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    Character Customization, Armor, Weapons, and Loot

    Character Customization, Armor, Weapons, and Loot



    07-05-2011 03:25 PM
    http://forums.reckoning.amalur.com/s...=1474#post1474
    Quote Originally Posted by Tiberius
    There are a handful of presets available for each race/gender for players who want to just pick something and go, but yes, you can customize your specific look as well (in all the ways you described). You certainly don't have to stick with a preset.

    The options available are based on the fictional races of Almain, Varani, Ljosalfar, and Dokkalfar rather than real human races, but nonetheless with the variety of face shapes, skin tone, hair color, eye color, hair/facial hair style, tattoos, and attachments we offer, I'm confident you'll be able to make a character you're quite happy with.


    08-06-2011 05:56 AM
    http://forums.reckoning.amalur.com/s...=6383#post6383
    Quote Originally Posted by Tiberius
    Ellyssi: It's some of both. Some of the unique loot in the game is available only in the form of random drops, some of it is available only as specific quest rewards, and some of it can only be found via exploration (i.e. this specific chest in this specific out-of-the-way place always has this specific unique item). For that matter, some items are possible only via crafting and will never drop in the world.

    Falkon: The funny thing is the main reason I'm up at this insane hour is that I got sidetracked playing the game all night, haha. Normally I prefer a Fighter-Mage hybrid, but I'm playing pure Rogue at the moment and it's awesome...aaaaand poof, there goes the time. :P

    But now...it's time for sleep.


    08-06-2011 07:09 PM
    http://forums.reckoning.amalur.com/s...=6467#post6467

    Quote Originally Posted by Tiberius
    That's correct. In loot-centric hack and slash RPGs, "unique" items usually means "really rare and special...but it might still drop 5 more times," but Reckoning does not work that way. In Reckoning, infrequent and rare items may drop repeatedly, but uniques really are UNIQUE. i.e. if you've already picked up Excalibur, you're never going to find another copy of it elsewhere.

    Also, to clarify: there are two types of unique items: purples and golds. Purple items are standalone unique items, and golds are part of a set. Pound for pound, a purple is generally better than a gold, but if you manage to acquire some or all of a set, the gold will start to vault over an equivalent level purple due to the set bonuses.

    As for legendary items: we don't have a separate color classification for "legendary items," but the higher leveled uniques are indeed "legendary." We're talking Erathi-forged weapons, or the armor worn by Prince Eagonn (son of the king who founded the Warsworn), and so forth. These items are--fictionally, visually, and statistically--legendary.


    08-06-2011 10:41 PM
    http://forums.reckoning.amalur.com/s...=6487#post6487
    Quote Originally Posted by Tiberius
    Ok, ok, one more answer for this weekend: Yes, there are many equippable items in the game which can increase your health or mana, either by a flat value or by a percentage.


    08-09-2011 05:10 PM
    http://forums.reckoning.amalur.com/s...=6748#post6748
    Quote Originally Posted by Tranj
    We have limited choices when we decide how much customization we give to the player. Whereas a game like Mass Effect showcases the face of your character constantly in dialog and cinematics, rarely do you change the silhouette or armor for your character. Being a third person game, with a huge focus on weapons and armor, we've chosen to focus the customization on the overall look of your character over a huge number of facial options. There are millions of combinations of armor. You can mix cloth with plate with leather if you want (just don't let the art team see you do it). There are massive numbers of items in each style including hundreds of "sets" of armor that are built to look particularly amazing together. There are hundreds of totally unique weapons in the game (not just the same sword just in different colors) with completely unique art. While I think we have a pretty large set of core facial customization in the game, what ever we lack there we more than make up for in what you will be able outfit your character with.


    08-10-2011 11:41 AM
    http://forums.reckoning.amalur.com/s...=6843#post6843
    Quote Originally Posted by Tranj
    That is just one of a large number of outfit styles that female characters have in the game. There are females in full plate armor covered head to toe, females in full robes, peasent garb, etc. This style is from a coastal city (Rathir) and fits with the lore and environment there. We'll try and show the rest of the female NPC variety in future screenshots.


