Archief - Earthrise

Het archief is een bevroren moment uit een vorige versie van dit forum, met andere regels en andere bazen. Deze posts weerspiegelen op geen enkele manier onze huidige ideeën, waarden of wereldbeelden en zijn op sommige plaatsen gecensureerd wegens ontoelaatbaar. Veel zijn in een andere tijdsgeest gemaakt, al dan niet ironisch - zoals in het ironische subforum Off-Topic - en zouden op dit moment niet meer gepost (mogen) worden. Toch bieden we dit archief nog graag aan als informatiedatabank en naslagwerk. Lees er hier meer over of start een gesprek met anderen.

Sir.Killalot

Legacy Member
Ik heb de naam van deze aankomende MMO in discussies al enkele malen vermeld, maar blijkbaar is er dus nog geen topic van!
Rap even verandering in brengen me dunkt ;)

Earthrise is een skillbased, sandbox MMO ontwikkeld door Masthead Studios.
Het spel speelt zich af in een post-apocalyptische wereld en speelt zich af na de 3de Wereldoorlog en belooft zeer uitgebreide PvP en een geavanceerd crafting/economy system.

Key-Features:

  • A unique post-apocalyptic setting where the cloned remnants of mankind battle to survive and rebuild. Yet while humanity may have evolved, human nature remains as treacherous as ever…
  • Highly customizable characters with over 100 different skills, abilities, and tactics. No artificial "class" restrictions get in the way of making the character you want.
  • Fast-paced action combat featuring dynamic targeting, customizable power armor, huge mechanized exoskeletons, and hundreds of high-tech weapons.
  • Sophisticated Player versus Player (PvP) mechanics that let you fight for the established order, join the revolutionary underground, or carve your own bloody path as an independent criminal.
  • Territorial conquest and defense that matters. In your domain, you create your own rules – or let anarchy reign.
  • Character progression that keeps you advancing in your career even when you’re not logged in.
  • An advanced market-based economy with in-game supply and demand based on player activities.
  • Deep crafting mechanics that let you design and manufacture unique items from customizable blueprints and raw resources.

Over Earthrise (Engels):

Earthrise is a post apocalyptic science fiction MMORPG set in the distant future.

In the aftermath of the Third World War, mankind has managed to survive and build a new society: the prosperous city of Sal Vitas. Cloning, nanotechnology and quantum engineering are part of a new reality. Thanks to these technological advances, the human species has become immortal; each individual’s consciousness is stored in a data vault, ready to be uploaded into a cloned body as necessary. New energy sources have been discovered. There is a unified government that takes good care of those citizens who abide by its strict laws. Paradise, it appears, might really have come to Earth, and the people have embraced it.

But not everything is as perfect as it appears. By exercising full control over the cloning process, Sal Vitas' government decides who will live and who will not, playing the role of God on Earth. Insurgent forces have accused the city's rulers of crimes against humanity. Armed factions fight for resources and power within the new system. And from the waves of discontent, a rebellion has fomented and formed a shadow government: Noir.

Featuring a unique skill-based advancement system and player-driven economy, as well as extensive, meaningful player-vs.-player combat, Earthrise gives you innumerable choices to forge your destiny. Whether you're a noble soldier in the raging conflict between the Utopia and the rebellion, a criminal hiding from the law or a world-renowned engineer whose power extends into intricate trade and politics, your actions will echo throughout the game world.



Links:
Website - Earthrise
Forum - Earthrise Forums - Index
Beta sign-up - Earthrise Beta Application
Link op MMORPG.com - http://www.mmorpg.com/gamelist.cfm/game/331/Earthrise.html

Sir.Killalot

Legacy Member
Enkele Q&A's:

Earthrise developers answer GameSNAFU's questions in this Exclusive!

GameSNAFU would like to thank Atanas Atanasov the CEO of Masthead Studios for taking the time to answer our questions about Earthrise.

Q: What engine does Earthrise use?

