Victor Vran

Victor Vran

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Mnementh  [ontwikkelaar] 5 mrt 2015 om 6:48
FAQ
Q: Do you offer exclusive content for early buyers?
A: The Wanderer outfit is exclusive to all Early Access participants - your character gets unique looks as a sign that you supported the game through its early days.

Q: What are your plans for the future?
A: We will continue to improve and update Victor Vran with free features and content. Here is what you can expect in the near future:
  • The free Tome of Souls DLC will introduce a brand new weapon type that unlocks new active abilities and a spellcaster playstyle. Of course, there will be legendary tomes of forbidden words and endless power, such as The Nekonomicon and Fifty Shades of Slay.
  • The free Highlander Outfit DLC will open even more character build options and an exciting new look for the title character.
  • The free Cauldron of Chaos DLC will add a huge new map which will offer a randomized layout, encounters and daily challenges.
  • A Local Coop multiplayer mode will allow two players to play together on the same system.
Q: Are there any plans for future expansion?
A: The only specific plan is for a Motorhead based expansion. We have many ideas and as the game takes shape we will decide where to go next.

Q: How long is the game? How much content is present in the game?
A: Going through the main story takes 15-25 hours for the average player. Completing all challenges and secrets requires much more time, so you can easily spend 100+ hours with the game and still have what to do.

Q: What is the current level cap?
A: The character gets new abilities up to level 50. Afterwards you start gaining Renown levels. There is no cap for Renown levels.

Q: Will more languages be available?
A: The game is voiced in English and German. All texts are translated in English, German, Russian, French, Spanish, italian, Polish, Portuguese (Brazilian) and Bulgarian. We are currently working on Korean translations.

Q: Does Victor Vran have multiplayer? When will it be available?
A: Coop multiplayer was added in Early Access ver. 1.02.

Q: How many players can join in 1 multiplayer game?
A: Up to 4 players can join a single coop game.

Q: What about PvP?
A: Victor Vran is not a PvP-centric game. Still, you can duel other players for fun at the Freakshow arena. It is available after level 26.

Q: Is there a Linux version of the game?
A: Yes. Mac OS and Linux versions are available since Early Access ver. 1.03.

Q: Can I play the game on DirectX9 machine?
A: Yes. The game can be run on DirectX9 machines since Early Access ver. 1.03.

Q: What control scheme is used in the game?
A: Victor Vran is playable with keyboard and mouse as well as with an Xbox controller. No compromises were made with one of the supported control schemes because of the other. It’s up to you to decide which control scheme you prefer and you’re free to switch at any time.

Q: WASD or mouse-click movement?
A: The game once supported only WASD movement. Mouse-click movement support is available since March 13th.

Q: Are there female characters in the game? Will there be other characters to choose from?
A: Our main character is Victor Vran and the game is about him. There are female characters in the game world, but none of them are playable. You are able to use and personalize skin items (Outfits) that change Victor's entire look.

Q: Can you play a caster/ranger/etc.? Are there classes in the game?
A: The game uses a classless system where the build of your character and your playstyle determine your character "feel". You can create a tough tanky character, a glass cannon fighter, a gadgeteer, or something feeling very much like a spellcaster, depending on your choice of weapons, destiny cards, outfits and consumables. You can switch at will if you find out that a certain playstyle doesn't suit you.

Q: Will there be more weapon styles in the future?
A: Yes!

Q: What are Legendary weapons?
A: The rarest weapon grade... They look different than the basic weapons and apply special effects unique for each legendary weapon. Legendary Weapons scale their damage as the player levels up, so they remain powerful from the moment you find them up to max level.

Q: Are there different difficulty levels?
Victor Vran features Hard Mode for experienced masochistic players, but we don't recommend it for your first playthrough. Seriously. Our recommendation is to start in Normal Mode and tailor your difficulty with Hexes (see below).

Q: What are Hexes?
A: Hexes change the difficulty by adding additional effects. For example, there is a hex that increases the amount of damage monsters do and another that increases their speed. Each active hex increases the amount of experience you gain and gives additional chance for loot drops.

Q: Do enemies and bosses respawn?
A: Yes, all enemies respawn when you return to the Hub. You can also restart any level.

Q: Are the levels procedurally generated or handcrafted?
A: We are going with handcrafted levels.

Q: How does mob leveling work?
A: Mobs don't level up in the traditional sense. A Frostcrawler (the nasty ranged blue spiders) is always the same mob - same health, damage, everything. If you get better gear you will naturally kill them faster. However, to keep all areas interesting, mobs get additional modifiers. At some point you will start meeting Deadly Frostcrawlers. Deadly mobs have more damage and a bit more health. Later on you will meet Crippling Frostcrawlers. Crippling monsters do even more damage and cripple (slow down) your character on hit. Each monster has its own progression that is true to its core idea - not all monsters become crippling.

Q: Does item drops scale with my level?
A: Yes, the loot scales according to Victor's level. We don't want to waste your time - whatever area you choose the game will offer adequate challenges and rewards.

