The Cult of Chemosh

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gorboth
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Re: The Cult of Chemosh

Post by gorboth » 21 Nov 2012 01:25

Update:
  • Major progress on Zombie Research Trees:
  • Offense Tree - Completed
  • Defence Tree - Completed
  • Tactics Tree - Not begun
  • Summoning Tree - Halfway coded
  • Soul Science Tree - Completed
The offense and defence stuff was a major hurdle that I am glad to be mostly over! Everything seems to be working so far.

G.
Mmmmmm ... pie ...

Greneth

Re: The Cult of Chemosh

Post by Greneth » 22 Nov 2012 03:23

Not fast enough, stock up on energy drinks your on all nighters for the next week!

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gorboth
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Re: The Cult of Chemosh

Post by gorboth » 22 Nov 2012 07:11

Greneth wrote:Not fast enough, stock up on energy drinks your on all nighters for the next week!
The spirit is willing, but the scenario is weak! I want one of those dimensional bender devices where you can create a time bubble to work in while the rest of the universe is on pause. Oh well.

G.

[edit: I deleted a bunch of silly posts that resulted from this comment of mine. I'd prefer to keep this thread on topic, thanks.]
Mmmmmm ... pie ...

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gorboth
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Re: The Cult of Chemosh

Post by gorboth » 28 Nov 2012 01:19

Update:

I spent a ton of time the last two days testing out the Zombies with different research build potentials. This resulted in many important discoveries and changes to some of the research tiers. I then drew up a chart with 5 builds that I suspect will become some of the most popular, and drew up balance documents based on how this would play out in the game. Because I want to get balance correct sooner rather than later, I drew up a comprehensive assessment of the tests and charts and submitted it to Petros for initial draft review.

This does not mean that the guild is close to opening, it just means that things are starting to work how I had imagined that they should, and that I'm beginning the review process early to catch any red flags before they are entrenched.

One thing I will say ... this guild is crazy complex! The goal I had with the research tiers was to create a "build" system similar to what I loved so much about Diablo II. I think that might be working out pretty well. Each of the 5 build archetypes I outlined looked like it would be really fun and really *different* from all the other builds to play.

Just for a teaser, here is what I nicknamed the different builds:
  • The Offensive Specialist
  • The Defensive Specialist
  • The Tactical Specialist
  • The Summoning Specialist
  • The Standard Build
I imagine there are myriad combinations and variations on these themes, and probably some much more effective than I dreamed up.

Here's hoping!
G.
Mmmmmm ... pie ...

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gorboth
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Re: The Cult of Chemosh

Post by gorboth » 05 Dec 2012 00:37

Update:

Got some tricky things worked out that were important to the design:
  • Minions can now be formed into a team.
  • Minions in the team will follow the Necromancer as he or she travels.
  • The Necromancer can now name individual minions whatever he or she likes.
G.
Mmmmmm ... pie ...

Draugor
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Re: The Cult of Chemosh

Post by Draugor » 05 Dec 2012 12:32

gorboth wrote:Update:

Got some tricky things worked out that were important to the design:
  • Minions can now be formed into a team.
  • Minions in the team will follow the Necromancer as he or she travels.
  • The Necromancer can now name individual minions whatever he or she likes.
G.

Sounds like quick progress, feeling like giving an ETA? ;)

Laurel

Re: The Cult of Chemosh

Post by Laurel » 05 Dec 2012 12:51

Any solution to the power-rooster in the guild?

Creed

Re: The Cult of Chemosh

Post by Creed » 05 Dec 2012 15:43

Sounds a bit like a guild that will kill team play, since you basically can make your own group?

I hope it works in some other way than that. Otherwise it sounds pretty stupid in a game where interaction is encouraged.

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gorboth
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Re: The Cult of Chemosh

Post by gorboth » 05 Dec 2012 17:11

Creed wrote:Sounds a bit like a guild that will kill team play, since you basically can make your own group?

I hope it works in some other way than that. Otherwise it sounds pretty stupid in a game where interaction is encouraged.
Necromancers are, by nature, completely solo. Their craft is done in secret solitary study, and they do not share their arts with lesser minds who would only slow them down or doubt their craft.

G.
Mmmmmm ... pie ...

Greneth

Re: The Cult of Chemosh

Post by Greneth » 05 Dec 2012 17:15

Eh I would much rather team with someone who can summon minions to take damage before players.

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