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#we got a glimpse of some of the direction PvE gameplay will head with last halloweens gamemode and it was very promising
reformedmercymain · 1 year
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Should I give Overwatch another chance?
Honestly as much as I love the game I’d hold off on playing it until PvE comes out unless you have friends who are playing it with you. Ow2 reignited my actual love for the game (outside of how it scratched my competitive itch) so it *might* be worth a try even without friends if you loved “old overwatch” (like the “classic days” of 2016-2018?) and maybe lost interest around 2019 onwards. But for 99% of the players who left I’d advise you wait for what will hopefully be decent PvE
#I love the game so much and I’ve been playing with friends and LOVING it but I really feel like the best experience#would be casual play with friends#I’m sorry I don’t have a solid answer it really does come down to maybe just launching and playing for like… an hour of some qp? 1-2-2 is#fantastic and the best thing to happen to the game (sorry to the wonderful tank duos but this was necessary)#this is a total gamble I’m responding on mobile and it’s broken so it’s black text on a dark gray bg#c talks#but yeah. I’m having the most fun I’ve had since 2016/2017 as it is now#but it’s… something I worry people might try and dislike and then be unwilling to come give PvE a chance#we got a glimpse of some of the direction PvE gameplay will head with last halloweens gamemode and it was very promising#I just want people to not set themselves up for failure hence 1) try to play with friends and don’t be too serious & 2) if you’re not#in love with it as it is please keep an open mind for when PvE comes out#Lmk if you play and whether you like or dislike it because I’m always interested in returning players impressions#I’ve had a lot of people say they enjoyed it but I know a lot of that has to be influenced by people being more likely#to tell the overwatch player that they’re enjoying overwatch#but not even kidding if you dislike it dm me because I’d love to hear thoughts as to what may be disappointing#(even though I hope you like it if you give it a chance!)
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exilesofembermark · 6 years
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Game Dev Update | 3.12.18
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“THIS is what I see on my screen.” - Your Opponent
So proud of the Victory image from the UI work we’ve been doing, figured we’d better show the other side of the coin this month. Hopefully, you won’t see this screen too much (unless you’re playing me, in which case enjoy this screen-- remind me I said that on launch day).
Last update, we gave a follow-up to our publishing announcement, detailed the Exiles end-of-battle sequences, and introduced concepts for Archmage Edyrin Zaan, who played a key role in Embermark’s Collapse many, many years ago. This time around, we’ve got gameplay and crafting updates, a look at Edyrin’s cohort and warcaster friend Elle Manigold, info on our coming First-Time-User-Experience (your intro to the game) and a look at how we’re going to try and quickly tell you story elements as you pass through this fantasy world we’re working on.
CRAFTING EVOLVED
The crew here at Gunslinger is working at a fever pitch right now, implementing all of the learnings we’ve had over the course of the last several months about everything from combat (which has been detailed in dev updates here and here) to systems to the way players build characters over time. We’re aiming at a result that brings build strategies to the forefront, communicates what happens during battle in a much more straightforward way and increases the tastiness of loot.
And that’s what we’ll cover this time around-- loot and how crafting has evolved. The loot system is pretty straightforward-- A Common item-- say, a sword, has specific stats on it (how much damage it does, any affects to the player’s core stats like Strength). A Rare Item has a prefix-- say, Mighty. Making a Mighty Sword. That prefix has up to 2 stat effects as well (like a plus to STR and CON). An Epic item has a prefix and a suffix-- say, of Shenanigans and that suffix comes with stats or special effects of its own. Making a Mighty Sword of Shenanigans. Legendary items are bespoke designs and very special and delicious.
Before the current design pass, you could Craft random items for a specified slot (like your Chest or Head) as well as Salvage stuff you didn’t want and create items from specific recipes. You could also Upgrade items, which wasn’t super interesting-- it was just the equivalent of leveling an item.
To make the Forge more user-friendly and increase the fun part of loot management, we’re making the following changes:
Salvage is moving over into your main inventory in the Character screen, since that’s where you usually want to get rid of stuff
Everything you can make is now a Recipe, even the random stuff (so there will be a “Forge Random Sword” recipe as well as a “Forge Mighty Sword” recipe)
Upgrade is replaced with Transmute. So instead of simply leveling a sword from low to high, now you can change its attributes with a reroll, like changing the item’s STR buff into another stat like SPD or CON, depending on how you roll. This will be a feature with limits-- you won’t be able to turn anything into anything else. You can change one attribute, but that will lock the others. 
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EDYRIN ZAAN - NOW IN COLOR
Last Update, we shared the sketch concepts for one of the pivotal characters of our fantasy drama -- the Archmage Edyrin Zaan, who started the wheels turning toward the collapse of the continent and the otherworldly shenanigans that made Embermark a forbidding, chaotic place. 
Now we’ve fleshed him out a bit, and he will be making appearances throughout your journey across the land (see the glimpse at the Narrative System below). Is he friend or foe? You may have a hand in deciding...
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(btw, if you’ve been paying attention to the Dev Updates, that staff may trigger your imagination)
ELLE MANIGOLD: THE CATALYST
Edyrin didn’t come upon the dangerous practice of summoning-- or of manipulating Mystic power-- alone. He had help.
