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Citan
02-21-2020, 04:26 PM
Say Hello to Playable Fairies
We've long planned to add three "advanced" character races to Project: Gorgon: Fairy, Orc, and Dwarf. Unlike the standard races (Human, Elf, and Rakshasa), the advanced races are unlocked by completing quests in-game. This is important because these races are harder to play. They require more experience and knowledge than the other races and aren't suitable for brand new players -- you at least need to understand the basics of the game first.

The next update includes the soft launch of our first "advanced" character race: fairies! Why a soft launch? Because my plan is to create a different play experience for each of these three races. Each will have different trade-offs and new opportunities, and that's going to be tricky to get right the first time.

Fairies in particular are fragile and small, but magical and dangerous. As true immortals, they have a very strange relationship with death. Their experiences are very different from the other races - and so are their game mechanics.

Let's look at the unique game mechanics for fairies.


Fairy Physical Attributes
First off, fairies are significantly smaller than the regular races. They can't carry much, but they can fly. We've modeled this with a couple of attributes:

They can fly with a default speed about the same as other basic flight, e.g. raven flight.
They have reduced inventory space -- 16 fewer slots than other races.
They are slightly more susceptible to knockbacks. (They are knocked slightly farther away.)


It's useful to think of these as "physical attributes" because they're tied to physically being a fairy. If a fairy gets cursed and turns into a cow, for instance, these things go away, replaced with whatever physicality the new form has. In other words, fairies turned into cows do not naturally fly!


Fairies and Death
When fairy characters physically die, they respawn at their lifestone in the fae realm. In game terms, this means that when fairies press the "Respawn" button after death, they respawn in the fae realm, not in whatever area they died in. They also can't "Enter the Light."

This ironically makes fairy deaths more punitive than other player deaths. Story-wise, other races don't "really" die: they're saved from death at the last instant by a mysterious force. (You meet him when you Enter the Light. The mysterious force's name is Richter.)

But story-wise, fairies aren't prodigies and don't have this protection. When fairies die, they really do die -- except being immortal, they're reborn at their lifestone. This aspect of being a fairy is true regardless of what physical form the fairy has. A fairy turned into a cow is reborn as a cow in the fae realm.

There are many ways for fairies to prevent this. Fairies can benefit from all the regular resurrection methods available to anyone, such as the Resuscitate ability from First Aid, or eating Eternal Greens. Fairies can also use their Fae racial powers to create an item that lets them respawn in the local area like other races would.


Skill Bonuses for Fairies
That covers most of the bad stuff involved in being a fairy. Let's look at some of the good stuff!

Story-wise, new fairies have had a convenient memory-wipe like new-player humans, elves, and rakshasa. But thanks to thousands of years of practice, fairies still retain some combat memories.

Fairies start with four combat skills at level 30: Ice Magic, Knife Fighting, Animal Handling, and Mentalism. They also get special bonuses for each of those skills -- some bonuses are small, some large. Let's go over each.

Ice Magic: Since the fae realm is controlled by the Winter Court, fairies are currently very in-tune with Ice Magic. It comes quite naturally to them. For game purposes, this means fairies don't have to perform research to learn new Ice Magic spells. Instead, they automatically learn a new Ice Magic spell each time they level the skill, and a few spells are learned from fairy trainers.

Knife Fighting: Fairies can create "crystal ice" with their racial skill (see below) and use it in knife-throwing abilities like Hamstring Throw and Fan of Blades, so they don’t need to carry metal throwing knives. They also learn an alternate version of the ability Slice which uses thrown ice. There are also a few new treasure effects that may be useful to knife-fighting fairies, although those are available to all races.

(Note that the in-game prototype skill "Ice Conjuration" has been obsoleted; fairies don't have to turn their crystal ice into "Ice Throwing Knives"; they just throw the ice directly. Less inventory hassle.)

Animal Handling: Fairies start the game with two free pets already in their stable, a bee and a wasp. These pets weren't mind-wiped like the fairy was, and they still remember how to fight! They are level 100 pets with maxed loyalty Bond Levels. (Animal Handling pets are capped to the player's Animal Handling level, so at first they behave as level 30 pets, since fairies start with level 30 Animal Handling. But they don't need any training or bonding time; whenever the fairy levels up, the pets can immediately be re-summoned at a higher level.)

The bee and wasp pets are similar to ones that are found in the fae realm. So other races CAN tame these pets, but not until they reach a pretty high level.

