“Ragnesis Online” is the company’s first game experience. However, we hope it is going to be not the only one, since a special publishing department has been formed: a company called 1GPN (First Games Publisher Network Corporation) which plans to carry out digital distribution of the game as well as to render distribution services to other developers teams.
Major part of developers is located in Ukraine; while there is also a small part of them in the USA, as well as the head office, marketing and management departments. The developing company called Intelligent Soft is a department of the USA investment holding called “US ICN Holding” located in NY business center at Manhattan.
Previously the company enjoyed a number of successful projects in developing software sets for investments market. A number of developers from Ukraine have a long-term experience ( since 1997 ) of successful development of complex MRP class systems for operation of business, and several business applications for various spheres.
The tentative date of release is the II - III quarter`s of 2008.
The game is commercial and will be paid for. So far the fee is not determined, but besides, a free trial access to the game is intended for a while.
Public beta-test is planned to be held in April – May of 2008.
There will be foreign servers such as English-speaking, German-speaking servers, etc… The client language will correspond to a particular server. Thus, in order to play the game in a German-speaking server a German client is needed, while to play in an English-speaking server an English client is required.
Currently we have not yet made a final decision regarding free characters for an account. Definitely, there’ll be at least three of them. Further personifications are more likely to be requiring additional fee.
The game will have the both modes available.
The movements will be controlled similarly to WoW. With the WASD keys and the mouse.
The use of macros will be limited. Mainly it will be used to combine several action into one.
Yes. Since the world is split up in islands, travelling between them will require some loading. While travelling on a island there will be no loading, except perhaps large buildings or catacombs.
Of cause there will be day and night. But there will be no visual representation of seasons. Though the calender will be important in the game. E.g. for construction of objects.
Yes. Mini-games directly connected with the universe, history, and arrangement of Ragnesis will be added after the realease in one of the first patches.
The “theory of energy” for resurrection in the game is valid for erlanies – that is, for humans. Monsters and other living creatures possess less potential, exept for primordial beasts and other “bosses”. For this reason death for majority of them will be quick and painless.
Ragnesis is a world which survived a disaster that had turned it into a bunch of scattered islands.
Besides, two spectrums of the world are available: a real world and a spectral one (the other world). It is only wizards who would be able to take actions in the spectral world.
The spectral world extends one’s tactical abilities during fighting. A wizard will be able to make use of this world to hide within and to strike his or her enemies from out there.However, special charms and spells can be used to force the wizards to leave this spectrum of the world.
At the initial stage, the area will be about 40 square kilometers (this number does not include inside premises, dungeions and caves). We focus really a lot of attention to and spend much time on the landscape making it as beatiful and diverse as possible. Each location is made manually without using generation technology, and taking into account the quests which are supposed to occur within this location.
Since the world is divided into islands which are floating in the lifeless mist, there aren’t any large water expanses; there aren’t navigable rivers and seas either, so it is impossible to sail on ships or boats along the available water surfaces.
Transportation between islands will be carried out through portals and certainly – walking and running.
Teleportation in the sight zone of the player will be immediate. But between the islands it might take several minutes, because of the need to overcome the lifeless mist and because of high energy consumption.
Some of them will be.
It depends on each particular island.
Teleportation by usual portals will be only to one particular island. However, cults and guilds of wizards will be able to teleport players to buildings owned by these organizations which are located at any island.
Yes, there will be such portals.
Yes, but for opening portals between large areas two wizards will be needed (one wizard at an entrance point, and another wizard at an exit point).
Initially each race will have three large cities and a capital; later their number will be increased due to add-ons.
Yes, a castle complex (which includes walls, inner structures, and towers) can be ruined. We do not consider any other objects real-time ruining as this is too expensive. But it is possible to fight at any place of a location, except for residential territories (towns).
Yes, we are going to develop the plot in this direction which will facilitate player’s cooperating to reach an outcome in key points and to determine further development. But you will only learn in the game whether these will be Gharrs, Celestials, or somebody else.
The game world is populated by four anthropoid races. A gamer will be able to form his/her character’s appearance by using face and body smooth morphing, by selecting haircut, complexion, tattoos, and other peculiar features.
No, they won’t. The appearance (size of ears, nose, eyes, etc.) will not affect any attributes.