A: Earthrise uses a proprietary in-house developed game engine specifically designed to handle dynamic, persistent online worlds with thousands of players while providing top-notch graphic engine and realistic physics. Earthrise will be the first game to utilize the engine and will serve as a demonstration to its broad range of features we will build upon in our future titles.

Q: We know from Earthrise's website that it has an expansive and intriguing back story. How will the quest lines in the game follow it?

A: Earthrise will provide players with an engaging storyline branching between two warring factions – Continoma and Noir. Players will follow a linear story where they will play a major role in aiding one or the other side of the conflict in its attempt to either liberate the island population from the iron grip of Continoma or wipe out all insurgencies that root in the minds of the loyal citizens. Along the storyline there will be multiple minor quest lines provided by organizations that aid one of the factions or strive to remain loyal, and each of them has its own goals and agendas. Players will be able to change their faction affiliation to gain access to the storyline of the opposite side but will be discouraged from faction-hopping with the risk of being marked as a traitor.

Q: Is the island of Enterra the only inhabitable land mass left on the planet after the 3rd world war?

A: The Enterra population believes the island is all of Earth that remains… is that the truth or a fabrication? Those are the sorts of questions that get answered in content patches and expansions.

Q: Will the character view be from a first or third person perspective?

A: Earthrise will be played from a third person perspective and players will be able to view their character’s presence on the screen as they explore and battle through the tropical landscape of Enterra island. Players will be able to zoom in and out to view the fine details of their character or take a wide view of the surrounding area.

Q: What kind of targeting system will Earthrise use? Will you "lock onto" your target or will it be twitch based?

A: A mix of both. Players will be required to score a single clear shot at a target using their weapon of choice before the weapon could provide advanced locking mechanics that will ease keeping their opponent on target. The locking mechanic won’t remove the need of movement, proper targeting and twitch-based shooting but will aid the attacker in pursuing a fast-moving target.

Q: Earthrise will have PvP elements, how much of the game play will be focused on PvP?

A: Almost every aspect of Earthrise’s gameplay supports or is centered around PvP experience. While following the PvE road, players will be able to develop their character’s combat skills and abilities in order to survive the harsh environments but often will become victims to other players, losing some of their equipment to their attackers. Soon they will not only learn how to protect their belongings from such attacks but also that PvP is a lucrative, risky undertaking promising hefty rewards in form of earned loot from other players. As players gather together into guilds, they will also discover the Territory Conquest gameplay that allows Guilds to war against each other for control over territories that yields rare resources needed to fuel the game economy with powerful items and whoever controls the mining and manufacturing of said items will have advantage against their enemies – an advantage that is worth fighting for!

Q: It looks like the game will have some RvR elements to it. Are we correct in this assumption? And if so what factions will there be in this RvR conflict?

A: We prefer to call them GvG (Guild versus Guild) gameplay. The GvG gameplay will consist of conquering concessional territories as a source of rare resources needed to craft the powerful items in the game. Whoever controls those resources will control the flow of high-powered weapons and armor and will have an advantage over their enemies. But to protect their territory from the ambition of their enemies, the guilds will have to build a customized base with the right balance between defensive structures and mining facilities to extract and process the precious resources. At set period of time guilds will be able to attack their neighbors in elaborate goal-based siege mass combat allowing attackers to seize control over their enemy base and take over its operation. This opens ground for very complex military and political player-run campaigns allowing guild alliances to wield real control over the fate of the game.

Q: How "hardcore" will the PvP be? Will players be able to "loot" another player once they have killed them?

A: We aim to please our hardcore fans but not without taking precautions that would prevent less dedicated and skilled players from being completely "pwned" in Earthrise. Players will be able to loot all items from the victims that aren’t insured but insurance will be widespread and easy to access and would minimize the loss of valuable items as long as the person who owns them is willing to invest in safety.

Q: What kind of death penalty if any will there be in Earthrise? Will a PvP death hurt more than a PvE death penalty wise?

