Q: We are aware that one character has access to all three weapon specializations, would you be able to elaborate on how that works? Does your level reset entirely to 1 when swapping to a new weapon? Or are their skill trees more like a paragon system after maxing one weapon?
A: Pshak (Lead Game Designer): Level of your weapon specialization resets after you swap specialization and you will have to lvl up new specialization
Q: How do dungeons play a part in the end game of corepunk?
A: Pshak (Lead Game Designer): Dungeons for sure will be a big part of end game content
Q: Is the game going to plan and support any kind of addons or addons are a no-go?
A: Eugene Kiver (Producer): expansions addons – yes, community addons – not yet
Q: Are you able to change the angle of the camera or is it fixed?
A: Eugene Kiver (Producer): on camera: you can zoom in, you can make it follow character on use unlocked cam but top down view would be default view
Q: Will dungeons / raids have a level of difficulty, I mean normal / heroic?
A: Pshak (Lead Game Designer): Dungeons will have a level of difficulty, but we are not sure about raids yet
Q: on gameplay video we can see there is dodge mechanic. How does it works? Can u dodge AOE spell?
A: Eugene Kiver (Producer): you can dodge aoe by just running away, but you may gain blinks with artifacts abilities or speed buffs
Q: Are there plans to translate the game into Spanish?
A: Pshak (Lead Game Designer): Yes we will have Spanish language for sure.
Q: How many heroes can we have per account?
A: Pshak (Lead Game Designer): we are not sure yet about heroes per account
Q: How big is the world map?
A: Eugene Kiver (Producer): On map, it is big enough to get lost in
Q: On the transportation system, can you only reach new cities by taking the train or could you simply walk there if you miss the train? Additionally, are there loading screens between major cities to help with server stability? Or is it completely open?
A: Eugene Kiver (Producer): you can walk by foot, and there would be no loading screens on open world, only between worlds and dungeons?
Q: how do you plan on implementing anti zerg mechanics into the game?
A: Pshak (Lead Game Designer): We are not going to have any in game mechanics which will benefit zergs. We see more tactical pvp between big groups of players, we are going to implement several in game mechanics for this.
Q: Why we didn’t see many monsters in the world?
A: Eugene Kiver (Producer): We just took a scenic route in the game, but usually there’s enough monsters, and there were no wandering monsters in the latest gameplay. I think it will be ok
Q: what does the bleeding arrow icon animation around the character portrait indicate exactly?
A: Eugene Kiver (Producer): default affect of archer mastery is that every auto-attack adds bleed, but passive ability may be upgraded with weapon mastery skills
Q: Is it worth worrying about lags in mass PVP? And how many people are planned maximum in the battle, will it be limited in any way?
A: Eugene Kiver (Producer): we’ll do our best to remove any lags, it usually depends on a lot of parameters and it is real issue every mmo faces. We’ll do our best to create fluid game.
Q: do you plan to include open world bosses for people to contest? as this is commonly a place a lot of pvp happens to control bosses and stop the control of bosses?
A: Pshak (Lead Game Designer): Oh yeah, open world bosses is always a good reason for fun PvP
Q: I would like to ask about healing in this game, can we expect the healing to be like Sona from League or Soraka or a mixed of both?
A: Eugene Kiver (Producer): using that analogy it would be like Sona and Soraka if they came from WoW originally )
Q: question about the dwarves. Will we get to see some dwarven fortresses/underground caves. Also will they use more than just guns?
A: Pshak (Lead Game Designer): I’m not sure about fortress and underground caves, but from my side i can tell you, that one of the dwarfs weapon masteries will be dual wield axes
Q: Are you planning to do voice acting in other languages besides English? Russian с: ?
A: Eugene Kiver (Producer): We plan to support from 5 to 10 languages. Sure it takes more time, we’ll be extending support over time
Q: Will be in game something like rarity of monsters? I mean will be there a camps with “rare” or “epic” or “legendary” monsters which gives more xp than normal camps?