Stats will grow automatically from one level to another. Changing of stats will depend on the character’s used abilities, as well as on armors that he/she wears and weapons he/she holds.
There are no classes as such, instead there are directions for development: as a wizard, or as a warrior. There are certain abilities assigned to each of them, such as wielding weapons, using magic, riding an animal, etc. By developing their abilities through using them, gamers actually master their knowledge in those abilities; and at a certain level advanced elite abilities will become available to be acquired. Gamers will get elite abilities from masters for a certain fee; elite abilities can also be obtained on one’s own if a gamer buys a particular book or completes a particular quest. Gamers may study a limited number of elite abilities which prevents them from becoming masters in every sphere.
There are special capabilities provided for each ability: skills (such as skilful strike, dissection, double strike, etc.) for fighting abilities (abilities of warriors), and spells (lightning, ray of light, insanity, etc.) for magical abilities (abilities of wizards). By mastering any ability gamers may get a skill/spell that will be eventually used in a battle.
Besides, regardless of the chosen line of development (as a wizard or as a fighter), over a dozen of occupations will be also available for gamers to choose.
A system of crafter’s abilities is similar to that of fighters and wizards in terms of abilities and skills structures. Each occupation is an ability, while the related complex activity such as wood cutting, blade grinding, complicated ingredients mixing, fine dancing, etc. – those are skills.
Strategy of the level growth is intended for the game to be interesting, and for the gamers not to remain non-awarded for their time contribution for too long. Certainly, with each new level the gamers will need to make more efforts to get a new bonus, but this will be worth is.
Since the game RPG system is not level-based but rather ability-based, the level of a character does not matter directly. Gamers of the same level may considerably differ in their abilities, so it would be wrong to compare them only in terms of their levels.
No limitations for a level are expected: just, as the gamers conclude the content, a new content will be prepared for them, and RPG-characteristics for their future development will be updated.
It is quite possible to play this role, if this is what you mean. You can arrange a group of players – hired killers – and be a highway robber. But you must realize that such an action will cause counteraction from other players; it will also affect your reputation. This will also give you a status of non grata person, and will affect availability of various comforts that are only designated for law-abiding citizens. If you wish to be bad – you are free to be bad, but… you won’t get away with this.
There’ll be no thieves in the game – there are too many arguments from users against this. You know, users will spend their time and money for playing the game, for getting some objects, while another games will just steal them – that won’t do.
But nevertheless the game will still include quests for illegal obtaining of expensive objects from houses of NPCs, from clans and guilds within the plot of the game. So, you’ll be able to enjoy some robbing.
It is quite possible as a part of performing quests, or getting awards for criminals both from NPCs and from characters (for instance – performing clan quests). Besides, PK is also allowed, but in all the territories it is persecuted by various reputation penalties.
Yes, it will be necessary. However the process of taking meal will not be so critical as to make a player constantly look for some animals to eat.
Certainly, characters will have such decorations as rings, belts, bracelets, necklaces.
Each race will have its own advantages and disadvantages that with distinguish it. For instance, heavy armament, such as two-handed axes will not be incident to the Giltaries; but this does not prevent a Giltarian player from grasping this ability – this will just be a little more complicated for him or her.
So, players are free to choose their way of development within the boundaries of the direction that has been chosen at the beginning (to be a wizard or a warrior).
The spectral world will expand tactical abilities during battles. Wizards can use the spectral world in order to hide there for some while and “to reach” their enemies from up there. Wizards can be “dragged out” from there compulsory by using special spells, or, alternatively, they will just not be left alone there. It is wizards who will have such spells, while warriors will have counter-measures such as special skills.
The ways of using “the other world” (to your advantage and to your enemy’s disadvantage) will be very diverse. Besides, not only wizards will be able to contemplate and experience such world – they could take along members of their parties and their allies.
Speaking of necromancy: it will be realized within the concept of the world. Since death in Ragnesis is a relative phenomenon (somebody will die, somebody won’t), necromancy will have its own specific character. Of course, there’ll be analogues of vampires, of subduing minds of some creatures…
Fighting in the game is semi-automatic. Hitting, blocking, evading, as well as other actions are calculated by the battle mechanics.
They will be quite diverse. Players will be able to “assemble” their own variant of a wizard, using attacking spells (e.g. “fireball”, “frostball”), spells for cure, for invisibility, and many other spells that they can use during fight and beyond fighting.
