Q: - Will spells be reworked in order to have the same graphic quality as the first meteor spell ? A: - We already know that people liked the meteor spell a lot. We created an internal tool dedicated to special effects, and now we can even create an atomic bomb spell Q: - Will there be a general harmony between different animals, or will the styles change according to the artist ? A: - We are aware that there is a lot of work left to do concerning the bestiary. We just hired a graphic manager in order to follow the general style at best, while offering interesting variations.
Q: - Will the new members of the graphic team bring changes to existing elements, avatars mostly ? A: - Yes, most avatars are being redesigned, especially male avatars.
Q: - Concerning resource gathering for construction: will it be handled dynamically ? (visual effect, forests disappearing, resources growing scarce...) A: - We always wanted to put the stress on dynamic effects. However, every possibility won't be available upon release. Q: - Will building construction be gradual? If yes, how much time will it take for a basic house to be completed? Or will it appear in a second, or after a patch? A: - This is a truly innovative feature: house building will be visual and dynamic (no patch). Some simple houses will appear quickly, whereas other, more complex buildings, will appear gradually.
Q: - Can players create religious guilds where the clergy is handled solely by NPCs? A: - NPCs cannot handle management activities. Players can of course gather around a common alignment or religious, commercial or political interest.
Q: - Is the server system finalized and stable? Are there any issues left, and if yes, which ones? A: - We are always improving server stability with our partner Microforte, as well as the server charge increase. The system is operational, but such a server farm requires a lot of fine tuning and optimization. The upcoming stress tests will be the last validation stages. Q: - Is the graphic engine final, or can it evolve in the future? A: - The graphic engine is always in constant improvement. The engine answers DnL needs more and more, and gives increasingly realistic results. Mafate engine will always keep on improving itself.
Q: - A recent interview shows that the Vwordterrain technology keeps on improving. Will DnL benefit from gradual updates, or will DnL engine remain the same? A: - DnL is based on Mafate 1.0 engine, which has been entirely designed and programmed in NP3 office, for the client part. Mafate technology is the result of technological learnings by many people. It took us three years to setup a true real-time engine that integrates every DnL component in order to make it a wide scale MMORPG. DnL engine is currently evolving very deeply, many structural changes have allowed us to go beyond initial restrictions in order to match DnL ambitions. Mafate never depended on VworldPowered company. As explained above, Mafate engine never stopped improving itself.
Q: - Did you think of a way to show item stats in a discussion channel? (like in DAoC, or better, like in WoW) A: - Of course, this system is very practical, and is being integrated. Q: - Will the November release allow you to integrate elements that were scheduled for after the release date (races, among others), or will it be an opportunity to integrate additional features (XML interface, direct integration of houses without patch...)? A: - The fact that the release date is postponed brings interesting options: races that were on hold will be integrated for the release: fairies, gnomes and half trolls are back! The whole item management module has been redesigned, in order to allow players to build their houses in real time, and we think this is an important addition.
Q: - Will there be abilities/skills related to gods (divine abilities) given to priests and clerics who have a high faith? A: - The role and impact of the gods will be spread among classes, and will mostly influence the relations between characters and NPCs. However, some fighting skills require a divine intervention.
Q: - Will warrior specializations (regarding weapons) be general or more specific? (hammer, axe, sword, lance...) A: - Something in-between: it will be divided in categories, like blunt weapons, blades, etc.
Q: - Will vampire abilities depend on mana only, or will the user have to drink fresh blood in order to keep in good shape? A: - Vampires have to learn and manage their life and mana pools. The secret is in balancing both. Let's add that only Shadow Knights can follow the path of vampirism.
Q: - Will fairies get bonuses/minuses from their abilities while performing certain tasks? (hard to target them, hard to hide when flying, sensitive to heat, etc.) A: - Every race has bonuses and weaknesses, and fairies are no exception. Indeed, fairies shouldn't try fighting using an axe Targetting them isn't a problem. But actually hitting them will be harder, since they move a lot faster.
Q: - Can fairies ride mounts besides players, flying mounts in particular? A: - Yes. Fairies cannot fly very high, and will have to use the means of transportation the other classes use. This class needs us to adapt a few things, this is why we put it aside at first. Q: - Can fairies use every other race as a mount? A: - Today, every race can technically be used as a mount. Deciding what can be mounted or not is only a matter of game design.
Q: - Will crafting be available to a character as soon as it is created? Will there be masters in the first villages? A: - Yes, crafting will be possible as soon as you create a character. NPCs will certainly be the first craft masters, but players will gradually replace them. Q: - Will crafted items get bonuses only from their quality, except added enchantments? A: - Every crafter can add his/her own enchantments, depending on his/her level and the quality of components used.
Q: - Will there be a quest log? Will it be interactive (notes, marked spots on the map...)? A: - Yes, you will have an interactive quest log. Some NPCs and locations will be mentioned on the map upon clicking on the quest text.