    08-11-2011 11:07 PM
    http://forums.reckoning.amalur.com/s...=7032#post7032
    Quote Originally Posted by Tiberius
    That's correct, the revealing clothing in question is specific to the Dokkalfar (both males and females) and it's a big part of their overall culture. The Ljosalfar, on the other hand, wouldn't be caught dead in clothing like that--in fact, you'll often find them in buttoned-up fur-lined apparel brought with them from their icy homeland. Meanwhile the Almain and Varani, gnomes and Fae, all have their own clothing styles as well. Beyond that, there's a fair amount of variance in style of dress just based on social class--nobles, merchants, and commoners don't dress alike, after all. Plus the gnomes have some fairly specific clothing requirements due to their caste system and...

    Ok, short version: As Tranj said, all the clothing was driven by the lore.


    08-17-2011 10:05 AM
    http://forums.reckoning.amalur.com/s...Reckoning+Team
    Quote Originally Posted by HundredMonkeys
    Quote Originally Posted by superninja
    Will there be different types of Finesse-type armor and Sorcery-type armor that break the mold of just leather and cloth respectively? Any enchanted plate armor that you can only wear with a high Sorcery?
    I’d start off by saying that there are a lot of unique clothing and armor sets in our game. To answer superninja’s question more directly, there are a number of key material types throughout the game that each give some visual indication of the quality, durability, and power. We’ve also developed a shape and material language for the different Destiny types to help distinguish them from one another.

    I don’t want to give away everything, but I will say that in addition to looking different, we have a pile of non-unique sets that have narrative back stories. Each has associated stat bonuses, as well as full unique armors that when combined together give the player an additional set bonus. Loot plays a big role in Reckoning. I think you’ll be happy with the variety available for the various Destinies.


    08-24-2011 09:32 AM
    http://forums.reckoning.amalur.com/s...Reckoning+Team
    Quote Originally Posted by BHG_Miller
    Quote Originally Posted by flamechamp
    Will there be equippable rings, necklaces, belts, gloves, and boots? What are the possible equipment slots we have?
    The world of Amalur is filled with many different kinds of equipment. In addition to being able to wield two of the nine weapon types in the game, you can equip your character with a helmet, torso armor, gauntlets, leggings, boots, and a shield. Your character can also wear two rings and an amulet. Many of the equipment types have three distinct "flavors" with special buffs that correspond to the three ability trees, giving you even more options when outfitting your character.


    08-24-2011 09:32 AM
    http://forums.reckoning.amalur.com/s...Reckoning+Team
    Quote Originally Posted by BHG_Miller
    Quote Originally Posted by Fluent
    Is there lots of "hand-placed" loot, or is most of it randomly generated. How about chests, are their contents random or hand-placed?
    Reckoning features extremely robust affix and loot table systems, which can randomly generate thousands of item and equipment variations. In keeping with the emphasis on hand-crafted content in Reckoning, we have also created hundreds of unique armor pieces, weapons, and items that you can discover!


    08-29-2011 08:32 AM
    http://forums.reckoning.amalur.com/s...0745#post10745
    Quote Originally Posted by Tiberius
    We do have capes on some armors, actually, just not full-length ones. Several of the mage robes have short capes (as seen in HolyKnight's pictures), and some of the unique armor pieces such the Warsworn Raiment feature somewhat longer capes.


    08-31-2011 09:51 AM
    http://forums.reckoning.amalur.com/s...Reckoning+Team
    Quote Originally Posted by BHG_Miller
    Quote Originally Posted by flamechamp
    How many colors are there for loot and which color is the rarest of them all?
    There are five colors of loot in Reckoning. Common items are white, infrequent and socketed items are green, rare items are blue, unique items are purple, and items that belong to a set are yellow. Set items and unique items are the rarest.


    09-01-2011 10:27 PM
    http://forums.reckoning.amalur.com/s...1217#post11217
    Quote Originally Posted by Haiven
    Just to clarify on this point: The decision to execute shields the way that you see in the game had nothing to do with cutting corners. The dev team iterated the visibility of shields and gear in almost every imaginable way. The decision to only show them when used was specific and intentional because the team felt it was best for the gameplay experience.


