I think separate pools will allow them to balance the amount of points available in the individual pools easier though.
Since they can tweak the two pool points individually as needed without unbalancing the other, SV will have more control to make it work the way they want.
Regardless, the game is being designed around 1 player and that is how a new player is expected to be able to play it.
But, as I said it will be much more limited anyway because there will be no f2p and only 1 character per paid account.
For around $30/month a player could have 8 subbed...
In the original game players could play all the ways they wanted by just logging into another account/character.
Having just one character per steam account limits this greatly. So having more options on one character balances this out a bit. And I for one will be glad to have some means to try...
It really does not have to mean anything to those that do not care though. Just like it may not mean as much to players that where not here to have such a history.
But most players do expect a game to have history and lore. So why not build it with the players past, even if it does not...
Henrik talks like much time will have passed. Hopefully that means that at least he is looking at it this way.
Also I dont think players are going to easily pick up where they left off. Things are going to be very different with the new skill points, no ftp and only single characters.
I think it would be neat if some keep spots and other important places built over the years in MO1 would be ruins in MO2.
The game has always been lacking on lore and such. But at least these places would have history for players to pass on.
I think it would be closer to original if each type or resource had its own action to get it. That way players could focus just on the items that they wanted to get.
This could leave players out in the field longer loading up on just the high value items. While leaving left overs for...
1. no solid info given here yet. Other than something is still planned to happen.
2. MO2 planned to go persistent by end of 2020. So, it looks like we probably should plan on MO1 going down then.
3. The conflux package only gives life to MO1 which will end when it is shut down. The original...
It had its ups and downs for sure.
But it did manage to last for 10 years.They also seem to have pretty good payer support for MO2. Even with the current $149 entry fee.
So time will tell if they have it in them for another 10 or not.
The fruit ninja course is also something to compare to here. I think it shows that SV is capable of making a fairly entertaining and immersive mini game that requires player skill.
Granted it is simple and not as flashy as the other game in the video. But it is more than just doing a required...
Other than the lockpicks breaking and not using a tensioner it really does. You just need to manipulate all of the pins so they are past the shear line while applying varying tension.
But again, my point was not to make everything work like lockpicking. It was to make other craft actions be...
It really depended on the chest and players skill. Many of the lessor chests you could open with just a few picks. Some of the more complex chests did take many more. But the reward more times than not would cover your over all pick costs many times over.
Even though it is not covered in the Faq, I dont think it means they will not have some type of carry over from one game to the next. The last 'offical' word I ever heard was that they was planning on doing so but did not know how it would work yet.
I think at minimum loyalty points should pass...
I like lock picking and think it represents the real thing pretty well.
Surely no one would suggest having it be used for other skills though. The other skills should have actions that properly represent the real thing as well.
I know most wont agree, but I think weapon/armor crafting is one place where some randomness would be good for the game.
Having actual skilled actions could provide this in a way that players skill at successfully doing the action is where the fluctuations come from. Then the character skill...
I even got lost a few times around Fab area even though it appears to be somewhat in a fishbowl of mountains. Which does make strategic sense for this location. Its hard to tell just how tight it is at this time with the invisible walls though.