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I have not been following this game and I don't have the patience to research this game any further, especially after researching another game extinsively prior to this. I am burnt out on the research department for tonight and just need a couple questions answered if you would please.
Is this game a level system or a Skill-based system? Meaning, do i level up and gain skills at predetermined intervels like EQ and WoW or do I increase in strength in a skill by using it, like gaining a higher sword skill by using a sword, like UO and SWG Pre-NGE?
Is this a quest driven game or a sandbox game? Meaning, is the best way to progress through questing or is it through whatever means you decide?
Thank you.
Comments
More info can be found here
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You see, every mammal on this planet instinctively develops a natural equilibrium with their surrounding environment, but you humans do not. You spread to an area, and you multiply, and you multiply, until every natural resource is consumed. The only way you can survive is to spread to another area. There is another organism on this planet that follows the same pattern. Do you know what it is? A virus. Human beings are a disease, a cancer of this planet.-Mr.Smith
I'm gonna give this game a shot, but from what you said, sounds like it will have a very high difficulty level.
2. Quest Driven. They claim to have focused alot on the quest system and lore in this game (and combining the two). Because of the combat system, grinding will also be less experience beneficial (you may be able to endlessly kill mobs with little to no damage if you are good enough...as well as across a broad level difference-killing things far higher level then you).
3 You're welcome ^^
further elaboration on your questions fromt the dev's mouths: (I bolded and underlined what I thought were the most direct answers to your questions)
1. The Skill and Combat System (quoted from The Chronicles of Spellborn Diary #3 at IGN)
One of the biggest challenges for The Chronicles of Spellborn was the
design of the combat system. Tired of the current generation MMORPG
combat, Game Designer Coen Neessen came up with a system that redefined
it in a lot of ways.
"Many new features were developed to achieve these goals," Coen
explains. "Unlike most MMORPGs that use a 'target lock' system, The
Chronicles of Spellborn requires active manual targeting. Combined with
skill management, this allows for a far more strategic and individual
style of play. When a target is within a player's 'line of fire',
combat skills can be executed from the active tier on the combat bar.
This bar contains six tiers, each holding a maximum of five skills.
When a skill is executed, the five on the next tier become active.
Building and choosing the right skill decks and knowing how to execute
the possible combat chains brings the player closer to victory."
"To keep the combat system evolving along with the players'
progression, we enhanced the skill deck system with some interesting
features. The skill decks can be built using skills that can be found
in the game. They can, for instance, be store bought or sometimes be
part of a quest reward. Skills grow in power when the player advances
in level. This way, skills won't grow obsolete and will always stay a
valuable part of your skill library. The number of skill slots per tier
and the number of available tiers will grow along with the player's
level as well. Skilled players will quickly learn to adapt their skill
deck to the situation or task at hand."
2. Character progression (quoated from The Chronicles of Spellborn Diary #4 at IGN)
The Chronicles of Spellborn offers different ways of advancing the
player's character. Besides the many subsystems, players can advance
their characters through 50 levels. Level thresholds are reached by
accumulating experience points. These can be gained by completing
quests as well as being victorious in combat. (As a side note, the
general emphasis of experience gain in the game lies with the
completion of quests. This means that the drive to experience the story
of the game is enhanced.)
When a player reaches a new level, new skills become available and
existing ones are automatically upgraded. Also, certain armour sets and
items become usable by the player upon reaching higher levels. Linked
to the player's levels is the Fame system. Non-player characters will
show their appreciation or offer quests to players when certain Fame
levels have been reached.
Besides the regular level and Fame systems, another progression system
has been implemented. The Personal experience Points (PeP) system is
designed to define a character's combat effectiveness. The PeP system
uses five ranks that each give certain buffs to the character's stats.
Thresholds for next ranks can be reached by a combination of time and
experience earned.
When a player dies, the current rank is lost and the PeP total is set
to zero. This system replaces the death penalty found in other games.
NPCs also use a similar system to differentiate their relative strength
and toughness. The NPC PeP system makes use of 64 different ranks,
ensuring combat variety.
3. you are again welcome ; )