Author Topic: The Epic  (Read 24621 times)

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Offline chadz

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The Epic
« on: May 18, 2016, 02:42:37 AM »
+39
The Epic

Epic is the persistent World Part of OKAM. It will represent, in an abstracted way, feudal medieval societies, and allow players to find a niche to settle in and become successful.

The World
(click to show/hide)

Summary

This is just a brief introduction of the different mechanics that OKAM will offer, without going into the technical details too much. The big thing here is symbiosis. The symbiosis between players is what will be one of the main elements.

The rulers need explorers to advance, workers to create, and warriors to fight; workers need blueprints from explorers to create higher quality stuff and stay ahead of competition and warriors to protect them; explorers need workers to create better tools for exploration and possibly warriors to escort them; and warriors require cities to create armies and workers to create armors and weapons.

The more players involve themselves into the game, the more friends - and enemies - they will make. And the very interesting part is that those friends and enemies can be completely scattered over the land. An enemy can be your neighbour in the city because he runs a rivaling production, and you may want to draft an elaborate plan on how to get rid of him without anyone noticing. A friend can be a tradesman in a distant city that you deal with on a regular basis because he just pays more. Will war between your ruling cities destroy this relationship? Would your lord be pissed if he found out that you sold high quality armors to the enemy? Is it worth the risk?

Every political action will affect the world and it's inhabitants one way or another, with possibly unexpected results.

OKAM is a game about stories written by the players. It is very ambitious - the technical parts are solvable, but will the actual gameplay live up to the expectations? I can only promise that we will find out.
« Last Edit: May 18, 2016, 03:21:57 AM by chadz »

Offline Tristan_of_Erzoth

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Re: The Epic
« Reply #1 on: May 18, 2016, 02:49:16 AM »
0
Looks pretty cool, i like how people can specalize in different things. Maybe add some form of skill based mechanic yo the crsfting systems so that way there is actually a reward for expending time into it? O wait nvm you edited it the post before i could finished typing lol. Just think itd be cool as then there would be a point to hire different blacksmiths or whatever for the higher quality stuff.

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Re: The Epic
« Reply #2 on: May 18, 2016, 03:17:20 AM »
+2
Will it be possible to build my utopia city ran by free market and no politicians whatsoever?
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Re: The Epic
« Reply #3 on: May 18, 2016, 03:22:18 AM »
+1
it's all good and nice but im only curious how many players will be able to be on one server/map or /we you want to call it. Simply this idea without lot of ppl is usless to TBH
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Offline chadz

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Re: The Epic
« Reply #4 on: May 18, 2016, 03:33:56 AM »
+4
Maybe add some form of skill based mechanic yo the crsfting systems so that way there is actually a reward for expending time into it?
There's many details I skipped, eg a blacksmith's output will depend on his skills, his production building, his blueprints and his raw materials.

Will it be possible to build my utopia city ran by free market and no politicians whatsoever?
Can you give me a reallife example of an utopia city that is anarchistic? Gameplay wise the answer is partially (no taxes), but how would people get land without stealing it? How would rules be enforced? and who would control an army in case of an attack?

it's all good and nice but im only curious how many players will be able to be on one server/map or /we you want to call it. Simply this idea without lot of ppl is usless to TBH
An absolutely valid point, and something that has been subject of discussions and development from day 1. I will elaborate on that on another point, but yes, it's possible, with limitations (server borders, my biggest beef with the entire concept, but a necessary evil)

Offline Taser

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Re: The Epic
« Reply #5 on: May 18, 2016, 03:49:56 AM »
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So it won't be a setup like rust or LiF where individual servers are set up with 30-64 people? Because that killed LiF for me, along with other issues I had with it. Mostly the player size for servers tbh.

I don't mind multiple servers for NA/EU/Sea but not super limited. What kind of server border were you thinking? Obviously without any understanding of the expansion a city needs, its kind of limited but giving us an idea would be nice.

 I know you explained before but is there any additional info you can give for workers/family based on new development? Or is that going to be unleashed later once epic is worked on more?
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Offline Jambi

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Re: The Epic
« Reply #6 on: May 18, 2016, 04:01:46 AM »
-2
(click to show/hide)

Kind of sounds like the skilltrees they have in LiF for all these tasks, but instead you seperate them and make them into specific classes. with a little of your own flavour.

