Author Topic: So much joy! Yet... so many questions!!!  (Read 435 times)

Decivre

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So much joy! Yet... so many questions!!!
« on: October 18, 2011, 02:41:06 pm »
I have been so excited since the Shadowrun MMO was announced! The setting has been long overdue for a great videogame incarnation (since the early 90s), and hopefully this game will be it. Unfortunately, the Q&A didn't answer the burning questions I have in my mind, so I just have to ask them. Sorry if there's a lot of them.

1. Technomancy: Now I know you already said that the core rules would be present, and that hackers would be there... but you also said that VR won't be present yet. So my question is whether technomancers will be there, and if so will they still have all their juicy functions sans-matrix? You know, sprites and the like. Furthermore, will you be having the disciplines that were added in the Unwired sourcebook (to give them multiple schools of training like mages have), or just the standard mechanics from the main book?

2. Edge: Now you already said that Karma pool-like mechanics are probably not going to be in the game, but that doesn't necessarily rule out the edge stat. I love making characters that rely heavily on edge (I call them "Luck Adepts"). Perhaps you could simply make edge a triggered stat-boost that you could use a limited number of times, but not one that necessarily works the same as the tabletop game? Also, will character death be permanent? If so, Edge would be the best way to have a Shadowrun-style surviving death mechanic in the game (your character doesn't perma-die unless he/she has no edge to burn). This would also make Shadowrun the grittiest MMO EVER (a very fitting title for it)!!!

3. SINs: System Identification Numbers are integral parts of Shadowrun society, so it'd be nice to know if these will be implemented in game. Can we be SINless? Can we buy fake ones? Will they be integrated into the gameplay, with certain mission approaches perhaps either requiring a SIN or a really good fake?

4. Karma: A common element of nearly all MMOs is the level cap. Shadowrun doesn't really have an inherent one in the tabletop game, so I'm wondering whether it will be present in the MMO. Will there be a karma cap, or will we be able to cap off every single skill and stat, and perhaps grow our mage and technomancer powers into infinity?

5. Multiple characters: You did talk about running multiple clients, but I have to ask if you guys are going to allow for multiple characters on a single account. Also, is there any possible way that we can utilize multiple characters from the same account at a time to go on missions, in case we don't have any friends online? Would be an interesting way to integrate multi-client play into the game and embrace it, no?

6. Lifestyles: Last one for now, I promise. 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?

Answer the ones you can. I know the game is in pre-beta state, so you may not know the answers yet.
« Last Edit: October 18, 2011, 02:47:29 pm by Decivre »

primetide

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Re: So much joy! Yet... so many questions!!!
« Reply #1 on: October 18, 2011, 10:57:48 pm »
many questions....

1. Technomancy: sitting on the fence on that - technomancers are supposed to be rare...and can also be slightly imbalancing versus hackers. Where hackers can craft their softs and mages at least will want their talismans and conjuringn ingredients, Technomacers don't need anything, so part of the gameplay that is collecting items, crafting, trading etc. will not be relevant for them. My current guess would be: not on launch, since we are looking for the more "timeless" archetypes.

2. Edge: We will definitely have Edge in some form...however as you suggested sometimes in form of a boost or "insurance versus damage/death". The problem lies more in applying it after the fact of a roll, as in the PnP. But for legwork, this will also be an option perhaps. Permadeath? Shudder...as much as I like the idea, when peoplespent real money on their chars the kinda get cranky with them killed by some PvP overachiever...

3. SINs: Really not clear on that yet. SINs play a pivotal role in many roleplaying situations, but in the end you have one or you don't and that can quickly become boring: people will always tend to get one and then it's not an interesting choice really or we have to split the game and do many things twice- with or without SIN. Again, just guessing, but perhaps we will start everyone SINless asnd just some missions requiring fake ones.

4. Karma/Level cap: We are just discussing that one - I personally prefer a level cap free game, but we need to find other ways make sure there is a progression in, which doesn't break the content. So while theoretically you could go and max out all stats and skills, there are dminishing returns for grinding lower level missions and other requirements (like specific items) for high level missions. We need an average expected level range to balance our content to - which should not be easy to break out of. But I may be optimistic about that and there are reasons to end up with a Karma cap...

