Archief - Mourning (Realms Of Torment,...)

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go_ndw

Legacy Member
Zijn er mensen die Mourning opvolgen?
Dit lijkt mij al sinds het begin een heel coole game, maar ben ondertussen het al uit het oog geraakt. Naar't schijnt zijn er vele dingen weg gevallen.
Maar dit lijkt me toch wel echt een donkere MMORPG....
En dit spel probeerd ook Realm vs Realm, Race vs Race, aan te moedigen (tot zover ik het gevolgd heb)

Archangelus

Legacy Member
Ik zat een hele tijd terug in de vroege beta, maar de ontwikkeling ging toen niet echt vooruit en het spel zelf was vrij beperkt (2-3 skills die ge kon testen en 1 of 2 dorpkes met 1 of 2 NPC's in). Toen hebben ze ineens alle accounts gewist en is die naamsverandering doorgevoerd. Kheb daarna een email gekregen waarin de testers zich weer konden opgeven voor beta, maar sindsdien heb ik er niks meer van gehoord.

Kweet dus ook niet hoever ze staan en of dit project ooit retail zal gaan...

go_ndw

Legacy Member
Precies weinig interesse vanuit GTF want het verdient dat wel volgens mij hoor....

D3C0Y

Legacy Member
idd ik zat ook in de allereerste beta , maar ik vond dat er veel te weinig gebeurde van de developers hun kant... daarmee dat ik de beta heb opgegeven

go_ndw

Legacy Member
IDD, over die eerste beta....
Maar als je eens zou gaan outchecken wat ze ondertussen toch al hebben verwezenlijkt...Gene brol.....En dingen zoals bloedlijnen, permadeath, no lvl's, enkel skills, volle PvP, en dat bijna alles in en rond het spel in de handen van de mensen ligt maakt het toch lekker....

go_ndw

Legacy Member
Hij ligt klaar om goud te gaan.
Het enigste waar ik en de clan om vrezen is dat ze weinig publiciteit maken en zodanig in hun spel vertrouwen dat het gaat lukken via mond-aan-mond reclame.....
Maar mensen die het spel eens bekijken, FAQ, forum enz...zullen weten dat dit spel zalig is.....en het leent zich perfect uit voor de RP'ers.....

go_ndw

Legacy Member
Echt niemand is geinteresseerd in deze schitterende Mmorpg in wording hé

fragnetic

Legacy Member
Toch wel, maar het enige wat ik weet van de game is wat ik gelezen heb en door wat filmkes en screens te bekijken. Grapisch ziet het er heel goed uit, vooral de landschappen. Maar hoe goed de game echt is weet ik pas wnnr ik het heb gespeelt. Aangezien jij zegt dat h'm bijna goud is, zal er dus waarschijnlijk geen open beta test ofzo meer komen?

go_ndw

Legacy Member
Jawel er komt nog een open beta en die zou ergens deze week moeten bekend gemaakt worden.
Je moet zeker eens de FAQ lezen en je zult zien dat deze MMORPG zich duidelijk onderscheid van de vele andere fantasy's....

fragnetic

Legacy Member
aha een open beta is altijd een mooie gelegenheid om al eens te zien wat de game te bieden heeft. Ik ga het zeker verder opvolgen :)

grievie

Legacy Member
kzal hier ook is af en toe komen checken voor nieuws over de beta
reviews en comments van spelers zoveel als ge wilt... ge moet t nog altij zelf is gespeeld hebben ,vin ik ;)

go_ndw

Legacy Member
Hier zijn wat Screens

En hieronder nog enkele FAQ's

What are skills?

In Mourning there are no classes. Instead, Mourning brings you a unique version of the skill system where the usual grind of "leveling" has been done away with and greater character customization is allowed. MMORPG's often place great emphasis on mastering skills, but not so in Mourning. Mournings skills are not the "end all be all" of your character.
Your skills will allow you to effectively participate in combat but it will be your characters abilities that prove whether your character lives or dies. Mourning will provide a rich set of skills for players to choose from. All characters start out with the same basic abilities. A player selects a skill(s), starting off at the most common level of ability for that skill(s). Out in the world, the player will fight monsters/NPC's or other players to gain experience -- up until the point the player can no longer receive experience. It is then time to learn a new skill ability.

It is also notable in regards to leveling that there are plans to have getting a skill to 50 (in order to be viable in PvP) only take 10% of a characters lifespan (which would be 50 hours).


