I'm looking forward to the Kickstarter, but there are a lot of topics I would like to know more about:
- Combat mechanics (RTwP we know, but that's just the interface. How about to-hit, resistance, armor, damage, spells, speed, stealth etc.)
- Character builds (12 classes? Ok cool. In a entirely new system? What will differentiate them? Perks, skills, attributes, levels, roles, stances, pets? Diplomatic skills vs Combat skills?)
- Loot system (You've talked about the greed system, but what about gear in general? Random/Hand placed, Scaled/Absolute, Weapon types, Armor types, Artifacts etc.)
- Enemies (Enemy variety, challenge level/scaling, AI, respawns etc.)
A lot of Kickstarter pitches do a good job of telling the story and the general concept of a game, but a poor job of telling the specifics. I understand there may be changes during development etc. but I reckon these things are a BIG part of a game like this and should be pretty much decided beforehand.
Being clear about these things from the get-go of a Kickstarter is also a good way to avoid angry backers down the line, since a lot of us are borderline autistic and will rage if a game contains mechanics we loathe, be it respawns, multiplayer, dice rolls, level scaling, loot scaling or awesome buttons.
- Combat mechanics (RTwP we know, but that's just the interface. How about to-hit, resistance, armor, damage, spells, speed, stealth etc.)
- Character builds (12 classes? Ok cool. In a entirely new system? What will differentiate them? Perks, skills, attributes, levels, roles, stances, pets? Diplomatic skills vs Combat skills?)
- Loot system (You've talked about the greed system, but what about gear in general? Random/Hand placed, Scaled/Absolute, Weapon types, Armor types, Artifacts etc.)
- Enemies (Enemy variety, challenge level/scaling, AI, respawns etc.)
A lot of Kickstarter pitches do a good job of telling the story and the general concept of a game, but a poor job of telling the specifics. I understand there may be changes during development etc. but I reckon these things are a BIG part of a game like this and should be pretty much decided beforehand.
Being clear about these things from the get-go of a Kickstarter is also a good way to avoid angry backers down the line, since a lot of us are borderline autistic and will rage if a game contains mechanics we loathe, be it respawns, multiplayer, dice rolls, level scaling, loot scaling or awesome buttons.
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