A: Death penalties in Earthrise are worth considering in advance – players may not only lose all items that weren’t insured, but also some types of insurance will expire upon death and items will have to be re-insured again which is a serious, continuous investment in safety. There aren’t major differences between death in PvP and death in PvE although details are currently being fine-tuned in internal testing.

Q: Risk versus reward is always an issue in games that contain a PVP element, what kind incentives are there going to be to entice players into getting involved in PVP?

A; How about the sense of victory when you strip your victim to the underwear and march away with all his equipment and gear?

Q: In Earthrise your character will advance even if you are "offline". Will this be comparable to offline skill training like in EVE Online? If not, how will it be different?

A: Offline Professions are not tied to the skill system in a manner such as Eve Online. Instead they allow the player to experience in a simple manner the daily life of their character while they aren’t adventuring online, such as learning social skills and choosing a career. Offline Professions will provide players with minor periodic income which will make sure that players never run bankrupt and can invest in new gear even after they had been completely looted in combat with another player. Also, Offline Professions will provide periodically small rewards depending on the choice of profession, with more lucrative ones from the highest positions in the Enterran society.

Q: About crafting, will most items used by players in the game be craftable? If so how will they compare with looted items and equipment?

A: When it comes to gearing, nothing will beat player-made items made for specific gameplay styles using the right combination of template Techniques and enhancement Designs out of thousands of possible combinations. Players will rely on their own crafting skills or another dedicated crafter to create the best weapons and armor to meet specific challenges from the world inhabitants or other players. What players will find as loot from powerful non-player opponents would be less-customized items that will excel with higher quality made of better materials. These items will be highly-sought not only for their primary use but because crafters can dismantle and use their parts to create new player-customized items. Absolutely nothing is deemed useless in Earthrise.

Q: Is your studio content with Earthrise's development schedule and could you tell us if you have a release date in mind yet?

A: We are doing fine with the schedule so far, but we are not going to announce a release date yet, some important tests are yet to come and we don’t want to disappoint our fans with false promises.

Q: Finally is Masthead working on any other projects they could tell us about at this time?

A: We haven’t started real work on a new project. Right now we are focused on Earthrise only, although we have some ideas for future titles.

GameSNAFU Article - Your premiere gaming site with up to the minute new and information.

__________

Earthrise Lead Game Designer Interview

Questions by Rick Charbs, Onrpg writer
Answered by: Apostol Apostolov, Lead Game Designer

We at Onrpg were glad to hold an interview with Earthrise’s lead game designer, Apostol Apostolov. A game currently under development, Earthrise is sure to dazzle gamers with its unique crafting and player vs. player systems, with elements that render the game almost limitless. Get ready for an interesting gaming experience, as it is almost ready for the public: “…the [closed beta] sign up process starts at the end of December” explained Apostol.


Onrpg: Could you please briefly explain the setting of the game?

Apostol: Earthrise is set in the future, where the conflict for Earth’s remaining resources has led the most powerful ruling corporations into a self-destructive war that threatens civilization. Facing extinction of the human race, the western corporations funded the project Continoma, which was created to store human genome and memory matrix on the private Pacific island of Enterra. The Continoma project would make it possible to clone humans back to life when the conditions on the planet were habitable once again.

Centuries later, humans emerged from the depths of the cloning vaults to reclaim what once was lost, but are faced with the challenge of mutant threat that has taken over the island. As the survivors set foot firmly by pushing back against the mutants, they built the magnificent city of Sal Vitas and put all government control in the hands of the Continoma, a corporation bearing the name of the project that now promises to advance humanity and avoid the mistakes of the past.

Cloning became widespread and humanity met immortality. Fearing the government had been corrupted by the power it yielded, the opposition staged a coup that failed to achieve its goal but managed to unite the opposition together into a faction called Noir. Using guerilla tactics to weaken its opponent and sabotage its expansion across the island, Noir attempted to disrupt the actions of Continoma and weaken its grip on the citizens. Only after Noir achieved independence by stealing the secret of cloning, did they finally step up into the conflict.

Now, as the tension grows between the two sides, players emerge into the game world as newly cloned individuals, free to decide which side of the conflict to take on.


