Skyforge introduces the new Aelinet Portal on June 30th

    
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Forum rejoinder attack!

Nowhere is Skyforge‘s sci-fi/fantasy setting blend more evident than with the in-game access to a specialized network meant for other aspiring deities. The portal is a thing in-universe, but it also serves as a tool for players, and on June 30th it’ll become an even more powerful tool. The game’s official forums are being rolled into the Aelinet Portal, which will allow players to post messages, share images, and communicate both from within the game and while they’re unable to log into the game proper.

The initial launch of this feature will allow gamers to communicate and message other players and fellow members of their Pantheon; in the future, even players logged in via the web client will be able to use this portal to manage things like Pantheon leadership functions. It’s a fantastic tool for keeping strong communication and community from both inside and outside the game. Check out the full rundown for all of the details.

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Mitzruti
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Mitzruti

Rozyn thickenergy when weapons do drop, they seem to heavily favour the class you’re playing. the downside to that is when you unlock a new class, you prolly won’t have any weapons for them.

thickenergy
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thickenergy

Rozyn thickenergy No doubt. While there are things in the game I think could be altered or improved to fit my tastes better, none of it would require altering the base design of the game, which I think is pretty solid.
Combat is fun, but isn’t true action combat, which is a bit disappointing. The classes have an interesting mix of powers and the animations are nice. It will take most players a bit of time to gain access to anything beyond the three starting classes though, which might be an issue if you don’t like the starting classes.

You do get various opportunities to at least test out the different classes. You don’t have to make the decision to spend resources to unlock them blindly. Although most of the classes so far are focused around dealing damage they did all feel different enough from each other for there to not be any redundancies. 
There’s going to be a lot of repetition when it comes to playing on the same maps over and over. That’s not quite as bad as it sounds, as the number of maps you have access to expands rapidly as you progress, and you get a couple different randomized play objectives each time you visit a map.

The parts of the storyline that I experienced are extremely linear, and seem to exist only to introduce you to new maps and give a basis for some of the missions. I only just got to dip my toes in to the game though, so that could change later on for all I know.
The game is very pretty. Although it’s not as optimized as it could be just yet, and the Divine Observatory (the central player hub) can give you some pretty low framerates during peak play times. That’s really the only area I can recall where I dropped below 30fps though, and most of time I played my framerate was well above that. That’s using a GeForce GTX 750Ti with the game mostly on Medium settings with a few aspects set on High. So the game definitely doesn’t require a massive powerhouse GPU to see the pretty.

Rozyn
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Rozyn

thickenergy Rozyn Right on then, that doesn’t sound so bad. I actually enjoy learning those kinds of details since they can really make or break a game no matter how pretty it is.

thickenergy
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thickenergy

Rozyn thickenergy Well, loot just isn’t a big part of the game. Most of what you receive is resources to spend on various kinds of character and class advancement. You never have anything that you can’t use, because even an item for a class you don’t play is meant to be disassembled. Which gives you tokens that are used to upgrade the slots your equipment goes into, not the gear itself.

It’s really a very tight and efficient design, with no waste in the system. Everybody is not going to be fan of it, for sure, and won’t understand why “standard feature x” isn’t in the game.

Rozyn
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Rozyn

thickenergy Rozyn Oof, kinda sounds like they’re defending against gold spammers at the expense of player fun though. Lack of player trading in an online game kinda kills the mood for me, and caps are touchy too. Are the ‘dropped’ items at least relevant to the character or randomized? It drives me a little bonkers to get an upgrade for my friend standing right next to me that I can’t give to them… I do appreciate the info though, sorry this isn’t the response you probably want to read lol.

thickenergy
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thickenergy

Rozyn There’s no way to trade anything between players. Everything has to go through the market, and you don’t list things yourself. You sell things at a rate based upon supply/demand and buy things at a rate based on supply demand.

So it’s a very automated system, with no way for gold-seller types to profit. About the only thing they could do is grind up whole accounts and sell those. Only one character per account, remember.

The devs have put in several systems to reduce/remove such issues. There are caps on the amount of resources you can gain in a week, which also cuts down on botting and grinding accounts rapidly to sell.

A lot of people complain about the lack of interplayer trading and the caps. I think they’re great and particularly fitting for a game structured like Skyforge.

Rozyn
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Rozyn

As long as it’s not just some invasive tool for gold spammers since they already go after in-game mail, messages, and forums.