragon's Dogma. I was not that into it at first. Now, slowly but surely, it's growing on me.
#87
Posté 28 septembre 2011 - 03:51
I think the story will be good. From hints given, the narrative seems emotional and complex, and there is hardly even any spoilers out on the gritty details. Hopefully factions will influence the main plot.
#88
Posté 28 septembre 2011 - 03:55
#89
Posté 28 septembre 2011 - 04:56
AshedMan wrote...
Sorry, I'm a little late to the thread and haven't read it all. So Amalur is a single player RPG set in the same world as the the MMO that they are also working on? I'm even more interested in it now!
The MMO will be set in a different time period.
#90
Posté 28 septembre 2011 - 05:27
Morroian wrote...
AshedMan wrote...
Sorry, I'm a little late to the thread and haven't read it all. So Amalur is a single player RPG set in the same world as the the MMO that they are also working on? I'm even more interested in it now!
The MMO will be set in a different time period.
Do you know how different? Like say Arcanum type setting....oh that is something I dream of.
#91
Posté 28 septembre 2011 - 06:56
#92
Posté 28 septembre 2011 - 08:46
#93
Posté 28 septembre 2011 - 08:49
#94
Posté 28 septembre 2011 - 09:45
#95
Posté 29 septembre 2011 - 03:10
You have died, and you are resurrected by a man name Gnomerous Humes who has a creation known as the Well of Souls. His purpose is seemingly the 'pursuit of immortality', and you are the first success story and are a Fateless One (to start off the game its your class...you choose your destiny 'class' through choices in levelling).
Magic has returned to the world of Amalur after a long absence, and there is conflict between mortals and immortals (Fae). A faction among the Fae, known as the Tuatha (Too-ah-tha), obey only their new leader, Gadflow, as a god and seek to eliminate all mortal races from existence.
Much detail to be filled in, but that's how the shell is shaping up.
I like the class system a lot...Big Huge Games posted their Destinies with descriptions and there will be a lot of flexibility. There is a specific class that optimizes the experience for self-admitted jack-of-all-trades even, along with a well-rounded combat class with emphasis on exploration and exploring (towns and the world) called Wayfarer.
For those interested, I'll post later on a detailed description of the known Destinies.
We will all begin the game with the same Destiny: Fateless One. Your Destiny is yours to choose and even alter along the way.
Modifié par gammameggon, 30 septembre 2011 - 03:39 .
#96
Posté 29 septembre 2011 - 05:24
Though where i feel the game will really shine is with the combat and 'class' system. Technically it has classes, but you're not thrown into a specific class. And as you progress in the three skill tress, you obtain destinies which just gives a name to what kind of character you've built.
Sounds great to me.
#97
Posté 29 septembre 2011 - 05:17
#98
Posté 30 septembre 2011 - 02:57
Q: Will you be able to dual wield weapons in general? – By TecHead
A: Some weapons are automatically paired, such as Daggers, Fae Blades, and Chakrams, and others would be traditionally impossible to dual wield, such as Hammers, Greatswords, Longbows, and Staves. So we decided to implement a unique method with our two-weapon system. You'll notice immediately when you play Reckoning that you can equip any weapon to your primary and secondary slots. Switching between each weapon is seamless and fluid, so you can create your own combinations to match your play style.
For instance, I like having a Frost Bow in my primary slot to slow enemies down from a distance, then that buys me time to slice them up with my slow (but very damaging) two-handed sword. A mage could focus on using a Sceptre for damage output, and use a Staff when enemies get too close to push them away. Want to equip two Hammers? Go for it! We don't restrict any combination of weapons.
Additionally, there aren't any class restrictions on weapons. Investing in different masteries will increase your damage output and unlock new attacks. We built the two-weapon system like this so that you would always feel free to try out a new weapon without sacrificing your main play style. Once you feel comfortable enough with a weapon class, you can start investing in it to make it part of your own Destiny. – By Joe "JoeQ" Quadara, Lead Combat Designer
Q: Will there be any Easter eggs that players can associate with the previous work of Reckoning's developers? For example, I'm a huge fan of R. A. Salvatore's work, so could I run into, let's say, an NPC that would make me say "Hey, that's Drizzt!" I would find that awesome! – By Dimitrios
A: Fans of R. A. Salvatore's work will feel right at home in Amalur, but you won't find Drizzt or Menzoberranzan there (though there are plenty of Dark Elves and the occasional giant spider). Amalur is a brand new universe, crafted independently of R. A.'s other fantasy settings. That said, there are several Easter eggs in Reckoning, but they wouldn't be Easter eggs if we told you what they were! – By Will "BHG_Miller" Miller, Systems Designer
Q: Is there a toggle helm on/off? Please say yes. – By thuvia
A: You bet there is the ability to hide helmets!