    09-16-2011 10:15 PM
    http://forums.reckoning.amalur.com/s...3510#post13510
    Quote Originally Posted by Tiberius
    That's absolutely correct. There are 9 weapon classes, and some of them (Daggers, Faeblades, and Chakrams) always come in pairs. So you get a pair of chakrams as a single item, and can equip that as your primary or secondary weapon. This means that you could have a pair of daggers equipped as your primary weapon (X) and a pair of chakrams as your secondary weapon (Y). The primary and secondary weapons aren't representing your right and left hand; they're more like the "weapon swap" concept that you see in some other RPGs--just faster and more fluid than the norm, allowing you to combo between the two things at will.

    (for the record, Daggers and Chakrams are actually a really sweet combination)

    As for Flamechamp's question about damage output on the weapons that come in pairs: it's a single number representing the pair. So we don't say "one of the two daggers deals 5 damage and the other deals 6." We'd just say "this pair of daggers deals 11 damage."

    Note from a Lore Nerd: From a fictional perspective, it's worth calling out that the dual wielding style of knife fighting is very popular in the Faelands during our time period, hence why you generally find daggers crafted in pairs in Reckoning. (If you watch some of the more rogue-ish enemies in the game, you'll notice that even they wield two daggers rather than one.) There are some instances of standalone daggers that you may come across while playing Reckoning, but they're generally utilitarian (think butter knife) or ceremonial in nature, so you don't equip them as weapons.


    09-28-2011 06:46 PM
    http://forums.reckoning.amalur.com/s...Reckoning+Team
    Quote Originally Posted by Bearcop
    Quote Originally Posted by thuvia
    Is there a toggle helm on/off? Please say yes.
    You bet there is the ability to hide helmets!

    As a developer and RPG player, I get so annoyed in certain games when I feel forced by the awesome stats of an item to parade around and talk to people wearing some mage hat that looks like I'm wearing a bejeweled wedding veil. Luckily, our character artists here make awesome looking gear, but I still like to be able to see my character's face and hair. As something for Reckoning that I personally cared about, I frequently went to our lead designer and made sure to ask "We're still getting an option to hide the player's helmet, right?" To which he would always say, "Yes." That is until a month or so ago when I asked about it and he explained to me that it had to be cut because it was too risky for this late in the game!

    My heart was broken! I yelled and pointed in accusation. I begged and pleaded, offering to pay money to whomever could implement it in their free time. I even offered to learn how to program this specific thing myself (I’m an artist, by the way). It seemed like all hope was lost. . . .

    So at that point, instead of bugging him about the feature getting in, my new thing was to respond to any of his emails with this image:





    Recently, however, I was on vacation checking my email, and Ian (the Lead Designer) included at the bottom of one of his messages "...btw, when you get back, you're going to find a new feature in the options menu. Helmet Hiding." We had gained some extra time for key features to be worked on, and this was approved. Huzzah!

    So bottom line, yes we have a toggle for helm on/off. And I'm just as happy as you are.


    09-28-2011 06:46 PM
    http://forums.reckoning.amalur.com/s...Reckoning+Team
    Quote Originally Posted by BHG_Miller
    Quote Originally Posted by Fantasm
    Can you expand a bit on the loot, specifically your past references to "Diablo-like" loot? On the surface this sounds grand, and based on the discussion you started in the Dev Discussion area, it sounds like you will have the standard color-coding of rarity of items, along with expected "unique" and "set" items, including both "standard" versions and "legendary" versions. Can you verify this, or expand on it at all? One thing I'm specifically curious about is how "loot chance" will be balanced/tweaked, given that this is a single-player game and item trading won't be a part of it like it would be in a game like Diablo. Will there be extra-uber items with a miniscule chance of dropping, that will require a lot of playing/grinding with high-level characters? Or is the expectation that most players who play to the level cap will see most of the really good stuff?
    Behind the scenes, Reckoning has three different kinds of loot: Common, Unique, and Affixed. Common loot includes your standard non-enchanted sword or helmet. Unique loot items are hand-crafted and have custom art and bonuses. Some unique items are set items, and give you extra bonuses for wearing multiple pieces of the same set. In addition to the hundreds of unique items, Reckoning also features a procedurally generated, or "Affixed" loot system. This system can generate massive amounts of loot by taking a common item, and attaching a suffix, prefix or both a suffix and a prefix to it.

