Questions regarding the Social-life
(including Crafting, Housing & PvP):
Question: [Will there be] a "lounge" area for interaction?
We are looking at having a sort of homebase for runners, where they can modify weapons and equipment, create custom made software etc.
Source.
Question: You know what would be complete insanity?
If the game was set in LA and every character had a Persona 2.0 page. Imagine posting screenshots from runs IN CHARACTER. Mind = blown.
That IS a cool idea. We haven't been tackling the whole "self representation in the world" part yet at all. But we do have some plans for a game-related website that is semi-permeable with the game...hmmm....
Source.
Question: Any news on that social aspect of the game?
Reagrding the social agmeplay- it is actaully easy to host it on our site and allow people to log in using their FB account and then cross post stuff, we just don't want to limit ourselves to facebook for the obvious reasons.
Source.
Question: I like to help people out. Will there be any incentives to do so in SRO?
Be sure to stick around- we need all the helping hands we can get, I am sure. True social gameplay is about exactly that...hmm...we should have positive street rep for helpful players...back to the design doc...
Source.
Question: How will ingame trade work by the way? Are you planning to make certain items bound to characters (other than foci, etc.) or will it be possible to trade anything, including micro-transaction items? Or are there no plans at all for trade between players?
Ingame trade - not sure if we will have it out of the box. Plans are to allow an auction house for people to sell their crafted items, software, talismans etc., but initially we may notn have a direct trade at all.
Source.
Question: How many player will propably run in a mission?
we don't expect more than four players max in one mission
Source.
Question: Does that mean you don't plan to allow teams greater than four, or you just don't think people will choose teams greater than four?
Team sizes - we have no technical limit, just maps size and waiting time sort of limit the reasonable number of people. We think total team size will probably be 6 (less on smaller maps) and thought of allowing 3 player with 2 chars each. but technically we may also have 6 players with one char each
Source.
Question: Will someone who prefers to play a solo role be able to advance as far and as well as players who continually rely on groups?
I know there is talk about being able to hire mercenaries, but to me that is just another form of group play that I would prefer to avoid.
Well, our avg. group size is more like 4 characters maxing at 6, initially you will have one or two. So any soloplayer would have to hire help (or borrow from friends) most likely, who you then control directly. Kinda like Baldur's Gate or Jagged Alliance.
The amount of talents required alone (hacker, mage, street sam) merits a mixed group. But technically you can usually try solo...it will be much more challenging in some missions, but we don't force group play.
Source.
Question: For me, controlling more than 2-3 characters in a turn-based game is a chore. What do you think?
Well, as we go more for co-op really, we currently expect 2-3 chars being the max you control directly in SRO.
Source.
Question: So is the size of the group of runners basically independent of the size of group of human players?
Put another way, do the human players share control of the runners depending on the run, or do each of us bring two or three of our own characters into the party?
each brings his own (likely 1 or 2) runners
Source.
Question: I want to do a run but it's 3am and none of my usual buddies are online. What gives?
Not only will you be able to take in NPC-Runners, but there might be a way, even, to draw help of the people on your friendslist when they are offline. However, their chars can't die while performing actions to support you.
Source.
Question: How big are your plans with Shadowrun Online? Speaking player base: are we talking about a few thousand players, hundreds of thousands, or millions?
To be worthwhile, an amibitoned browsergame needs to have a playerbase somewhere between 150.000 and 200.000 players.
Source.
Question: how will you handle PvP in your Shadowrun game?
Multiplayer does not always mean PvP, although we will of course want that, since no one is as good and adaptable as a human player. But always voluntary, arena style PvP.
Source.
Question: Are there any more infos on PvP?
You won't be forced to PvP. There might be special PvP missions such as gang/faction wars. The reputation acquired in those might be used to get access to special items and/or missions. At a higher risk.
Source.
Question: Will PvP possibly involve 'neutral' NPCs such as guards?
Yes, those might be involved especially at data/secret stealing PvP missions.
Source.
Question: Isn't there a risk to have runners go against each other in prebuild PvE style missions that one team will specialize in what specific mission very much, getting virtually unbeatable?
any party can max out on certain PvP strategies - but it cannot majorize a mission once there are say four parties playing it, the mentioned killer gang will only be able to play one. I am sure people will find ways to combine a crazy long range sniper char with a invisible front-scout to effectively makeing it death from nowhere..that is until the counter mage troll comes and crushed the invisble scout, then sends in his super fast drones to engage the sniper while the group closes range...'tis the way of PvP...