Q: - Can emotes influence NPC answers? (for instance, an NPC chasing a player who insulted him/her) A: - NPC attitudes will depend on your faction, and for now they will not be influenced by emotes. Q: - Will player/NPC collisions be handled? 100% (blocked ways, line of sight)? A difference between fighting mode (block) and normal mode? A: -Collision system will not be managed 100% of time, in order to avoid possible issues on narrow paths. We are working on a collision system for fights.
Q: - We know that there will be group spells for mages, and grouped craftings. Are similar systems in the works for other classes (bards, soldiers...), combined action of several members of the same caste? A: - Yes for soldiers, there will be formations in order to enhance the efficiency of the group.
Q: - Are different weather effects available (tornadoes, earthquakes...)? Will they have an impact upon animals/plants/buildings? A: - Generally speaking, the weather will have an impact on everything in the environment and buildings (snow on the floor, etc.). Tornadoes will blow dust away and bend trees. The camera can shake when the earth shakes.
Q: - Will arrows remain visible for some time, or will they disappear instantly? A: - Since the interest is limited, arrows won't remain visible when on a moving body. Q: - When attacking a fortress, are there alternative ways to enter, besides ramming the door, and dropping from the sky using a parachute? A: - Yes, you can climb up the walls as well, but beware the archers shooting you from the towers. Their aim is pretty good.
Q: - Will each god play a role defending a fortress with the same freqency for every god, provided people have similar divine faction values? A: - The divine faction can increase and decrease. Divine intervention will depend on how faithful a player is.
Q: - Can some spells grant you the ability to fly? A: - There will be no such spell, since we created an important transportation network.
Q: - Can a mounted creature swim? A: - Yes, every creature can swim.
Q: - Do you need components to cast spells? A: - Yes, some spells will require these components. Q: - How will the learning system work for spells? With the skill tree, or will we have to find scrolls for the spells we want to learn? Or maybe to become a master? A: - You will distribute the points you get in SXP and FXP according to the skill tree and the skills you wish to raise (SXP- or FXP-oriented skills)
Q: - Will divine constellations be visible in the sky above Ganareth? (with a bit of practice, since astrologer isn't a job) A: - Constellations will be visible, and with a bit of training you'll see them easily. You will also learn the bonuses and influences some of these constellations can have.
Q: - Will we know an avatar's level and name automatically when we come across him/her? A: - The name and level are automatically displayed above avatars. This is an aspect we will think about when working on roleplay elements.
Q: - We know that merchant caravans can be attacked. Will they be made of NPCs only? Do we have to kill NPCs in order to get what we want? A: - A merchant convoy can be organized by players with NPCs as well. A chariot is an independent entity, with its own hit points and armour, and you have to destroy it in order to loot it. Q: - When capturing a land/fortress, will attackers be able to seize the goods gathered by taxes (public treasure)? If yes, can people increase their personal wealth, or does the treasure remain a public property? A: - A reward is associated to the type of fortress, its level, and its wealth. However, the public funds taken from the defeated ruler cannot be stolen. Q: - In a county, what is the level of land management a count can get? Does he own a baronny as well, or just the land around the capital city of the county? A: - Rulers have to take decisions according to their rank concerning the economy and politics in their jurisdiction. A count will get some economical benefit from every Baronny depending on his county, and will also have a direct influence on the profit generated by every production unit on his territory.
Q: - How many mana fountains are there per baronny? How are they placed? A: - The average value is 1 fountain per baronny. They will be placed according to the terrain, in order fo the game world to be covered completely. Q: - How long does it take for mana fountains to switch alignments? A: - Everything depends on the mana fountain, and the relative quantity of Dark and Light crystals there. Generally speaking, it takes from 30 minutes to several hours for a fountain to switch.
Q: - Can we build a fortress near the fountain, then create a fief around it? A: - There is a perimeter around a fountain, inside which you cannot build anything.
Q: - Who manages mana fountains? Who do they depend on? A: - Mana fountains belong to the community, not to someone in particular. You must see a fountain capture as an economical war. Every fountain is powered by Dark or Light crystals that burn at the same time. Dark or Light magic influence is given by the difference of quantity between both at a given time. The bigger the difference, the wider the influence. Q: - Will mines be located in one place only (area, like the duchy of Al Drifa), or will there be mines everywhere in the world? A: - Generally speaking, public mines are close to villages. Some kingdoms will have better mines, given their resources. Private mines will be scattered almost everywhere, but you need to find them. Q: - When you discover an abandoned mine and start exploiting it, can other people use it as well, or only attack the convoys, as mentioned in the FAQ? A: - Chariots can be attacked by the opposite alignment. Exploiting a private mine can be done only if you have an exploitation licence. You can get this licence from the person who found the mine, if he doesn't want to exploit it. However, this exploitation can disappear with time. The extraction potential, as well as remaining exploitation time, will be shown on the ownership document. Q: - If I discover a remote mine and I don't want to share it, can I try to hide it, or will people see a huge crater as soon as I start working? A: - Only the owner can exploit the mine, there is no risk to lose it. People will only see a pile of rocks with a plate mentioning the mine. Q: - Are crystals heavy, or can we carry a lot of them with us? A: - Crystals are considered "huge" items, meaning you cannot carry them in your inventory, and you need to use a cart. However, when extracting resources, you can be lucky and discover good quality materials in small quantities, that crafters can use. Q: - How many items can we place in a house? Can we do some gardening on our own land? A: - Consider your house as an inventory. There is no limit set for item quantity yet. And now, you can do some gardening as well.
