Q: For Adept, will an Enchanter class be a thing? Enchanters are a class that specializes in crowd control, buffs, and debuffs. Attack speed, resource regeneration other than health (mana, focus, w/e), charming, mezzing, stunning, slowing, lower magic resistance, etc.
Proverbs: Adept has many hidden classes planned along with different schools of magic, one of them may be similar but not fully what you describe. Once you’re at Tier 2 Mage, you can learn spells from many different schools of magic. In a way, if you learn enough proper spells, you can become a pseudo enchanter class.
Q: Are there any indoor areas that you fight in with fun and interesting level design?
Proverbs: There will be many indoor areas for you to explore, the first one being the sewers of Erinhart. This is a maze designed for low levels to get the “dungeon crawl” experience. This is a massive open world sewer that is one of the early leveling routes that allow players to adventure. There are two early leveling areas you have access to, outside Erinhart and Sewers of Erinhart. Both have different themes, vibes. Dungeons in Astaria are not instanced. You may encounter different parties or other players roaming inside areas. Sewers have their first “hazard’ traps implemented, so I’m excited to see players overcome these obstacles or die to them. Roaming around both sewers and the area outside Erinhart are some Elite class monsters that new players should avoid altogether.
Q: Are materials just going to drop from enemies or do you need somebody that’s proficient at a certain type of gathering to harvest rare materials from enemies?
Proverbs: Monster drop tables will have some special items only obtainable from killing them and other crafting materials only obtainable by skinning. You’ll need a certain level skinner for higher beast type monsters in order to skin them. These skins will help create medium armor/heavy that will be extremely useful.
Q: With the forces of darkness attacking, it’d be useful to be able to build strongholds with defenses to push out more safely. It’d be useful if forces of darkness could build them as well. Maybe they can build siege weapons and can get things like buffs and reinforcements while in a stronghold. The opposite would hold true as well for us.
Proverbs: While hard defenses probably won’t make it pass design. We do have plans for guilds to create temporary “Field Command Post” Or “Field CP”. These will cost an X amount of resources and allow for distribution of supplies, repair, respawn and more. These will be key for both defense and offense. The Darkness will have a similar “Field CP” that they spawn from and where their Demon Generals stay at. As for something more permanent, we’re still figuring out how we want to handle NPC Guards at these areas, like a way to contribute to the tier of guards by contributing some kind of resource to bolster it’s defense. We didn’t want areas to be able to defend themselves basically but we wanted a mechanic to make them much more resilient as to buy time for players to arrive.
Q: On the campaign reset, it wasn’t all that clear whether we kept our character progression or not. I can understand losing any buildings, but do we lose our levels/skills/gear as well?
Proverbs: No, your progression, items, skills and everything tied to the character is kept. You’ll even be rewarded a special title/item unique to that campaign for you to show off. It’s cool to see a player with a “Veteran of the First Campaign” style title and know that the player has quite a bit of experience. Any placed buildings will be loss or sent via mail. So any form of progression is always kept. Very similar to using the same character on a brand new DND campaign :)!
Q: How long will it take to regenerate resources? Like, what’s the downtime like? Should we try to be as conservative as we can in most fights to keep our exp rate flowing, or can we just go ham on each individual enemy as resources will regenerate almost instantly after the fight’s over? This has repercussions for the balance of the RTS aspect as well if there are multiple fights happening.
Proverbs: Regenerating resources midfight is rough depending on your class. The only resource that comes back very fast is Focus for physical classes. You want to be both cautious and tactile. If you’re expecting more than 1 fight every so often, be cautious. If you’re looking at one fight and having time to regenerate, then you may be able to expend more resources. Keep in mind, supplies do cost money/resources, that’s also a consideration. You need to balance out resource consumption as well.
Timing is more important than spamming in Astaria. You’ll produce much better dps results with timing. The game’s time to kill is MUCH MUCH longer than your typical MMO allowing you time to be more tactical midfight instead of being more bursty.
Q: Will we be able to prep areas we know a battle will happen at? Like chopping trees and using the wood to make barricades, setting traps for the enemy to roam into, digging trenches?
Proverbs: Likely no, having these kinds of things is a rough balance and likely won’t make it into the game. We originally had an idea of being able to place walls and caltrops, etc. But Siege Weapons may still make the final game as a form of indirect fire support and making certain high tier monsters “Killable”
Q: Is combat tactical/strategic or more rotation based? ie, do you cast spells in a rotation or do you cast spells as situations arise?
Proverbs: You definitely cast spells as situations arise. Certain abilities combo into eachother, so you have “mini rotations” that you want to maximize but using different ones for different situations is what you want to focus on and not the speed of the rotation. Enemies may even heal, cc, or combo players as well. This is to put more emphasis on what you’re fighting, each fight is dire and you should stay focused.
Q: Microtransaction Shops. Just cosmetics, or will there be more in them?
Proverbs: We’re trying to be very careful of what we put into the MTX shop. Even cosmetics may not be the main seller for Astaria as that’s a turn off if most of the cool stuff is locked behind a paywall. When you buy a game, a mmo specifically, I enjoy being able to see my progression visually. So we plan to sell small amounts of cosmetics, if that. Off-theme premium cosmetics also ruin the “Immersion” of the game. Playing certain MMO’s that allow players to dress their character in a ridiculous way is something we don’t want being rampant. What we plan to do with the MTX shop is something never really seen before, a “Social” MTX shop. Majority of MTX purchases will be some kind of social item, mechanic or action. We wanted players growing closer together, especially with such a controversial topic as MTX.
An example is, we plan to sell an item that allows cooks to craft a “Picnic” table. This picnic table cost the same amount of resources ingame as you would create 50 of that item. But this allows you to place the item in a town for nearby players to walk up and right click to take one. This may serve as a form of distribution or a way for players to show off. This is a form of social MTX that we plan to further add. We don’t want players to feel like it’s pay to win, but we want players to feel meaningful and fun about their purchase. MTX items will also never cost more than the game itself. The game will cost $29.99 on launch. No item will ever come close to that price unless it’s a charity donation item. The picnic recipe is slated to be an account bound item for $2.99.
Q: How many people can the server support? Any back up plans if the game goes viral? Or just going to let that balance itself if it happens?
Proverbs: The server can currently support up to 7,000 players concurrently before the many systems start to get bogged down. Our backend is designed so it’s horizontally scalable. If the game goes viral, we’ll simply move all our systems across different boxes on the network and connect them allowing our scalability to be even more massive.
Our back up plan is to split the servers into different regions. The current planned regions are NA, EU-W, EU-E, SEA, AUS. If the game goes viral, we’ll have the resources to make our game even that much better!
Q: Any chance for a GM event? (You or someone on staff controlling one of the demons/dragons during a special event/maybe end of campaign?)
Proverbs: So there will be two types of events, automated events that will happen, the Curator system and manually GM controlled events. Curator system will be implemented with the Liberation Update. This Curator will dynamically move monsters, spawn, despawn, create npc’s, and even hunt down players with the darkness raiding parties. This Curator has been inspired by many systems.
One of our GM events will allow the GM to become a specific monster to hunt players, a disguised NPC who will talk back to you in chat and based on your response, will reward you. We’ll also have some cool events where GM’s will disguise as notable ingame characters within a town to make an announcement. I wanted Astaria to feel less static a bit more dynamic. This way, Astaria feels like a world I want to play in. This will give players a certain feel of immersion that their actions may influence the world.