Onrpg: Could you please further explain the skill-based advancement system Earthrise will offer?

Apostol: Earthrise will allow players to freely develop their character the way they want, by giving them access to a range of combat, crafting and social skills. As players accumulate experience points through combat, manufacturing and maintenance of items and offline professions, they can use these points to unlock abilities, tactics, technologies and designs that allow them to become more a powerful warrior or influential crafter. No limitations exist to what skills players can invest their points in – given enough time and persistence players could theoretically unlock every skill in the game. Using every skill at once however is not possible, as their usage is highly dependent on the choice of armor and weaponry.


Onrpg: How strong is the PVP aspect of the game?

Apostol: Earthrise is built with Player vs Player as its core aspect. From the very start players will face the conflict between Continoma and Noir and will be given a chance to affiliate with either or neither side. That will not only provide him with a storyline and tasks to complete, but also encourage him to seek out and exterminate players of the opposing factions. This motivation will be represented not only with quest rewards but also the loot mechanic that allows players to partially or even fully loot their opponents that have failed to insure their property.

As characters group together into Guilds, they will enter a whole new level of PvP – the Concession Grounds, a vast portion of the island broken into contested territories that can be conquered, built up into profitable bases with many functions such as mining, manufacturing, and guild administration. Guilds will fight for control over these territories for many reasons, but the main being economic power – as some of the most powerful resources used to create the most wanted items originate from the Concession Grounds, Guilds in control of these territories will decide the fate of the world economy. With power comes rivalry as the more powerful guilds will face fierce opposition from everyone else not profiting from the production.


Onrpg: Character customization seems to be a priority in this title. What are the advantages of having no “class-restrictions” in the game?

Apostol: No class restrictions means that the player won’t need to start anew when he faces certain limitations of his character that hold him from enjoying fully the game experience. It makes no sense that a character cannot learn a new skill outside of his specialization the same way we do in real life – but he would be limited to using it depending on what gear and tools he has. Learning most or even all the skills only allows a player to be more flexible and gives them more freedom to recreate any build he desires at any moment rather than create an unbeatable, ultimate killing machine that has no match. Players who keep learning more skills than they actually need for a single build are rewarded by the freedom to switch to another build in the future without having to restart and replay parts of the game that have already been done once.


Onrpg: A quite unique feature we have stumbled upon is the character progression feature. Player’s characters will continue to develop even when you aren’t logged in. How will this elaborate system function?

Apostol: Offline Professions are jobs that characters do for a living when not involved in online adventuring. We created Offline Professions in order to not penalize players that do not play constantly and see their time offline as lost opportunity to advance in the game and as a new way of revenue for the character to support their adventuring even if they are looted dry in a PvP combat. Players can learn Social skills and seek out Offline Professions openings throughout the Enterra island in order to get hired and earn both steady income and random rewards based on the type and grade of the profession. As a character works offline on his profession, he will accumulate Career Points that are invested in unlocking Social Skills, prerequisites for even better paying and more rewarding jobs. Only one character per account can have an Offline Profession.


Onrpg: Crafting is another important aspect of this game. To what extent can you customize your own items?

Apostol: Crafters are given unprecedented freedom and influence over the world economy in Enterra, to a point where no other game on the market today comes even close. In many games players can customize their items on their own and crafters simply supply the ingredients without giving players say in what items they can have access to and for what price. In Earthrise players cannot customize their equipment – instead, crafters have the freedom to create any type of items using template Technologies and Design enhancements and then decide what items will be made available to other players in a fully player-run economy. Crafters can advance technologies they are best suited to do, seek out new niches and provide equipment for them or advertise new types of weapons and armor that players have yet to find useful. Few other games make crafters so important that players will go to any length to seek them out and pay for their services.


Onrpg: What payment methods are you considering for the title? Will it require a monthly subscription?

Apostol: Earthrise will have monthly subscriptions. The player experience in the game is based on this concept. We want to put everyone on equal grounds and let them have access to everything in the game.