    To give a real example from the game, a sword called the Savage Longsword of Hemorrhaging has two buffs on it: a buff to critical damage (Savage) and a buff to bleeding damage (of Hemorrhaging). Each suffix and prefix is selected based on the player’s level, the type of item, the type of enemy killed, and rarity, among other things. To give you an idea of how detailed this system is, here is a screenshot from one of our internal tools showing some of the possible affixes for infrequent mage helmets:

    (Please click this link to see the image.)

    With this loot system, not only can the game intelligently build awesome weapons and armor, we can also control the frequency of drops based on game state. For example, health potions and lock picks won’t drop as frequently if you have several of them in your inventory. If you don’t have many, they drop more frequently. The Systems Design team has spent a lot of time tuning and tweaking drop rates, conditions, and rarity to make the loot in Reckoning as compelling and fun as possible.


    09-29-2011 04:56 PM
    http://forums.reckoning.amalur.com/s...5940#post15940
    Quote Originally Posted by Tranj
    Quote Originally Posted by Fluent
    I'm in "wait and see" mode with the loot system. It sounds like it could be cool, but I'm not crazy about loot dropping based on what I'm currently using. That could lead to getting drops that are all perfectly tailored to my particular build, and could make the whole system unrewarding.
    If we hadn't told you about this, you most like would not have noticed, it's that subtle. In fact in my most recent playthrough i was complaining about my crappy luck in not getting more Staves and Chakrams since I was playing a mage build. None of these systems that tailor loot to your being able to use it are heavy handed.
    EDIT
    And like Will has said it's so subtle that apparently I don't know how the system really works!


    10-12-2011 11:19 AM
    http://forums.reckoning.amalur.com/s...Reckoning+Team
    Quote Originally Posted by notthatseanbean
    Quote Originally Posted by Equinox
    Will armor look different on the different races? During the gameinformer demo, I noticed Ian said in regards to Alyn Shir's skimpy armor, "She's a Dokkalfar, that's kind of how they roll." Does this mean that if I get say, a piece of leather armor, will the same piece look different on say, an Almain versus a Dokkalfar?
    While it is true that any given piece of armor will look different when worn by a female player than by a male, the art does not change based on the selected race.

    Where you'll see the cultural influences on clothing will mostly be towns or other settlements, such as the city of Rathir, where people gather from all over the Faelands. You can also see an example of clothing styles in the "Races" section of our official website.

    Alyn Shir's outfit, clearly inspired by Dokkalfar culture, is specific to her character in Reckoning.


    10-14-2011 10:27 PM
    http://forums.reckoning.amalur.com/s...8778#post18778
    Quote Originally Posted by Ngruk
    I'd like to think this is as far as we'll go. I have ZERO interest in having nudity in any game 38 ever makes it. Quite honestly there's not much need for the blood either. I'd like to think we'll always make games I'm ok with my kids playing.


    10-18-2011 08:59 PM
    http://forums.reckoning.amalur.com/s...9444#post19444
    Quote Originally Posted by Tiberius
    Quote Originally Posted by Darksend
    In the demo, we saw a +5 to stealth set bonus, I really hope they answer my question about that in the QA because if I can max out stealth with 5 points and the set bonus, it seems pointless.
    No need to wait for Q&A, I'll put your mind at ease right now: whatever you saw in that demo was either demo-specific or just hadn't yet received a balance pass. You'll never find a +5 skill bonus on an item set in Reckoning. From a temporary/consumable source like a potion? Maybe. But an item set? No.


    10-19-2011 10:43 AM
    http://forums.reckoning.amalur.com/s...Reckoning+Team
    Quote Originally Posted by Neko
    Quote Originally Posted by KazeeSiH
    What sort of Player Housing can we expect? Are there multiple options of houses and/or upgrades?
    The world of Amalur boasts a wide array of player housing options. Player homes will be full of variety and fun; some will offer unique things others will not. All of the player housing will offer at least a stash box to store your items, a mirror to customize your appearance, and a bed to sleep and heal in.

    In addition to those basic features, you may also find that when you upgrade some of the homes, you'll unlock certain types of workbenches to craft at as well. This makes working with different crafting systems, such as Alchemy or Blacksmithing, more convenient for those who invest in player home upgrades. A player home will often change its physical layout as you upgrade it. This could mean additional rooms with new areas to explore, new services, or even house guests added to the experience.