The Skill Pool: In the interest of doing away with treadmills the old skill degradation system was booted in favor of the skill pool. The skill pool is a character advancement system where you earn points you can put into certain skills. These are limited and you can only focus them into certain areas to have an effective character.

Active Skills: These are skills that can be raised by using them. This would include one handed sword, crossbow, etc.
Passive Skills: These are skills that cannot be raised by using them, to do so one must transfer skill points from active skills of the same school.

Quests

Lead designer explains: There will be NPC's in the world (quest masters) who you can go to and place up a quest. There will be "predefined" quests (meaning you can choose a type of quest from a list of quest types), i.e., you're a smith and you're in need of some ore for your business. You can go to a Quest Master and put up a quest message like this: "Money for Ore" (2000 gold for 1000 iron ore). There will be freestyle quests as well, in which only your imagination is the limit. So, when you put up the quest at the Quest Master, you'll have to place the reward for it also.
Players can come to this Quest Master and see what quests are available and try to accomplish them. The first one which comes with the 1000 iron ore can get the reward and fulfill the quest. He will give the Quest Master the ore and will take the money. There will be all sorts of predefined quest types. For example: bring item, kill NPC/PC, find NPC/PC etc. For quest rewards: give item, social positions, fame, and so on. There are the freestyle quests also, in which you can make any type of quests you can think of. Of course the server can track if these types of quests are completed, but the fame will come in to make sure everything will go as planned.


XIV. Politics

What type of political groups will there be in Mourning?
There will be several forms of political groups; the following is a list with their definitions:

An Order: A player made guild that is not limited to territory. Alliance between two or more player guilds (orders) can occur. Further, an order can control a collection of villages, cities or realms under the rule of a body.

An Alliance: Alliance between two or more player guilds (orders). Not limited to territory. This can be international. A collection of villages, cities or realms under the rule of a body.

Guild: A guild of players belonging to one profession. Examples: Blacksmith guild, mage guild, tailor guild, etc.

Clan: A clan consists of those born in the same village. Clans follow the rules of their home territory (a village-city, or realm if their village-city is aligned with one).

Territory: Geographical area inhabited or owned by a community.



What type of territories can be controlled?
Players and player organizations can control co-exist under the rule of another player group, be independent or rule a territory. The following is a list of manifestations and their definitions that the above can take in the world of Krel:


Villages: A small community, generally of the same race, living in a small established area. These can be "free" having no alliance to a city, realm or empire. Limited to small areas. Villages follow the rules of the realm they belong to (if they belong to one).

Cities: Larger then a Village. These can be "free" having no alliance to a realm or empire. Limited to one area. Cities follow the rules of the realm they belong to (if they belong to one).

Realms: A collection of villages and cities under the rule of a realm. These can be "free" having no alliance to an empire. Limited to local territory. Realms are ruled by a monarchy or a council. If a player proves worthy enough, they can take over the position of realm ruler. Realms can ally in order to battle invading forces. a.k.a. a kingdom.

Empires: Empires are formed for the one goal of expanding territory. They are larger than a realm. No territorial limit. Empires can consist of villages, cities and realms. Usual government is autocratic.

Allegiance: You can change allegiance of any sort at any time as long as the clan, village, city, realm, or empire that you belong to is not at war with your new choice. There are no bonuses to character stats by choosing or not choosing who to align with.

Will orders be able to use insignias?
Yes, player orders will be allowed to put insignias on shields, cloaks and other items. The details of how this will work (whether the images are going to be uploaded or created in game) is yet to be announced

fragnetic

Legacy Member
U houd de thread op zijn eentje in leven :)
waarvoor :niceone:
Ik heb enkele filmpjes beken, waar er met een karakter gewoon door het landschap gelopen werd. Echt prachtig die omgevingen en het geluid van de vogeltjes, ect. Het gaf een echt bosgevoel. Ik was vooral onder de indruk van van de bergen, dit zijn nu eens echt bergen, immens groot.

go_ndw

Legacy Member
Yep Fragnetic....Omdat ik ook heel hard in het spel geloof, ik denk dat er vele nieuwe dingen in zullen zitten die een meerwaarde niet enkel aan deze MMORPG gaan geven maar aan heel de genre!....Ze stimuleren vré hard het RP'e...en als je de FAQ al eens zou overlezen, zalig!

fragnetic

Legacy Member
Ben idd benieuwd hoe het skill systeem daadwerkelijk gaat uitgewerkt zijn. Alsook het quest systeem, wat volgens mij toch ook uniek is? Als men het zo goed kan uitwerken zoals men de ideen op paier heeft is, is het idd wel veelbelovend. Ik ga de beta test afwachten, hopelijk kan ik h'm spelen. En dan kan ik echt gaan oordelen. Ben benieuwd :)

go_ndw

Legacy Member
You Shall not pass

XVI. Races

How many races will be available at launch?
At the time of release, four player races will be available: Human, Elf, Orc and Dwarf, of both genders.