Onrpg: With a short glance at the official Earthrise website it is easy to come to the conclusion that you focus a great amount of your attention on the community, even before release. Why do you think keeping a tight knit community is so important during the development phase of the game?

Apostol: Absolutely! Fans feedback has been incredible from the start and we have studied and taken into consideration player desired features, ideas and suggestions as we developed different mechanics for the game. It is very important for every developer to know their audience and our forums have really helped us to get close to our future players and do our best in creating an exciting, satisfying game.


Onrpg: What is your favorite aspect of the game currently?

Apostol: It probably has to be crafting, as this is the direction where Earthrise explores one very undeveloped direction for the MMO genre. The combinations possible are truly endless and designing a system that allows players to shift the economy in a direction based on their own demand, rather than the expectations of the developer, puts us both in the role of the creator. Earthrise will allow the player to explore the system’s capabilities and every day find new uses and new possibilities for a smart crafter to make a big name and profit.


Onrpg: When do you plan for your first test release?

Apostol: If you mean closed beta, the sign up process starts at the end of December. After that we will start inviting players according to the testing needs of Earthrise.

Earthrise Lead Game Designer Interview - Onrpg.com
____________

Nog andere Q&A's en interviews:
http://reviewstash.com/viewtopic.php?id=1049 <br />
Earthrise Interview - Page 1 // MMO /// Eurogamer - Games Reviews, News and More
Earthrise - JeuxOnLine

ravoc

Legacy Member
Earthrise zal prolly niet voor de grote massa zijn, maar niettemin interessant. :)

Sanderdv

Legacy Member
mij is opgeven voor den beta en we zullen wel zien hoe het uitdraait:)

Æro

Legacy Member
Ik vraag me af hoe men in een MMO guns etc. kan implementeren zonder het tot een veredelde online shooter laten vervallen. 'k Heb me al eens laten verleiden tot een niet fantasy-MMO en 'k beklaag het mij nog steeds. Ik denk niet dat ik het trauma dat Tabula Rasa me bezorgde ooit nog kan vergeten.

Sir.Killalot

Legacy Member
Ik vond Tabula Rasa wel oké eigenlijk, het spel had niet zo veel inhoud, maar qua combat viel dat toch redelijk mee.

En Ravoc, ik denk dat Earthrise wel degelijk mainstream mikt. In elk geval meer als Darkfall en Mortal Online. Zo eerder iets als SWG, was ook niet voor iedereen, maar toch mainstream.

Sir.Killalot

Legacy Member
Beta-preview video:
YouTube - GDC09: Earthrise demo trailer

Preview van Earthrise op Massively:

GDC09: Massively previews Earthrise

A perspective on Earthrise

In a nutshell, Earthrise is a post-apocalyptic MMO where players will align with organizations (factions) as guilds clash with one another over finite resources. In some respects Earthrise's sandbox design bears similarities to a terrestrial EVE Online: a player-driven economy; open PvP system; war declarations between guilds; no class limitations; and offline character progression.

But this is where the similarities end. Earthrise is distinguished by a unique approach to MMO design (particularly its skill and tactic dynamic), as well as its aftermath backstory -- one of a world burned out where only the chosen elite remain. Strife engulfs their new utopian world when the shadow government Noir clashes with the Continoma technocratic regime, which holds the key to genetic immortality. Fans of lore in sci-fi games should have a fair amount of material to keep them interested and we're hoping that Masthead Studios has more on the way.

We now have a firm idea about some of the game mechanics of Earthrise as they presently stand in early beta, but what's not apparent yet is how the developers will approach the ideas of freedom and player-politics in the game. This is as integral to the success of a sandbox MMO as the design aspects.

It's far too soon to say what kind of game Earthrise will shape up to be, and some details I've mentioned in this Earthrise preview could change by release. Earthrise is the first MMO developed by Masthead Studios, thus they don't have an established track record we can look at as some potential indicator of what to expect. Regardless, this writer is optimistic about the potential for Earthrise to bring some new dimensions to massively multiplayer online games.