No, they can’t. But this doesn’t mean that a warrior can not undergo cure. They will rather use potions and resort to wizards which will facilitate cooperation.
To support single wizards, auxiliary possibilities are provided for: skills that increase armors and attacks, those that assist in evading blows, etc.
Yes, the game will include magic traps. Using magic traps is intended directly during battles. Besides, traps around locations are also possible, but whether they will be placed by characters is not yet decided. Traps can not be placed in towns in the streets.
There’ll be local monsters for different levels depending on territories. At initial locations they are rather plain, while with a course of time they will become more powerful and aimed at gamers groups.
We also plan to conduct events where the most unique monsters can be encountered.
No, they won’t be the same. Armor and weapon of warriors will be different from those of wizards; a warrior will not be able to use a wizard’s staff, just as a wizard won’t be able to use a warrior’s sword.
The magic system is school-based – there is a total of 16 schools. Each school provides a players with a set of a certain amount of spells. The first several spells will be granted right away simultaneously with the school for the school development; as regards the following spells – players will have to buy those, to get them in exchange of fulfilled quests, and to learn from books. Each spell has certain levels, or ranks, which increase the power of the spell; spell will be also improved by player for certain services from NPCs. Availability of new spells in a school will be determined by the extent to which the school has been studied (which determines the success of attacks performed using magic of this trend), and by the character’s level. Please, also keep in mind that magics will interact, making the fight between players rather interesting.
Yes, there will be some additional conditions. As regards bunches – it’s rather you gamers who will determine them based on your own preferences in tactics of fighing.
Since fighting is semi-automatic – blocks, dodging, and somersaults are used according to mechanics. But there’ll be active abilities of similar action; fighting operations will be synchronized: i.e., a blow delivered from the left will the countered by weapons from the left, rather than by some abstract blocks.
It’s image synchronization. The point of blow is determined by a wear of an armor object which covers a character’s stricken part.
Yes. But some types of weapons are similar in use (for instance – a club, a hammer, an axe) – we have joined blows animation for those.
Certainly, there will be bows, arbalests, and darts which will make it possible for players to attack from a long distance.
These will be spells, and, most likely – certain skills of a warrior.
As regards magic weapon – there’ll be staffs and wands. The latter can shoot with magic shots; such shots might come to the end so you’ll have to buy them just as arrows. Type of injury depends on types of shots (fire, poison, etc.). There are magical abilities, “below” are spells which are purchased – one can say, they are learnt. No rolls, powders and other attributes for a single-time use are provided for. The only exception is a potion (produced by alchemists).
Yes. A gamer may get and raise a pet that will help its owner while traveling and in fighting. But the pets will be added after the realease in one of the first patches
There will be several domestic animals (pets) that players could get and train to their liking. Each character may have only one pet.
Pets will have a scale of levels, and a set of skills that will grow in the course of fighting side by side with their masters.
As the levels increase, pets’ appearance will change – they will grow more mature and will look more deterrent.
Yes, this will be possible. We are not going to prohibit raising pets for sale; but we’ll introduce some restrictions to avoid wholesale supply of pets, as well as making “farms”.
This possibility is not excluded. We have many interesting ideas of how to “increase stats” of pets and “to have fun” with them. We are going to balance the material currently available, and we’ll see what else can be added.
There are different ways to cooperate: joining into “parties” for mutual “cleanup” of territories where high level players are dealing with large monsters, while “newbies” help them by killing smaller opponents. It could also be joint performance of difficult quests that require several participants. And, finally – clans are another example of cooperation.
Yes. Special arenas will be tailor-made in towns for this purpose.
The game will feature free PK (killing is allowed anywhere except in cities). For its regulation, a rather complex system of reputation will be introduced. Reputation will be both on the country level (race level), and on the level of particulars lands (subordinated to a particular castle).
Besides, wars between clans are also possible (without any prejudice to reputation). Also, cities will have arenas for PvP and for tournaments.
There will be no such cities, of course… But the game will have several organizations within the plot. Some of them will be quite PK-like, one might say. They will certainly have some bases… And, surely, there will be quests for these organizations too. The only problem is that there will be more quests against these organizations.
