Saga of Lucimia shows off over two hours of stage three alpha gameplay

    
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If you’ve got time to kill (and most of us do) and are following the progress of Saga of Lucimia, then the developers have a treat in store for you in the form of a lengthy alpha three gameplay showcase, with over two and a half hours’ worth of play time demonstrated.

The stream itself is full of looks at how Saga of Lucimia is coming along, as well as some general mechanics information. For instance, there are no maps in the game, and while there is a trait that players can unlock to help them get a general sense of where they are directionally, players are being advised to pay attention to quest text, flavor text, and NPC instructions, as that will provide guidance on where things are. It also showed off the importance of campfires, which helps players recover hit points and stamina more quickly, though players will need a specific Survival trait unlocked.

There is also a point where Saga of Lucimia’s death mechanic is explained, which is moving away from corpse runs and instead imposes a healable penalty to HP and stamina and forces players to find their dropped inventory; the equipment your character is wearing will still be on them, and they can still fight monsters and gain experience points, but any items or coin they had previously is unavailable until their backpack is located (which, mercifully, can’t be picked up by any other player since Lucimia is a PvE title). At this point, you have two choices: Go out and locate your missing stuff, or right-click a UI element and forfeit the inventory, losing everything inside but getting an empty inventory space back. This system is meant to emphasize strategy, careful thinking, and (more importantly) adventuring with friends who can help and heal.

At one point in the stream, the devs answered the question of incentive for pre-ordering the game, more specifically the fact that there aren’t any in-game items for the various tiers. That’s by design: The devs would rather have its art team focus on creating assets for the game itself instead of assets for in-game items or cash shop items, which also explains why Saga of Lucimia is a subscription-based game.

There is a lot to take in with this broadcast, so make sure to get comfortable and take a peek for yourself.

source: YouTube

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Zeneren

As with all the pre alpha, beta projects i will patiently wait till it is released and will buy your game!

As i feel all your assumptions about the game mechanics are hitting my sweet spot for MMORPGs

99% games out there ATM are action games pretending to be RPGs or roguelikes wannabes. Mass synchronisations, no proper quests that require you to make an effort for few hours or more to finish etc.

Generic 5 minute quests, go one meter from camp, kill mobs, get 10 items in straight line ahead, kill more mobs. In an action style ofc!
Then come back, see a flash of achievents on screen and feel empty satisfaction!
That’s how games are looking most of the times now, which is really sad reality that i do not participate in.

Games crafted in mind with the most broad userbase are usually not pleasing anyone at the end. So tired of this sad state, but it is what it is.

Hoping you guys will get to finish with this project and i’ll be waiting there!

Cheers!

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Tim Anderson

“Hope” doesn’t enter into our picture. It’s simply hard work and perseverance.

kjempff
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kjempff

All that torchlight seem to be attracting trolls.
Have you considered a source of magic light that is invisible to trolls?

But in all seriousness, took me a few days to get through that lengthy video..bunch of positive things and I am not going to complain about missing gps, but one thing I noted, it does appear very brown(day) and dark(night) – I for one, always played races with night/ultra-vision and gamma very high in eq (back when eq was also too dark), so can’t say I am a huge fan of the very dark theme. Bit more (less depressing) color palette and light would be my suggestion.

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Tim Anderson

It’s meant to be a forested, mountain area, which means natural browns/greens.

Next door we’ve got a green meadowlands, as well as a desert area a few zones over to the west, along with a beach zone to the south, and a lot more biomes than what you are seeing in this one zone.

There’s also a lot more work to be done with lighting, shading, and etc. to come, so I wouldn’t put too much emphasis on the color tones. Also, you have only seen about 1/6th of the total area in this zone in the above video. Lot more going on in other sections of that zone :)

Covynant001
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Covynant001

Never played a MMORPG without some sort of map, compass and /loc system, and I go all the way back to Lineage 1 the Bloodpledge.

Not about to start now.

Poor design decision IMO, having nothing to do with improving the player or group experience.

Not expecting quest markers, mini maps or lines to targets, just basic orienteering tools found even in most old school games including EQ1 (at some point) to help a player understand where they are in relationship to the game world.

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Tim Anderson

Good luck navigating the real world when Google Maps/GPS fail :)

There are many, many ways for players to understand where they are in relationship to the game world. None of them require handholding.