In addition, fairies can choose to resurrect dead Animal Handling pets using their fae racial magic instead of needing to use First Aid Kits.

Mentalism: Saving the best for last, perhaps: there's a new combat sub-skill for Mentalism called Fairy Magic. (Note: "Fairy Magic" isn't the same as Fae racial magic!) Fairies can put both Mentalism abilities and Fairy Magic abilities on their Mentalism bar, mixing and matching as desired. Fairy Magic has new abilities such as Fairy Fire, Astral Strike, and Fae Conduit, plus new treasure effects. Fairy Magic adds more diversity to the types of builds possible with Mentalism.


Fae Racial Skill
Lastly, there is a new racial skill for fairies, representing things that only fairies can do. This involves several new mechanics. Fairies have a new energy meter for Fae Energy, similar to the Metabolism meter. They can use Fae Energy in several ways, usually in conjunction with two new material resources, Crystal Ice and Fairy Dust.

Fairies learn how to turn junk items into Crystal Ice, and how to turn unwanted magical equipment into Fairy Dust. As a side-effect, these transformations also generate Fae Energy to fill up their energy meter.

Fairies can use Crystal Ice directly as thrown weapons (with the Knife Fighting combat skill). They can also directly consume Fairy Dust, which acts as an instant healing item and a flight-speed buff. But the most impressive fairy tricks involve combining ice, dust, and fae energy together. Fairies eventually learn how to create temporary items such as health kits, utility knives, short-lived food, and more. This "fairy stuff" is made partially from ice and so eventually melts if not used, but can act as sources of common items, or at least backups.

The fae racial skill is also where we've stashed other "fairy things" ... powers and abilities that magical beings like fairies ought to have. Some powers are basically cosmetic, such as summoning colored lights or changing the color of their wings. Others are precious convenience features, such as being able to teleport without needing expensive materials.

Fae can also craft a few unique items that other races may want, such as potions that randomly (and permanently) change hair color or beard shape.


Balancing Pros and Cons
All told, fairies have to be more careful when fighting, and they have to travel a bit lighter than other races. But these negatives are offset by positive benefits and unique combat tricks. My hope is that playing a fairy feels like a fresh way to play, with different things to think about and consider. There are a lot of different aspects to the race's balance, so it's likely to be a bit bumpy at first. But we'll work out the kinks over time.

Being a low-level fairy is also notably harder than being a high-level fairy. That's just sort of how it goes, I'm afraid: since fairies get new tricks as they level up, they can eventually take more risks and have less downtime. I'm trying to counterbalance that a bit by giving low-level fairies some extra gifts from quests. For instance, some "pocket pants" help newbies cope with reduced inventory space, and there are alternative ways to unlock a few skills early on (such as Transmutation).

But even after unlocking the later tricks and features, fairies will always need to be more careful than other races. So if playing a fragile yet powerful spellcaster -- or a tiny flying knife-wielding maniac -- sounds fun, then this is the race for you!


Combat-Balance Blog Soon
There are also a bunch of combat-mechanics changes coming in the same update as fairies. This includes changes to pets, to monster stats, and to monster behaviors and traits (such as the "Thick Armor" monster trait). I'm working on a blog post about those changes which should be ready soon!

The actual update will be ready "soon" too, though, so if the update arrives before the blog, I'll just work some of the background info into the patch notes. (I'm hoping to get both things done by the end of February, but testing and tweaking is taking a while, and the patch may end up being in the first week of March instead.)

Glythe
02-21-2020, 05:58 PM
Wow this is all really exciting to hear!

The one negative I see with this is that it means every fairy will always be using cloth pocket gear for pants/chest. My immediate reaction is that -16 slots is incredibly punishing. Personally I would have rather seen something like a hitpoint penalty (which would have made the death and dying aspect even more of a threat). On that note I really feel like pocket gear should probably be tied more to endurance and less to gear but that is probably thoughts for another thread.

I am really looking forward to the changes for Animal Handling and pets as they have kind of been a really sad joke the entire time I have been playing this game. I hope these changes also includes finishing touches for the Battle Chemsitry Golem (who did not get any updates with the level 80 content).

*late edit* : One of the ideas that really bothers me about a fairy is that you're basically creating a huge problem for inventory management. Moving crap around in this game is a serious problem overall. Maybe it is just me but I don't think reducing inventory slots is really a "difficulty increase". It is just more of an annoyance. Will dwarves always have the drunken haze even while sober? Maybe they should always stumble around like when you are really drunk and have their skills rotate around. That wouldn't be difficult either that would just be game breakingly frustrating.