Yes, hiring NPCs will be possible. But it is for certain that NPCs that are made up by players are not allowed for in clans. For the purpose of castles defending, hiring of NPCs is a part of the defense strategy.
Yes, but not always so. Complexity and variance of tasks will grow as the clan level grows.
A player who undertook an assignment must report about its performance. Most likely, it will be a special NPC, or a kind of “a notice board” through which assignments are undertaken and results are reported. Besides, a register of clan’s current assignments is provided for, where performed and undertaken assignments are recorded. Administrative staff will be able to regulate assignment of tasks and to monitor their performance.
Yes, it is allowed to put markers on maps, and then deliver those maps to other persons or sell the maps.
In simple words, a list of templates will be available for filling out. If we consider a clan as an example, then – depending on the clan level, different amount of variants of quests will be available.
A player may at one time be a member of a guild, a clan, and practice only one religion (belong to only one cult). An alliance is a group of clans; hence players who are members of clans that comprise alliances are also members of those particular alliances. According to the rules, it will not be possible to be a member of two same-level organizations at the same time.
Certainly. It’s up to players to decide whom they will welcome in their clans.
Yes. There’ll be cloaks – the garments that will bear emblems of clans to differentiate membership in clans. We’ll have predetermined patterns for this purpose. It’s more likely that members of the clan will be able to present their ideas of emblems.
There’ll be no domination on such a level due to mechanical restrictions and time constraints.
But several clans might well form an alliance and consolidate their power to control the entire world.
A single clan could govern a country; this will depend on how influential the clan is within the territories it controls. An alternative to democratic elections is a revolution which is not really easy to arrange.
We plan to allocate one house to any clan for free as a rent out. During level-up a clan may improve its welfare status by purchasing or renting a larger and a better house.
No, so far we don’t plan to provide for capturing of any other facilities, except for castles. As soon as a castle is captured, a clan will have some sources available at its disposal.
A captured castle means capturing a certain territory and controlling it, which in its turn means power. This implies money and resources, as well as partial control over PK.
There will be siege weapons; it will be possible to destroy walls and constructions.
Siege “mechanisms” will be made by players who have the relevant skills. So far we didn’t plan that any siege mechanisms will be moved or relocated – for instance, a battering ram will be constructed right at the castle gates (don’t forget about squall of arrows from the castle walls).
To fire a shot from a catapult, the latter must be loaded. Shells for catapults will contain no magic. Besides, it also won’t be possible to throw players or NPCs over the castle walls – it will only be possible to ruin the walls.
To fire a shot it will be necessary to make a couple of adjustment shots for effective firing.
Players’ arsenal doesn’t have to include any weapons for ruining walls or gates; however if a clan takes care of such weapons, it will be much easier for him.
In the territory of castles there’ll be constructions responsible for different kinds of NPC guards. By improving them you’ll get more NPCs with better properties. Variants of non-linear upgrades are possible, for instance: attacking is higher, defending is lower.
During the process of battle they do not increase their level, just as monsters.
Besides, there will also be magic towers that will help a player to defend against the assailants.
Yes. It will be possible to attempt restoring a castle. Construction work will be performed by gamers who play the role of engineers. But the game-play of this process has not been debugged yet, it might turn out to be very complicated, or we might find out some pitfalls, in which case we’ll have to abandon this idea.
A simpler variant is possible when castle owners pay for the work of NPCs to have them do all the work.
There’s no need to upgrade a castle on a continuous basis, as a rule – you’ll have to restore a castle after assault, or before the assault is going to take place in order to improve its defensive capacity.
As soon as a clan reaches a certain level, its high standing members will be given possibility to assign rewards for getting and delivering of rare resources, of “trophies” from monsters, as well as for several more interesting tasks.
In future we intend to enlarge the set of template quests for gamers to operate.
Players who are involved in the government will have access to economic instruments and diplomatic powers for ruling over a country. Certainly, they will not turn into gods in this world, and they won’t have others work for them – but this will become their fascinating game inside the game where they’ll have to rise to a certain strategic level and to feel responsible for an entire country.
A single player will not have such an appreciable influence, but several players together (for instance, a clan, or a certain cult) could significantly affect the controlled territories. This implies both economic influence and spiritual and cultural effect (for instance – regulating laws of reputation).