A: Pshak (Lead Game Designer): Monsters and camps in Corepunk will have rarity and different variations
Q:Will there be capes in the game? (With the system of customization and costumes, for example, as an attribute of some armor)
A: Eugene Kiver (Producer): We’ll have capes but no dedicated slot for them. Some chest clothes and armor will come with backpacks or capes or as you’ve seen in the latest video quiver of arrows
Q: Will there be a difference between gear and skills in pvp and pve like PvP stats or PvP talents?
A: Pshak (Lead Game Designer): There will be no differences between PvP and PvE stats or talents
Q: Speaking of secrets, are there any ARG/Innovoprillium type things in the latest videos?
A: Eugene Kiver (Producer): yes there are some, @Dave Jones noticed toilet from Shrek in his yesterday’s stream but there are some left undiscovered or I haven’t heard about them. Im not even sure people found Santa in our Christmas story video yet though which was released long ago
Q: Are there any platformer areas, where a bad jump could actually end up killing you? Could you knock people/monsters off into lava?
A: Pshak (Lead Game Designer): Yes and yes
Q: In the last q/a session, there was a question about the shapeshifter character, if it’s not a secret, who can he turn into(bear, wolf or something different?)
A: Eugene Kiver (Producer): yes there will be few when we get 12 heroes ready, but not among 6 we’re currently working on
Q: Will there be stealth in the game, like permanent stealth with a faint outline or temporary full invisible stealth?
A: Pshak (Lead Game Designer): We will have stealth Heroes, but with out permanent stealth. At least not at release
Q: From the 12 classes, is there another mage beside the fire mage?
A: Pshak (Lead Game Designer): Yes
Q: is the there an option that the camea follow the character? i watched the gameplay and really find that it’s annoying to do it when moving.
A: Eugene Kiver (Producer): you can lock or unlock camera it is up to your preferences
Q: how do you plan to take and use community feedback in the development of the game?
A: Eugene Kiver (Producer): we appreciate any feedback and it makes what we do more objective, but we have our own vision and we will try to keep true to it. But sometimes we use feedback to make game better.
Q: Something brought up in the Russian community: what does a party member see/hear when the leader of the party takes up a quest? Do they hear the voiceover?
A: Eugene Kiver (Producer): We plan that one player takes quests and all the party hears what npc says. We are even considering voting system but right not it’s not implemented. Only on draft stages
Q: It has been requested by many people and was wondering if the possibility of adding WASD movement was considered even though it was not a few months ago.
A: Pshak (Lead Game Designer): We know that a lot of gamers like WASD movement, but unfortunately we are not going to have it in Corepunk, because our combat system closer to MOBA style.
Q: We are aware that one character has access to all three weapon specializations, would you be able to elaborate on how that works? Does your level reset entirely to 1 when swapping to a new weapon? Or are their skill trees more like a paragon system after maxing one weapon?
A: Pshak (Lead Game Designer): Level of your weapon specialization resets after you swap specialization and you will have to lvl up new specialization
Q: How do dungeons play a part in the end game of corepunk?
A: Pshak (Lead Game Designer): Dungeons for sure will be a big part of end game content
Q: Is the game going to plan and support any kind of addons or addons are a no-go?
A: Eugene Kiver (Producer): expansions addons – yes, community addons – not yet
Q: Are you able to change the angle of the camera or is it fixed?
A: Eugene Kiver (Producer): on camera: you can zoom in, you can make it follow character on use unlocked cam but top down view would be default view
Q: Will dungeons / raids have a level of difficulty, I mean normal / heroic?
A: Pshak (Lead Game Designer): Dungeons will have a level of difficulty, but we are not sure about raids yet
Q: on gameplay video we can see there is dodge mechanic. How does it works? Can u dodge AOE spell?
A: Eugene Kiver (Producer): you can dodge aoe by just running away, but you may gain blinks with artifacts abilities or speed buffs
Q: Are there plans to translate the game into Spanish?
A: Pshak (Lead Game Designer): Yes we will have Spanish language for sure.
Q: How many heroes can we have per account?
A: Pshak (Lead Game Designer): we are not sure yet about heroes per account
Q: How big is the world map?