Q: - To many people, character movements and attitudes seem very stiff. Are there any improvements in the works? A: - This problem came from the movement calculation system, which has also been improved.
Q: - The gardens will raise another question: what about garden gnomes? A: - Excellent idea!
I like the idea of growing your own garden... Im just imagining scouring the world for rare plants and seeds, then bringing them back to my garden were I can watch them grow
I'm excited, but I would like to see arrows sticking in the sides of bodies, being that I want to play a ranger and that kind of thing is just cool. Also I think the old Baldur's Gate style of learning spells was pretty cool, where you found scrolls and could use them just once or if you had the proper skill you could try to learn them and if you failed the scroll dissapeared, but if you succeeded the spell was placed in your spell book.
Despite the fact that I bitched about the recent low-spec promo, I'm still excited about this game. However, I would still like more information on classes, as well as what content has been added. What I'm most excited about is the potential of the game engine, as we've seen in the earlier videos.
I'm rather glad that the game has been put back until Nov 05 because my job has become a little less uncertain due to a departmental re-organisation. Also, I had planned to spend the summer out and about enjoying a phenomenon called sunlight, although I'm convinced it's a myth perpetuated by Tony Blair to ensure the UK populace all vote Labour in the General Election.
I hope that the Devs continue to communicate with the community by keeping them updated with progress and developments. It would be nice to be kept informed with what is currently being tested and how much progress has been made. I would like to see updates coincide with video releases that focus on a particular aspect of the game i.e. combat, crafting, etc.
Time to take another look at the previous videos as they are absolutely gorgeous.
Regards, Riotgirl
P.s. Any thoughts on the sound effects and ingame music?
"If you think I'm plucky and scrappy and all I need is love, you're in way over your head. I don't have a heart of gold or get nice. There are a lot nicer people coming up. We call them losers."
It was stated last night that the beta has entered the next phase. 500 out of the 2500 new testers have been entered into the beta, the rest will follow soon.
What the new phase is all about is anybody's guess, but the fact that there is a new phase shows that there is progress.
Comments
It's hard to live and easy to die..
that brings memories about the old times when i played UO, the plant growing system...
It's hard to live and easy to die..
I'm excited, but I would like to see arrows sticking in the sides of bodies, being that I want to play a ranger and that kind of thing is just cool. Also I think the old Baldur's Gate style of learning spells was pretty cool, where you found scrolls and could use them just once or if you had the proper skill you could try to learn them and if you failed the scroll dissapeared, but if you succeeded the spell was placed in your spell book.
Awesome!
I can't stand the wait, this is going to be the BEST MMORPG ever created!
-Tzale
The big news to me is that the mana influence will depend on the RATIO of alignment crystals in the fountain. It is not all or nothing.
Despite the fact that I bitched about the recent low-spec promo, I'm still excited about this game. However, I would still like more information on classes, as well as what content has been added. What I'm most excited about is the potential of the game engine, as we've seen in the earlier videos.
I'm rather glad that the game has been put back until Nov 05 because my job has become a little less uncertain due to a departmental re-organisation. Also, I had planned to spend the summer out and about enjoying a phenomenon called sunlight, although I'm convinced it's a myth perpetuated by Tony Blair to ensure the UK populace all vote Labour in the General Election.
I hope that the Devs continue to communicate with the community by keeping them updated with progress and developments. It would be nice to be kept informed with what is currently being tested and how much progress has been made. I would like to see updates coincide with video releases that focus on a particular aspect of the game i.e. combat, crafting, etc.
Time to take another look at the previous videos as they are absolutely gorgeous.
Regards,
Riotgirl
P.s. Any thoughts on the sound effects and ingame music?
"If you think I'm plucky and scrappy and all I need is love, you're in way over your head. I don't have a heart of gold or get nice. There are a lot nicer people coming up. We call them losers."
It was stated last night that the beta has entered the next phase. 500 out of the 2500 new testers have been entered into the beta, the rest will follow soon.
What the new phase is all about is anybody's guess, but the fact that there is a new phase shows that there is progress.
Nemo sine vitio est
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