    One of the player homes you can unlock via questing also comes with its own underground mines. This means as you upgrade the property, not only the home interior will change, but the underground mines will expand and grow too. This allows you even more expanded layouts to explore, both above ground and below. Player housing has been one of my favorite things to work on in Reckoning, as it offers such a diverse mix of rewards. It's a wonderful feeling when you unlock a place that is all your own for the first time. Have fun exploring!


    10-19-2011 10:43 AM
    http://forums.reckoning.amalur.com/s...Reckoning+Team
    Quote Originally Posted by xael
    Quote Originally Posted by Falkon
    What types of "unique" loot will be in game? We've heard about the magical daggers that do ice damage during the day and fire at night, and I think someone mentioned about a sword with an eyeball that swirled around the blade, is there any hope for sentient weapons, special armor, or trinkets that may be considered engineered marvels of wonder?
    There is a great breadth of unique items that you can find throughout Amalur, many of which were "lored" by Internationally Celebrated Game Designer and visionary Ken Rolston, himself! Some of them, like the Warsworn Commander Ballegar’s claymore, named "Fortune" are famed for bringing riches to the wielder (one of the buffs increases the amount of gold you find). Others, such as the Faeblades, are manifestations of magic.

    Much like the Fae themselves, each unique pair of Faeblades embodies an aspect of nature; more specifically, they represent the natural categories of animal. As a sneak peak of these weapons, here are the Fae proverbs associated with a few pairs:

    "Treachery is a poison."

    "The greatest danger is barely seen."

    "Fire separates, and renews."

    You'll have to explore the world of Amalur to discover the rest of the Faeblade proverbs yourself.


    10-26-2011 02:39 PM
    http://forums.reckoning.amalur.com/s...Reckoning+Team
    Quote Originally Posted by JoeQ
    Quote Originally Posted by SxingZ
    Hey guys, I've just been wondering how daggers in this game are equipped, are they dual-wield, so 2 different daggers possible to be equipped (or a dagger and sword) or are they 2 daggers at once equipped as a single weapon?
    Daggers, Faeblades, and Chakrams all come in pairs and count as "one" weapon. So, you cannot separate a pair. You still have a second weapon slot available though, so by equipping a pair of daggers in your primary slot, you can also equip a sword in your second slot.


    11-30-2011 10:10 AM
    http://forums.reckoning.amalur.com/s...Reckoning+Team
    Quote Originally Posted by perezidente
    Quote Originally Posted by MemoryKill
    Just how many different "types" and "tiers" of armor and weapons are there? For example does it range from cloth to plate and rusty iron to, magically infused titanium or is it mainly mythical and "stat" based?
    Our basic armor loot pool consists of six tiers of Warrior themed armor which are built of metal materials, and five tiers each of Rogue and Mage sets which are more in the line of leather armor and cloth clothing, respectively. Our weapon classes all have five tiers as well, which vary by weapon type. Swords use five different metals, staves use wood, etc. Additional to that, within each material tier there are three levels of quality that an item can come in. Your baseline item will have no modifying word tacked on ("Iron Gauntlets"), but you'll also see loot with modifiers, "Crude Iron Gauntlets" or "Fine Iron Gauntlets," that include slight stat decreases and increases respectively from the baseline version. And there are versions of each armor type that have sockets in them for use in the Sagecraft system. I've listed below all the tiers of armor so you can see it's a mix of real world materials like iron and cotton, and some Amalur-specific fictional materials.

    These material tiers are the base of our loot system, but something like, "Iron Gauntlets" is the absolute simplest piece of loot you can find. Those material tiers also go through our affix system for an even further level of variety, which Will Miller described in more detail in a previous Q&A.

    And on top of all of that, there are hundreds of unique weapons and armor that are outside of the basic materiel tier hierarchy. Short summary: It's a lot of stuff.

