An overview of the combat system in Book Of Travels – how the basic mechanics work, how players can prepare for a fight, and how they can bypass conflicts.
A recent Steam post gave players the first concrete descriptions of how combat works in Travel Book. It will feature a unique basic combat mechanic that is not quite real-time and not quite turn-based, as well as several methods of bypassing / evading combat if a player is on a “peace run”.
The setting of Travel diary is called Braided Shore, a pastoral land filled with sleepy villages, teahouses, locomotives and steam barges, surreal supernatural creatures and mysterious ruins. The players of Travel diary are “travelers”, people who roam the landscape on journeys of discovery, in search of secrets of magic, history, traditions and dreams, while sometimes facing the dangers posed by stray bandits and evil spirits. As the release date of the early access version of Travel diary getting closer, the developers of game studio Might and Delight have posted articles on Steam describing the gameplay features gamers can expect from their idyllic and exploration-focused “Tiny Multiplayer Online Roleplaying Game”.
The narrative premise of Travel diary results in a gameplay experience focused on exploring beautiful landscapes (rendered using watercolor style graphics), collecting new tools, supplies and recipes, and cooperating with other players to s ‘tackle quests and pursue emerging scenarios. Similar to atmospheric games such as Journey, the emphasis is on discovery and the ambiance, rather than conflict and heroic destruction. Yet the fight is part of Travel diary, a game mechanic that players can approach in different ways.
Combat in Book Of Travels is all about timing attacks and preparation
From the article “Conflict, Combat & Tension” on the Steam page for Travel diary, basic combat in this multiplayer RPG revolves around two character rankings – “Strength” and “Ward”. The accuracy of a player’s or NPC’s attacks is determined by their “Strength” rating, which starts at a base level when a fight begins and increases steadily as a player waits before launching an attack. . Likewise, a player’s or NPC’s chance of deflecting an attack is governed by their “Guard” value, which decreases each time an attacker scores a hit (and replenishes after combat is over). This combat dynamic seems to encourage stand-off style duels where players and NPCs stare at each other and wait for openings – like Western shooters or Ronins from a Japanese period drama seeking to end their battle in one. one shot.
Will fight in Travel diary be in real time, allowing players to maneuver and dodge opponents, or will it rather be the “Active Time Battle” turn-based systems of some Final fantasy Games? Will players only be able to wield swords and spells, or will weapons like staves, bows, axes, gauntlets and guns also be available? Besides, will cooperating players be able to team up with powerful bandits or spirits? These questions remain unanswered for now, although Might and Delight has shared other fascinating details about the Travelogues combat system; for example, players can reach for their swords to analyze the strength of nearby enemies, then use magic knots or fortifying tea infusions to give themselves an advantage before entering battle.
Combat in the Travel Book can be avoided through Awareness, Skills, Magic, and Concessions
At first glance, players eager to do non-lethal “pacifist playthroughs” in Travel diary will have a lot of options to avoid the fight. First, players who keep a close eye on the threat radius of certain enemies can tiptoe around them. If going around isn’t an option, players can use character skills like Smoke Cylinder or teleportation spells to make themselves temporarily undetectable. Finally, players can hand over their belongings to attacking bandits to drive them back, or simply run away to escape combat, albeit at the cost of waking up in a random location and being weakened for a while.
In all, Travel diary is shaping up to be an interesting twist on multiplayer RPGs, where fighting and conflict is just part of a larger experience. Players who want their characters to be formidable fighters can master a dynamic combat system and acquire various combat-related features, while players who want to focus on exploration and discovery can create characters focused on non-qualities. violent and avoiding battle.
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