Poczytajcie sobie wywiad jaki przeprowadzilem jakis czas temu, tutaj jest poruszony temat Open PvP oraz lootu:
SniperX:First question is about crafting system in TCoS (The Chronicles of Spellborn), our readers are asking about it a lot, how its work and it will give players place to experimentation? It will be close to WoW (World of Warcraft) witch means receipts and special resources or more like SWG (Star Wars Galaxies) lot of resources and combinations for one item, or maybe whole new system?
TCOS DevTeem: Crafting will be more about getting the right ingredients, finding the right NPC crafter with the right skills and negotiating a good deal for the needed item.
SniperX: And how about the housing system? Lots of players very like housing in MMO games, do you plan implant the house system in TCoS? And can you give us some clue about how its look like.?
TCOS DevTeem: Yes, we plan to implement housing systems in TCOS. The player-owned housing will be instanced. Persistent housing might be used at the start for the Great Halls of the Houses and some other specific places, We are still looking into this.
SniperX: Well then, lets talk about something really important, PvP system. I heard before you plan make it really important, it will have influence on economy? Can you tell us some think more about this?
TCOS DevTeem: Two types of PvP have been defined and ok-ed. One is for Arena fighting and the other one is the conquesting for new shards.
Players can fight each other in the Arena for special rewards like owning a statue on the Ring of Legends. Player guilds can fight each other for the temporary ownership of Quarterstone shops. During conquests of new shards there will be full PvP as every House wants to conquer as much land as possible. The rest of the PvP system will be ok-ed and tested during Beta to see how Open or Closed it will be in "civilized" or semi-civilized shards like Ringfell and Mount-of-Heroes.
SniperX: A while ago, you have released the first TCoS trailer. It shows us a beautiful world and the weather effects. Can you tell us about the weather in TCoS? Will it be changing?
TCOS DevTeem: You will see different weather effects during different Ancestral Quests. Most of the Quests take place in a time when the Ancestor World, also called Mummujoxuru, was not yet sundered and the world still worked according to normal natural principles.
The known present world is divided into a ring of Shards that drift through a vast magical nebula called the Deadspell storm, or simply the Deadspell. The Deadspell has a very violent nature, which will even be experienced in the Shardrealms itself when the storm changes in intensity and shape. Some of these cycles are consistent and form the day-night cycles within the Shardrealms, while some of these storms seem random to some and omens to others.
SniperX: On the official TCoS site (
www.thechroniclesofspellborn.com) we can read that the fight system will be based on player skills, not a weapon he wears. Type of weapon is not really that important? You aren't afraid that this solution will have some bad consequences in other aspects of game, like in weapon crafting?
TCOS DevTeem: In our vision it will be cool when it is not the stats of items that define the looks of characters, but the wishes of the player. We have used this vision in character customization (see also
http://www.whatlieshidden.com/ Dress to impress competition), which also applies to a specific weapon of choice. We do not expect bad consequences as the game is built with this vision in mind. Crafting will be different from what you are used to.
In our game skills define how well you can wield weapons. These skills are action based and not object, or weapon based. This means that you can kill just as easily with a dagger as with a battlehammer as long as your PC has the right skills to do so.
SniperX: Let's talk about the zoning. How it will be in TCoS? It will have series of zones or it will be a seamless environment?
TCOS DevTeem: Ingame the game will be shard based. This is an aftereffect of the world explosion that finished the reign of the Empire of the Eight Demons and began the reign of the Enclave of the Five sacrifices. People can move from Shard to Shard via Shardships and occasionally the Oracle grants a House the route to a new Shard. Living in a world with scarce resources being the first to find out about a new shard can be the key to survival for an individual and/or a House.
These travels will be as seamless as they can get. On the other hand, we also have the Ancestral Quests. These Ancestral Quests allow players alone or working together with friends to test their strength and cunning against the might of the Ancestor World. Every individual or group embarking into the unknown of Mummujoxuru has their own instance in which to relive the past.
SniperX: Can you tell us more abut death penalty? I heard you don't like that idea, can you tell us how it be looks like in TCoS?
TCOS DevTeem: We do not feel the need to hand out a penalty when your character dies. We'd rather give a bonus to a player character for not dying for an extensive amount of time while playing the game. Of course a player standing around idle will not be granted such a bonus.
SniperX: Let's back for a while to PvP system. Lots of players in Poland, starts they adventure with MMO Games from Ultima Online they always say that it was the best PvP reward system there (looting equipment of killed player), did you plan make something like this? Or maybe you take example from other MMO and don't allow players loot the enemy equipment?
TCOS DevTeem: PvP is one of the most discussed elements of MMORPG's. Different rewards are possible in different locations. This differs from personal statues to guild shop ownership to Shard conquest with your House.
During Beta we will test more than one way of dealing with PvP in different areas and also determine what the reward/penalty system will be when killing another player character.
SniperX: : You announce some time ago, that the music to TCoS will be made by famous Jesper Kyd, we heard the sample of his work in the first TCoS trailer, it was really amazing. What type of music will be made for TCoS? It will be like that in Trailer? And when we can hear more amazing sounds from TCoS?
TCOS DevTeem: Thanks for the compliment on the first released music. The sample you heard in the trailer is part of the music that Jesper will write for the game. Jesper visited us for a few days here in our studio and we liked him very much as a person, a team member and a musician. I am sure his music for TCoS will be as special as his earlier work in games like the Hitman series and Freedom Fighters.
SniperX: The last question, you will hate me for this, but I must ask it, It is the most asked question, in all MMO games. When we can start play in TCoS?
TCOS DevTeem: Closed beta registrations will start pretty soon now. Based on this registration we will invite people to test in the closed beta with us. A second, larger phase of beta is planned for Q1-2006. The game will be released in Q2-2006.
We have scheduled in a relatively long period for testing and we will ask growing numbers to join us as time goes on. We believe strongly in ensuring a well balanced 'The Chronicles of Spellborn' before releasing it.
We would like to thank you and the Polish community for your interest and we will keep you up to date on our proceedings.