    Warrior:
    1. Iron
    2. Chainmail
    3. Steel
    4. Azurite
    5. Sylvanite
    6. Prismere

    Rogue:
    1. Leather
    2. Boiled Leather
    3. Studded Leather
    4. Trollhide
    5. Dreadscale

    Mage:
    1. Cotton
    2. Linen
    3. Silk
    4. Hexweave
    5. Spiritweave


    12-07-2011 05:19 PM
    http://forums.reckoning.amalur.com/s...Reckoning+Team
    Quote Originally Posted by JoeQ
    Quote Originally Posted by BurstDragon
    Are all Chakrams elementally themed?
    Yes. All the weapons that are part of the Sorcery tree (Chakram, Sceptres, and Staves) always have an elemental damage type of Fire, Ice, or Lightning. Fire weapons apply a burning effect that does damage over time and sends some enemies into a panicked state. Ice weapons apply a slowing DoT. Lightning weapons will pulse Lightning damage and cause random hit reacts on the target. Further investment in the Chain Lightning ability will give your Lightning damage a chance to jump to nearby enemies.


    12-14-2011 12:07 PM
    http://forums.reckoning.amalur.com/s...Reckoning+Team
    Quote Originally Posted by Kdub122
    Quote Originally Posted by Baseblgabe
    Hi guys! I'm wondering how you intend to handle particle effects. Will all weapons of a certain element have the same particle effects, or will some unique items have their own animations? Will environment impact particle effects? I easily tire of the same "fiery" animation; variety would be appreciated!
    We really tried to do our best on the visual end to reward the player for upgrading and experimenting with weapons. The "reward" is that each weapon looks distinctive and feels very satisfying to use on enemies. Nearly all of our weapons have unique particle fx. You will NOT see the same fx reused over and over on weapons. Each "common weapon" class ( i.e. two-handed sword, staff, hammer, chakram, daggers, faeblades, etc.) has separately created fx for each element. In addition, every weapon class's special attack has it very own fx – for all the elements! For example, the two handed sword charge special has completely different fx than a staff charge special. Throughout the game, there are a large number of "unique weapons" that you can attain. These weapons may have special properties and/or ties to the narrative of the game that "commons" may not. These "unique weapons" will also often have their very own visual fx.


    01-04-2012 10:40 AM
    http://forums.reckoning.amalur.com/s...Reckoning+Team
    Quote Originally Posted by Andre
    Quote Originally Posted by Kurik+Lein
    Will the armor sets and weapons we see in the Destiny Cards be obtainable in game?
    Yes! The armor sets the character is wearing in the Destiny Cards were all drawn based on the actual in-game gear the hero can find and wear. Since they are drawings, they may occasionally have one less leather strap or an extra belt…but when you see a Destiny Card with some sweet looking gear, rest assured you can go find that in the game. For example, the first tier of the Might based Destinies shows a hero clad in iron armor, something you are sure to find early in your adventures.


    01-04-2012 10:40 AM
    http://forums.reckoning.amalur.com/s...Reckoning+Team
    Quote Originally Posted by Andre
    Quote Originally Posted by SuperNinja
    Will there be specific armor tailored to each destiny type? For example, will there be specific armor with both a Sorcery req. and a Might req. that is tailored toward the needs of a Sorcery/Might character?
    While there isn’t anything quite like that, the requirements are such that someone playing cross-class will still have many combination options. When playing as a hybrid character that has points in two of the trees you will actually be building your armor out of pieces from both trees. For example, you’ll be able to put on some heavy warrior plate armor, but then wear a mage’s cowl and gloves; or wear some wizard’s robes while you hide your face under a studded leather hood. The Jack-of-All-Trades Destiny (points in all three trees) will have the advantage of decreased requirements for the gear they equip, so they will be able to easily combine armor from every class.


    01-04-2012 11:09 AM
    http://forums.reckoning.amalur.com/s...5713#post35713
    Quote Originally Posted by Tranj
    We don't have specific appearance only gear in Reckoning, but there is such a massive variety of gear, it's easy to get both awesome looking and awesome performing gear. There are definitely times though where I have to make that tough decision between my awesome looking set, and that first piece of gear that breaks the look, but I just can't do without! Of course, then there's my jack of all trades character that looks a bit like she fell into a giant washing machine filled with every random piece of armor in the game.