Landmarks. The position of the sun (it moves the same way in our game world as it does in the real world). Directions that the NPCs give you.

I get it. Not everyone can handle the world when they don’t have someone there to hold their hand. But for those who can manage? There’s a vast landscape to explore :)

0kShr00mer
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0kShr00mer

Is patronizing your prospective player base your idea of good PR?

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Tim Anderson

Clearly, the poster in question is not a prospective player, when they state “not about to start now”.

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Wendigo Runner

So long as the landscape is unique enough you can probably memorize your way around. That’s how we got around in old EQ and other games.

It wasn’t until Planes of Power that we got an in-game map of any kind, though we did have a “sense direction” skill up until that point. Frankly PoP entirely ruined the game for various reasons. . . . but I still have the box and the figure inside of it. :D

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Tim Anderson

Yep, to this day, most of the EQ zones are branded in my memory :) We never had maps to get around and we did just fine!

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Alexus Yanova

No maps no compass just shows the laziness of developers. There will be user mods which will make these convenience features available, regardless of whether developer wants them or not, so why not give people an option built into the game? Old boomers who consider such inconveniences as “old school challenge” are always free to disable those.

Covynant001
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Covynant001

Err, I think you’ll find this game is mostly being developed by old school millennials for old school millennials.

(Actually, Tim and team are probably all GenX/GenY, but it popular to blame millennials for everything today)

We boomers can’t be blamed for all of the mistakes in this world

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Tim Anderson

We won’t be allowing mods, so no, there won’t be :)

Yes, it’s clearly “laziness” as to why we are requiring players to focus on landmarks, directions, the position of the sun, and other forms of immersion to explore our game world.

I’m a boomer at 40?

Epic :)

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Wendigo Runner

Is there a particular reason to not include a compass? It’s a basic tool that any explorer has. Experienced explorers through out history wouldn’t leave home without such a simple tool despite their ability to use the stars and the like.

I’m all for using landmarks etc but some days are cloudy and a forest, for example, is quite easy to get turned around in.

Excluding a compass – not a visible bar like in Skyrim or whatever, but an actual compass – is a curios design decision.

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Tim Anderson

The moment we include a compass, we defeat the purpose of players needing to pay attention to quest dialogue, landmarks, and etc.

So, it’s not a curious decision at all. It’s a specific choice we made to ensure that our game stays true to its roots.

Relmharver
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Relmharver

No maps and maybe no compass? Quasi-corpse retrievals? Great, bringing back the bad old days. You don’t have to make things unpleasant and a pain in the ass to have an old-school experience, you know. The forced grouping and long travel times are enough of the old flavor.

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Tim Anderson

There are plenty of ezmode games for you to play already on the market. We suggest enjoying those if you want something where everything is handed to you on a silver platter.

Ours is a game for those who want to work for their rewards. Certainly not for everyone.

Neither is D&D. Some people dislike Star Wars. Others don’t like the Marvel movies.

Everyone has a different flavor that appeals to them.

Relmharver
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Relmharver

Hey, OK, if you want to scare off a bunch of players with your poor design decisions, that’s absolutely your right. There’s a difference between “ezmode” and making concessions to a few modern day QOL items that will stop people from being annoyed in the game. But it’s been clear from reading your responses here and on mmorpg.com that you’re not open in any way to criticism or suggestions.

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Munchmeat2

He will just label you a “troll” if you make suggestions or criticisms that go against their vision for the game.

The level of hubris he shows is probably going to doom their project.

Nostalgia for the past is an awful way to design a MMO in my opinion.

The amount of people looking to play an old school MMO without any QOL features is pretty damn small.

What happened to that 2017 release date too?

Relmharver
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Relmharver

The game was supposed to release in 2017?

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Tim Anderson

Hey, it’s my fanbase from MMORPG.com!

Thanks for keeping the thread bumped up, friends :) We appreciate the help in focusing views on our videos and content.

We’re happy to field suggestions and criticism from folks who are actually interested in our project, over on our Discord, in our forums, and a part of our Early Access.

Window shoppers and trolls? Nah. It’s like vegans who complain that a steakhouse won’t serve vegan options. They are never going to eat at the restaurant regardless of what options they provide, as they will always be a steakhouse.