As a developer and RPG player, I get so annoyed in certain games when I feel forced by the awesome stats of an item to parade around and talk to people wearing some mage hat that looks like I'm wearing a bejeweled wedding veil. Luckily, our character artists here make awesome looking gear, but I still like to be able to see my character's face and hair. As something for Reckoning that I personally cared about, I frequently went to our lead designer and made sure to ask "We're still getting an option to hide the player's helmet, right?" To which he would always say, "Yes." That is until a month or so ago when I asked about it and he explained to me that it had to be cut because it was too risky for this late in the game!
My heart was broken! I yelled and pointed in accusation. I begged and pleaded, offering to pay money to whomever could implement it in their free time. I even offered to learn how to program this specific thing myself (I’m an artist, by the way). It seemed like all hope was lost. . . .
So at that point, instead of bugging him about the feature getting in, my new thing was to respond to any of his emails with this image:
Recently, however, I was on vacation checking my email, and Ian (the Lead Designer) included at the bottom of one of his messages "...btw, when you get back, you're going to find a new feature in the options menu. Helmet Hiding." We had gained some extra time for key features to be worked on, and this was approved. Huzzah!
So bottom line, yes we have a toggle for helm on/off. And I'm just as happy as you are. – By Shaun "Bearcop" Martin, Senior Environment Artist
Q: How is the 'Reckoning' weapon chosen? Is it a player choice or some aspect of how you destiny impacts you in game?
A: When you go into Reckoning mode, the Reckoning weapons are super versions of your character’s equipment. They are larger, and are ethereal, but retain all of the same stats and damage effects (along with a significant damage boost).
Now when your character performs a Fate Shift, the Fate weapon is specific to the Fate Shift being done. Sometimes these are using weapon classes that you may never see in the rest of the game. For instance, when Fate Shifting a Banshaen, because she's such a nasty fish-like creature, the hero forms giant ethereal fish hooks to tear her apart with. Fate Shifts are spectacular moments of pure dominance over the enemy, so the hero conjures the best weapon we can think of for the job. – By Joe "JoeQ" Quadara, Lead Combat Designer
Q: Can you expand a bit on the loot, specifically your past references to "Diablo-like" loot? On the surface this sounds grand, and based on the discussion you started in the Dev Discussion area, it sounds like you will have the standard color-coding of rarity of items, along with expected "unique" and "set" items, including both "standard" versions and "legendary" versions. Can you verify this, or expand on it at all? One thing I'm specifically curious about is how "loot chance" will be balanced/tweaked, given that this is a single-player game and item trading won't be a part of it like it would be in a game like Diablo. Will there be extra-uber items with a miniscule chance of dropping, that will require a lot of playing/grinding with high-level characters? Or is the expectation that most players who play to the level cap will see most of the really good stuff? – By Fantasm
A: Behind the scenes, Reckoning has three different kinds of loot: Common, Unique, and Affixed. Common loot includes your standard non-enchanted sword or helmet. Unique loot items are hand-crafted and have custom art and bonuses. Some unique items are set items, and give you extra bonuses for wearing multiple pieces of the same set. In addition to the hundreds of unique items, Reckoning also features a procedurally generated, or "Affixed" loot system. This system can generate massive amounts of loot by taking a common item, and attaching a suffix, prefix or both a suffix and a prefix to it.
To give a real example from the game, a sword called the Savage Longsword of Hemorrhaging has two buffs on it: a buff to critical damage (Savage) and a buff to bleeding damage (of Hemorrhaging). Each suffix and prefix is selected based on the player’s level, the type of item, the type of enemy killed, and rarity, among other things. To give you an idea of how detailed this system is, here is a screenshot from one of our internal tools showing some of the possible affixes for infrequent mage helmets:
(Please click on the image below to see a larger version.)

With this loot system, not only can the game intelligently build awesome weapons and armor, we can also control the frequency of drops based on game state. For example, health potions and lock picks won’t drop as frequently if you have several of them in your inventory. If you don’t have many, they drop more frequently. The Systems Design team has spent a lot of time tuning and tweaking drop rates, conditions, and rarity to make the loot in Reckoning as compelling and fun as possible. – By Will "BHG_Miller" Miller, Systems Designer
Modifié par naughty99, 30 septembre 2011 - 03:00 .
#99
Posté 03 octobre 2011 - 12:28
#100
Posté 03 octobre 2011 - 10:48
FATELESS ONE
Newly resurrected, your fate is blank, formless, and ready to be forged into the shape of your choosing.





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