I think it may be interessing.
4/22/2004 15:23 : What will SoR be like at launch ?
I have notice that some of you are not clear about what to expect from SoR, what will be available at launch, what to be expecting in the upcoming weeks.
Below is all that we are aiming at being live for SoR launch day.
I hope you'll enjoy the reading :)
READY TO GO
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• More NPCs - a large number of NPCs have been scattered across the maps with wares to sell and tasks to give. These guys are often migrant and sometimes hang out in pretty hostile areas so it's not always a good plan to wander up and browse through their wares without taking a good look over you shoulder to look out for imminent dangers.
• In the near future we will pass over to a new and improved patching system. The first patch with the new system will include a fauna set upgrade and the re-opening of the Matis and Zorai maps. The Fauna in both of these maps has been completely revamped for a better experience.
• The inter-continental gateways to the prime roots will be opening shortly too, though the prime roots are liable to be very very hard going for low level characters.
• PvP arenas - A small number of game areas will be designated as PvP arenas soon.
SHORTLY IN INTERNAL TEST
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• Guild apartments - soon every guild will have a right to their own guild house.
• Faction management is coming - NPCs won't deal with players who they don't like and, in the case of guards and tribesmen, may even attack them on sight.
• Guild "Outpost Missions" - the first of the outpost missions for guilds will be out soon. Guilds with a high enough faction rating will be able to postulate for outpost missions, given out by the NPC representatives of the civilization. The missions will start off relatively simple and become more complicated as the game progresses. The players must start by take on a series of tasks for the tribe who controls an outpost, in order to gain their favor, and gain the control of the location. From here they have a few days to accomplish the mission given them by the civilization NPC. In order to facilitate the task, the guild members can work to build buildings on their outpost and gain advantages and bonuses in their tasks.
IN REVIEW
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• The crafting skill tree is being revamped and simplified and the actions available from the role masters are being revamped also.
• The interfaces undergo regular reviews. The team are currently working on the in-game help and looking at improving inventory management.
• The value of "quartered" loot is under revamp - you should expect to see changes here very soon.
COMING SOON
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• Extensions to the tribes and outposts - a set of tribes bosses and a new improved NPC combat system is in development. With their appearance we'll open access to a second means of taking control of outposts, still within the framework of a civilization mission. Players will be able to take an outpost by force by taking on the tribe who controls it. If they succeed they may gain control of the outpost much more rapidly than they would have done by peaceful means but they must fend off the repeated counter-attacks
of the offended tribe.
• A set of challenging named Fauna creatures are currently going in to all of the game regions.
• The layout of the raw material deposits across the entire planet is currently being revamped and will be refined for an up-coming patch.
• Bulky limits - The management of item bulk is on it's way back in. With item bulk come the set of related features including player apartments, a better range of pack animals, upgrades to the way items are stacked and manipulated.
• Death penalties - For the time being there is no real penalty to death. When you die you re-spawn as you were at the nearest re-spawn point and take up where you left off - but all good things eventually come to an end. You will soon see that death is best avoided !
• Coloured clothes - the raw materials used for crafting will soon determine the color of your clothes and armor.
IN DEVELOPMENT
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• Kitin invasions & Goo infestation - The invasion system fills areas of the maps with hoards of deranged and malicious roving creatures. As the invasions spread they can take over small towns, sending the NPC populations into hiding until the players sort them out. Invasions may solicit a concerted action from a large number of players.
• The PvP challenge engine - In certain places around the world one can find NPCs who organize challenges for player groups and guilds who want to measure themselves up against each other. For the purpose of the challenge the NPC will send players off to a secret map location and the hostilities begin. Some of these NPCs will also handle wagers, allowing the two player groups to agree on the prize that they offer each other if they loose. The NPC holds onto the wagers and allocated them to the winners.
• A set of more challenging "evil" creatures are currently on the artists' drawing boards.
• The finer points of the game rules around water are being ironed out at the moment.
• The remaining PvP systems including outpost conflicts (Guild war) and player involvement in the game faction conflicts are in development.
• For those who's crafting skills develop there are classier versions of the different clothing and armor parts that can be crafted, with classier stats to match. There are also a good few variants on the standard weapons that are on their way with crafting plans available from some of the tribes and hidden away in some out-of-the-way places.
ON THE DRAWING BOARD
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• The systems for guild acquisition and ownership of landscape zones are awaiting implementation. The associated data (land maps, buildings and so on) have been included on the Beta3 CD.
• There is design work in progress for a system for keeping track of the locations of raw material deposits that you have found while foraging.
FEATURES RESERVED FOR THE COMMERCIAL LAUNCH
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• Steeds - as you will have noticed the game masters can sometimes be seen riding in the game. Through the coming weeks steeds will continue to be reserved for the GMs.
• The Knowledge system - Ryzom contains a system called the "Knowledge System" that provides the
backbone for access to the game's missions. The knowledge system works with a principle of sets of cards. The cards can be obtained in different ways such as by completing tasks for NPCs, by killing certain creatures or visiting different locations in the map. For every complete set of cards you can gain access to a mission with a handy reward.
• Story development - the story development in Ryzom will be opened at the commercial launch. From there on, there will be variations in the events and evolutions on different shards.
Vince