5. Multiple characters: not at all decided yet. Our philosphy is: no one can stop you from having multiple emails, thus multiple accounts. We may as well make it easier on all of us and allow that. Having your own chars as "NPC hirelings" may be an interesting choice. Our current Jagged Alliance Online works on the premise of running a whole company of mercanaries...

6. Lifestyles: Last one for now, I promise. 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
Yay for the Flaming Carrot

Decivre

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Re: So much joy! Yet... so many questions!!!
« Reply #2 on: October 19, 2011, 06:44:13 am »
I'd like to play devil's advocate, hopefully so that you'll reconsider some things.

1. Technomancy: sitting on the fence on that - technomancers are supposed to be rare...and can also be slightly imbalancing versus hackers. Where hackers can craft their softs and mages at least will want their talismans and conjuringn ingredients, Technomacers don't need anything, so part of the gameplay that is collecting items, crafting, trading etc. will not be relevant for them. My current guess would be: not on launch, since we are looking for the more "timeless" archetypes.

While I agree that they have less use for equipment, they have a much higher need for karma overall. Technomancers start with a much smaller selection of available programs (a hacker can purchase every piece of software from the get-go, while technomancers are limited at the start), have to upgrade them with karma instead of money, and (at least setting-wise) must be far more careful of the law than any other character type by far (lest they get poked or prodded by a corp looking to find out what makes them tick). With their aversion to implants, they do become far more reliant on good mundane equipment; as a person who's primary SR4 character is a technomancer, I must say that I never leave home without a fake SIN, a commlink loaded with an agent, and a decent weapons loadout to stay safe (I'm not the best gun in the group, but you don't need to be a great gun when you pray 'n' spray automatic weapons).

Permadeath? Shudder...as much as I like the idea, when peoplespent real money on their chars the kinda get cranky with them killed by some PvP overachiever...

Someone who has spent a lot of real money on their characters will probably make sure to have at least one edge on their character to burn at any given time. Worse case scenario, you can have a pay-for item that resurrects your character (even if he's been dead a while) without the edge cost, and just make it so that "dead" characters are still present but inactive on the account.

4. Karma/Level cap: We are just discussing that one - I personally prefer a level cap free game, but we need to find other ways make sure there is a progression in, which doesn't break the content. So while theoretically you could go and max out all stats and skills, there are dminishing returns for grinding lower level missions and other requirements (like specific items) for high level missions. We need an average expected level range to balance our content to - which should not be easy to break out of. But I may be optimistic about that and there are reasons to end up with a Karma cap...

Here are some great reasons you SHOULDN'T have a karma cap:

  • Many characters are heavily reliant on karma, and need a constant supply. Mages need it for bonding foci, quickening, and memorizing spells (along with other things; I'd hate to ruin my character because I super-bonded a spirit for a year and a half). Technomancers need it for improving their programs and similar reasons to mages.
  • Shadowrun characters don't really build up infinitely like characters in other games. A fighter in D&D becomes a god if he gets to level 100+. A Shadowrun character just ends up with a crapload of capped skills, and is more versatile than super-powerful. Even mages have limitations, since their magic grows faster than their drain can. The most powerful characters in the game, down the line, will just be "Masters of All Trades", and not dieties.
  • If you do this, other games will call you copycats. I heard them saying that in the other room. You don't want them to be right, do you?

I haven't been this excited over an MMO announcement in a long time, not since they announced a sequel to Ultima Online (and that one didn't pan out). I hope you guys make this game epic as hell!

primetide

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Re: So much joy! Yet... so many questions!!!
« Reply #3 on: October 19, 2011, 12:04:03 pm »
1) Technomancer-> while this is true it is a balancing issue for us - as we will limit the use of soft to a degree based on skill and accessibility (it is either difficult to create or expensive to buy), once you have invested the karma you are very independent of the rest. The sole existence of technomancers in the game as a "endangered species" is hard to do in the mmo, so this "limitation" is not a good counterbalance. And eating up karma means they initially are weaker, later on stronger (and more independent of other progression mechanics)....as I said, we needto get our bases covered first and then see.
2) we certainly have "inactive" status for dead chars. so you can't just reload or re-spawn. dead means you lost the mission and without a good doc wagon contract you will have a hard time getting back in the saddle. we won't kill them off, but we will ground them ;)
3) as mentioned- I agree there is no need currently for the same reasons you mention here. but I reserve my judgement until we have the whole system worked out.
Yay for the Flaming Carrot