If a fairy gets -16 slots then how come a rabbit does not get -40 slots? Someone asked that in chat last night and it really made a lot of sense. The whole bit about them needing items to make dust and that the stuff you make from dust will be semi random just sounds like you are expecting inventory problems to balance this new race. And on that note about rabbit I have a question. What is to stop someone from making a fairy and immeditely becoming a permanent rabbit. You can level ice magic and skip the expensive research option; likewise you do not get the inventory penalty. That to me is the very definition of broken.

I have always been of the opinion that inventory management should not be your biggest enemy when playing this game. But the inventory issue is making me seriously consider not making a fairy. I should note here that I have stored up faction items, 300 casino coins and a bank full of recipes for a new character.

Silkt
02-21-2020, 09:23 PM
Say Hello to Playable Fairies

Fae can also craft a few unique items that other races may want, such as potions that randomly (and permanently) change hair color or beard shape.



I like the ideas and intentions of almost everything, but to me this is a very bad precedent. Random anything is ok, so long as if you don't like there is a way to go back, permanent is ok so long as it allows for an informed choice. Random and permanent should never go together, even in cosmetic things.

Using hair colour potion as an example, if the potion crafting is random colour but this is displayed in the finished product tooltip and the player consuming the potion knows what colour to expect then they had been able to make an informed choice.

Oxlazr
02-21-2020, 09:40 PM
Curious if them being more fragile is just the above restrictions (less inventory), or if they'll literally have a smaller HP/armour pool?

I.e. is a true-fae ever going to be a viable tank? I'd hope the answer is no personally.

Incidentally, are the exclusive fae skills always going to be reserved only for fae? The game has been flexible in the past, letting a single character pick up everything even when they'd conflict (Lycan/druid/necro), so I figure it's worth asking if there's any long-term plans there.

srand
02-21-2020, 09:43 PM
Just to clarify, and extending the hair color example: the new color is permanent in the same way that the old color was permanent. It can still be changed with another potion. Permanent here means that it is not a 5-minute effect that wears off on its own. That sentence could be ambiguous, so I wanted to check that we're on the same page.

ProfessorCat
02-21-2020, 10:07 PM
I have been anticipating this update for years!

For me the biggest perk is trying out the first subskill for mentalism. Ice magic not needing resources to unlock is a big reward. Both of these are in line with winter court lore/skills. Hell yeah.

My biggest fear is a personal fear, and that's the reality that I die a LOT in this game. Any of my friends in game will likely say I'm the one who dies the most in our groups. If the mechanic is too unavoidable, and I get sent to Fae Realm every time the group wipes. I might be left behind. I'm glad we are getting some methods to help with that.

I'm also glad that wings were considered.

Thank you for taking time to share your thoughts with us. This is good stuff. Keep it coming!

Rockdelver
02-22-2020, 03:29 AM
Interesting stuff, but with no spare character slots I won't be trying the new race out.

Vish
02-22-2020, 04:20 AM
Few words
1. Maybe add one more penalty to Fairy race: can't use (heavy) Metal Armor only leather, cloth and organic. OR can't fly when wear Metal Armor)
2. With Wasp and Bee exactly u wanna give fairy at start? I think it will be in line with winter court lore/skills if wasp will be Freezing Wasp (one from Sun Vale).
3. You getting better and better witch those Dev Blogs, finally can say its 100% proper entry and look professional.

Niph
02-22-2020, 05:21 AM
I definitely plan to replace one of my mules with a Fairy alt, even if the logistics is going to be a little nightmare at first.

You mentioned that fairies get free Animal Handling and pets when created. I was skeptic at first, because AH has some issues, but you are also making changes to pets, so maybe it'll be more attractive.

Just in case they are not addressed and you still have time (!) to take a look, my main concerns with AH and pets are:
. Aggro generated by pet is much lower than character aggro. If a pet succeeded keeping aggro in a fight, autopsy will tell they had 90% aggro or more. So it's like their aggro is worth 20% of character aggro.
. Stances could work a little differently. For example, with the Assist stance the pet will defend you, even if you would like them to attack your target instead. Also, the automatic stance change is not fun, I personally would prefer the pet to return to the stance you want at the end of the fight, instead of changing it.
. When travelling the pet will lag behind, and aggro, because they usually don't have your speed.

I have noticed that pet level goes pretty much as fast as AH levels, so pets starting at level 100 is nice but not a big deal (two pets means you skill them up x2). Bond level, on the other hand, seem to come slower. So it's great that you can play with either the Wasp or Bee, and don't have to stick to one when leveling.

