Testlive Update 3.0: The Age of Sorcery - Discussion Megathread

Isn’t that the deco item from Grave Matters? And I think it was default that size instead of so huge to match real feet size?

It is intentional:

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“It’s fine for Gilzan to appear here and there, he’s a treasure hunter and so it’s only natural for him to have a bit of a wander-around.”
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as someone else mentioned the more important question is where it he butt :smiley:

Good job of fixing the blunted arrow exploit Funcom and testers!

I may not approve of the method but I do approve of the results. So long as it makes the game better I am okay with inconsistent exploit policy as it regards humans vs. AI.

Keep up the good work!

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A tiny point of clarification.
This one does not think that the motivation was to create exclusivity, merely that it is not an unwelcome (from a marketing point of view) side effect.
The new system reminds this one of Raft and some other more recent build systems. In that regard, taking the statement of intent prima facie seems harmless enough.

While somewhat pragmatic and cynically perspicacious, this one is not so suspicious as to assume the most grasping of motivations, at least not when a less sinister and perfectly reasonable explanation is readily available.
But this one also doesn’t expect anyone to prioritize alteration of a system that incidentally incentivizes more pervasive spending.

TLDR; Fringe benefit, rather than reson d’etre.

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it is intended that you can learn all the recipes by just spamming the same spell recipe, the one that ask you stone and putrid flesh? i think not.

Originally I was kinda loathe the have to install the testlive client rather than just changing to the branch, but my curiosity beat out my curmudgeon-y nature.

The new movement feels nice but something about the animation seems a little off to me. I think the left arm is a little too stiff so it makes everything feel just the teeniest bit off-kilter.

The new build system is going to be fine to me after a slight adjustment period.

I’m still trying to figure out how my usual actions are being effected by the new attributes but honestly the thing I feel most keenly is the lack of multigun’s javelin mod but that’s something that can’t be helped (I find it a bit crazy that this game and LotRO are pretty much the only games I know of that have satisfying spear/javelin+shield gameplay and the latter is a tab-target GCD-based game).

The fact that tab is the hotkey now for bringing up menus is highly appreciated.

EDIT: How could I forget - all the stone weapons being 0 points to learn and available from the start is another great change. I really didn’t like being forced to making only a club or sword even though the first 15 levels go by in the blink of an eye. Getting right down to business and having whichever weapon I want is always good.

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Can someone who has played on testlive answer a question I thought of? With the removal of armor stats to bonuses…does that make all the work they did a year ago in 2.1 where they did the crafting changes and changes to armor stats completely a waste of time? They spent all that time and energy to make changes to armor, only to do it again now?

Am I right in that, or did I read the patch notes wrong?

No, it is fixed but didn’t make it in time for the release. It should be in the next build though.

Mhhh I tested this but if I remember correctly, the bonus stat was not affected but the basic stats kept the benefits from the thrall specialisations. Bladesmith will still add more flat damage, Edgesmith more armor pen, etc.

I will reconfirm on the bonus stat tomorrow if no one does it by then.

This is correct. Thrall bonuses remain the same on the flat values for the things they make, but the attributes part is gone. A shieldwright will make more protective armor still, and a temperwright will still make more durable; but now they don’t affect attribute bonus.

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Okay, I’m laughing now. Testing corruption in the authority line… So Yeah you can summon random demons. Your follower will attack it… not bad… you see a thrall you want to capture. Your demon will kill it before you can knock it out.

But, we lose the +10 stat to say, strength or vitality from armor right? Or do the new crafted sets still give some bonuses?

The armor does not give attribute points anymore. If before it had encumbrance +2 now it has 40 carrying capacity (not the actual number just an example). No more str attribute but you get bonus damage to str weapons.

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Authority seems screwy to me.

Authority determines the amount of damage your followers deal and the amount of concussive damage you deal.

War Party - +1 follower. Your statistics no longer influence your follower’s damage output.

Doesn’t this seem kind of…messed up? The primary purpose of the stat is essentially nullified if you take the final perk.

You either take Well-Trained, and your follower is even stronger than normal.
Or you take War Party and your followers damage seemingly drops.

Just seems kinda off to me. Maybe the numbers will work out. Or maybe someone can test it.

If War Party weakened two followers to 50% of their normal strength, it doesn’t seem all that viable, except maybe if they both carry Truncheons to knock out faster. If it was 75% instead, it might be alright.

But then if Well-Trained just gave a 50% increase to the lone follower, wouldn’t that sort of average out. One 150% one vs two 75% ones. They might have more health overall and be able to attack more frequently, but his attacks should seemingly hit harder.

And if Well-Trained boosted by 100%, which doesn’t seem likely, then he’d probably be better off than the two.

The building hammer should craft string directly from the player inventory

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I got the same impression. The character movements look a bit more stiff in my eyes. I tried out the male character model and felt reminded of new world.
Is it just me or is sprinting slower then before? :thinking:

could be they modified sprinting, because they did add a perk in agility for quicker sprinting

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Both equally plausible. As an aside - there’s actually a ton of visual tricks one can do to impart the feeling of speed without that much actual increase in the movement of a player character through a game world such as slightly widening the FoV (like, I dunno going from something like 75 degrees to a slight shift up by 10 or so) and adding a tiny bit of screen-shake.

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did you discovered how survival gear will work?