If you're excited by the prospect of piloting mechs in combat, crafting customizable items, or struggling for guild supremacy through siege warfare in an open world that the players control, Earthrise may just be a contender for your gaming time.

We have confirmation that Earthrise will operate on a subscription model, pricing to be determined but is expected to be in line with other subscription titles on the market. A firm release date for the game hasn't been announced yet, but Earthrise is currently in a friends and family beta. Some of those gamers who've signed up for beta testing, however, might want to keep an eye on their inboxes this May.

----

En deze quote klinkt zo goed.. :

"Players who group together in a guild and take over a territory have incredible influence over the world economy as conquered territories are the sole source of rare resources used for the crafting of powerful items in the game. If one guild decides not to sell or to share its resources with certain alliances that would shift the price of that resource on the whole server and spike conflicts among players. Such influential roles of territory conquest are currently matched in very few MMORPGs on the market."

2dvanc

Legacy Member
Super Sir.Killalot, ik heb het eens deftig bekeken en met reeds ingeschreven op het forum + als beta tester. De graphics zijn fenomenaal en die player driven economy is ook wel iets wat me aanspreekt. Can't wait.

Sir.Killalot

Legacy Member
Yup, tis vooral hun PvP systeem dat me aanspreekt. Eindelijk een MMO waar gebieden veroveren ook een echte waarde en invloed op het spel heeft, en omgekeerd de player-economy een invloed op de PvP gaat hebben.

Ben geen grote fan van zo post-apocalyptische mutanten-games enzo, maar bon. I can live with it. Het filmpje was wel niet zo geweldig, combat zag er nog veel te traag uit.
Maar we zien wel, het spel heeft héél veel potentieel als het kan waarmaken wat het beloofd. Iets dat uiteraard altijd een gokje is.

blackman

Legacy Member
2dvanc zei:
Super Sir.Killalot, ik heb het eens deftig bekeken en met reeds ingeschreven op het forum + als beta tester. De graphics zijn fenomenaal en die player driven economy is ook wel iets wat me aanspreekt. Can't wait.
Wat ze beloven ivm. de engine is allemaal zotjes, maar ik zou eerst afwachten of ze:
1. Hun beloftes wel waarmaken op het vlak van grafische snufjes
2. Het draaibaar is voor de meeste systemen( aoc, any1?)
3. Het bedrijf zelf wel de mogelijkheden heeft om dit allemaal te onderhouden op lange termijn

Sir.Killalot

Legacy Member
De graphics zijn niet zo zwaar als AoC, het blijft een sandbox MMO. Of het draaibaar gaat zijn is afwachten uiteraard :) Maar hun focus ligt meer op gameplay en minder op grafische snufjes.

Zolang de cash blijft rollen zullen ze geen probleem hebben om het te onderhouden..

sypro9000

Legacy Member
Devs met leuke ideeën zullen er altijd wel zijn maar jammergenoeg kom je er niet zonder pakken geld. Ik heb het dan vooral over de algemen kwaliteit van je product en dat houd ook costumer support in.

Laten we natuurlijk zoals altijd hopen dat het goed komt met deze tittel.

Sir.Killalot

Legacy Member
sypro9000 zei:
Devs met leuke ideeën zullen er altijd wel zijn maar jammergenoeg kom je er niet zonder pakken geld. Ik heb het dan vooral over de algemen kwaliteit van je product en dat houd ook costumer support in.

Dat is niet noodzakelijk zo. Neem nu een spel zoals EVE Online, gemaakt door een kleine indie-dev, maar nu een gevestigde waarde. Het is niet dat zij indertijd pakken poen hadden om het spel te maken :p. Toch niet in vergelijking met wat bijvoorbeeld Funcom of Mythic er tegenaan hebben gesmeten.
Geld en ervaring staan niet noodzakelijk gelijk aan een goeie game.

Voor een kleinere dev is het vooral het gevaar dat een MMO maken er op of er onder is. Grotere devs hebben wel nog een buffer.