But thanks for the traffic, my friends. As always, I’m happy to see you continue to interact and find our project worthy of your time!

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Munchmeat2

Yep, he will deny it, but he spouted this all over the internet on various forums.

Honestly, they just don’t have the skill or the funding for a project of this scope.

This guy used to be a tile contractor.

They might be able to build the game world, but what about the actual behind the scenes infrastructure needed to run even a small MMO?

Payment systems, server infrastructure, support staff, in game GMS? I could go on, but you get what I’m trying to say here.

Shroud of the Avatar is the perfect example and warning to anyone thinking about investing money in this.

These old school MMOs have an extremely niche audience. I don’t think they will get the numbers needed to keep a game like this a float.

Also, with Pantheon releasing some time around the same time, I doubt this game will ever get any kind of following. At least that game is being designed by actual people that have a background in game design.

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Tim Anderson

Yep, we’ve been very up-front since 2014 that we had zero previous game development experience, Munchmeat. Thus our famous post > https://sagaoflucimia.com/five-reasons-not-to-pre-order-the-saga-of-lucimia

Which to this day is still our #1 referral page for sales and our #1 landing page, ironically.

But I appreciate you continuing follow me from site to site and allowing me the chance to continue showcasing our project. Thanks again for the ongoing passion for our project!

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Munchmeat2

Why did you actively state then on MMORPG that the game was going to release in 2017? If you would be honest about it and more transparent about things I would drop it, but you keep lying and deflecting.

I would link your comments, but Massively doesn’t like links from their competition.

This is a legit concern really, you guys are like 3 to 5 years behind schedule, which is huge in my opinion.

Relmharver
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Relmharver

Yeah, I see what you’re saying about the hubris. He’s snarky and condescending and sarcastic in his responses. He does make a point, I and other people have actually been interested enough to give their time to comment and criticize and make suggestions which he obviously isn’t open to. Time to wrap that up for me.

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Tim Anderson

Thanks for the ongoing commentary, Munchmeat and Relmharver! We appreciate the strength of passion you show and the interest in our project. Hugs from our entire team!

Relmharver
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Relmharver

You’re welcome! See you at launch in 2017!

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Munchmeat2

Comments like this will come back to haunt him. Anyway, I’ve said my peace. I hope that other failed Kickstarter MMOs are warning to everyone to be leery of projects like this one.

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Tim Anderson

Thanks for your ongoing commentary, and we look forward to seeing you at the finish line :)

Random MMO fan
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Random MMO fan

No offense to anyone and I do not really care what other people do with their time and money, but all I saw in the video is yet another generic MMORPG with generic gameplay and pretty dated graphics. Yes, I know, the game being developed by small team, and it is in alpha, this still does not change my impression. Anyway, regardless of my opinion I am glad you cover various games like these and not only the most popular ones.

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Tim Anderson

Yes, we are clearly another “generic” MMORPG with “generic” gameplay and “dated” graphics.

Thanks for your opinion!

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Munchmeat2

Looks like a high school project in my opinion. Most of what is shown is a bunch of Unity store assets, they don’t have 1 piece of unique art in their game.

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Tim Anderson

Awwww, thanks, Munchmeat! We appreciate you taking the time to bump things up for us and drive more traffic to the video!

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Munchmeat2

I don’t think you know how commenting works here on Massively lol. My responses don’t “drive anymore traffic” to anything.

This constant line you use to deflect criticisms just makes your position look weak. I would love an honest answer as to why you missed your 2017 release date?

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Tim Anderson

Every view counts and the more comments a thread has the more likely folks are to check in and click :)

So indirectly, yes, you do drive traffic. Thanks again, Munchmeat. I am honored you follow me from site to site :)

And we thank you for the referrals sales!

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Munchmeat2

I’m happy to spread the word to avoid this game at all costs! I’m happy to point out your condescending comments to potential customers and fellow MMO gamers as a huge red flag for people even remotely interested in your game.

You need to let your community manager take over mate, you do not know how to interact with potential customers. Your snakry comments are giving you a reputation and it’s killing your marketing, it’s not helping like you think it is.

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Tim Anderson

Thanks for your ongoing commentary, Munchmeat! Rest assured, our entire Discord community and forums as well are absolutely reading everything you post as a case-study in what passion and hardcore fandome looks like!

