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Nightingale

Nightingale
Dave's avatar

The big question and confusion I have is, the always online drama is explained by them as their vision for it being primarily a multiplayer game and one of it's key features and differences, which is fine and sounds good.

Spoilers ahead:

Paul's avatar

Who designed the elephants butt holes? And...why 😅

On second thought I have a real question.

I have really only just started the game but have watched a few videos and read some reviews that say the boss encounters become incredibly difficult for single players. Will this be addressed to make it challenge but not frustrating?

Im sure I could find somone in this community that can assist me from time to time but id like to play solo as much as possible.

Alex Sinclair's avatar

"Who designed the elephants butt holes? And…why?"

Oh no! Glad I have something to look forward to 😅 Why am I all of a sudden thinking of the movie Cats?

Sturmer's avatar

The Magic System

I'm curious about the original vision and future developments planned for the Magic specialization. Currently, the system seems quite intricate, particularly in terms of user interface and user experience. Initiating and aiming spells can be challenging, and there are noticeable limitations like capped damage for certain spells (e.g., quake, bees) or unrepresented damage for others (e.g., mine, wall). Despite these challenges, there's a wealth of materials and gear tied to this aspect of the game. Could you elaborate on how you intend to evolve and refine this system?

Potential for PVP Content

Do you have plans to introduce PVP content? Personally, I feel that competitive gameplay might not be necessary for Nightingale, as it could alter the unique player dynamics that currently exist. However, I'm interested to hear your thoughts and plans regarding PVP elements. Are there any specific considerations or observations that you're using to guide your decision in this area?

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I believe these questions are crucial for understanding the current gameplay experience and the future trajectory of the game. I plan to delve deeper into the player relationships in my upcoming review, and these insights would be incredibly valuable.

Alex Sinclair's avatar

I wondered this about PvP too. As I understand it, there are not plans to introduce PvP. I can totally understand why unwanted PvP would be a bit of a nightmare in Nightingale, but I don't see any reason not to introduce a PvP Realm Card where those who want to participate can participate. I think it'd be great fun to build a base and defend it against other players.

Sturmer's avatar

First and foremost, it's all about balance. Currently, there are quite a few broken or unbalanced aspects in the game, such as ingots. But honestly, that's part of the FUN – it’s enjoyable to experiment with min-maxing, mix different elements in unusual combinations, and discover intriguing build combos. As long as the game remains non-competitive, developers can afford to keep these quirks. However, introducing any form of PVP interaction changes everything. It often leads to significant backlash regarding balance issues. Attempting to fix and fine-tune these elements can consume vast amounts of a company’s resources and, in the end, it can still leave players like me – who relish experimentation and unconventional builds – feeling disappointed.

Lanah Tyra's avatar

What games, movies or series, historical events inspired Nightingale?

Maybe I'm just not far into the game yet to know, but are there any plans for the ancestry to change events / quests in the game later on?

How do you like player feedback so far, has it met expectations? Did players requested features which you will be implementing because they sounded like a cool addition to the game?

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