History Chanel Aliens Meme Guy
{ Time Travel }
History Chanel Aliens Meme Guy
{ Time Travel }
I can’t tell if trolling or not but just in case. A common idea in real life is that it generally takes 10,000 hours to master a skill. I was relating why it makes sense that something which has the name mastery might not be so easily changed once completed. Your character may have spent the first 9,999 hours practicing before we join them in the story.
I’m sorry but switching engines entirely is nowhere remotely close to the same amount of work as upgrading Unity versions. Not to mention the training that everyone would have to undergo just to be functional again. We have started the process to upgrade our version of Unity in order to be able to incorporate some of these newer technologies. It’s going to take some time still but it is something we are planning to do eventually.
Edit: this is player Mike speaking.
For me personally, the distinction lies in the name really. A Mastery being something that you spend those 10,000 hours in and it becomes part of your identity. It sure doesn’t take that long in game but that’s how I view the choice. It’s your character cementing their identity in the world. They transition from being a simple Rogue who is still finding their way in the world and experimenting into a Bladedancer, an elegant weapon who wields blades with the precision of a master.
Edit: developer Mike here now
From a gameplay standpoint alone I can totally see how it feels arbitrary. It is something we have debated many times and I’m sure it will be debated again. The feedback does not fall on deaf ears. For now however, we do not intend to change this. Who knows though, maybe we end up with a couple new masteries for each class and get to a point where having so many classes just becomes unwieldy. The game will continue to evolv...
HC → SC
Nothing else changes.
This has all been updated for 1.0.
The steps taken to avoid RMT are far fewer than it would seem. Almost everything is as it would be if it were magically somehow impossible to RMT.
Just to be clear, this will not result in real items online. You can “hack items into online” but they don’t work and vanish as soon as you change characters. Basically you can modify your local visuals to show them but they aren’t real.
Maybe this will clear things up. The currency they were talking about is in game currency, not real world money.
PoE currency items each have a crafting function which puts a relative value of the currency compared to the value it can generate by using it.
We really wanted to avoid this situation. We think it works great for PoE but with our different trade system, it wouldn’t go as well.
Well I did just get a better mic…
It’s not going to be on the same innovation scale as things like the item factions but we do have a very slightly different way of doing this planned. I don’t think it needs to be quite as much to be successful though.
If they share a stash, they share faction progress.
It wouldn’t work. We don’t currently have plans to add a guild stash.
We have very extensively considered this option. We will not be using it at launch but we will be keeping a very close eye on feedback throughout the launch.
Closed duplicate topic.
Read moreI haven’t attempted to implement it myself so I can’t get into the specific technical detail that prevents this. We have attempted to implement this a couple times and there is an issue that we hit with how the game, engine and operating system interact that there is no way to modify the cursor image at all within that build. So we can’t modify the size, shape or sprite at all.
We would if we could.
Sorry, we are unable to fulfill this request at this time. I know that sounds crazy but this is probably the best example of “it’s not as easy as it looks” that I can think of.
Sorry to prompt this but I’m gonna need to see the tape on that because I am skeptical if I actually said that. I remember this and I may have said it could be a bad look but I am really careful not to commit to anything like that.
This is unsupported by the version of the engine that we are currently using. It will not be added for 1.0 in February.