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retpocileh
Oct 15, 2003


Official Website: https://sagaoflucimia.com

Saga of Lucimia is an MMORPG being developed by a group of 12 unpaid volunteers and 4 paid contractors. They've been working on it since 2014, and despite what the last sentence would imply, it actually doesn't look like complete dogshit.

The focus of the MMO is on group based, slow, challenging, atmospheric gameplay. This will not be a WOW clone where you can solo your way to max level by mindlessly mashing your abilities as fast as you can.

I'll let the FAQ cover the rest:

WHAT IS THE SAGA OF LUCIMIA?
The Saga of Lucimia is a group-based, high-fantasy MMORPG. It combines rich storylines with elements of classic table-top RPGs and the earlier forms of dungeon-based, group-based MMORPGs.

For the latest updates, don’t forget to sign up for our newsletter, and register at our forums.

WHAT DO YOU MEAN WHEN YOU SAY GROUP-BASED?
Think about Dungeons & Dragons or any tabletop setting; the vast majority of sessions aren’t just one person sitting at a table with a Dungeon Master. Rather, the most fun is had when you are sitting around with a group of friends sharing in adventures together over sessions that last several hours and span the course of weeks, months, and even years as you and your partners embody the heroes that undertake epic adventure after epic adventure in the worlds they inhabit.

Ours is a team-based MMORPG where the best rewards in terms of adventure, storyline and gear, come from overcoming challenging content that is experienced with a team of your best friends and allies by your side. We are, in every literal sense, a tabletop game with a digital skin.

For more information, read this blog post on The Meaning of Group-Based Gameplay.

WHAT SIZE WILL GROUPS BE?
We are focusing on an 8-man party system. Small group content is designed for 2-4 players, with medium-sized content spread out across the overland for groups of 4-6 players. Well-geared and skilled players may be able to duo or trio content slightly below them in terms of difficulty, but only in the areas close by outposts and cities; dungeons will require full groups to work through. Other encounters will require raid forces.

WHAT SIZE WILL RAIDS GROUPS BE?
While nothing is set in stone at this point, we anticipate x2, x3 and x4 group encounters (up to 32 players).

WILL THERE BE SOLO CONTENT?
You will be able to explore within cities and outposts on your own, roleplay with other players, customize your cosmetic appearance, decorate your apartment or house, as well as engange in some aspects of crafting by yourself in between adventuring sessions, but any time you step foot outside of the protection of a city or outpost you are entering a world of adventure and danger, a place where you dare not venture alone.

Remember, MMORPG stands for Massively MULTIPLAYER Online Roleplaying Game, not single player RPG.

WHAT DO YOU MEAN, “CHALLENGE-BASED”?
Challenge means different things to different people. For us, it starts with group-based content.

If you make the decision to leave the safety of town and its guards, it’s not a decision you should be making lightly. While there are little things you can do just outside of outposts and cities in micro-sessions of 30 minutes to 1.5 hours alongside two or three of your friends (gather pelts and harvesting supplies, take on small bandit outposts, etc.), the further you go afield, the less civilized the world is, and the more dangerous things become.

You need a balanced group of adventurers to handle whatever you might come across in the wild. You need gear. You need supplies. Bandages. Potions. Scrolls. A pack mule. Rope. Never leave home without a good length of rope.

It’s an excursion, not an afternoon stroll down to the river to pick daffodils for your sweetheart or mum. You need to prepare for adventures that will take multiple game sessions to complete, just like with a tabletop campaign.

Think the Mines of Moria; we want every dungeon and adventure our players encounter to be on par with what The Fellowship encountered while being forced to skip the pass and head into the mines.

Beyond that, we’ve got other mechanics to up the ante. For example, there are no mini-maps in this game. You’ll be navigating based on your own ability to figure out where you are in the world or a given zone. You’ll be able to find maps for cities that you can store in your inventory and open up to help you navigate the streets, but there won’t be a glowing dot with a “You Are Here” marker; you’ll still need to be able to read the map and figure out where you are in the city.