Celler
02-22-2020, 06:07 AM
This sounds fun, It just seems a waste though that we have to delete characters that have spent time acquiring skills/favor to act as storage mules and then redo do it all.

I don't suppose there is any chance of adding an extra character slot as a DLC for a few extra pounds.

Also if we delete a character can the new character use the same name as the deleted one or must we choose something new?

Glythe
02-22-2020, 09:06 AM
I don't suppose there is any chance of adding an extra character slot as a DLC for a few extra pounds.


I would definitely buy an extra character slot for this game for ~10$

cr00cy
02-22-2020, 10:43 AM
Ok, I'm a bit conflicted. On one hand, Fairy looks interesting. Om other - I don't feel like I have any reason to make a new character that I'll use for anything other than storage/gathering time-gated resources. It's just too much of time investment to develop single charcter, and doign it for second oen doen't give any benefits.

I'll probbaly delete one of my mules,a dn try fairy out, but I don't see myself stickign with it for long.

That beign said, I have one suggestion - lovered inventory space feels liek too much of a punishment. Since Faires are supposed to be more fragile, why not reduce they HP, and/or make it so teh are slowed down when wearing metal armor(or can't use it at all).

Other than that I'm happy to hear some changes to AH are coming. As for monster changes - I would love to see thy dmage reduced at higher levels. They hit os hard, that we, as aplayers, are forced to either stack upa s much dmage as posisble to hoppefully kill them in two, three hits, or stack tons of healign effect to surirve beatign we will get.

It doesn't help that without said stacking of helaing effects, we have very little in terms of reliable defense. Armor is gettign shredded extremally quickly, flat mitigation is useless against direct damage, and random crits can one-shot player out of nowhere. Citan mentioned many times that he wnats to extend duration of fights, and nerfed players dmage output, or buffed monster health/armor, but I think somewhere along thg line it was forgotten that we, palyers need better surivability too. As it stands, as far as I know, there are only two types of builds used - high dmage, aiming to kill mobs in two, mayeb three hits tops, and extremly tanky, that use tons of diferent restoration effects to surirve long enough to kill mob. Ther eis no in-between, adn I fear that this will get even worse as we move to higher levels.

Just to be clear, I'm not talking about elite mobs, those shoudl be hard (but I stillt hink the hit a bit too hard sometime), but about regular mobs.

And if we are talking about combat - one change I would love to see (though it's probbaly unlikely), is change to gear mods. Currently, most mods are very simple -they either directly boost damage (or healing) of our abilites, or add raw stats to our characters. I would love to see more mods that change how the skill works. We have few, already, most prominet being glove mods that turn single target skills into Aoe, or ones that change damage type skill does, but I would love to see more.

Mbaums
02-22-2020, 12:10 PM
Also if we delete a character can the new character use the same name as the deleted one or must we choose something new?
As long as nothing changes in the patch, deleting a character and creating a new one with the old name works.

As far as balance goes, I think it looks fine. The Fae bonus is partly skill specific and partly race-ability specific. The biggest con is the annoying death --like an un-experienced player can get stuck between the Fae Realm and Winter Nexus forever. I do most of my traveling by dying and even though I've enjoyed builds with the 4 fae skills, idk if its worth it. And less inventory slots when you want to have the flying option really hits the low level player hard. Fae will just be poor, but thats why 3 of the skill's bonus help the player financially.

The combat-fairy magic is the interesting, partly because its the first sub-skill. If a player has 50 mentalism, then starts using fairy magic, will level 50 fairy magic mods drop when they can't use it? When using fairy magic, because there are more potential mods that can drop, wouldnt that make it harder to put together a build/reroll? It'll be interesting to test it all.

Ells0430
02-22-2020, 04:45 PM
This sounds so very interesting I can't wait to see it play out. I agree with adding a character slot. I will delete a char. to make room but it would be so nice if I didn't have to. I use/play all the ones I have now. As far as pets go I play AH now and I have been very happy with how it has been progressing up to now. The pets have come a long way and I think a lot of people that try it forget that you have to build up a bond with them. I play 2 chars in all the zones with pets of some kind, you have a lot more control over them than people realize I think. :) I agree that their aggro and travel speed really needs a boost. I often unspawn them and re spawn them again as it is just quicker. I wish they would run beside you so you didn't have to. Speaking of is there any chance that pets could stay until you send them away or they die similar to the skeletons of necro? One place I notice this problem the most is the baby spiders. They aren't always easy to get and you don't keep them if you portal. I would love to see all pets stay with you through travel that would be amazing. I have already started moving stuff off of one of my chars to get ready. I know the minute it is available I will be looking to try it out!