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Munchmeat2

It is my pleasure Tim! Still wondering about that 2017 release date though? Any explanation as to why that date was swept under the rug?

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Tim Anderson

Official release date is up on our FAQ page. Thanks for your ongoing interest!

Relmharver
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Relmharver

Munch, it’s like trying to nail down a direct answer from a politician. Ain’t gonna happen. Anyway, Tim, good luck and TTYL.

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Tim Anderson

Luck has nothing to do with it, just hard work and perseverance.

Thanks for the ongoing show of support! Look forward to seeing ya’ll in the next post (either here or at MMORPG.com)!

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Munchmeat2

You won’t get one because he knows he is lying. He plastered it all over the internet that they were going to release their game in 2017. Just do a simple Google search and you will see.

Even a 2021 release date is being disingenuous at this point.
They don’t even have a character model artist yet. One has to wonder if 1 or 2 artists can create unique character models in that time period, or are they just going to ship their game with the generic Unity store assets?

I mean their character models are really rough at this point and the overall look to the world looks like a lot of the other indie MMOs out there that use Unity.

I don’t think it is even remotely possible to flesh out an entire MMO world with unique art in a 1 to 2 year window.

Honestly, I wouldn’t be surprised if this game ships with the exact art and animations that are being displayed in this pre-alpha.

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Tim Anderson

Thank you for your ongoing passion and commentary, Munchmeat!

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Ashfyn Ninegold

No compass? Oh, dear. I am so directionally challenged, I’d never find myself again. That alone let’s me know this game is not for me.

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Tim Anderson

Lots of ways to navigate :) The sun (which follows the same patterns as our real world). Landmarks. Directions from NPCs.

It’s not as easy as Google Maps and GPS, but those did not exist in medieval times. And we are, after all, a fantasy-based game which is rooted in a medieval, pre-technology environment.

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Raimo Kangasniemi

Medieval world did have maps; they had their quirks and might put preference to religious cosmos over facts with latter having to give way for the former, or put preference to roads over geographical accuracy like metroline maps of today, but they did exist.

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Tim Anderson

I did not mention maps in general; rather, I specifically mentioned Google Maps and GPS, both of which allow you to pinpoint your location in the world with laser accuracy via no actual work done on your part.

A minimap is a GPS. GPS did not exist in medieval times.

Every player has access to the world map, which is, in essence, the equivalent of a medieval map. You can get a general idea of where you are in the world, and if you pay attention to landmarks (which are located on the map) then you can get a basic idea of where you are, but you cannot pinpoint your location with laser accuracy.
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Raimo Kangasniemi

This is much better. Thanks.

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Sarah Cushaway

Since it’s forced grouping and you need multiple hours a day to get anything done, apparently, I have to pass. What a shame. Well oh well.

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Tim Anderson

Plenty of single-player games out there where you can be the sole hero. Not every game has to fit that mold.

Just like Dungeons & Dragons, poker, Monopoly, or many other games that are about the group experience, ours is one that is meant to be explored and enjoyed alongside your fellow men and women, not by yourself :)

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Lethality

Ever try going to the diamond and playing softball by yourself? Yeah, it just ain’t the same! :)

Tizmah
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Tizmah

There are plenty of people wanting these “old” concepts today. Some of us, like me, clamored at one point to do away with these mechanics. Today as I see MMOs, I realize just how wrong I was. MMOs became way less meaningful and easily monetized.

It reminds of turn based RPGs. Plenty of people said that turn based is dated, old, and boring. Yet, we have seen a big resurgence in these types of games.

If it was 2006-2010, I would have agreed with you. But with the games scene and MMORPG scene as it is now, I think a lot of people are looking for this old style.

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Tim Anderson

More than most people realize, Tizmah :)

Turn-based games is a *great* example to use, as people have been going on for years about how it’s a dated, old, boring, and dead genre. And yet we see a continued trend of games being developed in that niche, including one of the most anticipated games of the year, Baldur’s Gate III.

At the end of the day, having games with different options is a good thing. There are already hundreds/thousands of games that are free to play, allow players to solo 100% of the game, with flash effects and fast-paced action combat.

We aren’t building yet *another* carbon copy clone of every other MMO on the market. We are building our own style, with its own niche, and its own audience.