A: Eugene Kiver (Producer): On map, it is big enough to get lost in
Q: On the transportation system, can you only reach new cities by taking the train or could you simply walk there if you miss the train? Additionally, are there loading screens between major cities to help with server stability? Or is it completely open?
A: Eugene Kiver (Producer): you can walk by foot, and there would be no loading screens on open world, only between worlds and dungeons?
Q: how do you plan on implementing anti zerg mechanics into the game?
A: Pshak (Lead Game Designer): We are not going to have any in game mechanics which will benefit zergs. We see more tactical pvp between big groups of players, we are going to implement several in game mechanics for this.
Q: Why we didn’t see many monsters in the world?
A: Eugene Kiver (Producer): We just took a scenic route in the game, but usually there’s enough monsters, and there were no wandering monsters in the latest gameplay. I think it will be ok
Q: what does the bleeding arrow icon animation around the character portrait indicate exactly?
A: Eugene Kiver (Producer): default affect of archer mastery is that every auto-attack adds bleed, but passive ability may be upgraded with weapon mastery skills
Q: Is it worth worrying about lags in mass PVP? And how many people are planned maximum in the battle, will it be limited in any way?
A: Eugene Kiver (Producer): we’ll do our best to remove any lags, it usually depends on a lot of parameters and it is real issue every mmo faces. We’ll do our best to create fluid game.
Q: do you plan to include open world bosses for people to contest? as this is commonly a place a lot of pvp happens to control bosses and stop the control of bosses?
A: Pshak (Lead Game Designer): Oh yeah, open world bosses is always a good reason for fun PvP
Q: I would like to ask about healing in this game, can we expect the healing to be like Sona from League or Soraka or a mixed of both?
A: Eugene Kiver (Producer): using that analogy it would be like Sona and Soraka if they came from WoW originally )
Q: question about the dwarves. Will we get to see some dwarven fortresses/underground caves. Also will they use more than just guns?
A: Pshak (Lead Game Designer): I’m not sure about fortress and underground caves, but from my side i can tell you, that one of the dwarfs weapon masteries will be dual wield axes
Q: Are you planning to do voice acting in other languages besides English? Russian с: ?
A: Eugene Kiver (Producer): We plan to support from 5 to 10 languages. Sure it takes more time, we’ll be extending support over time
Q: Will be in game something like rarity of monsters? I mean will be there a camps with “rare” or “epic” or “legendary” monsters which gives more xp than normal camps?
A: Pshak (Lead Game Designer): Monsters and camps in Corepunk will have rarity and different variations
Q:Will there be capes in the game? (With the system of customization and costumes, for example, as an attribute of some armor)
A: Eugene Kiver (Producer): We’ll have capes but no dedicated slot for them. Some chest clothes and armor will come with backpacks or capes or as you’ve seen in the latest video quiver of arrows
Q: Will there be a difference between gear and skills in pvp and pve like PvP stats or PvP talents?
A: Pshak (Lead Game Designer): There will be no differences between PvP and PvE stats or talents
Q: Speaking of secrets, are there any ARG/Innovoprillium type things in the latest videos?
A: Eugene Kiver (Producer): yes there are some, @Dave Jones noticed toilet from Shrek in his yesterday’s stream but there are some left undiscovered or I haven’t heard about them. Im not even sure people found Santa in our Christmas story video yet though which was released long ago
Q: Are there any platformer areas, where a bad jump could actually end up killing you? Could you knock people/monsters off into lava?
A: Pshak (Lead Game Designer): Yes and yes
Q: In the last q/a session, there was a question about the shapeshifter character, if it’s not a secret, who can he turn into(bear, wolf or something different?)
A: Eugene Kiver (Producer): yes there will be few when we get 12 heroes ready, but not among 6 we’re currently working on
Q: Will there be stealth in the game, like permanent stealth with a faint outline or temporary full invisible stealth?
A: Pshak (Lead Game Designer): We will have stealth Heroes, but with out permanent stealth. At least not at release
Q: From the 12 classes, is there another mage beside the fire mage?
A: Pshak (Lead Game Designer): Yes
Q: is the there an option that the camea follow the character? i watched the gameplay and really find that it’s annoying to do it when moving.
