MMORPG.com: |
Tell us about the status of the game. Are you happy with things currently? |
Fred White: |
We are definitely happy with the success that R.O.H.A.N.: Blood Feud enjoyed since the launch, but at the same time we're never content to sit back and relax. We have been running the game for a year and a half now, and have picked up a strong and passionate community base during that time. As you know, MMORPG players are among the most demanding of all gamers, and we are constantly striving to bring new content and events to the game. |
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MMORPG.com: |
What does the game have planned for 2010? |
Fred White: |
We kicked off the year with a brand new dungeon called "Ronelia" that just opened on January 19th. That was a significant expansion. We have some fun new content planned for future updates this year, as well. I can't mention specifics at this time, but players can look forward to some new locations and quests as well as new mobs, items, and systems. We will also continue the contests and events that we run both internally, as well as with partners from around the gaming world. If 2009 is a good indication, we added a new race (Giants), several new dungeons, a crafting system, a pet fusion system, and many other treats. We are all excited at what this new year will bring. |
MMORPG.com: |
Talk about the balance between classes. How does this impact players in PvE and PvP? |
Fred White: |
We have seven classes in the game, each with male and female counterparts. R.O.H.A.N. is more of a PvP game than a PvE game, though we do have our share of PvE players. So when we talk about "balance between classes", we typically are referring to the PvP players. Also, the game has a heavy party/guild component, which is factored into the builds. Balance between the classes is obviously important in any MMORPG that features PvP/PK. As you can imagine, adding a new race (which we did in 2009 with the Giants) requires great attention to detail in order to be sure that an effective balance is maintained. As time goes on, and we see player preferences, we are able to make adjustments on the fly. We are actually in the midst of another class-wide skill review right now, to that end. It's really a never-ending process. |
MMORPG.com: |
Tell us about Ronelia. What can players expect from this new dungeon? |
Fred White: |
Ronelia is a high-level dungeon designed for endgame players. We currently have a level cap of 99 in the game, and those players asked us to add new content for them to enjoy at their prestigious level. We responded with this dungeon, which introduces not only new mobs and bosses, but also some high end loot to help players with their crafted endgame weapons. The new dungeon is not for the weak, only a few parties have been able to survive to defeat the enemies inside so far. It presents a great challenge for the highest levels in the content of Rohan. |
MMORPG.com: |
How has the item mall been working out for the game? |
Fred White: |
Very well. Obviously, a free-to-play game like ours is dependent upon sales from an item mall or cash shop in order to fund the game's existence. It's a very delicate balance between offering things that players want, and offering things that could imbalance the game, which we absolutely want to avoid. We've been able to offer a wide range of items to help players in leveling, travelling and looking good. The item mall sells items to help you grow and/or personalize your characters, without giving unfair advantages to those with more cash. We constantly are running sales to help out our players, which we announce on our website as well as our Twitter account so that even if they're away from the game, they have the opportunity to take advantage of them. Another feature in the game, which is usually mentioned in tandem with the item mall, is the Exchange Market. The EM is a player-to-player market in which items can be bought and sold for Rohan Points (RPs). Since RPs are also the currency used in the Item Mall, players can sell items, in-game money, and even characters that they find/create in the game, and use their earnings to buy other items/money/characters in the EM, or items in the item mall. This feature is hugely popular in our community. Checking right now, I see over 10 thousand items available in there for sale at the moment. It's a great way to help give everyone a chance at having nice items/characters and riches and allow them to earn currency, without imbalancing the game. |
MMORPG.com: |
Explain the game play behind Township Battles. How do they work out for players? |
Fred White: |
The Township Battles are basically organized and scheduled guild battles that take place 5 days per week (Mon, Tue, Thu, Fri, Sat). The battles take place on independent battlefields. It's not merely a bash fest, there is a goal and strategy involved. Each Battlefield is comprised of nine camps varying in size with a holdbase stationed in each one. The object for each guild in the battle is to occupy various strongholds within the battlefield for the most amount of time. Strongholds are occupied by destroying a stronghold and the guild master placing a stronghold occupation item inside. The guild having accumulated the greatest amount of time points during the battle wins. The winner of the Saturday battle is awarded the right to levy taxes on all in-game purchases for a whole week, with revenue generated going towards their guild fund. It's fun to be involved in these battles, it's definitely a controlled chaos! |
MMORPG.com: |
For PvP, has the Player Hit List been working out? |
Fred White: |
The Hit List is a cool feature of the game. It's all about giving players the opportunity to avenge their death at the hands of another player or group of players. You are able to chronicle your last 50 PvP battles along with the outcomes. Anyone who has killed you, as long as they are logged in, can be reached via teleportation and attacked as retribution. If you need help, you can bring a party with you. It's a unique feature and one that is used regularly by our players. It adds a measure of accountability for your actions that permeates the decision-making of the players as they roam the continent. |
MMORPG.com: |
Where do you see R.O.H.A.N. in the next few years? |
Fred White: |
A few years is a very long time in the lifespan of an MMORPG. We've been able to continue growth and expansion since our launch in 2008, and our dedicated players have proven to be steadfast. Through continued improvements, additions and expansions, coupled with our amazing player community, we see a long future for R.O.H.A.N. In the next few years we have a wide array of new content on the table that we are planning for. It is our intention that R.O.H.A.N. will be around for years to come. |
MMORPG.com: |
Do you have any information on how new players can get involved with R.O.H.A.N.? |
Fred White: |
The game is free to download and free to play, and can be downloaded at www.PLAYROHAN.com I invite all new players to come on over, check out the site and forums, join the community, maybe enter some contests and events, and enjoy the game. We have a pretty comprehensive tutorial that will even level you up several levels while you learn the features of the game, and we have a large number of incredibly knowledgeable players that are very good at helping out new players. |
MMORPG.com: |
What steps are you taking to improve the game even now as it continues to run live? |
Fred White: |
We have staff in the U.S. and in Korea working 24/7 on the game and servers. An MMORPG is a virtual world, and requires constant oversight to keep it running smoothly. In addition to new content and events/contests, we continually strive to improve the player experience in all facets of the game. It's a never-ending job, and we're happy to have it. |
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