What races for after release?
Trolls and Avians will come after launch. There will also be secret races, which will not be seen until players evolve the storyline and start solving the mystery of the lore.

How do the different races interact?
The Lore team will dictate the initial relationships between races. As the game progresses and players shape the world, then these relationships will be subject to change through various actions.



XI. The Bloodline

What is the Bloodline?
The bloodline system is your way to live through your descendents upon old age and eventual permanent death. In order to have a bloodline, you need to create an NPC child. The bloodline child is your prime's replacement in the case of permanent death. It is the character that you will play when your prime dies.

How do you get children?

Children come from:
Your character marries another character and produces an NPC child. Currently, children produced this way receive the benefit of learning the same skills of his/her parent at a faster rate. (Gender outcome can be influenced.) This will produce the best child possible, and will be the only way to get the skill gain bonus.
Adopt an NPC child from your clan or village.
Parenting an NPC child of a friend.
Through divine intervention you might receive an NPC child, i.e. prayer to a god. (Gender outcome can be influenced through prayer and divinating acts)
If two PC's create a child, who keeps the child?
The parents can either agree who keeps the child, or it will be chosen randomly.

How is the child's sex chosen?
The child's sex will be randomly chosen. Although, a god can intervene in the child's sex.

What perks are there to having a long bloodline?

There are some perks that go along with having a long bloodline, these include but not limited to:
The possibility of becoming a hero

The possibility of participating in the game storyline

Special abilities one such ability is called "Noble blood".

Gaining skills at a much faster rate.

Having access to riches passed down from generation to generation

Inheriting your bloodlines fame within the world


II. Combat

What is a style in Mourning?
Each style, just like in real life, will have its highs and lows. Some styles will do great damage but will open your defense, increasing your opponents chances to hit or critical hit you. Furthermore, these styles are not necessarily limited to certain weapons. For example, there are weapons which can be used as both one handed or two handed weapons, in other words the famous one and a half sword. It will be held in one hand, and you can do one handed weapon based styles with it at any time, but if you have the second hand empty you can use two handed styles with it as well.
The damage effect of a specific style is based on many factors: style skill, weapon class skill, melee school skill, weapon damage type, weapon quality and condition, armor type of the target, char stats, targets armor absorb and resist factors, and a few others.


What are the different stances?
Alternatively, a stance that changes your damage type, allows the user to take advantage of different attributes (some will be based around strength and dexterity, others could be quickness and dexterity, these styles also actually physically raise the attributes as well). Stances will also have their own skill sets.

What are openings?
An action one performs to begin an attack style.

Will you be able to aim?
Yes, you can aim for any of the 12 targets on your enemies body.

What type of weapons will Mourning have?
There will be a broad assortment of medieval weapons to choose from, including (but not limited to) an array of one and two handed swords, one and two handed hammers, one and two handed axes, one and two handed daggers, bows, halbreds, pikes, and different types of shields.

What type of skill schools are planned?
An example of some schools for melee characters are:
Heavy Hammers school: Two handed hammers
Heavy Swords school: Two handed swords
Heavy Axes school: Two handed axes
Heavy Weapons school: Polearms and similar weapons
Axes school: One handed axes
Blades school: One handed swords
Dual Wield school: Two handed weapons
Small Blades school: Dagger or similar weapons
Hammers school: One handed hammers


III. Magic

How will magic differ in Mourning?
Mourning gives users the unique ability to create your own spells by using magic skills you learn and applying factors to them. Instead of having 100 different types of a direct damage spell, you will be able to create spells based on your own fighting style, preference and need per situation. The more advanced magic users will be able to cast spells of great power, will be able to bind an item with a spell to create a mighty weapon or even bind a spell to a city or keep (to protect or harm).