    01-05-2012 06:25 PM
    http://forums.reckoning.amalur.com/s...6177#post36177
    Quote Originally Posted by Muse
    This is correct. Any special items you unlock, via a pre-order or other means, will appear in the 'special deliveries' chest in Gorhart Village, near the inn. You won't be able to stash items between characters, but any special unlock items will be available to any character you create. Also, yes there are other 'containers' such as wardrobes and drawers in addition to chests. One of my favorite memories is when I had the entire Gorhart Village guard after me for stealing someone's knickers out of their dresser.


    01-13-2012 08:50 AM
    http://forums.reckoning.amalur.com/showthread.php?2029-G4TV-Reckoning-Gameplay-Preview&p=38937#post38937
    Quote Originally Posted by Tranj
    Just like all of the weapons, Bows can be extremely effective against certain enemies and less against others. I'm guessing he was playing on easy as well since the enemies weren't doing too much dodging of the arrows. That or those enemies were engaged with the players allies. Bows do not equal easy mode!



    01-21-2012 01:24 PM
    http://forums.reckoning.amalur.com/s...6381#post46381
    Quote Originally Posted by Tiberius
    The item in question grants +1 Detect Hidden, not +10.

    (Under the hood, the skills are ranked 0-100 rather than 0-10, and for a while our UI reflected that. That's why you say +10 in that old build.)


    01-21-2012 03:07 PM
    http://forums.reckoning.amalur.com/s...6457#post46457
    Quote Originally Posted by Tiberius
    Because the "real" number doesn't matter to the player--for the purposes of some of our formulas, it's 0-100, but from a player perspective it's only ever 0-10. (You can only increase/decrease your skills in 10 point increments, and they can only be buffed/debuffed in 10 point increments, so it's impossible for you to ever have 14 points in a skill--you'd eiter have 10 or 20, which equates to 1 or 2). So as far as the player's concerned, skills are no more granular than 0-10. Make sense?


    01-22-2012 09:05 PM
    http://forums.reckoning.amalur.com/s...7575#post47575
    Quote Originally Posted by Tiberius
    Nope, the loot in the demo isn't demo specific. And we did very little if any further loot tuning after the point where the demo was branched, so the loot experience you're having in the demo should be darn close to the final product.

    That said, although some unique items like the Faeblades of Song are hand-placed, do bear in mind that the majority of the loot drops are randomized, so you may have more/less luck on your real game playthrough. If you found 3 purples in 45 minutes, for instance, you're very, very lucky.


    01-26-2012 01:23 PM
    http://forums.reckoning.amalur.com/s...1076#post51076
    Quote Originally Posted by JoeQ
    I was going to talk about how ridiculous the player housing depth is. Housing is the pet project of John Hawkins (one of our lead designers), and he just has a knack for it. I've only seen teases of how much you can improve on the various houses. There is (or should be) a Q&A lurking around where someone goes into more detail than I can.


    01-26-2012, 09:29 PM
    http://www.fohguild.org/forums/other...ml#post2268253
    Quote Originally Posted by Ngruk
    I know you can do abilities and I am pretty sure you can do skills as well.

    I''m bleary eyed, just found GAF and read all 50+ pages of the Reckoning thread, wow.

    Higher armor pics?

    I know we aren't or haven't shown much but I will tell you this. Every month I flew down for a milestone in Baltimore the Character team showed new gear, and every month there were entirely new sets of rogue, mage and tank armor, and every month they were f'ing better than the last.

    That's fantasy gamer RPG bias not artist ability bias, though I have that as well.

    The sheer VOLUME of armor sets, well, think about the fact the team hand crafted over 120 some odd dungeons, and the same teams character crew was creating mobs, armor, gear, weapons etc., and the same attitude was what I saw in each set, hand crafted TOTAL commitment to that set being totally bad ass.


    01-28-2012 05:59 AM
    http://forums.reckoning.amalur.com/s...3521#post53521
    Quote Originally Posted by Tiberius
    Both the armor (with cape) and the hammer that the hero has in that top image you posted...they're in the actual game. In fact, Mike "Daarken" Lim--the artist who painted that illustration--is the same guy who did the concept sketches for the in-game armor.

    Want to look like that yourself? I recommend getting to know your local Warsworn chapter...
    Last edited by Hannar; 02-04-2012 at 07:52 PM.


 

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