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Chat and Messaging system

Q: How can I deal with that particular player that (delete 'that' use 'who') says nasty things to me? There will be an ignore list so you can easily ignore any abusive or annoying person. If someone is not just annoying but insults you, there will be a report to moderator button. You just click it and your conversation is sent to moderators automatically. That person will be punished by silencing or even banning his/her account. It will be automated and only a few clicks away - abusers will be punished promtly (spelling - promptly).

Q: Can we talk to other players in a chat screen - or can we only chat on the forums? You will have forums and you will have different chatrooms - global, private, alliance chats. There is also an in-game messaging system which is kinda (kind of or sort of) like email. You can mass-send those messages to your allies to coordinate your forces.

Q: Can I block another player because they keep attacking my village or can I only block someone because they are being abusive? You have to use in-game means to deal with attacks, however if the other player insults you via in-game messages it will be one-click reporting that will be delivered straight to the moderators. We are well aware how immature kids can ruin games with a flood and (delete 'and' use 'of') foul language. We can promise you that moderation will be strict and prompt.

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The only other concern I have with the FAQ is most things are in future tense.  As in... We will have, There will be etc.  When the game actually launches, this might need to be changed again to... We have or there is. 

For example, at the moment one sentence is... "There will be options to visually customize..." should it be "There are options to customize?"

Is it better to have everything written now as it's going to be needed for the future rather than having to go back and change things again later?

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Reply to

Hey berserker, I'm having some doubt that sunlnOZ is a member of the enkord team cause he never stops searching for mistakes the whole thread is filled by him.

Sorry Fireball, I'm definitely NOT part of the Enkord team. (I wouldn't want that responsibility :D) I've found myself with some time on my hands, and have REALLY enjoyed the previous TT games. I'm very eager to see this project up and running, whether I am a tester or not. I just want to see this project be the best it can be. Berserker asked for help proofreading, and I had some time sooo.... You probably won't see much of me after this as I tend not to be very vocal in forums. :) Thanks for the opportunity to help.
Edited 51 seconds later by . Reason: Add text.
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I have doubts about present vs future tense myself. From one side it is better to write in present everywhere to have the FAQ look consistent. However on the other side a lot of things in that FAQ is not implemented yet and in the preproduction at best. Saying in present about that might mislead people into thinking those things we talk about is already done. I don't know how to put it correctly...

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I understand you perfectly.  I will leave that decision in your capable hands then, as you guys know where you're at with things.  If we all keep an eye on it as things progress, it will be easy enough to say something later on down the track.
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Haha I know it sunlnOZ just teasing you :D

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Thanks a lot, it was a very helpful truckload of fixes. I've implemented most of them.

I kept the "persistent game world" as it is commonly used phrase to describe MMO worlds. Also I am not sure about "polity". You fixed it as policy, but what I meant is a social order. Google Translate told me a polity is a proper word. I have no idea how true it is and if it can be used in such situation.

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never heard the term 'polity' .......... weird.

well see this link - http://en.wikipedia.org/wiki/Polity_(disambiguation)

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Sorry mate, that was my misunderstanding.  Polity - an organised society or government.  Policy - a course of action adopted by government.  You were right, especially when I go back and reread about picking a 'social system'... or government.  The player is choosing the type of government, rather than implementing rules etc.  Good call!  :)
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Here is something I found.

Q: What genre is Totem Tribe II: Jotun ?

an extra space.

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Q: Do you have any music from the game to listen to? Yes, listen to these excerpts: Seashore Location Music,

Winter Location Music, Stone Age Music, Antiquity Music.

should be "and Antiquity Music"

Q: But I want to be among the first, how ?

extra space

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Ok Berserker, we've both had a (little) break. Found a few more for you.  I do have to say though, you've got the FAQ looking really good!

General Questions about the Game

Q: What genre is Totem Tribe II: Jotun ? (Delete space)

Q: Is the game single player or multiplayer? It's kind of both. The game takes place in a persistent world where thousands of players can play at the same time, however we designed the game that way to be able to provide enjoyable experienceS (I've only made it a capital so it's easier to see...) for solo players. There is a story, quests and puzzles that can be played alone. Also there are alliances, coalitions, trade and diplomacy that can be played out in multiplayer fashion.

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World Map and Country Management

Q: How long does it take to transfer units from one area to another? It all depends on distance between areas and unit speed. We can say an average abstract unit can spend (delete ‘spend’ use ‘take’) 3 minutes to walk one cell on the world map.

Q: Can you swap out a bad neighbor for a cool person on your friends list in the same general area? Unfortunately, if you want to change neighbors, you will have to restart the game in a different place. You can't swap people because the game will be made so people in the close area start roughly the same time as you, making them have relatively even conditions. If someone started earlier, he/she will have way more resources, bigger army, more buildings, and therefore can defeat you easier. Such people are placed further to offset their obtained power.

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Buildings and Town Management

Q: Do we fight or go on quests in the same area that we build our towns? We will have 2 types of locations - building locations and quest locations. Building locations are towns and are like levels in the original Totem Tribe, where you build stuff, gather armies and fight. Like Red Rock Island in TT1. Quest locations are like levels where you have Aruku alone solving puzzles, like Mist Island in TT1. Plus you can transfer troops and resources to quest locations to aid your hero. For example you may need to buy something or bribe someone in the quest location - then (delete ‘then’) you just gather enough resources...

