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  • posted a message on Skyforge: Revealing the Divine Observatory

     Thanks!  That's great to hear.

    It is not mandatory to have a balanced group structure.  Some content may be easier or more challenging depending on your group composition but we want players to be able to play the way they want to play.  If your Thursday Night Group all want to play Berserkers, go for it. You may be missing a support ability like a Battle rez, but that doesn't mean you aren't viable and cannot complete content.

    Although classes will typically have a primary role, which matches what you'd expect from it's archetype, all are viable in combat as well as their primary role.  In addition, the Ascension Atlas gives you tremendous freedom in how you develop your character and classes to support your play style and allows you to accentuate your strengths and minimize your weaknesses.  So if you like playing a gunner, and want to invest in skills that make you a better tank you can.  This doesn't mean you'll necessarily be as strong a tank as a "tanking" class, but you can develop yourself in that direction.

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  • posted a message on Skyforge: Revealing the Divine Observatory

    Good question.  Our main design to expedite queues comes from our server architecture.  Having one server per geographic territory supporting all players helps us ensure robust and fast matchmaking.  The player population for a given game event or type is not subdivided or restricted by "realm" so we are able to put you together with everyone in your region of the world, looking to play that type of content at any given time.

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  • posted a message on Skyforge: Revealing the Divine Observatory

    Streaming is interesting tech but to meet our goals of visual quality and responsive game play we are focused on delivering the game experience via a traditional PC client and sever model.

    At launch Skyforge will focus on the players battles to protect their home world of Aelion from invading gods and their armies. These gods and armies come from other worlds in the Skyforge universe.  Initially players will fight to drive them back.  Taking the fight to them and exploring new worlds is something we'd might explore in future content updates.

    We've not announced any beta dates yet, but sign up for beta, and stay tuned to our news and social channels to hear when we do announce kick off dates for beta and launch activities.

    Currently Russia is the lead territory for the game but we have not yet announced our final plans for launch and patch schedules.

    Thanks for the art book suggestion. Our team loves to her the community asking for stuff like this!

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  • posted a message on Skyforge: Revealing the Divine Observatory

    Please see my answer to a similar question below.  And please keep feedback and input like this coming.

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  • posted a message on Skyforge: Revealing the Divine Observatory

    Guilds will have size caps, and systems for raising those caps as your guild grows.  We are still working on figuring out exactly what those numbers should be.

    We have numbers for quild caps that we are looking at internally.  We'll be talking about guilds in more detail down the road, and look forward to getting input on what you think of our ideas when we roll them out.

    Posted in: News
  • posted a message on Skyforge: Revealing the Divine Observatory

    Thank you.  

    We haven't announced any details about our business model including luck boxes or other items which modify PvP, but feedback like this, from the community, is very important to us and will help us make the game better.

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  • posted a message on Skyforge: Revealing the Divine Observatory

    Thank you! We are really glad you like how things look so far.  

    I wish I could promise you a game where you would never have to replay any content, but I'm afraid I can't go that far.  What I can say is that we are working very hard to create a game that does not lock you into grinding out a specific area or type of content before you can progress.  The Divine Observatory is an example of one of our steps in this direction.  Being able to see all the content open to you, and the rewards for completion, give you the ability to pick what you want to do and to find alternate paths to the the same goal.  

    In addition we are taking steps to make replaying content less of a grind and to provide varied rewards and difficulty to make these experiences more fun.

    At launch, humans will be the only playable race.  I think you'll like what we do with the "god forms" though.  We'll go into detail on those at a later date.

    Pets are something we'll talk about at a later date as well.

     

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  • posted a message on Skyforge: Revealing the Divine Observatory

    Skyforge includes both instance and open-world content.  We haven't gone into a lot of detail about PvP systems yet, so I don't have a clever answer for your PK questions.  You will be able to progress your character by just doing PvE but we offer compelling rewards for both types of activities.

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  • posted a message on Skyforge: Revealing the Divine Observatory

    Right now there are no plans to port Skyforge to any other platforms.  We will work hard to optimize the game to run well on as broad a range of system specs (including low end) as possible so hopefully we will run well on your "awful system".  We may look at other platforms down the road, but for now we are focused on the PC.

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  • posted a message on Skyforge: Revealing the Divine Observatory

    You are correct, making a game this big does mean we use a lot of HD space.  We have not yet announced tech specs for client size or system requirements so I don't have a lot of detail to offer you.  We are focused on making sure the game runs well and looks great on a wide spectrum of systems from high to low end.  For client size, it is safe to assume that we will have a similar client footprint to other AAA free-to-play games in the market.

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  • posted a message on Skyforge: Revealing the Divine Observatory

    That is a great idea, but right now we have no plans for player created missions.  That doesn't mean it's not something we wouldn't look at down the road.

    Thanks. I'm very glad to hear you enjoyed Allods.  The team is very proud of game and love to hear that people enjoy it

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  • posted a message on Skyforge: Revealing the Divine Observatory

    For me there are 2 "biggest selling points"(I can't do it in two sentences though...).

    1) Action combat!  This was one of the biggest draws for me early on in the project.  Combat is a lot of fun, right from the start and gets better and better as you progress your character and unlock new classes.

    2) Become a god!  Really.  Not just get a title at end game... but gain followers, build your power and eventually become a god where you get an over-the-top "god form" that you can go into and show off.  The god system is a system that is deeply embedded throughout the game not just a cosmetic thing we give you after playing enough hours.

    There are a ton of other great things, that I love in the game, but these are my top 2.

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  • posted a message on Skyforge: Revealing the Divine Observatory

    We haven't announced any details about our launch plans yet but it is safe to assume that we will have ways to reward early adopters like early-access and founders packs.

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  • posted a message on Skyforge: Revealing the Divine Observatory

    Your chances are excellent.  Beta sign up is there to build the list of people to send keys out to when we are ready to go into closed beta.  We typically also look to invite the most active members of the community into our earliest beta events.

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  • posted a message on Skyforge: Revealing the Divine Observatory

    Wow, good question.  I really think this is a challenge all game genres face as they evolve/mature.  As you reach a broader audience you want to smooth out bits of the game which can lead to player frustration.  Sometimes this can lead to hard decision points.  How do you avoid player frustration in a open game environment without taking out the fun of "exploring the unknown" and "connecting with other players" for help.

    In Skyforge, we have decided to provide both types of content and to make it clear to players which type is which.  In the Divine Observatory, you can see the content open to you and pick what you want to do.  Do you want a short, linear play experience or do you want to explore a large open-world zone?

    In addition, we have made improvements to the open-world experience to make it better suited to the exploration play style.   There is no good reason that the monsters you kill while exploring the mountain passes in a large zone should not give you quest credit until you've gone into a village and spoken with Farmer Ted. In our open-world zones, content is pushed to you as you get near it so you are free to go where you want to go, without the fear of missing a critical link in a quest chain.

    I hope this answers your question!

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