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Old 04-26-2009, 09:50 AM
Gigz Gigz is offline
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Default Religion? and Specialization ?

I did a quick search and found nothing so here it go

will this game contain religion , as in different religion give unique religious units bonus and so forth, Im thinking giving each faction a variety of religion so not every orc / elve / human player end up being the same , and while we at it , can we expect player to specialize in certain units as in having one kind of class with better stats or such , as in as a Human I focus on my knights hence i get access to a more elite version of knights , or I focus on archers and get access to better archers as in , more accurate at the lose of speed or vise versa and so on ^^ allot of posibilities come to mind , if not do the mods capabilities of the game permit us to do something like I mentioned

one last thing since this gonna be online but also modable I take online mode will stay as vanilla DOF, whoever I know allot of great mobs will be released , can we expect Dof Staff to add the best of the mobs into the online playing while they tweak them for balance and anything else they need to do with it ^^
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Old 04-26-2009, 10:49 AM
Esculas the Mighty Esculas the Mighty is offline
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not civ4 jk

the units lvl and u can choose which stats to raise else they become better so u have specialization
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Old 04-26-2009, 04:27 PM
Gigz Gigz is offline
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and medieval as in , orders get u unique units from that order , but the specialization one I took it from real medieval history as in England was good with Bows , France with Knights and so on , so wanted to know is that feel gonna be on DoF or if it can be modded to work like that ^^
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Old 04-27-2009, 10:25 AM
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Quote:
Originally Posted by Gigz View Post
and medieval as in , orders get u unique units from that order , but the specialization one I took it from real medieval history as in England was good with Bows , France with Knights and so on , so wanted to know is that feel gonna be on DoF or if it can be modded to work like that ^^
As you know every race has 3 variations (different regions they start in) and some (if not all) of those sub factions do specialize in certain style of warfare so their corresponding units do get bonuses.

Iirc those "mountain" elves have better spellcasters, humans living in the desert have better cavalry etc.
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Old 04-27-2009, 12:24 PM
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Originally Posted by Jean=A=Luc View Post
As you know every race has 3 variations (different regions they start in) and some (if not all) of those sub factions do specialize in certain style of warfare so their corresponding units do get bonuses.

Iirc those "mountain" elves have better spellcasters, humans living in the desert have better cavalry etc.
Exactly, But since we've heard nothing about religions id guess it wont be feutered. Maybe in the next one (U can always hope)
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Old 04-27-2009, 12:35 PM
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It was said in the offical factions u want to see thread that there is no religon in this game but on the site it says the main orc campain character is the messiah of eternia If religon is in Dof2 or an expansion pack I think orcs worship should a fire deity
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Old 04-27-2009, 02:48 PM
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No! That defeats the whole purpose of magic. Orcs would have a natural affiliation with fire then, in which case the whole complex options of the magic system would be marginalised. Besides, why would Orcs worship a fire diety? Because it's been done before? I can't remember how many times we've gone over breaking conformity...
Messiah probably refers to a leader, not a prophet of some god.
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Old 05-07-2009, 08:33 AM
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I also do not favor the religion aspect being implemented in the game. For it to be purposeful the relgion would have to open a new tech tree and/or new spells, which I don't feel would fit DoF. Your region and unit leveling should be enough to differentiate you from other players of the same race
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Old 05-07-2009, 01:18 PM
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This was an old post I posted in the what factions would you like to see thread.


Quote:
Currently we don't have a divine magic style, and I think going forward into DoF 2, it will be something we'll add. Clerics, Paladins, Shamans and Monks are all really huge Fantasy classes that we currently don't employ, so it's definitely something we will be thinking about for the next DoF installment
A lot of time when you add religion to a game it can make a lot of people apprehensive to it. You have people who are very religious in their life and they find the role of playing someone who worships another deity it can make them uncomfortable or make them shun the game entirely. You also have the anti-theist type people who despise religion and wont play it due to those facts. You also have to understand that designing games is a business, we aren't going to make changes that are going to alienate a huge chunk of players because that's a lot of money out of ours and the publisher's pocket. So you have to think of ways to add in a new experience without alienating groups of people. What you do instead of having a very in-depth religious system is you remove the Gods from the actual story and game play and just explain them with your character history and allow that to let you include the really cool classes religion provides.

Look at Paladins in Diablo or WoW, do you get a lot of story on the God they follow and the impression that it's all drab and church-going? No you get the fun part that they are knights with kick ass spells that can devastate enemies. Clerics with the ability to be a very effective melee unit as well as a healer and minor offensive caster are often one of the most powerful RPG classes. Shamans provide a really cool take on the religion base and allow for another side of the coin from your traditional deity-based religion as well as keep the game without firm religious ties. Monks the original martial artists can be tons of fun without the religious connotations.

I think going onward with DoF as a franchise we may be able to include other classic fantasy elements as well from both fiction and RPGs such as Bards, Alchemists, Necromancers, Templars, Assassins and so on to really add to the rich fantasy world we are creating.
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Old 05-07-2009, 01:30 PM
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Quote:
A lot of time when you add religion to a game it can make a lot of people apprehensive to it. You have people who are very religious in their life and they find the role of playing someone who worships another deity it can make them uncomfortable or make them shun the game entirely. You also have the anti-theist type people who despise religion and wont play it due to those facts. You also have to understand that designing games is a business, we aren't going to make changes that are going to alienate a huge chunk of players because that's a lot of money out of ours and the publisher's pocket. So you have to think of ways to add in a new experience without alienating groups of people. What you do instead of having a very in-depth religious system is you remove the Gods from the actual story and game play and just explain them with your character history and allow that to let you include the really cool classes religion provides.
Plus the apatheists among us will forget about the whole religion/magic system, and thus be at a disadvantage
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