Cults are not counterparts of clans. They are a religious constituent of the world of Ragnesis, which will influence characters’ reputation, actions in the spectral world, and revival. Cult is not only a strictly moderated organization, it is also an idea which must be supported by many players. A more detailed information concerning cults will be made available at the web-site in a while.
Not only. It is also allowed to hang flags on castles and on clans houses. In handicrafts it will be possible to manufacture seals depicting emblems, these seals will be used to mark a clan’s official documents and books. Besides, one of the craftsman’s occupation will have some more peculiarities that would be useful for other members of a clan.
Certainly, aliances will have their own emblems, but the place of their placement on character’s objects is currently being specified. It is certain to be depicted on flags of a clan and in government buildings, if an aliance deserves it.
Before beta test has been carried out, it is difficult to tell the frequency of sieges; but it won’t be more often than once a week. For different castles, different date and time of a siege will be determined – for servers not to get overloaded, and for convenience of players who can’t be everywhere at once. Owners of castles may not give instructions as to when excectly others are welcome to assault; but probably, they would be able to choose one of several time alternatives. They are also free to accept proposals of help from other clans, or to decline the proposals.
This depends on owners of the castle. If a leader defines an access only for members of the clan, then nobody will be able to see the complex from within. While, if he/she wants to dimonstrate their power to others – they may specify the clans or the individual players who could with their own eyes evaluate the ensemble in all its beauty. Besides, getting behind the castle walls will allow visitors to use service of the clan merchants.
For a chief of a clan it will be possible to view information concerning each of the clan members. He or she will be able to evaluate how active a player is (e.g., based on the player’s recent entering the game), its “experienced” contribution into growth of the clan level, as well as to delegate part of his/her authority to any clan members by appointing them at a relevant position.
There are following possibilities:
- players can sell goods individually at any place;
- players can enter a mode of traders (merchants, tradesmen) and by using interface they will place their commodity at the shop-window and issue invitations to buy their goods. To do this they don’t have to stay in the game – the goods will be sold according to their settings. But “traders” can be located only in certain places in towns.
- players can hire NPCs to have them perform the above selling activity;
- players can open shops where they can sell goods on their own or have NPCs as salesmen; there are warehouses in the shops.
All these possibilities will be made possible as the ability of trading is becoming higher. Auctions will be a separate activity.
Shops of merchants do not depend on the amount of sold items. Theoretically stock of goods may end, but practically it is players who must try and buy everything.
There is a basic price for each of item, but actual price will be determined by demand and supply.
Yes, auctions will be held in large cities.
The game provides for renting and purchasing apartments and houses, or constructing one’s own house. In houses and apartments it will be possible to place stationary equipment, such as anvils or carpenter's benches for professional activity.
In line with to their financial resources, at first players can rent rooms in taverns or inns, and then they’ll be able to rent rooms in a house, to buy a room in a house, to rent houses, and to buy entire houses.
We will fix starting prices on the balance basis; then some variations are possible. For instance, a house owner can increase or reduce a price, or even let somebody lodge for free.
This way you have a place to keep your things at, to invite your guests to, to carry out your professional activity at, a place where you will decorate the interior, a place to rent out.
This number is not limited. Players may rent or buy as many real estate items as they can afford.
It is not required, if you don’t mind carrying all your possessions with you.
For example, some interior designs (a totality of items of interior environment) may make buff to make players recover, renew their energy, remove emaciation.
It is possible to change entire interiors, and then to add a chair or a table in some particular place. Change of interiors will be done by players of a special elite occupation of designers.
It is possible to purchase a building or a room that are allowed for sale at each particular town.
Yes.
If you rent a room in a tavern/inn, you are not able to change its interior, and you have to pay some rental fee. Instead, if you have bought a house, you will not pay a rent, and you can change the interior of the rooms.
There are two reasons for this:
- at first, territory of locations is limited, and it will just not be sufficient for all comers.
- at second, any change of the location content will cause update on the side of a client; which means that after a house it placed, everybody must update the entire territory in order to see it, which implies additional traffic spending.
So, building a house is a very expensive activity, and not everybody will be able to afford to build a house. At first majority of players will rent and buy the existing houses.
Yes. Currently we thoroughly review all the suggestions (see the topic in the forum) concerning its name, and soon we’ll choose the most appropriate name or will suggest several best options for voting.