There will also be NPC-dropped maps that are part of quest chains, as well as those given to you by NPCs as part of quests, but those won’t be linked to a mini-map. Instead, it will be based on your ability to read the map in real-time and navigate the world using descriptions and landmarks in conjunction with those maps.

Also, there will be corpse runs; if you fall in the wild, your gear will remain in the field and it will be up to you (and your friends) to work your way back to where your remains are located to recover your gear and continue your adventure.

WHAT IS THE STORY OF THE GAME?
The Saga of Lucimia is based on a four-book series drafted by T.W. Anderson in 2008, which in turn was based on a AD&D tabletop campaign world he created in the late 90s and enhanced and DMed for more than a decade. You can read more about the game lore here, as well as read selected chapters in the Story So Far section of the site.

ABILITY SYSTEM? WHAT ABOUT CLASSES?
The Saga of Lucimia features an ability-based adventuring system. Players have the option to choose their own combination of Masteries and associated abilities at character creation (as well as uncover more throughout exploring the world around them), thus creating a completely unique, class-less character based upon the concept they choose to pursue.

However, only a handful of Masteris and abilities are available at character creation. If you want to truly become a force to be reckoned with, you’ll have to find the rest of the Masteries and abilities available in game. Some can be found on advanced trainers in the darkest corners of the world. Others will be found in the depths of dungeons, looted from the most challenging of boss mobs and raid encounters. Others still can only be earned through completing questlines, while others still will require you to have the proper faction in order to aquire.

And beyond that, there’s also your base stat requirements; Strength, Dexterity, Constitution and the rest of your abilities determine what kind of Masteries and abilities you will be able to aquire for your character.

It truly is a limitless system where the only limitation on what type of character you can create, is you and your imagination!

WILL THERE BE PVP?
No. We are a purely PvE title.

WILL THERE BE CRAFTING?
Yes. There will be solo crafting and group crafting, as well as solo and group harvesting.

WILL THERE BE HOUSING?
Yes. There will be a mixture of player-built and rentable housing. However, please note that player-built housing is not planned for launch. Please read our post on Feature Complete – Managing Expecations for more information on features that will be rolled out over time.

WHAT CAN I DO IN THE GAME?
The Saga of Lucimia is first and foremost a tabletop game set in an online environment, which means there is an underlying storyline that accompanies each Volume of the game. Players have the option of following this primary storyline through quests laid out over the course of the game, as well as pursuing content across the entirety of the continent of Lucimia in a true sandbox-style environment.

Players can also specialize in a wide variety of combat and non-combat abilities provided by our robust Mastery and Crafting systems.

Bearing in mind that we are building a sandbox-style game, there will still be theme park elements of the game in the sense that certain questlines will have a pre-determined point A and point B. However, there will be zero quest hubs, nor will you be required to follow a specific series of quests to gain experience points and level your character. In fact, since our game doesn’t have experience points, players complete quests not for leveling, but for lore and gear, along with faction, quest items, unlocks of other zones, language unlocks, and beyond.

However you choose to play the game is how you grow your character and immerse yourself in our world.

It’s important to note that since we have zero quest hubs, and the quests that exist are 100% optional, how you choose to play the game and experience our world is entirely up to you and your friends. Want to be explorers, crafters, or merchants who caravan goods from city to city and outpost to outpost? Go for it! Want to follow the main storyline and partake in the lore of the world? Go for it!

Sandbox = your decision.

WILL THERE BE MORE THAN ONE EPISODE?
Yes. There are currently four books in the Saga of Lucimia series. Each book represents a game Volume, or release. The initial game release is Volume I, and there are three expansion volumes currently planned, with original content to be created beyond that point. No release dates are available at this time, but we anticipate a release schedule of roughly every two years in regards to the follow-up expansions.

WHEN WILL SAGA OF LUCIMIA BE AVAILABLE?
The project started as an idea in early 2014. Our friends and family alpha began in early 2015, with our Early Access kicking off September of 2015. We have the benefit of being self-published, which means we aren’t working against an official timeline, but rather our own internal timeline. We have an estimated 2019 release.