Nu bon, Masthead Studios is een nieuwe studio, maar zeker geen kleine, indie studio.

L0k1-

Legacy Member
Sir.Killalot zei:
Dat is niet noodzakelijk zo. Neem nu een spel zoals EVE Online, gemaakt door een kleine indie-dev, maar nu een gevestigde waarde. Het is niet dat zij indertijd pakken poen hadden om het spel te maken :p. Toch niet in vergelijking met wat bijvoorbeeld Funcom of Mythic er tegenaan hebben gesmeten.
Geld en ervaring staan niet noodzakelijk gelijk aan een goeie game.

Voor een kleinere dev is het vooral het gevaar dat een MMO maken er op of er onder is. Grotere devs hebben wel nog een buffer.

Nu bon, Masthead Studios is een nieuwe studio, maar zeker geen kleine, indie studio.

je vergeet wel een klein detail en dat is dat EVE Online voor World of Warcraft is uitgekomen toen MMORPGs een niche genre waren.

Vanaf WoW uitkwam zijn mensen plots veeleisender geworden en begonnen meer mensen het MMORPG genre te kennen. Pak dat EVE Online op hetzelfde moment of iets na WoW uitkwam in de staat dat het eerst released was en het zou wellicht zo afgemaakt zijn :)

ander punt is dat Earth and Beyond er mee stopte en men ex E&B spelers een gratis abonnement aanbood en zo juist genoeg spelers kreeg om hun kosten te dekken. Tot nu toe zijn ze ook de enige echte space MMORPG geweest. Echte concurrentie is er nooit geweest behalve Jumpgate, maar die is nooit echt populair is geworden. Het is nu pas met Jumpgate Evolution dat de eerste waardige tegenstander verschijnt van EVE Online :)

Tenslotte denk ik dat EVE Online vrij slim is geweest qua marketing. Afaik hebben ze nooit echt in het begin hun spel zitten promoten als DE mmorpg van het moment, waardoor er weinig gesproken werd over het spel.

Spelers die dus afknapten op de gameplay zaagden minder snel over hun negatieve ervaringen, sinds het niet zo populair was itt MMORPGs van deze tijd zoals WAR of AoC. Dus ze hebben dan ook nooit echt de indruk gegeven van een negatieve lancering.

Het is pas sinds de laatste jaren dat ze echt hevig hun spel aan het promoten zijn nu dat ze ook meer dan voldoende content/features hebben :)

smoke2007

Legacy Member
zie hier meer toekomst in dan mortal online. Interesante setting, puur skill based. Tabula Rasa heeft gefaald, maar dat lag aan andere redenen.
Dat insurance systeem vond ik maar niks, tot ik las dat ze kunnen expiren upon death, dus zolang er een constante cashflow nodig is om die insurances te onderhouden, kan ik er nog mee leven.

Sir.Killalot

Legacy Member
smoke2007 zei:
zie hier meer toekomst in dan mortal online. Interesante setting, puur skill based. Tabula Rasa heeft gefaald, maar dat lag aan andere redenen.
Dat insurance systeem vond ik maar niks, tot ik las dat ze kunnen expiren upon death, dus zolang er een constante cashflow nodig is om die insurances te onderhouden, kan ik er nog mee leven.

We're going back to older questions today with Angel Azrael's question - "How will you keep insurance from RUINING the economy?"