A: Eugene Kiver (Producer): you can lock or unlock camera it is up to your preferences
Q: how do you plan to take and use community feedback in the development of the game?
A: Eugene Kiver (Producer): we appreciate any feedback and it makes what we do more objective, but we have our own vision and we will try to keep true to it. But sometimes we use feedback to make game better.
Q: Something brought up in the Russian community: what does a party member see/hear when the leader of the party takes up a quest? Do they hear the voiceover?
A: Eugene Kiver (Producer): We plan that one player takes quests and all the party hears what npc says. We are even considering voting system but right not it’s not implemented. Only on draft stages
Q: It has been requested by many people and was wondering if the possibility of adding WASD movement was considered even though it was not a few months ago.
A: Pshak (Lead Game Designer): We know that a lot of gamers like WASD movement, but unfortunately we are not going to have it in Corepunk, because our combat system closer to MOBA style.
Q: When you create ur guild, how will it be designated in the game? (Own uploading emblem or you can choose from the emblem presets in the game or just a tag with a nickname)
A: Eugene Kiver (Producer): nickname and we are thinking about flags on your back you can toggle on and off but haven’t approved it yet.
Q: The new gameplay you showed was again low level characters. While impressive, do you have plans to show the world from a higher level player’s perspective? A lot of people (again) got the wrong impression that the game has slow gameplay mechanics.
A: Pshak (Lead Game Designer): We show the gameplay of the low level characters, because we are now focused mainly on the first 20 levels of the game. We do not do anything separately for the video and try to shoot everything in the current builds. Since the studio’s resources are limited, we try not to spend energy on separately preparing videos for the events. High level content we will show closer to CBT
Q: Is there an option to disable the quest arrow?
A: Pshak (Lead Game Designer): in Corepunk, we will only show the direction on the initial path, but then you will have to move according to the instructions in the quest
Question asked by Dave Jones
Q: how many weapon models are drawn for the game? Will there really be a legendary weapon, at the sight of which you will understand that you are a cool player? (like sulfuras from wow)
A: Pshak (Lead Game Designer): Yes, we will have legendary artifacts. We love legendary artifacts. (ps: I had such a hammer in WoW classic)
FROM THE RUSSIAN Q&A TRANSLATED BY DRAGOM AND SENBIE
Q: Could you tell us what the max number of members in a guild is going to be?
A: We haven“t fully decided yet.
Q: Is the global map going to be covered in the fog of war? Are we going to have to explore it, or is it open from the get-go?
A: It“s open, but there are no markers and points of interest, you have to unlock them, then they show up.
Q: How do you lower your karma points and become a rightful citizen again?
A: Through different in-game activities, some quests, etc.
Q: Can you add your own markers on the map?
A: It“s a good idea, it“d be nice to add it, but we don“t have it yet, you can only share the markers in chat
Q: Are all the quests going to have voiceover?
A: We want to dub all of them, numb quests really ruin the immersion.
Q: Is the endgame (such as raids) in development already, or is it going to be developed later?
A: Technically, it“s in process.
Q: Would you have to level up attributes like strength, agility etc, or are they leveling up in predetermined way, based on the hero?
A: Every character has their own scaling, yes, but you can add passive trees to that.
Q: Are there going to be dungeons? What“s the estimated number of people on like per server? What“s the estimated map size for CBT?
A: Yes to dungeons, about 20k people per server, with 8 servers online, but that“s not being precise. I can“t tell much on the map size, everything“s in the works.
Q: You mentioned that there“s going to be weather changing, what can a player expect from that? Is there going to be a blizzard, a sandstorm, a tornado or just rain?
A: Rain, wind, fog, sandstorns in deserts. Don“t have tornadoes though. We even have the ability to add snow to any location, we thought about making the seasons, but there’s no need yet, though we technically can. Night influences the mob spawn rate.
Q: Is there any info on guild content?
A: We reply when the info is concrete enough, when it’s in the works or going to be drastically changed – we talk less about it.
bonus info from Pshak:
“Oh and I almost forgot, I wanted to tell you, than one of the weapons masteries of the orc will be (two-handed) minigun. Good night!”