WILL THERE BE AN OPEN BETA FOR SAGA OF LUCIMIA?
No, there will not be an open beta of our game. Anyone who wants to help us test our game can do so by pre-ordering a copy of our game at any one of the varying levels of backer tiers available, which will allow them Early Access to the alpha and beta builds as they are available.

You can pre-order a copy of the game here.

WHAT IS EARLY ACCESS AND HOW DOES IT WORK?
In many games, Early Access is a chance for players to get a headstart on content. They pre-order the game as a way to get in early, to farm data and content, and get a headstart on everyone else.

That’s not how we are treating our Early Access.

For us, Early Access is there for players who are extremely passionate about our game, and want to help us test it from the earliest, ugliest, glitchiest stages of pre-alpha, all the way through to the final product. As of this writing, our EA players test builds on an as-needed basis. They kick the buckets that we ask them to kick, and they help us test mechanics, infrastructure, and the core features of the game.

However, they don’t have access to game content or storylines. Instead, we’re hand-picking a select few out of the Early Access program; those who are the most passionate, the most loyal, the most trustworthy, and the most dedicated to helping us build this game into the final version. Those who are hand-picked get a special invite to join us on the actual test server, where we’re testing actual game content ahead of the launch of the game.

While we don’t have an NDA on the Early Access test weekends (not necessary since we aren’t testing game content there), we do have an NDA in place for those players who are selected for our test server.

Want to make it to that level? Pre-order the game, get involved at the forums, and show us that you are here for more than just a headstart on other players.

If you believe in what we are building and want to help, actions speak louder than words.

WHAT PLATFORMS WILL SAGA OF LUCIMIA BE AVAILABLE ON?
Windows, Mac, and Linux are planned.

HOW CAN I HELP?
Follow along, spread the word, share our content via word of mouth and your chosen social media platforms, get involved at the forums, and help us grow the community! And if you are super-excited with what we are doing and you want to get involved in the Early Access program, pre-order the game today!

WHAT WILL THE COSTS TO PLAY BE?
We will be a subcription-based game.

There are numerous reasons for this, mostly relating to the fact that we aren’t creating a solo-style, play-5-minutes-here-or-there style of game, free-to-play title where everything revolves around micro-transactions to cater to the guy-who-only-plays-five-minutes-per-month-and-doesn’t-want-to-pay-a-subscription-for-his-hobby.

Instead, we are catering to the players who understand group gameplay, who thrive in tabletop environments where sessions last two to four hours, and who play multiple times per week within those groups: the 12 – 15 hours per week players are our “core” audience. The players who immerse themselves in our world, who take up their personas and BECOME their characters, the ones who play enough per month to justify paying a monthly subscription…YOU are our core players and who we cater to.

While our final price isn’t set in stone, you can expect it to be in the ballpark of 15 to 20 dollars a month.

Your monthly fee gives you access to 100% of the game. No locked content hidden behind pricing points, no micro-transactions required to give you access to a mailbox or chat abilities, no loot boxes, no cosmetic store…just a flat monthly fee to play the game.

A free trial month will be available after we launch. Upon completion of the 30-day trial, players will be required to purchase a copy of the game + subscribe to continue.

Price is not set in stone; more on this to come at a later date.

-------------------------------------

Recent gameplay video: https://www.youtube.com/watch?v=e9HRx42rcis

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Freakazoid_
Jul 5, 2013


Buglord
no, it's complete dogshit.

there's only room for one old school everquest clone and that's the one brad mcquaid is working on.

Givin
Jan 24, 2008
Givin of the Internet Hates You
I'm no Alexander DeLarge, but sure does look like dogshit to me OP.

Givin fucked around with this message at 14:35 on Jul 10, 2018

I said come in!
Jun 22, 2004

Group based MMOs with a subscription are a stupid idea that will never work in 2018. This game will eventually go free to play and completely rebalance itself it be solo friendly.

Fewd
Mar 22, 2007

#vmp #opsec #kolmiloikka #happoo
As much as I'd like to be a teenager with zero resposibilities again, playing a time sink mmogame where I can do fuckall unless 3-8 friends are also online at the same time for x hours?