Q: In the original games we could only upgrade towers - can we upgrade other buildings in TT2? Yes! Upgrading buildings will not only improve their look, but will also make them more useful. For example when you upgrade the hut, worker capacity in it will be increased, barracks will house more warriors, towers will be shooting stronger projectiles and so on. Since we have included resources now, we decided to save some space and make player villages more compact - there is really no need to build a number of the same buildings in your village now, all you do is just make one building of a specific type and upgrade it!

Q: How many buildings will be in the game? If (Delete ‘if’) Counting all upgrades there will be 2000+ buildings. All visually different from each other. A lot of them nearly finished.

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Resources, Trade, Economy

Q: Does this mean we have to worry about feeding our troops or doing other tedious things? No, we will make it as simple and accessible as possible. Resources refer more to you needing to accumulate XX wood in order to build a house. With resources you will have to choose which building to build, (comma) which ones will help you better at the moment, and which ones are less necessary and can be built later if at all.

Q: What is a unique resource? A unique resource...

Q: What kind of trades are there? There are land trade, naval trade, and aerial trade. Land trade is a (delete ‘a’) the most widely used type of trade available to everyone right from the start. Naval trade allows to push huge amounts of resources but only among players who have a port town in their country. Aerial trade is available to technologically advanced countries who have access to sky-faring. It allows a very fast trade of resources.

Edited 16 minutes later by . Reason: Delete text.
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Story, Quests, Puzzles

Q: Who are Bulat the War Advisor, and Zweistein the Peace Advisor? (Capital ‘A’ for Advisor)

Q: How long will the story take to complete? The story is planned to have: Prologue, Chapter 1, Chapter 2, Chapter 3, Chapter 4, Epilogue. One of the four chapters planned is roughly the size...

Q: What are interactive conversations? In the original Totem Tribe there wasn't much talking going on, therefore it was unclear what kind of personality main heroes had. This time we decided that characters should express themselves better. Since the player now will be represented by his or her custom created character, we thought it would be cool if a player can play...

Q: What kind of influence will those conversations bring to the game? There will be local influence and global influence. The former is when you can solve quests differently through conversation. Example: guard does not want to let you in and you have to find another way around, but you can just persuade him to accept a bribe with proper choices...

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Science, Technology, Ages

Q: How do we actually research something? As for the process of researching, each of the technologies has a cost in 'science points'. You can transfer some percentage of your resource income into science. This way you will have a lower resource income, but still have research going on. You can change the amount of resources turned into science points at any time. You can even set them to 0 if you need all your resources at that moment, but research will stop until you re-initiate financing your science.

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Hero and Leveling

Q: In previous TT games, the main character was predefined. We had that girl named Aruku. What about Totem Tribe II: Jotun? Instead of Aruku we will add the ability to create your own hero (or heroine). The hero will be not (swap words so it reads ‘The hero will not be’) just a helpless doll...

Q: Will my hero be able to join the fights in Totem Tribe II: Jotun? Yes. It's up to you how you will (delete ‘will’) build up your hero - you can make him a lonely Champion that takes down foes by his sheer strength, or you can make a General that it (spelling – is) not very strong alone, but boosts stats of his army. You can also make him a Mayor kind of hero where he stays in town and boosts production.

Q: How can I build up my hero? When your hero does something useful...

Q: Can we have more than one hero? Can we play 2 games at once with different heroes? One country has one hero. You can have several countries/heroes on one account but they they (delete 2nd ‘they’) will be like separate game sessions. You can play them in parallel if you want to.

Q: What kind of items can I find for my hero? There will be a comprehensive wardrobe found in typical RPG games. That wardrobe will not only be different by power...

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Playing Solo

Q: I don't like playing AGAINST other players, is there any way for me to stay safe and not being (delete ‘being’ use ‘be’) attacked all the time? There will be Beginners Protection, also there will be special polity for casual players that will significantly improve your defenses. Add some other stationary defenses which you can build and your attackers might need 10x or 20x more troops than you, (comma) which is quite unreasonable - they might find easier targets instead. Finally, if you are really, really against it, there will be Protection Items.

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Playing versus Other Players

Q: If someone gets attacked, does his country get a temporary "unable to be attacked" status? No. Players can be attacked infinite amount of times unless he/she activates protection items.

Q: Can I see someone's "power" (number of troops, kind of troops etc.) before I attack him? You can send spies into another player’s (only this one is ‘player’s’ - indicating ownership of their town.) town in order to get the necessary information, however other players might also have spies in their town to prevent your espionage attempts.

Q: What kind of damage can I do to another player? You can plunder resources, kill his/her army, destroy structures in the enemy town or capture the town completely.

Q: Can I constantly plunder other players for resources? Yes, although we have a better solution to constantly generate income from weaker players. We will have a special type of relationship called "Protectorate". You can take weaker players under your protection for a percentage split from his/her (or just use the word ‘their’) resource income. It will be more lucrative and time-effective than constantly farming your victim in hope to hit it earlier than other ninja looters.

Q: Who is the Accountant in the alliance? The Accountant is a person that (delete ‘that’ use ‘who’) can see the resources of other alliance members and manage resources of the whole alliance more easily. Accountant is also can (delete & reword so it reads ‘Accountant can also’) set the tax and see it rendered by members.

Q: How big can the battleground be in this game? As big as you want. There are many ways to structure relationships among various players to form a huge web of subordination. With Protectorate, (comma) weaker players...

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