Q: How level progression changes my character?
A: You gain additional equipment slots/health/destiny points as you level up, as well as reward items. New mechanics are unlocked at certain levels.
Laatst bewerkt door Mnementh; 7 aug 2015 om 0:43
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Mnementh  [ontwikkelaar] 5 mrt 2015 om 6:51 
If you have more questions to add to the list please write them here.
2 Things please.

First regarding 'Q: Are the levels procedurally generated or handcrafted?
A: We are going with handcrafted levels.'

How come you went with handcrafted over randomly generated?

Secondly, will you ever add more armour types? (Helms, shoulders rings and amu's etc?)

Cheers.
Laatst bewerkt door Titanofdoom; 5 mrt 2015 om 9:21
Rings and amulets would be a neat way to expand on character builds and abilities to give players more variety. I do like that it's kept simple in that there are no, e.g., shoulder slots just for stats.

If additional slots are added, I'd like them to be another way to expand on build variety and character customization. Rings and amulets are perfect for this.
Origineel geplaatst door Mnementh:

Q: Does Victor Vran have multiplayer? When will it be available?
A: Coop multiplayer will be added in Early Access ver. 1.03.

Roadmap says 1.02. Which statement is correct? :)
Blizzard  [ontwikkelaar] 5 mrt 2015 om 10:53 
The roadmap is correct, sorry for the confusion. Mnementh will correct the FAQ.
Laatst bewerkt door Blizzard; 5 mrt 2015 om 10:54
Will there be more Equipment variety ? Chestplate, Pants, Shoes & Gloves / Rings ... etc ?
Blizzard  [ontwikkelaar] 5 mrt 2015 om 20:38 
Origineel geplaatst door Titanofdoom:
How come you went with handcrafted over randomly generated?

As you can imagine, this was a decision made early in development and there were a lot of factors involved - from aesthetics to design. From a pure design perspective we decided handcrafted levels are better for us due to the kind of game experience and core features we had in mind - challenges, secrets and highly scripted combat encounters.

We don't think hancrafted or randomly generated levels are inherently better, but we do think handcrafted levels resonate better with our game.

Secondly, will you ever add more armour types? (Helms, shoulders rings and amu's etc?

We are currently iterating on character customization and deeper itemization systems. Nothing specific to share yet, but we are aware that this is a popular request and we are not ignoring it.
Laatst bewerkt door Blizzard; 5 mrt 2015 om 20:50
Origineel geplaatst door Blizzard:
Origineel geplaatst door Titanofdoom:
How come you went with handcrafted over randomly generated?

As you can imagine, this was a decision made early in development and there were a lot of factors involved - from aesthetics to design. From a pure design perspective we decided handcrafted levels are better for us due to the kind of game experience and core features we had in mind - challenges, secrets and highly scripted combat encounters.

We don't think hancrafted or randomly generated levels are inherently better, but we do think handcrafted levels resonate better with our game.

Secondly, will you ever add more armour types? (Helms, shoulders rings and amu's etc?

We are currently iterating on character customization and deeper itemization systems. Nothing specific to share yet, but we are aware that this is a popular request and we are not ignoring it.

Do you think there will ever be an endgame mode in which we delve into randomly generated levels searching for gear?
Do you have plans to add game controller support for OS X? Was very pleased to find that the game runs on mac already, but would be great to be able to play it with my ps4 controller.
Mnementh  [ontwikkelaar] 20 mei 2015 om 1:48 
Origineel geplaatst door hordak:
Do you have plans to add game controller support for OS X? Was very pleased to find that the game runs on mac already, but would be great to be able to play it with my ps4 controller.
We have no such plans at the moment. If you emulate an Xbox controller it should be working with the game, though.
Instead of randomly generated levels (thats a whole other universe/mess to code) i believe randomly remixed/changed levels would satisfy all those craving for procedural dungeons; Like some kind of alternative activity or game+, a level variation could include slight different layouts (some walls and doors where none were before) randomly generated, random mobs, random enviroment factors, etc
Will VV will have a "save at any point" feature like most RPG have?

It's very annoying not being able to save and the game crashes. (happened to me)
Or that you in the middle but need to go and attend to your real life.
Plus it's annoying if you get killed by the mobs again and again and you start from the "checkpoint" and not from the much closer "save at will" point.
Really like the game, playing now. I'm thinking in making a youtube review for Portuguese communitie can I monetize it?
Origineel geplaatst door Mnementh:
Q: Do you offer exclusive content for early buyers?
A: The Wanderer outfit is exclusive to all Early Access participants - your character gets unique looks as a sign that you supported the game through its early days.
*From another thread:
Origineel geplaatst door Mnementh:
When you finish the tutorial portion of the story (reach Castle Zagore) you will be asked to select an outfit. As an EA player, you will always have 4 choices instead of 3 (the 4th one being the Wanderer).

I didn't get "The Wanderer Outfit" as option, even though I got the game on Early Access. Any help? Screenshot

PS: Aparently other people had the same problem
Laatst bewerkt door Dwolfy; 7 jul 2015 om 21:31
Blizzard  [ontwikkelaar] 8 jul 2015 om 0:05 
Hi, this is a known issue, I hope we will resolve it in the upcoming update. Even if you select another outfit the Wanderer's Outfit will still be available as a drop later in the game.
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