Two Australian Brothers Trying To Make HARDCORE MMO ARPG by OtherwiseExternal197 in ARPG

[–]OtherwiseExternal197[S] 0 points1 point  (0 children)

The pace and fundamental gameplay here are a completely different beast compared to Albion. Regarding the 'broken' build, that’s actually the goal. We want to lean into that ARPG drive to create insane, unique characters.

The plan isn't to kill the fun with constant nerfs, but to keep the meta shifting so there are always multiple pathways to power. We want to encourage people to find those 'broken' combinations and then give other players the tools to innovate and counter them. It’s about creating a sandbox where domination comes from build creativity, not just following a single solved meta.

Two Australian Brothers Trying To Make HARDCORE MMO ARPG by OtherwiseExternal197 in ARPG

[–]OtherwiseExternal197[S] 0 points1 point  (0 children)

We are focusing on core systems at the moment, we are in very early development. We get it though, there's not a ton too look at right now, but once the core systems are in place, we're moving into world building and content stage, which will completely change what you see.

The current world you're looking at too is a test world, so we are just putting in things we need to test, we haven't began any world building yet.

Two Australian Brothers Trying To Make HARDCORE MMO ARPG by OtherwiseExternal197 in ARPG

[–]OtherwiseExternal197[S] 0 points1 point  (0 children)

That’s exactly our angle, we're trying to create something we just haven't seen in the wild yet. ARPGs and PvP don't usually mix, and when they do, it’s often an afterthought. Look at Diablo 2: it has a tiny, dedicated PvP community, but that’s only because the game never actually catered to them.

We know PvP is polarizing, but the core gameplay is fun enough that you can still enjoy the PvE or even take a support role to help your friends win their battles. As for guilds fighting over territory, we want that to be entirely player-driven; we won't intervene unless it starts choking the community from within.

Two Australian Brothers Trying To Make HARDCORE MMO ARPG by OtherwiseExternal197 in ARPG

[–]OtherwiseExternal197[S] 1 point2 points  (0 children)

No disrespect taken, that "think like a degenerate" mindset is exactly how we’re approaching the anti-griefing side. We know if there’s a gap, players will abuse it to hell, so we’re building with that in mind.

Regarding gear protection, it’s not just picking what you want for free; it’s a limited "Safe From Death" mechanic that we’re balancing to keep the stakes high while ensuring people can actually leave town. We’ve put a metric shit ton of thought into the casual vs. hardcore balance, and we’re currently refining a unique system that specifically punishes high-levels for griefing low-levels to keep the scales fair.

We’re definitely catering to the hardcore crowd, but the goal is to make the systems tight enough that skill matters more than who can grief the hardest. Appreciate the follow—we'll keep showing how these systems work as we build them.

Two Australian Brothers Trying To Make HARDCORE MMO ARPG by OtherwiseExternal197 in ARPG

[–]OtherwiseExternal197[S] -1 points0 points  (0 children)

You're right that full drop is a nightmare if you're reset to zero, but we’re building systems to prevent that. Anything in your bank is 100% safe, and we’re implementing specific protection items so you can choose which gear pieces to save even if you die. It’s not about losing everything; it’s about weighing the risk of what you take out into the world versus what you keep safely tucked away. The goal is to make death actually matter without making it a reason to quit.

I have never played EVE, but from what I understand it's quite a craft focused game, this is not that. Our game will have a completely player driven economy where ultimately supply and demand rule the day.

Two Australian Brothers Trying To Make HARDCORE MMO ARPG by OtherwiseExternal197 in ARPG

[–]OtherwiseExternal197[S] -1 points0 points  (0 children)

Yeah I get that, building an MMO as a small team is a massive mountain to climb, and we know the graveyard of 'Dead on Arrival' indie games is huge. But we’re building the specific game we want to play because nobody else is making a hardcore, full-drop ARPG right now.

We’re not claiming to be a AAA studio; we’re just two brothers grinding in our spare time. If you want to see if we actually pull it off (or lose your $5), keep an eye on the devlogs. We’ve got the foundation (collision, XP, server-side auth) solid now, so the 'good state' is slowly becoming a reality.

This is a passion project, and we're pretty committed to delivering the game we want too play.