Property insurance in Earthrise does everything but ruin the game economy. In fact, it is a very powerful instrument in both yours, the player's, and our designer hands to balance the game economy and provide many interesting choices to the players. Insurance for the players is a tool that allows them to keep all the items they have insured when they die. The emphasis in the case is on the word "keep" - items are not duplicated thus creating inflation, instead the victim gets to keep his insured inventory and the killer gets only those items that were not insured (such as collected loot that has not yet been insured or safely stored). While this sounds unfair to the killer, here's a catch - the killer is then awarded with a percentage of the money the victim invested in his insurance. This monetary reward isn't inflation either &#8211; it is subtracted by what the victim paid to insure his inventory, thus it's still a money sink, however interconnected with automatic transaction of a dynamically defined ante. Suddenly, even people who always insure all their property become juicy targets for their enemies, because the more powerful items players have, the more they are motivated to keep them by insuring them, the higher the insurance prices and the more money the killer will receive if he scores a successful attack. Also, there's major difference between getting money for your kill and looting the player - while items won can be lost a moment later when the killer gets himself killed, money aren't lost along with inventory. Some killers will go for the great items they can get out of unsuspecting targets who have missed or cannot afford to insure themselves, while others will go for the much smaller, but guaranteed monetary reward. Some players will load themselves with the most powerful items and will become a walking piggy bank, while others will wear the cheapest equipment to make sure they don't reward their killers.

Things become more interesting in the grand warfare intended for the contested territories. In a siege battle, it's possible for members of warring guilds to die dozens of times within couple of hours - this is a huge loss of either items or money for insurance. If there was no monetary reward, war would bleed both guilds to the point where the rich guild wins out because they can afford the losses, while after the battle both guilds are so poor, they cannot support their defense against a third party guild. Monetary reward allows players to "win" money they need for their own next insurance out of their kills before they are themselves killed. There may be many interesting tactics - players who enter the battlefield in powerful arms, scoring kill after kill, while other players equipped in cheap stock equipment that costs next to nothing to lose on the battlefield, will gang up on those powerful, well-insured targets and the money won from that one grand kill would be enough to ensure some income for them. At the end, it's possible for every individual in a territory warfare to walk out with a hefty profit from the battlefield, thanks to the fact he was killed less than the number of people he has killed, even if not a single item was dropped on the ground. That individual's next destination would be the global market of his faction to make sure he gets all the cool stuff he has earned the dough for.


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Toevallig dat ik dit net las, beantwoord dus net uw vraag :)
Klinkt goed in elk geval. Ze hebben daar precies een uitstekend team theoretici, hopelijk kunnen ze het allemaal in de praktijk omzetten!

Dit is nog iets over bounty hunting:

Anytime a character dies in Earthrise by the hands of some dastardly player-killer, a special object is going to be generated in his possession, called Death Report. On this little piece of electronic paper are the last blurry images of his killer taken directly from his watcher chip. Using this evidence, a player could visit a bounty terminal and announce a bounty against a specific player. When a bounty is announced, it becomes immediately available to all bounty hunters in the game - players, who have registered through paying a hefty fee to be known as bounty hunters and bring order to even risky places where no guards dare to thread. Bounty hunters are players who use their perfected player killing skills not to cause turmoil but rather bring justice and vengeance where needed. The bounty could be just that - a reason for bounty hunters to hunt him down with minimal repercussions. Or the player could invest money to create a monetary award and an additional incentive for the bounty hunters to do their job. Either way, the bounty becomes available to all bounty hunters not just one of them, and one vengeance kill will remove the bounty. This may sound unfair to some bounty hunters who may not be lucky to claim a specific kill, but all bounty hunters have access to all bounty hunts anytime so finding someone to kill for a good reason will never be easier. In the same time, for the victim it's open season - a true challenge to strive to survive in a world where a hunter could be stalking you from any corner. There will, of course, be many exceptions and limitations to avoid exploiting the bounty system - for example, party and guild members will not be able to bounty hunt each other, and we are experimenting with other limitations that will make it harder for friends to just bounty hunt each other for some good reason.
Het archief is een bevroren moment uit een vorige versie van dit forum, met andere regels en andere bazen. Deze posts weerspiegelen op geen enkele manier onze huidige ideeën, waarden of wereldbeelden en zijn op sommige plaatsen gecensureerd wegens ontoelaatbaar. Veel zijn in een andere tijdsgeest gemaakt, al dan niet ironisch - zoals in het ironische subforum Off-Topic - en zouden op dit moment niet meer gepost (mogen) worden. Toch bieden we dit archief nog graag aan als informatiedatabank en naslagwerk. Lees er hier meer over of start een gesprek met anderen.
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