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Byolante
Mar 23, 2008

by Cyrano4747
If your game doesn't have enough players to support the gameplay style you are aiming for, what contingency plans do you have? Or will you just shutter it?

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Byolante
Mar 23, 2008

by Cyrano4747

Farg posted:

I rolled a mage and then the game didn't respond to controls then my guy cast like 20 spells in a row at nothing and i couldnt make him stop then it said i was out of reagents but wouldnt tell me what those are or where to get them so i couldnt attack so i quit

sounds like the sort of experience the OP wants you to have tbf. Telling you how to actually power your character would be a click-this-next tutorial and we can't have that.

Byolante
Mar 23, 2008

by Cyrano4747

Lizard Wizard posted:

I don't want to rain on your parade but half the features in the OP sound kind of drastically unfun. Why shouldn't soloing be rewarding? Why is there not a tutorial? Why penalize death in a game that seems to be actively shooting for a steep learning curve? Why require reagents? What's wrong with quest hubs?

Sure, you've got a lot of things that distinguish your game, but I'm really not hearing any case for how any of these decisions add up to something enjoyable. You've told us what, now tell us why.

WoW broke online gaming man

Also look at all the crowfall/shards/pantheon/ect games in dev atm, there are about 1000 broken people who really loudly want this game.

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