Enter the deadly warcaster, Elle Manigold, whose story will be revealed over time. Her upbringing, her power and her relationship to Edyrin all had massive ramifications on the continent that’s come to be called Embermark. Have a look at the visual development of this battlemage, who you may or may not fight (but you will definitely want her weapon).
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THE TPWER HAS A BEACH BALL
Our friends at Industrial Toys (the studio Gunslinger was born out of) sent us a housewarming gift for the new space we moved into a little over a month ago. It’s a ridiculously large beach ball that caught some infamy momentum on Reddit, given its potential to inflict terror and bodily injury. We’re currently trying to figure out what to do with it. Suggestions welcome in the Exiles forums.
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THE NOT-A-BAT
“There are no rats, bats, wolves or skeletons in Exiles.” - TheWizard on multiple occasions
Fine, I lied about the wolf thing (but see-- ours are cool). Well, this is most certainly not a bat. But it is a horrible flying face-eater, and you don’t want it eating your face when you encounter it in its various ecosystems (out in the jungle, deep in the caves, etc).
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This nasty is well on his way toward giving us a base for flying enemies, so stay tuned for his color, model and flaps next Update.
THE FIRST TIME USER EXPERIENCE (OH, AND THE NARRATIVE SYSTEM)
We’ve been threatening testing for a while now, and while I’m not reporting a date for that yet (*sideyes the Exiles in the Discord channel), I am reporting a plan. With the gameplay evolutions and the PVE system coming online, it’s time for us to get the game ready for a new player to experience it. Thus, our next big milestone is a working First-Time-User-Experience (FTUE) that teaches the basics of the game and levels a character to about Level 10. With that comes a couple of new systems-- the Tutorials System and the Narrative System. 
The Tutorial System isn’t super exciting (I mean, I’m excited about it, but sharing the part of a game that many players go “can I skip” isn’t what I’m all about right now, so suffice it to say, there will be one, it will show you what to do to get started and then it will get out of the way for your climb to heroism).
The Narrative System is more exciting -- to share, anyway. One of the ambitions of Exiles is to tell a sweeping fantasy story in many ways directed by players’ actions. The system we’re building to tell that story lets us do just that. There are three parts to it:
1) Trackable Items
Just about anything players do in the game is tracked-- the fights, the wins/losses, the enemies killed, the foes bested, the factions helped or hindered, the narrative choices one makes, the aggregate leveling done, the events outcomes, you name it. This provides the Exiles designers a bed of history from which to trigger events and tell stories about what’s gone on in Embermark. 
2) Talking Heads
Seen below, this is your paged spoken-word info. Characters will appear on-screen, point you toward important stuff (Quests, new map locations, events) and disappear. You’ve seen this a million times in games, but we’ll make it easy to digest quickly.
3) (Human) Written Episodes
After every Season (which is currently a month of real-world time), Episodes of Tales of Embermark will be published, outlining the ongoing narrative and player actions that went down during the preceding Season, creating a historic log from the beginning of the game and hinting at things to come. 
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FROM BANDIT TO BOSS
Along with the FTUE comes a string of baddies for players to smash (or be smashed by). Wildewoods, the Zone that you see above and the training grounds for new players, has all sorts of nastiness to encounter, including wolves, ogres, elves (who aren’t really nasty, but they will shoot you with poison arrows) and a scheming band of bandits known as the Darkeye Syndicate. 
We’ve shared in the past our method of creating endless variation for NPCs (particularly humanoid NPCs), and this is the first in-game implementation of that system. The Quests we’re designing to onboard a new player will involve these thuggy outlaws, a semi-organized rabble preying on new Exiles and the folks in Wildewoods alike, all built off of the same model, using gear that’s reusable for player characters. 
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And I couldn't resist a quick shot of the bandits’ Cutlass ^... cuz it’s got a skull on it.
And I didn’t claim there wouldn’t be spiders, did I? Cuz there are-- and they’re also going to chomp your face:
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We just rigged it up yesterday (see video), so we should be incorporating our 8-legged enemies into quests and battles very soon.
DON’T FORGET TO REMEMBER…
We’ll keep sharing details as we head toward testing (remember to PM TheWizard on the Exiles forums with your device type if you want in on closed testing & beta later), and you can count on early impressions from the testers throughout our various channels.
If you haven’t already, follow along with Exiles development on Twitter, Instagram and Facebook. And if you haven’t, I’ll find you. And SMITE you.
CONNECT WITH OTHER EXILES
If you want to hear about the game, ask questions or connect with others who are helping the development team think about features, design and narrative, hop into the Discord Channel for live chat and say hi– it’s a friendly crew with plenty of daily/weekly/sometimes-planned shenanigans.
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BONUS: A BASHER
Because it’s not an RPG without a ridiculously large, painful-looking 2-handed basher:
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BONUS BONUS: ETHEREAL VARIANTS, ANYONE?
Ethereals in Embermark aren’t from here. They’re from... over there. Thus, the Ethereal NPC we’ve shown in the past isn’t necessarily always going to be one of fire-- or of heat-- or of an elemental variety. Sometimes, they’ll be from/of/based on other makeups. Take a look at this video from our VFX crew (of one!) showing how many setups we might explore...
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(and for those of you in a clicking mood, here’s that Ethereal dying-- he seems almost... surprised)
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