What are the different "parts" of casting magic?
Arcane: A magic skill. Many different factors can effect each type of arcane skills, such as:
Area of Effect
Effect Strength in time

Effect Lasting

Effect Beginning

(possibly others)

Factors: (or modifiers) The abilities of an arcane. This would include:
Area of Effect: self, target, self area, target area

Effect Lasting: absolute, period, point

Effect Beginning: instant, casting time, timer

Effect Strength: overall power of spell

Casting Failure: You can fail to cast a spell.

Will Magic use cost?
Mourning's magic use is powered by traditional stamina and mana stats, with the choice to use the health statistic as a back up. The regeneration of your statistics is dependant upon your health statistic (full health = faster mana auto regeneration). Your mana will auto regenerate, but you can use potions or resting to help speed up the process.

What magic schools are planned?
Nine magic schools are currently in Mourning. Each school has multiple rings and each ring has multiple skills. Here is a list of the schools:
Enchanting school
Necromancy school
Illusion school
Mysticism school
Demonology school
Summoning school
White Magic school
Evocation school
Nature Magic school
Will there be teleport types of magic?
Yes, but the spells will only be available if there is a group of magic users who are close to mastering the required schools. Our goal is for teleport magic to only be used in certain situations.




XV. Economy

Will the economy be player run?
A largely player run economy will be implemented in Mourning. Players will be able to produce equipment such as weapons and armor using blacksmithing skills. Most, if not all, high level items are going to be only player made. Crafters will be able to set their own prices for goods and sell their items to other players. In past MMORPG's, the economic system was largely made up of NPC vendor type situations and receiving items from the dead corpses of monsters or going on long drawn out quests.

How will items be crafted?
The crafting process, as a whole, has many steps which can be completed a variety of ways. Generally speaking, those steps will be as follows: Fist you will locate where resources spawned, indentify those resources, gather them, enrich the raw materials gathered, refine them, use the obtained materials for crafting item parts, combine those item parts to obtain the near-finished item, and then improve and customize the item. As the item runs its course, you can also enchant it and improve upon it via spellcrafting. Then, when the item has decayed, you can repair it or salvage it.

On paper, that may sound complicated, but it really is not that tough. You do not need to complete all the steps for all items. Further, it is possible to only do some of the steps and sell the parts, either by yourself or through a NPC vendor.

How will a crafter sell items?
There will be NPC vendors who can try to sell your goods for you. In exchange for their services, they will charge a small commission of the income for their work. Further, there will also be taxes implemented by the territory that the transaction took place.
Lead designer comments: Items will decay over time while being used. They can be crafted, enhanced, repaired, salvaged, sold and bought by either NPC's or PC's.

At the moment, we are not planning to implement player housing. So, in the beginning, players will store their possesions in some type of individual vault. Eventually after launch, we'll put player housing in, but they will be more for player organisations (like orders and guilds) rather than individual players, because they will be very expensive. We don't really feel like filling up our world space with houses for each player (as that will eat a lot of space from the world). Also, we don't really feel like making it available in separate virtual spaces, which has nothing to do with the main gameplay. That's why we chose a rather elitist approach to the housing system.


What type of things can be crafted?
This is a list of some of the different categories already in game that crafters can create:
Weapon Crafting: Beginning weaponsmiths will be able to make simple one handed swords, daggers, and bows
Armor Crafting: Beginning armorsmiths will be able to craft leather and bronze armor
Tailoring: Beginning tailors can create items such as knitted, padded or quilted items, which are in turn used by armorsmiths or players
Metalworking: Beginning metalworkers can create components for armor and weapons
Woodworking: Beginning woodworkers can create components for swords and bows
Leatherworking: Beginning leatherworkers can craft different grips for armors and different parts of leather armor
Clothworking: Beginning clothworkers can create bow strings and different components for armor
Alchemy: Beginning alchemists can create potions and potions components
Will towns have control over the resources surrounding them?
Towns can indirectly control the resources in their territory. Since the resources will be in that town’s territory, people having opposite alignment from that town will have a hard time reaching those resources on that town's territory. Also, the town can control the resources in a more aggressive way if they wish to by setting up guards near them, who'll ask for payment from the ones gathering resources from there.

Will resources be localized?
The resource spawning system is a dynamic one, which means that the resources are not spawned in the same place over and over again. Rather, they will have large, pre-defined spawning areas. These areas will also be pretty natural. You will find metal minerals spawning resources somewhere in the mountains, not in the fields and so on.

fragnetic

Legacy Member
Wow kinderen krijgen :eek:
Heb ik ooit nog eens aan gedacht toen ik in EQ2 in mijn appartementje stond :)
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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