Nah.

Saltpowered
Apr 12, 2010

Chief Executive Officer
Awful Industries, LLC
The gameplay video is 2 hours of slow walking through a forest and struggling to beat up 2 bandits with 5 people. The combat is so slow that it appears to be in slow motion. FFXI is engaging and fast-paced by comparison. Who the gently caress is the audience for this poo poo?

I like loving off in a game with friends for several hours but this just looks painful.

Shy
Mar 20, 2010

retpocileh posted:

The focus of the MMO is on group based, slow, challenging, atmospheric gameplay. This will not be a WOW clone where you can solo your way to max level by mindlessly mashing your abilities as fast as you can.

Is this like a selling point?

Lord Windy
Mar 26, 2010
I watched 5 minutes before getting bored. It's just yet another group based hotbar MMO.

quote:

For us, Early Access is there for players who are extremely passionate about our game, and want to help us test it from the earliest, ugliest, glitchiest stages of pre-alpha, all the way through to the final product. As of this writing, our EA players test builds on an as-needed basis. They kick the buckets that we ask them to kick, and they help us test mechanics, infrastructure, and the core features of the game.

Oh boy, this sounds like no fun at all!!! Why even offer it?

quote:

we’re hand-picking a select few out of the Early Access program; those who are the most passionate, the most loyal, the most trustworthy, and the most dedicated to helping us build this game into the final version. Those who are hand-picked get a special invite to join us on the actual test server, where we’re testing actual game content ahead of the launch of the game.

Ohhhh, so I can work towards getting actual Early Access. This is a thing all real Early Access games need, pointless work so I can then be trusted enough to play the actual loving game. Then I get to sign an NDA!!!!!!

This game is just plain insulting garbage, and I look forward to it dying.

Raged
Jul 21, 2003

A revolution of beats
I think it only takes about 20 seconds of that gameplay video to let everyone know the game will be a huge pile of poo poo.

clone on the phone
Aug 5, 2003

Shy posted:

Is this like a selling point?

They need to put warning sirens around it

Alexander DeLarge
Dec 20, 2013

Givin posted:

I'm no Alexander DeLarge, but sure does look like dogshit to me OP.

If I was going to touch this, I would've made the thread. Splitting up the niche community looking for a modern ~hardcore 1999-era Everquest clone~ is a worse idea than having two Darkfalls competing with each other.

Alexander DeLarge fucked around with this message at 12:20 on Jul 12, 2018

Byolante
Mar 23, 2008

by Cyrano4747
The only thing missing from this being every poor design choice possible is full loot pvp

Farg
Nov 19, 2013
I don't know any mainstream mmo where you mindlessly mash buttons tbh

Saltpowered
Apr 12, 2010

Chief Executive Officer
Awful Industries, LLC

Byolante posted:

The only thing missing from this being every poor design choice possible is full loot pvp

Wrong.










You could have player-on-player in-game sex for buffs.

Ruggan
Feb 20, 2007
WHAT THAT SMELL LIKE?!


Lawlicaust posted:

Wrong.










You could have player-on-player in-game sex for buffs.

Worked for HellMOO

Saltpowered
Apr 12, 2010

Chief Executive Officer
Awful Industries, LLC
Failed horribly for ex-star citizen adjacent studio Illfonic and Revival which was somehow a better concept and more likely to succeed than this thing...

Drakkus
May 14, 2002

yum~
I like the website!

Salacious Spy
May 29, 2010

Well the word got around they said this kid is insane, man
Banged in the mouth and now he's got AIDS, man
game design/development is hard and so is putting your work out to the public to be judged by strangers. I hope your passion project succeeds OP

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DapperDraculaDeer
Aug 4, 2007

Shut up, Nick! You're not Twilight.
Eight person groups? Ouch, thats a rough design choice right there. I remember how hard it was to keep a group together and running in EQ which had a pretty substantial community even by todays standards. For a niche game like this that will likely have a small community that seems like its creating a difficult barrier to even getting started on the game.

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