Celerity
02-22-2020, 04:53 PM
Very interesting read, I'm looking forward to seeing how the first sub skill pans out and what these new combat changes are.

Velaethia
02-22-2020, 05:50 PM
I am so excited!!! the lower inventory slot thing is gonna be hell but the rest is great.

AgentBbrian
02-23-2020, 03:57 AM
Say Hello to Playable Fairies
We've long planned to add three "advanced" character races to Project: Gorgon: Fairy, Orc, and Dwarf. Unlike the standard races (Human, Elf, and Rakshasa), the advanced races are unlocked by completing quests in-game. This is important because these races are harder to play. They require more experience and knowledge than the other races and aren't suitable for brand new players -- you at least need to understand the basics of the game first.
recapping..

That inventory space.. so much for advanced :(
That's not a anything, more upsetting and annoyance, since it's already an alt why nuke the inventory if im unlocking it with another character and possible being carried to get it unlocked by other players, the time investment to get this unlocked and then be slapped with inventory management issues..
I understand they are meant to be lighter and stuff, but inventory management is a big thing in games, you don't want to f**k with a sisters inventory man..

So Faeries will be fast flyers with the consuming of fairy dust, ok.
They are susceptible to knockbacks because of wings.

The Lemming Force.. savior of death.

Faeries really do die! but are immortal.. what.. reborn at the lifestone like a phoenix or something.
Gee i hope this lifestone area is like a hotel of fancy death with all the comforts needed, because otherwise not respawning within the zone you were in and having to deal with more loading screens.. just makes this sound awful, not to mention going back to the dungeon you were in and falling behind the group or just adding another loading screen to the mix.
If faeries have 1000's years of combat practice i assume this lifestone area is like a blissful oasis with everything you could hope to want or need and leaving the area is only to steal souls from humans like the gruesome stories of a ginger.

Damn, no pig with wings then.. burr lame, being a faerie can be mute by animal forms? seems pointless and unfun.
Flying spiders.. cmon.. think of it.. now set that thought on fire and run..
It woulda been cool, am not a fan of faeries losing their fatigue and benefits because of a curse or potion.

Its going to be funny seeing Angoge Island with faeries with 1000's of years of practice to retain their combat skills.

I like the pet thing with animal handling, they sound nice, sux the pets granted to the new character are already established in level and bond and im not going to think of them more of my pet than as a gimp shoulder cannon i was given because of "advanced" it woulda been nice to raise them from a baby for sake of immersion if nothing else, does seem weird what level and bond they get freely for no reason.

Although im not sure animal handling is a good perk.. not with how pets are in this game, if pets go some QoL fixes it would be cool but pets are gimpy, we'v all seen or have that one friend with the ice skating green tiger.. cat.. thing.. that moves without motion.

It feels weird that the character is going to be a level 30, anyone else think given free character advancement is bit more than just unlocking and takes away some of the adventure of the character?

Fascion
02-23-2020, 09:56 AM
While I would certainly agree that the inventory reduction sounds incredibly harsh, and maybe more annoying than advanced/challenging, the perks of being Fae do read like they should come at a pretty hefty price.

Spit-balling a few ideas here...
• Perhaps the inventory restrictions should be tied to armor choice? For example, wearing a metal chest/legs could reduce inventory by 5 each, while helm/gloves/boots reduce it by 2. Similarly, leather could be -2 for chest/legs, -1 for helm, -0 for gloves/boots (critically, this would give -5 for wearing a 3-pc Winter set.)
• A more complex iteration of this mechanic might include assigning a different "encumbrance" value to each armor type in each slot. In addition to inventory reductions, hitting certain thresholds would give you cumulative debuffs. For example, using the numbers from above, flight could be disabled at a value of 6+ (any combination of 3-pc metal, or any metal while wearing 3pc-Leather.)
• Instead of outright reducing inventory space, what if using any of the last 16 slots could enable a limited form of Encumbrance? No flight, no fast travel... but, instead of a movement penalty, maybe more combat-oriented debuffs? No evasion/nimble, longer cooldown for Combat Refresh, a stacking "exhaustion" debuff to reduce effectiveness until you "catch your breath," etc...

