Opublikowano 1 godzinę temu1 godz. Monetization & ProgressionNo microtransactions, aside from cosmetic pre‑order bonuses.He wasn’t sure whether a transmog system exists, but if it does, the bonuses would function as skins; otherwise, they simply match the stats of starting gear.No difficulty settings and no enemy scaling. Progression is skill‑gated: if you can’t beat something, get stronger and return.Leveling is primarily tied to gear upgrades, whether crafted, looted, or enhanced with Abyss artifacts.There is a skill system, but it’s more about fine‑tuning abilities than unlocking new ones. They emphasized repeatedly: this is not an RPG.Exploration & World DesignExploration is a major pillar. One of their core goals was creating “a world full of distractions.”The map uses a fog‑of‑war system, but distant landmarks remain visible and reachable.The world features a full day/night cycle and dynamic weather. Weather varies by biome (deserts, mountains, etc.) and is unpredictable—two players may see the same cutscene under completely different conditions.Cutscenes are rendered in real time, so lighting and weather affect them naturally.He didn’t directly answer the question about caves, but said there are “tons of hidden corners” and tucked‑away areas that reward exploration.You can technically “100%” an area, but the game doesn’t provide a clean checklist. Major faction quests are tracked, but much of the side content isn’t.Story & CharactersThe story has a definitive ending, though he didn’t confirm whether you can continue playing afterward.They’re intentionally quiet about story details.The narrative is fixed—no branching paths, no dialog choices, no Charisma stat. Your “choices” come from playstyle, such as sneaking vs. charging in.He hinted that character switching will be shown before launch but didn’t elaborate.Gameplay SystemsGear can be customized deeply, down to individual colorable parts of each piece.Some gear bonuses can support specific playstyles—for example, gaining ATK+ based on your Wanted level if you lean into the crime system.No weapon durability for combat gear. Tools like pickaxes or axes may have durability, but they’re easy to replace or craft.Controls & UIUI and text scaling are adjustable.Controller rebinds are not currently supported due to complex contextual inputs (e.g., “grab” outside combat becomes “grapple” in combat). They want to implement rebinds properly rather than partially. No details yet on keyboard/mouse controls.Technical & Release InfoThere will be no public demo. Convention demos were curated saves from the full game.Performance targets (especially for PC) will be shared before launch, based on real‑world testing from influencers and early players. Consoles are more predictable, but optimization is ongoing.The game is not online‑only, but staying updated is recommended. Version 1.0 on disc is playable but not ideal.Manual saves are supported, seemingly anywhere. The auto‑save system is described as extremely robust.Future PlansMod support is not confirmed. Since the studio has only made MMOs and live‑service games before, modding wasn’t part of their workflow. They’ll consider it after launch.Another media/creator event is scheduled for late February, where more details may be shown.Czyli level będzie wbijany przez gear, podobno jak np. w ostatnich God Of War. Weapon Durability prawdopodobnie tylko do craftingu. Jeden poziom trudności, brak level scalingu wrogów, na papierze brzmi idealnie.
Opublikowano 1 godzinę temu1 godz. No na papierze wygląda to wszystko świetnie, a wręcz kurde niesamowicie. Ale ciężko mi cholera uwierzyć, że można zrobić taką grę i żeby to wszystko miało ręce i nogi. Ale premiera już niedługo, więc zobaczymy.
Dołącz do dyskusji
Możesz dodać zawartość już teraz a zarejestrować się później. Jeśli posiadasz już konto, zaloguj się aby dodać zawartość za jego pomocą.
Uwaga: Twój wpis zanim będzie widoczny, będzie wymagał zatwierdzenia moderatora.