Workmanship will be divided into:
Those who procure resources and/or make components and semi-finished products, for instance: wood-cutters, farmers, potters, “bone-extractors”, etc., and those that are industrial or that are producing end items, for instance: carpenters, blacksmiths, pharmacist, “bone-handlers”, merchants, etc.
The game will also include a number of additional entertaining occupations (such as artists), as well as elite strictly specialized professions (such as engineers).
About one third of peaceful occupations in the game are extractive occupations, the rest of them are manufacturing. In addition to usual plants gathering and hunting, it will be possible to get a mine or a farm, for instance.
Extraction, just as any other “professional” activity is connected with skill. The level of skill determines the available level of extracted resources, and their effective output. This means: the higher your level is, the more resources you can extract from a particular source.
It will be possible to change an appearance of items (for instance, if you add up a spell into a sword, its blade will now have sparkles or some flare). But changing a model is impossible, although a large number of formulas and materials engaged will make it possible to create an excellent tool for cutting monsters into pieces.
So far we have not yet made any final decision concerning “flexible” formulas where ingredients could be varied within a particular type. But definitely there’ll be some “strict” formulas where all the ingredients are determined precisely. The alchemical mysteries will also be influenced by seasons and by time of day.
Parameters of the produced item will be influenced by a player’s professional level in this sphere, so the result will be different.
Yes. This rather depends on how sociable the players are. For example: a clan has a mine that needs to be developed. Players who own the mine will negotiate with other players that those will be let into the mine for a certain fee, for instance, they will get resources while the clan will get money for this.
Specialization of “crafters” will not be too tough, meaning that a single player can both extract resources and manufacture products out of them, being only limited in choosing available resources and objects. For instance, you can extract ore for forging swords and cuirasses, or cut down trees for knocking up solid shields or for fashioning long bows. As time goes by and a character masters his/her basic crafting skills, they will get an access to elite occupations, while choice of such occupatoins is directly connected with original preferences.
Yes. The formulas and recipes will be contained in books, while obtaining the most precious and rare books is directly connected with fulfilment of particular quests and promotion within a specialized guild.
No, this would seriously disrupt the balance and would drastically change the gameplay of battles.
The objects will be relatively divided into levels, meaning that some objects will be commonplace, some other objects will be produced only by craftsmen with a different degree of quality, and yet another part of objects will be located in some particular hidden places. In general, there definitely will be differences in weapons elite level, so you should not be satisfied with a sword from a usurer’s store, you’d better keep seeking for better and keep creating better.
Certainly, there will be ancient and powerfull artifact. They will be available not to everyone, but less valuable objects of the similar caliber could be obtained in exchange for epic quests, and from “Bosses”.
It is possible to embed magic spells into weapon, armor, and decoration – actually, one of craftsman’s occupations will be devoted to such things. However, using certain formulas, specialists of other occupations will be able to produce swords, cuirasses, etc. which are already “charged” with magic energy. Adding effects can not spoil an object.
No. There won’t be any dual-type weapons, neither anything like a sword-and-dagger combination.
Yes, an object produced by a gamer will contain the crafter’s name and even the name of locality where it was produced. Anybody who take this object produced by a crafter, would be able to read such an information. We might also add other descriptions making “crafted” objects even more unique.
Making an object is a mini-game, which for highly impatient players can be omitted though; however in such a case you won’t be able to affect the quality of the finished object. The mini-game itself will take certain time, while manupulations used in the process of the mini-game will require some energy and vivacity to be spent. Players who don’t want to waste time and who neglect quality, will waste energy and vivacity in accordance with the complexity and the formula.
So far, it is difficult to tell the exact amount, but definitely it will be impossible to learn all the formulas.
Once you mentioned seals that a crafter can produce – what is this?
It’s a kind of a brand that could be left only by advanced “crafters” who have reached a certain level and achievements in a guild.
Yes, it is possible, but this won’t be too easy. For crafting purposes craft rooms in guilds will be used.
There isn’t any craft level, there are abilities responsible for certain actions of a crafter. So, when producing swords and armors, players will increase professional ability of “A Blacksmith”, while when manufacturing jewelry rings – ability of “A Jeweller”.