Niph
02-23-2020, 01:00 PM
Someone mentioned it in a private channel: the hardcore armor is often Winter Court armor. Will there be anything special regarding Hardcore Mode and Fairies?

Lantyssa
02-23-2020, 04:49 PM
I'm excited about everything about faeries. Except inventory since I'm always overloaded even with full pocket gear.

But I'd also like to say you missed a perfect opportunity to name the post "Say Hello to my Little Friend".

AgentBbrian
02-24-2020, 08:21 AM
The Faery inventory nerf is worse than a boss's curse?
https://cdn.discordapp.com/attachments/672477593559367690/681514765864009738/2020-02-24_22-56-08.jpg

Syndriax
02-25-2020, 02:25 PM
While I would certainly agree that the inventory reduction sounds incredibly harsh, and maybe more annoying than advanced/challenging, the perks of being Fae do read like they should come at a pretty hefty price.

Spit-balling a few ideas here...
• Perhaps the inventory restrictions should be tied to armor choice? For example, wearing a metal chest/legs could reduce inventory by 5 each, while helm/gloves/boots reduce it by 2. Similarly, leather could be -2 for chest/legs, -1 for helm, -0 for gloves/boots (critically, this would give -5 for wearing a 3-pc Winter set.)
• A more complex iteration of this mechanic might include assigning a different "encumbrance" value to each armor type in each slot. In addition to inventory reductions, hitting certain thresholds would give you cumulative debuffs. For example, using the numbers from above, flight could be disabled at a value of 6+ (any combination of 3-pc metal, or any metal while wearing 3pc-Leather.)
• Instead of outright reducing inventory space, what if using any of the last 16 slots could enable a limited form of Encumbrance? No flight, no fast travel... but, instead of a movement penalty, maybe more combat-oriented debuffs? No evasion/nimble, longer cooldown for Combat Refresh, a stacking "exhaustion" debuff to reduce effectiveness until you "catch your breath," etc...

I really like the sound of that idea. gives more choice in play style and allow a diverse fairy player base. while not feeling limited in what you want to play, you still retain the penalty.

Glythe
02-26-2020, 08:47 AM
While I would certainly agree that the inventory reduction sounds incredibly harsh, and maybe more annoying than advanced/challenging, the perks of being Fae do read like they should come at a pretty hefty price.

• Perhaps the inventory restrictions should be tied to armor choice?

While I think this is interesting it might be hard to code.


The Faery inventory nerf is worse than a boss's curse?


To be fair that is a rather low level curse boss (I thought that curse used to be -8 or 10). But maybe the -16 is a little ridiculous?

I already have +42 pocket gear made that I will wear to level 50 and then make class rolled pocket gear.


The only reason I can imagine you are giving the inventory debuff is because you are going to allow fae to use animal town storage while 'mortal'.

Rockdelver
02-26-2020, 09:24 AM
Wow, +42 pockets! Well, I can dream of owning such stuff one day. :)

AgentBbrian
02-26-2020, 02:32 PM
Name your fae "pocketses" :)
Nah i still think inventory shaggery that is race specific is still gimped whether or not you are a super overlord who has mastered the craft of giving the pockets of unlimited space to your alt to make it less of an issue while most other people dont get that luxury and just enjoy dropping things.

Lasc
02-28-2020, 08:15 PM
I like the approach. Kudos Citan, sounds good.
Not going to talk the numbers till we see how it plays.

Given this the mind races thinking about possible implications for dwarves and orcs.

Interesting updates ahead for sure.

MrKen
02-29-2020, 12:18 AM
That inventory penalty is huge. That means when out adventuring you will have to return to town more often with loot. With dying and getting back to where u were also an issue that sounds like a lot of extra traveling that fairies will incur, rather than doing the fun stuff you enjoy. Are the trade offs worth it? There is a lot of fun sounding things but in reality it sounds like it is going to introduce a lot of extra tedium. I hope not. I hope there are reasonable ways to compensate

Maythorn
03-04-2020, 08:43 PM
If this is answered elsewhere, feel free to point me in the right direction.

If I delete the character that I unlocked Fairies on, will I lose access to the race? Or is it an account unlock not tied to any character in particular?

As an obsessive toon nuker, I need to know!

srand
03-04-2020, 09:40 PM
Account unlock, not tied to a particular character.

Maythorn
03-04-2020, 10:56 PM
Account unlock, not tied to a particular character.

Perfect! I've been considering having a fairy as my main and the announcement that they're coming soon is what drew me back into the game. Can't wait to give them a try!