@Pxrac1@GHBSmith I normally bring a maaws with the ammo in a humvee. When I use a shot I then open the vehicles inventory and right click the rocket and it auto loads it into the maaaw automatically which is very fast.
I can even do it in the passengers seat.
@Brammflakes@HitboTC@WARDOGS That combo basically making a rocket bird and the humvee with a gun on it being allowed. Makes infantry only mode feel horrible for infantry.
Love the game though just wish infantry only mode was a different experience.
@Derakovsky It’s like 8k to buy after unlocking it which is not too bad. You can disrupt a match a fob before people come for you.
It’s pretty fun and create gameplay for the other team to come get you and hopefully can do some massive disruption before it dies.
@RealSmokeyFoo@Kuiriel@Brammflakes@Tripleg This likely means you accidentally grabbed someone else’s chopper that was unlocked instead of yours. When you lock it. It locks it to the original owner which was not you.
I have run into this issue many times before 😂
Since we released No Rest for the Wicked Together, we’ve now officially given the internal green light to make the new class system the default.
Let me explain why we’re making what looks like such a drastic change.
For the last couple of decades, most ARPGs have picked one of two approaches:
1) Hard class systems.
Games like Diablo or Path of Exile ask you to pick a class upfront, and that decision defines your character forever. You can branch a bit within the boundaries designers allow (e.g. Hammerdin in D2), but you can’t truly craft your own class - you’re always working inside a predefined box.
2) Attribute systems.
Games like Dark Souls or Fallout let you allocate stat points as you level up, and your build emerges from those choices. From Software has used this model for ~17 years, so many assume it’s “solved.” But attribute systems come with inherent issues: players can’t realistically know which stats to invest in early, and once choices are made, you’re either locked in or forced to rely on respec systems to undo mistakes.
We don’t think either approach is ideal - which is why we’ve been working on something different.
With the upcoming Jobs System in Wicked, your character’s class adapts dynamically based on how you actually play. If you spend a lot of time swinging swords, you’ll naturally become a better swordsman. If you switch to wands or staves, you’ll start progressing as a mage.
Each class has its own weapons, traits, and runes, and players will need to use and master that class to fully unlock its potential. And once mastered, all of the classes skills can be used on other classes as well.
Your class isn’t chosen in a menu - it’s earned through play.
This system is clearly inspired by Final Fantasy Tactics, and we genuinely believe it could change how players - and even other developers - think about progression systems in ARPGs.
I’ve learned a lot about this as a developer: In Ori and the Blind Forest, we introduced a traditional skill tree, and quickly ran into a problem: players want to min-max, and they don’t want to be forced to invest into X just to reach Y. That’s why we moved to the Spirit Shard system in Will of the Wisps.
In a similar way, we believe this new Jobs System finally breaks through some long-standing barriers in ARPG progression.
It’s always scary at first to make changes like that deep into development, but I’m very much convinced that this is going to be a major step into the right direction, not just for Wicked, but for ARPGs in general.
I really think Yasumi Matsuno had figured out the proper answer 30 years ago already and most western developers just haven’t paid enough attention.
The third RimWorld - Odyssey preview is here! Tame over 40 new animals, train your pets in new ways, fish up meals, and swim with aquatic friends.
Read on Steam: https://t.co/vDRNnPIPgI
@LitWaffleYT @AggroCrabGames They add a bunch of maps at a time to the game files and then they have an online script that sets everyone’s game to load the same map for the same 24 hours and then switch everyone to the next map and so on.