Source.
Question: Will Shadowrun Online feature a crafting system?
It might add to the motivation of players � and why shouldn't a Streetsam want to mod his beloved Ares Predator. However, the crafting system should not work similar to other MMOs in which you have to grind different materials. Rather, there might be a mission in which you have to steal the latest prototype of an aiming software plus a spcial connector, which then can be combined with your current weapon.
Source & Source.
Question: I would like to see to be able to really do a character that spends most of his time crafting stuff. Only go on runs to get information/ressources for building more stuff. Or be hired as a "run" to repair / upgrade or build stuff for other people. Any chance for that?
I think we will want to have a healthy build system (or software creation or foci enchantment system), but the essence of progress will still remain missions - however we are thinking of ways to make in-action and meta-game skills progress more indepnedently..
SourceQuestion: For starters, I just want to play by myself. Is this possible?
Yes, you will be able to hire soldiers of fortune if you don't want to play with others players. It might be a bit harder, but you can definatelly do it.
Source.
Question: Could you have a �daily news feed� sent to the players outlining the violence that goes on in the city?
we do have a limited budgets to build the world, so this may just have to be toned down with regards to complexity and the amount of stuff we do at first. newsfeeds are a great idea, but sustaining them is a load of work...especially if you want to localize in several languages...we will see.
Source.
Question: one could automatize it and make it incorporate mainly the biggest runs of the community in the week, or?
we are lloking into a quick and workable way to have some sort of automated feedback loop from game events into the game...but I guess this is one of the things taking a bit of a backseat versus actual gameplay and stuff
Source.
Question: Would the homebase be a shared space amongst many players or is the plan for this to be a "personally owned" space, kind of like an instanced apartment where we go to rearm, recoup and recon(via contacts, matrix, etc.).
not sure yet-ultimately the former...on launch maybe just the latter until we got guilds/clans/whatstheirnames
Source.
Question: if this is a "Shared" space; will Stealing other peoples gear Shenanigans be allowed? [based on the point that we are not sure that we'll have direct player to player trading at launch I doubt there will be direct player to player stealing]
pretty much correctly deduced
Source.
Question: for personal space, I would assume that it will be fully customisable, in terms of making this easier would districts in which you have many lofts as per Burn Notice, or builings as per The Punisher movies. Also for spaces such as these, could a one time transaction be used to support the technical requirements? In addition, could a person invite another player, similar to the feature in Star Trek Online?
we can't say yet. we are working on different ideas, but "housing" will perhaps not be too big a part of the initial launch
Source.
Question: Player crafting zones, named NPC's or simple benches? Furthermore actual crafting skills or applications of skills modified to allow crafting, ie removal of the Armourer skill and integration of that into Long Arms, for example.
Player trading of loot and items, will be present however with items like signature pieces will they bound to the player, or will they be able to change the state of the item?
Can't say yet. We want crafting (and creation of your own softs and talsimans and tec) at some point, but unclear as to launch
Source.
Question: On Lifestyles: Will these be implemented into the game eventually (I know you guys don't know about during launch)? Will our characters lose nuyen every month to maintain it? Can I pump buttloads of money into it to get a permanent settlement, like I can in the tabletop? Can me and other players share my lifestyle to pay a slightly reduced cost per-player, again like the game? Lastly, will we be able to upgrade over time, so that the tiny apartment I start with can eventually become the pimptastic ho-filled mansion of my runner's dreams?
Will these be implemented into the game eventually? Absolutely! we want you to have you base of operations, we want you to be able to upgrade that and it also will play a part in crafting, creating softs etc. - so you may need certain upgrades and equipment to build your killer worm software. Lifestyle may also work as a cap to certain improvements and unlock missions/contacts. How much we can allow for actual "housing" with individual spaces remains to be seen after launch
Source.
Question: What about guilds? I assume there will be a party system for missions, but will there be guild support?
We will have a aprty system and will try to have guilds (crews) at launch, but this is tbd.
Source.
Question: Will you include something like shadowland or flashpoint ingame ? Of course, off-game forums will provide spoilers and all, but why not try to make them ingame ? wouldnt it be great for players to "deal" informations instead of just spoiling intel for everyone ... after all information is the most valuable ressource in SR ...
we have mid term plans for this-initally it will very much belimited to our website, but later on we look forsomethuing more permeable...
Source.