Which isn’t for everyone, to be sure. And we’re fine with that. Those looking for ezmode can continue playing the slew of other games which already exist to fill that gap.

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Tim Anderson

Yeah I used the baseball analogy in one of the interviews I did recently, Lethality; you can certainly go the batting cage and hit the ball around on your own, or play catch with your friend at the park, but if you want to play at ANY level of the sport, whether it’s amateur, semi-pro, pro, or Olympic team, it *requires* a team of players.

Group-based game. Softball is so fucking hardcore!

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Bruno Brito

No problem. SoL is just not for us, so have fun explowing with your fellow people.

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Tim Anderson

Plenty of mobile games and single-player titles masquerading as MMORPGs that you can enjoy on your own. So for sure, keep enjoying those if that is your thing.

For those who prefer group-based gameplay, there are other options :)

Random MMO fan
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Random MMO fan

Yeap, it is unfortunate that narrow-minded developers keep using “forced” mechanics instead of giving more choices to people with different gameplay preferences.

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Tim Anderson

Yes, Random MMO Fan, it is unfortunate that narrow-minded players keep thinking that developers are “forcing” them into playing group-based games, when there are already thousands of choices of games out there for those who have different gameplay preferences.

Not every game has to be designed to fit every player. Some games prefer to focus on a specific style of gameplay. It might not be for you, but that’s ok.

I wonder if you consider D&D to have “forced” mechanics because you have to play with others and your characters can die and have to do corpse runs?

Is baseball “forced” because you have to play with others on a team?

Rugby? Poker? Soccer/Football? Basketball?

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Ironwu

Still watching SoL with great interest (have not watched the stream yet).

My main questions still revolve around how players that don’t have static groups of friends to play with will manage to get through longer adventures. Not solo play, but rather solo people, if you see what I am saying.

I think it will be fascinating to see what is developed along these lines.

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Tim Anderson

Solo people can progress through the storyline in our game the same way they can in any other group-based MMORPG – by joining other like-minded adventurers.

PUGs aren’t the devil. Everyone starts off as Internet strangers at some point.

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Ironwu

That I understand. I did not make myself clear. It does not have to do with folks wanting to play SoL solo and having to PuG.

It has to do with the long adventures and how folks dropping in and out of the adventure due to circumstances. No matter if playing with friends or with a PuG.

If in a multi-day adventure, or deep in a dungeon, what will be the mechanic if a player DCs or cannot continue for that day? What happens if they come back?

The original descriptions postulated long road trip adventures just to get to a dungeon. Then extended adventure deep inside the dungeon. Would seem the only solution is teleportation of players to party, but then how does that fit with the overall long play commitment?

I am not saying it is a bad thing, not at all. Just concerned that perhaps the solution to this aspect of the SoL adventure design has not been live-fire tested for acceptability. :)

Thanks for your time, Tim
Best

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Tim Anderson

I think the easiest way is just remember how it was in the original EverQuest. If you got disconnected or had to log out you had to pick up where you left off the next time, which may or may not be with other people. And logging out in the middle of a dungeon was not always a bright idea.

We have some limited fast travel options coming up which are a cross between the druid rings and wizard spires of EverQuest and the portal stones in World of Warcraft that require multiple people in order to use. We also have safe spots set up throughout dungeons to accommodate players who may not want to return to town.

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Fisty

Would you say 2 hours would be enough time to get some basic grouping/dungeoning done each day? Since everyone is old now and busy all the time, it’d be nice to know it’s still possible to play without dedicating whole evenings.

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Tim Anderson

Absolutely. We are designing everything around 2 – 4 hour sessions.

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Sarah Cushaway

Ugh, hard pass from me then. Pity; I was interested. But forced grouping? Nope. Don’t have time or patience for that crap anymore.

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Tim Anderson

No worries, Sarah. There are plenty of single player games out there to fill that particular niche for you.

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Tim Anderson

Happy to answer questions throughout the day since, like most everyone out there in the world, my wife and I are social-distancing and are on lockdown here at home :)

Not that it’s any different than our normal routine; since our studio has been remote since its inception, we’re always at home!

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kalanar85

Can I get a free copy? :)

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Tim Anderson

You can certainly watch streams for free. That’s as close as you’ll ever get to any sort of “free samples” from us. But nice try :)