Life is Feudal

Politician (Clanleader, District ruler)
Extend your land claim
Max amount of players in your clan
Taxes
To set laws

Warrior (Melee/Ranged/Mounted)
Train whatever armor type you want to use
Train whatever weapon you wish to use
Mix and match armor and weapons, to stay mobile when raiding ... or sturdy for defending etc.
Siege engineering combat skills, combined with Builder skills

Explorer Go out and sample tree's, dirt, rocks , mountains. So you can tell your builder/worker friends were to get the good quality.
Geology
Forestry
Nature's lore
Animal Lore

Builder Train whatever specific building, material extraction or farming you want to be good in.
Fletcher
Mining
Lumberjack
Poisoner (weapon coatings, foodstuff poisons)
Alchemy
Farming
Construction
Material preperation
Butchers
Cooks
etc etc

Clergy
Build your own church. (not implemented yet)
Forgive people that have sinned (Fixing Reputation. think old Ultima Online murder system. red - grey - blue)
Bless adventurers- Boost other players their luck (higher chance finding rare resources while mining, lumberjacking etc)

Teacher Not fully implemented yet.
Teach players at school.
Boost skill training.
Teach basic skills.

Breeder
Taming Animals
Breeding Animals
Milking Animals
Training Animals for specific roles.


I'm not promising that we are "LIF plus xyz", we have nearly no overlapping elements with LIF, because they don't interest me that much. If you want a survival game, there are other games out there that do it way more fleshed out than OKAM ever will or should.

Actually your description for explorer, is the exact same thing, a player would do in Life is Feudal when he goes that skill direction....
From your description it seems to be very much like LiF, not just "nearly" in my opinion.
So how exactly will OKAM be diffrent then LiF, will samplers do a handstand while sampling the soil or something?  :P
Or will OKAM be dumbed down so much, that it is extremely basic, wich makes it not look like Life is Feudal anymore?
What will happen, when players start demanding and asking for more content in creation, and farming etc?

There's many details I skipped, eg a blacksmith's output will depend on his skills, his production building, his blueprints and his raw materials.

Is exactly how it works in LiF too, including the quality of the Blacksmith shop.. wich they recently implemented.

I kind of fail to see what makes OKAM special, other then having to pick from 4 classes, instead of having a skilltree and having to pick wich branches you wish to invest in.
What OKAM has is blueprints that need to be found and supplied, thats the only thing in your whole description that Life is Feudal doesnt have. But rare blueprints, hidden for players to be found, does remind me of Rust.

I have a very exact vision of what the game will have and what not, which I haven't communicated clearly yet. I will work on communicating those until EA because I think they are extremely interesting and possibly revolutionary.

Cant wait to hear more, and i hope to be proven wrong.

« Last Edit: May 18, 2016, 08:53:18 AM by Jambi »
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Offline Soulreaver

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Re: The Epic
« Reply #7 on: May 18, 2016, 06:10:13 AM »
+3
Sounds so good to be true  :cry:

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Re: The Epic
« Reply #8 on: May 18, 2016, 09:03:52 AM »
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Silver is the currency? Where does it come from? Do players build mints?

Offline Vovka

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Re: The Epic
« Reply #9 on: May 18, 2016, 09:12:30 AM »
+1
slavery?
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Offline chadz

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Re: The Epic
« Reply #10 on: May 18, 2016, 09:28:54 AM »
+1
So it won't be a setup like rust or LiF where individual servers are set up with 30-64 people?
No, there will be a complete separation between EU and NA for example, but apart from that it's one big world (split into multiple servers)

...
I assume you intentionally ignored all the the differences (and the entire summary) for your argument? Yes, both feature medieval themes. By your logic you could say that EVE, or destiny, or settlers, or age of empires, is actually just like LIF. OKAM will have wars with hundreds of players, going on for extended periods of time, with political struggles inside and outside. That's the main gameplay.