Crafters can produce rather high-quality objects, but still the “rarity” objects obtained for epic quests will be better (not several times better, just by a certain percentage better).
Certainly, for instance: a painting.
No.
If the level of crafter’s abilities is different, their swords can also be different; to some extent this depends on the player’s actions in the mini-game.
No, only NPCs repair object in exchage for a certain fee. Objects have a limited number of repairs.
For extraction you only have to press the source, and the extraction will begin. For production though, a constructor is necessary which can not be carried along in your pocket. A player should use the constructor fitting for this type of craft, and chose the formula from the list of available formulas. The process of production is a mini-game which can be disregarded though.
Here is a list of basic professional abilities: A worker: a basic ability for extractive occupations for different kinds of resources from stone to wood. A craftsman: a basic ability for most producing abilities. It later “generates” blacksmiths, jewellers, bone-handlers, tailors, and the like. A naturalist: a basic ability for hunters and fishers. A disciple: a basic ability for elite professions which produce magic drinks, runes, and other components for magic. A builder: a basic ability for building structure and for modifying a set-up in a house. A merchant: a basic ability for trading. An artist: a basic ability for entertaining professions. Players can learn any basic professions (or all of them). However, the elite occupation they can get is only for one of the basic professions (“Artist” is an exception); for obtaining an elite occupation it will be necessary to learn the basic profession completely.
No. In any case a player will produce an object, even though it might not be of the best quality.
Yes, certainly. For instance, guilds will have magic objects for increasing the level of skills, which give a bonus in a handicraft for a certain while.
Below are approximate system requirements (more detailed information will be available prior to the game release):
Hard disc volume: 3-4 Gb
RAM: 512 and above
Video card: Radeon 9600 and above
DirectX 9,0 and above
The expected traffic is 5 Mb per hour, the peak traffic is up to 8-10 Mb. More detailed information will be known after beta-testing.
The modem speed required: 56 kb and above.
So far we haven’t planned supporting voice messages for release. In future this might be possible.
There is a cluser system. Each island has a server allocated for it. Loading of island locations will be explicit; the other relocation along the island territory will not require any additional loading, except for entering building and “instances” (like dungeons or mines). As soon as the world overpopulation is expected, copies of the world will be created.
Yes. For this purpose we’ll use Vivox technology that has proved itself to be highly effective. This technology will ensure wide possibilities for creating dedicated channels of voice chats for parties, guilds, clans, and for other social formations, as well as a convenient and intuitive system of administration, and a high communication quality, with relatively low requirements to PC and to Internet connection.
By means of a system of chats. Within a location, different levels of sending messages for a common chat will be available, which will make it possible to send messages to nearest playes, to everybody in the given radius, etc. And, certainly a private chat will be also available.
Yes, there will be clan channels, group channels, family channels, cult channels… There will be several levels of chat for clans – subject to subordination.
So far there isn’t such possibility; however, should we feel it is needed, we’ll implement the required functionality.
Yes, there’ll be a system of filters which makes it possible to restrict receiving various information and to make black-lists.
We are considering many variants to simplify communication between gamers. Thus, part of functionality in clan management will be brought to the clan web-site; the game chat channel might also be broadcasted there. This way clan-mates who are not logged in the game at a certain moment may watch what is going on and may communicate with their mates who are playing at the moment; while management of a clan may manage the clan using web-site admin. In general the degree of such integration mostly depends on the results of testing; however, it is one of our priorities to make maximum convenient inside and external communication media.
Yes, certainly.
Yes. The cost for sending will be different, it will depend on a parcel size, on a distance, and probably – upon relations between the sending and the receiving party.
Music will be of different style. It’s difficult to define the style, since it will be different for the 4 races. It will be harsh and dominating for Bushtargs, mannered and dramatic for Saihens, melodious and quiet for Giltaries, and “patriotic” and somewhat romantic for Faldorts. While battle tunes are absolutely different – these are tough “crush” melodies.
Yes, and even more so: for instance, a gamer was walking along the forest and then appeared in a field, then approached a bog, then entered a cave…
Yes, there will be some background music.
The average music pieces lasts from 3 to 5 minutes, depending on the purpose of the music.
Yes, it is a clan founder who makes a clan web-site.
No advertising banners on a web-site have been stipulated.
These are likely to be third-level domains like www.clan1.ragnesis.com