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Imaginary Numbers
MMORPG | Setting:Fantasy | Status:Cancelled  (est.rel N/A)  | Pub:Imaginary Numbers
PVP:Yes | Distribution: | Retail Price:n/a | Monthly Fee:n/a
System Req: PC | Out of date info? Let us know!

Message Board Chatter

Posted by Dana Massey on May 08, 2005  | Comments

Message Board Chatter -

Imaginary Numbers creative lead Luke Carruthers has dropped by our Tactica Online Boards yet again to make two posts. One deals with hidden aspects of the game and the other answers a slew of questions that wont make it into the Q&A this week.

Hidden Elements

Interesting you should suggest this - hidden skills were a part of the design early on, but we abandonded them during testing, despite the fact they were a favorite feature for several people.

We decided against them because in order to achieve the level playing field that we feel is critical to making PvP fun for everyone, each player has to be aware of everything that can be thrown at them. If there are hidden skills that a player isn't aware of until they unlock them (fan sites aside :), then that player can't prepare for them or defend against them, so their opponent has an advantage.

Things being unlocked by missions, that's definitely present though!

Assorted Q&A Questions

There are more great questions than the bi-weekly Q&A's can handle, and I don't want them to fall by the wayside, so here are a couple more responses.

Silicor, no immediate plans for a single player offline version.

There will be NPCs in missions, but not as opponents. They'll be targets, allies, and obstacles, and because they won't be participating in combat directly their behavior will be scripted rather than managed by a broader AI.

Statistics will be available on everything - kills, wins, missions, titles earnt, experience spent, etc. You won't be able to see it all for other players, but you will be able to see much of it, and it will help you research opponents for big tournaments.

JelloB2000, equipment has a big impact on what sort of squad you might want to build, but not in terms of how powerful you are. Rather, some types of equipment let you focus in particular areas more than would otherwise be possible, allowing squad designs that are very skewed towards a particular style of play, while other types of equipment give you entirely new types of actions, most of which are very combo-intensive. For example, traps that have different effects depending on the actions you've taken just before they're triggered (which can get interesting when you don't control when they're triggered).

Level and class is a full discussion in itself, which might be best left for a Q&A, but quickly, there's only the barest relationship between the amount of experience a character has had spent upon them and their stats. Think of experience as a way to customize your characters, not make them more powerful. What's going to make them more powerful is the way you combine their skills, and the combos you can pull off in combat.

Keep the questions coming, it's great to see the areas that particularly interest people (and the areas we need to be clearer in explaining!).

- Luke "Trismegistus" Carruthers

As always, you can also have your voice heard on their hype meter.