Silver is the currency? Where does it come from? Do players build mints?
Cities (not players) produce silver coins. It is meant to balance inflation and deflation and as a way to control your cities production. By setting up buy orders with money inside your city, you can shift the focus of your economy towards whatever is needed. If there are eg multiple families producing iron in your city, it might be in your interest to constantly buy iron, despite you not needing it directly, to make sure that the market is flourishing and people don't leave somewhere else - subsidies, basically. The ratio of silver production vs goods production will likely be roughly the same in all cities, if Adam Smith is to be trusted. If you tilt too much one way or the other it will decrease your cities overall wealth.
« Last Edit: May 18, 2016, 09:39:59 AM by chadz »

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Re: The Epic
« Reply #11 on: May 18, 2016, 09:48:47 AM »
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Will there be more on the higher levels of 'hierarchy', such as an Empire level and actual Kings (your name does kinda imply that)? So far you talked about city ruling, managing and dividing it into districts with their own lords. What about the grand scale of it?

Will there be religion?

Offline Jambi

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Re: The Epic
« Reply #12 on: May 18, 2016, 09:53:34 AM »
-2
I assume you intentionally ignored all the the differences (and the entire summary) for your argument? Yes, both feature medieval themes. By your logic you could say that EVE, or destiny, or settlers, or age of empires, is actually just like LIF. OKAM will have wars with hundreds of players, going on for extended periods of time, with political struggles inside and outside. That's the main gameplay.

No, im saying your descriptions of the game and classes are very similair to that of LiF. down to the smaller details, where the quality of the blacksmith shop is a factor ie.
I did not ignore your summary, but your summary is exactly how one would play LiF on a populated server.

Small summarize of my last LiF experience on a clans-vs-clans invitational server only, with a bunch of randoms
I started as a miner, asked the explorers were good ore was... started mining away, and asked builders to build support beams so my mine wouldnt collapse. Exchanged my ore with a blacksmith, blacksmith made me better tools.. i mined better quality ore... blacksmith made weapons for all the warriors. And any rare gems, i gave to the bling-bling diplomats to think highly of me or exchanged them for food with the farmers.
Warriors went out hunting under command of clanleader..... while on the hunt, pillaging and burning, the warriors disagreed with an order given by the commander. They returned home, and there was a power struggle. old clan leader got overthrown by a more bloodlusty leader (Ultima Online ruined this person... and he only wanted to PK :D ). Old enemies pooped their pants, and decided to pay us tribute in exchange for safety and granted us monopoly on some equipment.
Loot was stored away or melted down for builders to build with or train their skills with. Armors and weapons were superb quality.
High quality buildings got erected, farmlands got their high quality soil cycled, village was proper and well stocked with buff food and alchemy. And the goats, chickens and horses were ff'ing like never before.
Rivals saw us getting stronger, and feared more raids, they allied a bunch of clans.. and we allied a bunch of clans. We didnt have clay pits close to us, so we had to trade with allies for good quality clay.
We continued raiding the server, until everyone GTXed, and we had to make planned battle's with our allies to get some sort of action. Eventually server died, end of story.
Ooh we also had some weird vietnamese or w/e girl in the clan, that kept running of and opened her mouth nicely to our enemies... or told them straight up lies about what we were planning.

All in all. we had struggle between kings, rivals, trading, building, spies, diplomats you name it.

I truely do not see any diffrence in my play through of LiF this round, then what your summary of your game is describing. aside from blueprints, and currency. In LiF there is no coin currency, but we used resources wich each having diffrent value's. Sure with OKAM you have familie (bots) doing most the work for you, but i cant imaging a Builder class wouldnt get into the same crafting elements as other games, your after all a builder class.


Eve, destiny, settlers, age of empires. do not fit your description, other then what you just said "Wars with hundreds if players going on for extended periods of time, with political struggles inside and outside".
Hence why i did not use them as an example.
« Last Edit: May 18, 2016, 10:43:17 AM by Jambi »
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Offline 22ndCandiru

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Re: The Epic
« Reply #13 on: May 18, 2016, 09:54:33 AM »
-5
Why would I play this shit when Mount and Blade 2 is coming out and it will be a lot better? Hell naw.

Offline chadz

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Re: The Epic
« Reply #14 on: May 18, 2016, 09:58:17 AM »
+1
Will there be more on the higher levels of 'hierarchy', such as an Empire level and actual Kings (your name does kinda imply that)? So far you talked about city ruling, managing and dividing it into districts with their own lords. What about the grand scale of it?

Will there be religion?

Kings: possibly, if it serves a purpose. I would like/prefer to see the society developing automatically into kingdoms, multiple people claiming to be king; if that doesn't happen we'll help kickstart it, but that's too far in the future to realistically plan at this point what is needed.

Religion: not for now, maybe in the future. No real plans at this point though.